Verik Vancaskerkin

Kinad Tiansul's page

17 posts. Alias of Te'Shen.


Full Name

Kinad Tiansul

Race

Human

Classes/Levels

(Dual Disciple) Psion (Seer/Shaper): 3 | HP: 16/16 | AC:16 [17] T:12 [16] FF:13 | CMD:13 | Fort: +2 Ref:+3 Will:+4 | Init: +2 | Perc: +7

Resources:
Action Points 6/6 | Power Points 10/20

Gender

Male

Size

Medium

Age

26

Alignment

Neutral Good

Deity

The Soveign Host (favors Aureon and Olladra

Location

Sharn

Occupation

Teaching Assistant, Morgrave University

Strength 10
Dexterity 14
Constitution 12
Intelligence 18
Wisdom 13
Charisma 10

About Kinad Tiansul

Background:
Loyal to Breland, Kinad Tiansul is the great grandson of Erran Tiansul, an officer who distinguished himself defending the boarders around Sterngate. While his grandfather was granted the minor hereditary title of Patrician and a plot of land around the nearby Mistmarsh, Kinad realizes they are noble by technicality only, and as such does his best to hide that fact. Their family crest is a rampant black goat on a silver field. It is emblazoned upon a battered shield that hangs above his families mantle since Erran's time.

At a young age, Kinad started hearing things, whispers mostly. They were things no one else could hear. Sometimes he would catch a small glimpse, a random image. Most in the family thought it to be a product of an overactive imagination. Eventually they began to realize that he knew things that he had not been taught, or he would dodge before his brothers threw things at him. After consulting a sage, they found he was a natural mind mage, a seer of sorts, similar to oracles and sorcerers. His family grew somewhat protective of their 'special' son, safeguarding the family until Kinad grew comfortable and in control of his power.

Later, he went on to study and train at Morgrave University where he met and mentored under Provost Bonal Geldem. Bonal being a diviner and Kinad being a seer gave them an odd appreciation for each other. They'd sometimes have discussions on power and responsibility, mostly revolving around how ethical and moral it was to tinker with the flow of destiny. This mostly took place between occasions when Bonal wasn't berating Kinad for not truly applying himself or drilling some lineage or language into Kinad's thick head.

Personality:
Kinad's sight makes him somewhat lucky, which in turn makes Kinad a little cocky. Though when things go wrong, he's just as surprised as anyone, but he uses snark to cover it. He tries to adapt quickly to maintain the illusion that he's knowledgeable and unflappable. He tries to be smooth but is as often awkward, possibly still possessing a sort of goofy charm. Ultimately he's a lore seeker but with a little bit of dare-devil thrown in.

At heart, Kinad is a good person, but believes practicality and sacrifice are necessary. Being Brelish, he values independence. It is more than likely he will run into a circumstance wherein his mouth will write checks his ass can't cash, but living up to his self image is another part of his goals.

Appearance:
Being the smallest in his immediate family, Kinad stands 5'9" and weighs 140 lbs. He has dark hair, gray eyes, and a ready grin. He's wiry, or at least that's what he says instead of skinny.

Crunch:
Kinad Tiansul (Psion 3)
Male Human (Dual Disciple) Psion 3 (Seer/Shaper)
N Medium Humanoid (human)
Init +2; Senses Perception +7

DEFENSE
AC 16 [17], touch 12 [16], flat-footed 13 (+3[+4 inertial] armor, +1 shield, +2 dex)
HP 16 (3d6 + 4)
Fort +2, Ref +3, Will +4
Defensive Abilities

OFFENSE
Speed 30 ft.
Melee Short spear +1 (1d6, 20/x2) or Klar +1 (1d4, 20/x2)
Ranged Crystal Shard +3 (1d3)(30' range) or Energy Ray (electricity) +3/+6 (2d6)(30'range)

Power Points 20 (11 class + 6 bonus + 3 favored)
Powers Known (ML 3 for Clairsentience & Metacreativity; ML 2 for all else; Concentration +7)
Knacks (3) Call to Mind (+2), Crystal Shard (1d3), Detect Psionics, Entangling Ectoplasm (1 rd/2 lv), Offensive Precognition (1 rd/lv)
1st (5) Astral Construct, Energy Ray, Inertial Armor, Psychic Tracking, Telempathic Projection
2nd (3) Object Reading, Reconstruct, Sensitivity to Psychic Impressions

STATISTICS
Str 10, Dex 14, Con 12, Int 18, Wis 13, Cha 10
Base Atk +1; CMB +1; CMD 13
Feats Skill Focus-Perception (Human), Fast Learner (1st), Additional Traits (Bonus), Improvisation (3rd)

Trait, Religion Sighted (Defensive Strategist): You aren't flat-footed during a surprise round that you don't get to act in or before you get to act at the start of a battle.

Trait, Campaign Trap Finder: You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.

Trait, Magic Pragmatic Activator: You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.

Trait, Social Clever Wordplay: Choose one Charisma-based skill (Bluff). You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier.

Favored Class
(1st) 1 pp/1 hp
(2nd) 1 pp/.5 power
(3rd) 1 pp/.5 power (Object Reading)

Skills
Acrobatics +4 = (0R + 2A + 0T + 2I)
Appraise +6 = (0R + 4A + 2I)
Autohypnosis* +6 = (2R + 1A + 3T)
Bluff +6 = (0R + 4A + 0T + 2I)
Climb +2 = (0R + 0A + 2I)
Craft* +6(+8) = (0R + 4A + 0T + 2I + 2Cir)
Diplomacy +2 = (0R + 0A + 2I)
Disable Device* +11 = (3R + 2A + 3T + 1 + 2Cir)
Disguise +2 = (0R + 0A + 2I)
Escape Artist +4 = (0R + 2A + 2I)
Fly +4 = (0R + 2A + 2I)
Handle Animal +2 = (0R + 0A + 2I)
Heal +3 = (0R + 1A + 2I)
Intimidate +2 = (0R + 0A + 2I)
Knowledge (Arcane)* +7 = (0R + 4A + 0T + 1BK + 2I)
Knowledge (Dungeoneering)* +7 = (0R + 4A + 0T + 1BK + 2I)
Knowledge (Engineering)* +7 = (0R + 4A + 0T + 1BK + 2I)
Knowledge (Geography)* +9 = (1R + 4A + 3T + 1BK)
Knowledge (History)* +9 = (1R + 4A + 3T + 1BK)
Knowledge (Local)* +7 = (0R + 4A + 0T + 1BK + 2I)
Knowledge (Nature)* +7 = (0R + 4A + 0T + 1BK + 2I)
Knowledge (Nobility)* +9 = (1R + 4A + 3T + 1BK)
Knowledge (Planes)* +7 = (0R + 4A + 0T + 1BK + 2I)
Knowledge (Psionics)* +7 = (0R + 4A + 0T + 1BK + 2I)
Knowledge (Religion)* +7 = (0R + 4A + 0T + 1BK + 2I)
Linguistics +7 = (3R + 4A)
Perception +7 = (3R + 1A + 3)
Perform +2 = (0R + 0A + 2I)
Profession (Librarian)* +5 = (1R + 1A + 3T)
Profession* +3 = (0R + 1A + 0T + 2I)
Ride +4 = (0R + 2A + 2I)
Sense Motive +3 = (0R + 1A + 2I)
Sleight of Hand +4 = (0R + 2A + 2I)
Spellcraft* +10 = (3R + 4A + 3T)
Stealth +4 = (0R + 2A + 2I)
Survival +3 = (0R + 1A + 2I)
Swim +2 = (0R + 0A + 2I)
Use Magic Device +7 = (3R + 4A)

Languages Khorvairan (Common), Cyclops (Ancient Giant), Draconic, Dwarven, Gnome, Elven, Goblin, Orc

Special Qualities

Focused Study: At 1st, 8th, and 16th level, gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Psychic Knowledge (Seer): You gain the psionic equivalent of bardic knowledge. It functions just like a bard's class ability, except you use your manifester level in place of bardic level. This ability replaces your psion bonus feat at 1st level.

Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

Secondary Discipline: When the dual disciple chooses his discipline, he also selects his secondary discipline. The dual disciple's secondary discipline cannot be the Generalist discipline. The dual disciple can select his powers known from this secondary discipline power list as well as from his normal power lists. However, the dual discipline suffers a -1 penalty to his manifester level when manifesting a power of any discipline other than one of those he has chosen. The dual disciple gains his primary discipline abilities at 2nd, 8th, 14th, and 20th levels as normal.

This ability replaces the class skills normally gained when selecting a discipline.

Recovered Information (Su): While maintaining psionic focus, when someone successfully saves against a Clairsentience power you’ve manifested, you learn about a single psionic effect currently in effect (if any) on the target. Each subsequent successful save against a Clairsentience power you manifest transfers information about another psionic effect currently in effect (if any) on the target. If there are no psionic powers in effect on the target that you do not already know, then you learn information about a single psionic item the creature currently possesses, as if you had identified the item. This effect does not give any information on artifacts. The number of psionic effects or items you learn about per save increases by one every four psion levels thereafter.

Combat Gear
Short spear (3 lbs./1 gp)
Masterwork Metal Klar (+1AC, 5% ASF/1d4 dmg [P] 20/x2)(6 lbs./54 gp) (In the shape of a goat's head)
Darkleaf Cloth Hide Shirt (+3AC, +6Dex, 5% ASF)(9 lbs./257 gp)
Masterwork Thieves Tools (2 lbs./100 gp)
Masterwork backpack (4 lbs./50 gp)
Ioun torch (- lbs./75 gp)
(Total Worn 24 lbs.)

Gear
Magebred Owl (2 lbs./20 gp)
Magebred Hunting Dog (40 lbs./50 gp)
Leather dog barding (7.5 lbs./20 gp)
Masterwork Artisan's Tools (Armorsmithing) (5 lbs./55 gp)
Masterwork Artisan's Tools (Weaponsmithing) (5 lbs./55 gp)

(Total Other 12 lbs.)

Consumables
. . .

(Total -)
Medium Load: 34-66 lbs.
Heavy Load: 67-100 lbs.

3rd Level Starting Character Wealth (3,000 gp)
Spent: 617 gp

Level 0/Knacks:

Special: As long as you maintain psionic focus, you may manifest either of your chosen powers (knacks) without paying a power point cost, but the power may not be augmented or affected by metapsionic feats.

***

Call to Mind Seer Knack

Discipline: Telepathy [mind-affecting]
Display: Mental
Manifesting Time: 1 minute
Range: Personal
Target: You
Duration: Instantaneous
Power Points: 1

By meditating on a subject, you can recall natural memories and knowledge otherwise inaccessible to you. On a failed Knowledge check, you can manifest this power to gain a new check with a +4 competence bonus. If successful, you instantly recall what was previously buried in your subconscious.

Augment: For every 2 additional power points you spend, the competence bonus increases by +1.

Special: The competence bonus from call to mind is reduced to +2.

***

Crystal Shard Shaper Knack

Discipline: Metacreativity (Creation)
Display: Auditory and material
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Resistance: No
Power Points: 1

Upon manifesting this power, you propel a razorsharp crystal shard at your target. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d6 points of piercing damage.

Augment: You can augment this power in one of the following ways.

1. For every additional power point you spend, this power’s damage increases by 1d6 points.

2. If you expend your psionic focus when manifesting this power, the cost of the power is reduced by 1 (to a minimum of 0), but the damage is reduced to 1d3 points of piercing damage and cannot be further augmented.

Special: The damage of crystal shard is reduced to 1d3.

***

Detect Psionics Psion Knack

Discipline: Clairsentience
Display: Auditory and visual
Manifesting: Time 1 standard action
Range: 60 ft.
Area: Cone-shaped emanation centered on you
Duration: Concentration, up to 1 min./level (D)
Saving Throw: None
Resistance: No
Power Points: psionic focus or 1

You detect psionic auras. A psionic aura is given off by any active or permanent power, or during the use of any psionic feat. Characters who have levels in a psionic class, creatures with the psionic subtype, and creatures with the Wild Talent feat possess psionic auras. The amount of information revealed by the manifestation of this power depends on how long you study a particular area or subject.

1st Round: Presence or absence of psionic auras.
2nd Round: Number of different psionic auras and the strength of the most potent aura.
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (Psionics) checks to determine the discipline involved in each aura. (Make one check per aura; DC 15 + power level, or 15 + one-half manifester level for an effect that is not created by a power, such as that of a psionic item.) If the aura emanates from a psionic item, you can attempt to identify its properties (see Spellcraft).

Psionically charged locations, multiple disciplines, or strong local psionic emanations may confuse or conceal weaker auras.

Aura Strength: A psionic aura’s strength depends on a functioning power’s level or an item’s manifester level. If an aura falls into more than one category, detect Psionics indicates the stronger of the two. Detection of an overwhelming aura (see the accompanying table) dazes you for 1 round and the power ends.

Functioning power (power level)
Faint: 3rd or lower
Moderate: 4th-6th
Strong: 7th-9th
Overwhelming: 10th+ (deity-level)

Psionic item or creature (manifester level)*
Faint: 5th or lower
Moderate: 6th-11th
Strong: 12th-20th
Overwhelming: 21st+ (artifact)

* For creatures without a manifester level, use the creature's CR or hit die, whichever is lower.

Lingering Aura: A psionic aura lingers after its original source dissipates (in the case of a power) or is destroyed (in the case of a psionic item). If detect Psionics is manifested and directed at such a location, the power indicates an aura of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original strength:

Originally Faint: 1d6 minute duration
Originally Moderate: 1d6 x 10 minute duration
Originally Strong: 1d6 hour duration
Originally Overwhelming: 1d6 day duration

Each round, you can turn to detect Psionics in a new area. You can tell the difference between magical and psionic auras.

The power can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Augment: This power may be augmented in the following way.

Augment: If you spend 2 additional power points, the duration changes to 3 rounds/lvl. (D) (no concentration required) and it also gives you a +10 enhancement bonus on Spellcraft checks made to identify the properties and command words of magic items in your possession. This power does not allow you to identify artifacts.

***

Entangling Ectoplasm Shaper Knack

Discipline: Metacreativity (creation)
Display: Material and visual
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One Medium or smaller creature
Duration: 5 rounds
Saving Throw: None
Resistance: No
Power Points: 1

You draw forth a glob of ectoplasmic goo from the Astral Plane and immediately throw it as a ranged touch attack at any creature in range. On a successful hit, the subject is covered in goo and becomes entangled. The goo evaporates at the end of the power’s duration. Entangled creatures can attempt to break free as a move action, making a Strength or Escape Artist check. The DC for this check is equal to 11 + the manifester’s key ability modifier.

Augment: For every 2 additional power points you spend, this power can affect a target one size category larger and the DC to break free increases by 1.

Special: The duration of entangling ectoplasm is reduced to one round per two psion levels (minimum 1 round).

***

Precognition, Offensive Seer Knack

Discipline: Clairsentience
Display: Material and visual
Manifesting Time: 1 standard action; see text
Range: Personal
Target: You
Duration: 1 min./level (D)
Power Points: 1

Your awareness extends a fraction of a second into the future, allowing you to better land blows against your opponent. You gain a +1 insight bonus on your attack rolls.

Augment: You can augment this power in one or both of the following ways.

1. For every 3 additional power points you spend, the insight bonus gained on your attack rolls increases by 1.

2. If you spend 6 additional power points, you can manifest this power as a swift action.

Special: The duration of offensive precognition is reduced to 1 round per psion level.

Level 1:

Astral Construct Shaper 1

Discipline Metacreativity (Creation)
Display: Visual; see text
Manifesting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One created astral construct
Duration: 1 round/level (D)
Saving Throw: None
Resistance: No
Power Points: 1

This power creates one 1st-level astral construct of solidified ectoplasm that attacks your enemies. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. As a free action, you can mentally direct it not to attack, to attack particular enemies, or to perform other actions. The astral construct acts normally on the last round of the power’s duration and dissipates at the end of its turn.

Astral construct are not summoned; they are created on the plane you inhabit (using ectoplasm drawn from the Astral Plane). Thus, they are not subject to effects that hedge out or otherwise affect outsiders; they are constructs, not outsiders.

Augment: For every 2 additional power points you spend, the level of the astral construct increases by one.

***

Energy Ray Psion 1

Discipline: Psychokinesis [see text]
Display: Auditory
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Resistance: Yes
Power Points: 1

You create a ray of energy of your active energy type (cold, electricity, fire, or sonic) that shoots forth from your fingertip and strikes a target within range, dealing 1d6 points of damage, if you succeed on a ranged touch attack with the ray.

Cold A ray of this energy type deals +1 point of damage per die.

Electricity Manifesting a ray of this energy type provides a +3 bonus on your attack roll if the target is wearing metal armor and a +2 bonus on manifester level checks for the purpose of overcoming power resistance.

Fire A ray of this energy type deals +1 point of damage per die.

Sonic A ray of this energy type deals –1 point of damage per die and ignores an object’s hardness. This power’s subtype is the same as the type of energy you manifest.

Augment: You can augment this power in one of the following ways. 1. For every additional power point you spend, this power’s damage increases by one die (d6). 2. If you expend your psionic focus when manifesting this power, the cost of the power is reduced by 1 (to a minimum of 0), but the damage is reduced to 1d3 and it cannot be further augmented.

Special: A kineticist does not need to select an energy type for this power when he gains psionic focus. He may choose the type of damage at the time the power is manifested.

***

Inertial Armor Psion 1

Discipline: Psychokinesis [force]
Display: Visual; see text
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level (D)
Power Points: 1

Your mind generates a tangible field of force that provides a +4 armor bonus to Armor Class. Unlike mundane armor, inertial armor entails no armor check penalty or speed reduction. Because inertial armor is composed of psychokinetic force, incorporeal creatures can’t bypass it the way they do normal armor. Your inertial armor can be invisible or can appear as a colored glow, at your option. The armor bonus provided by inertial armor does not stack with the armor bonus provided by regular armor.

Augment: For every 2 additional power points you spend, the armor bonus to Armor Class increases by 1.

***

Psychic Tracking Seer 1

Discipline: Clairsentience
Display: Auditory
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hr./lvl. (D)
Power Points: 1

You can track creatures with an Intelligence score of 3 or greater by following the trails of mental energy they leave behind. Pass without trace and similar effects provide no protection from this power; however, creatures immune to mind-affecting effects leave no perceptible psychic tracks, and cannot be followed this way.

Finding psychic tracks or following them for 1 mile requires a DC 20 Spellcraft check. Every time the tracks become difficult to follow (such as when they intersect with other psychic tracks, enter an area of heavy traffic such as a market, or backtrack and diverge), you must make another check. If you fail a Spellcraft check, you can retry by meditating for 10 minutes (low traffic) 1 hour (high traffic) .

While tracking, you move at half your normal speed. You may move up to your normal speed by taking a -5 penalty on the Spellcraft check, or double your speed by taking a -20 penalty on the Spellcraft check.

Augment: For every additional power point you spend, you gain a +2 bonus on your Spellcraft checks to follow psychic tracks.

***

Telempathic Projection Psion 1

Discipline: Telepathy (Charm) [Mind-Affecting]
Display: Visual
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./ level)
Target: One creature
Duration: 1 min./level
Saving Throw: Will negates
Resistance: Yes
Power Points: 1

You alter the subject’s mood, adjusting its attitude toward you by one step in a positive direction. For instance, an unfriendly creature can be made indifferent, or a hostile creature unfriendly. You can grant a +4 bonus on your own (or others’) Bluff, Diplomacy, Intimidate, Perform, or Sense Motive checks involving the affected creature.

Augment: For every 2 additional power points you spend, this power’s save DC increases by 1.

Level 2:

Object Reading Seer 2

Discipline: Clairsentience
Display: Auditory and material
Manifesting Time: 1 minute
Range: Touch
Target: Object touched
Duration: Concentration, up to 10 min./level (D)
Saving Throw: None
Resistance: Yes
Power Points: 3

You can learn details of an inanimate object’s previous owner. Objects accumulate psychic impressions left by their previous owners, which can be read by use of this power. The amount of information revealed depends on how long you study a particular object.

1st Minute Last owner’s race.
2nd Minute Last owner’s gender.
3rd Minute Last owner’s age.
4th Minute Last owner’s alignment.
5th Minute How last owner gained and lost the object.
6th+ Minute Next-to-last owner’s race, and so on.

The power always correctly identifies the last owner of the item, and the original owner (if you keep the power active long enough).

There is a 90% chance that this power will successfully identify all other former owners in sequence, but there is a 10% chance that one former owner will be skipped and thus not identified.

This power will not identify casual users as owners. (Anyone who uses an object to attack someone or something is not thereafter considered a casual user.)

An object without any previous owners reveals no information. You can continue to run through a list of previous owners and learn details about them as long as the power’s duration lasts. If you use this power additional times on the same object, the information yielded is the same as if you were using the power on the object for the first time.

Augment: For every additional power point you spend, this power’s maximum duration increases by 10 minutes.

***

Reconstruction Shaper 2

Discipline: Metacreativity
Display: Material and visual
Manifesting Time: 1 standard action
Range: Touch
Target: Construct touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Resistance: Yes (harmless)
Power Points: 3

When laying your hands upon a construct that has at least 1 hit point remaining, you reknit its structure to repair damage it has taken. The power repairs 3d8 points of damage +1 point per manifester level. Constructs that are immune to psionics or magic cannot be repaired in this fashion.

Augment: For every 2 additional power points you spend, this power repairs an additional 1d8 points of damage.

***

Sensitivity to Psychic Impressions Seer 2

Discipline: Clairsentience
Display: Auditory and material
Manifesting Time: 1 hour
Range: Close (25 ft. + 5 ft./2 levels)
Area: Spread with a radius of 25 ft. + 5 ft./2 levels, centered on you
Duration: Concentration, up to 10 min./level
Saving Throw: None
Resistance: No
Power Points: 3

You gain historical vision in a given location. Rooms, streets, tunnels, and other discrete locations accumulate psychic impressions left by powerful emotions experienced in a given area. These impressions offer you a picture of the location’s past.

The types of events most likely to leave psychic impressions are those that elicited strong emotions: battles and betrayals, marriages and murders, births and great pain, or any other event where one emotion dominates. Everyday occurrences leave no residue for a manifester to detect.

The vision of the event is dreamlike and shadowy. You do not gain special knowledge of those involved in the vision, though you might be able to read large banners or other writing if they are in your language.

Beginning with the most recent significant event at a location and working backward in time, you can sense one distinct event for every 10 minutes you maintain concentration, if any such events exist to be sensed. Your sensitivity extends into the past a maximum number of years equal to 100 x your manifester level.

Magebred Pet(s):

*** In Progress ***

Ptolemy - Magebred Owl
N Tiny animal
Init +5; Senses low-light vision; Perception +12

DEFENSE
AC 21, touch 17, flat-footed 16 (+5 Dex, +4 natural, +2 size)
HP 5 (1d8 + 1)
Fort +3, Ref +7, Will +2

OFFENSE
Speed 10 ft., fly 60 ft. (average)
Melee 2 talons +7 (1d4–1)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 8, Dex 21, Con 13, Int 2, Wis 15, Cha 6
Base Atk +0; CMB +3; CMD 12
Feats Alertness, Weapon Finesse
Skills Fly +9, Perception +12, Stealth +17;
Racial Modifiers +4 Perception, +4 Stealth

Special Qualities

Excellent Learner (Ex): Magebred animals have all Handle Animal DCs reduced by 2 and can learn a maximum of eight tricks. Training a magebred animal for a purpose takes one week less than normal, to a minimum of one week.

Thick Skinned (Ex): The natural armor bonus for the magebred animal improved by an additional +2.

Skill Tricks Known (8 of 8)

Attack (DC 20): The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.

Bombard (DC 20): A flying animal can deliver projectiles on command, attempting to drop a specified item that it can carry (often alchemist's fire or some other incendiary) on a designated point or opponent, using its base attack bonus to determine its attack roll. The animal cannot throw the object, and must be able to fly directly over the target.

Deliver (DC 15): The animal takes an object (one you or an ally gives it, or that it recovers with the fetch trick) to a place or person you indicate. If you indicate a place, the animal drops the item and returns to you. If you indicate a person, the animal stays adjacent to the person until the item is taken. (Retrieving an item from an animal using the deliver trick is a move action.)

Fetch (DC 15): The animal goes and gets something. If you do not point out a specific item, the animal fetches some random object.

Flee (DC 20): The animal attempts to run away or hide as best it can, returning only when its handler commands it to do so. Until such a command is received, the animal does its best to track its handler and any creatures with him or her, remaining hidden but within range of its sight or hearing. This trick is particularly useful for thieves and adventurers in that it allows the animal to evade capture, then return later to help free its friends.

Get Help (DC 20): With this trick, a trainer can designate a number of creatures up to the animal's Intelligence score as “help.” When the command is given, the animal attempts to find one of those people and bring her back to the handler, even if that means journeying a long distance to the last place it encountered the target creature.

Sneak (DC 15): The animal can be ordered to make Stealth checks in order to stay hidden and to continue using Stealth even when circumstances or its natural instincts would normally cause it to abandon secrecy.

***

Andy - Magebred Hunting Dog
N Small animal
Init +1; Senses low-light vision, scent; Perception +8

DEFENSE
AC 18, touch 13, flat-footed 16 (+2 armor, +2 Dex, +3 natural, +1 size)
HP 6 (1d8+3)
Fort +5, Ref +4, Will +1

OFFENSE
Speed 40 ft.
Melee bite +4 (1d4+4)

STATISTICS
Str 17, Dex 15, Con 17, Int 2, Wis 12, Cha 6
Base Atk +0; CMB +0; CMD 11 (15 vs. trip)
Feats Alertness, Skill Focus (Perception)
Skills Acrobatics +2 (+10 jumping), Perception +10, Survival +1 (+9 scent tracking)
Racial Modifiers +4 Acrobatics when jumping, +8 Survival when tracking by scent

Special Qualities

Excellent Learner (Ex): Magebred animals have all Handle Animal DCs reduced by 2 and can learn a maximum of eight tricks. Training a magebred animal for a purpose takes one week less than normal, to a minimum of one week.

Tracking Expert (Ex): The magebred creature gains a +4 racial bonus to Survival checks to follow tracks.

Skill Tricks Known (8 of 8)

Attack (DC 20): The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.

Down (DC 15): The animal breaks off from combat or otherwise backs down. An animal that doesn’t know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.

Guard (DC 20): The animal stays in place and prevents others from approaching.

Fetch (DC 15): The animal goes and gets something. If you do not point out a specific item, the animal fetches some random object.

Heel (DC 15): The animal follows you closely, even to places where it normally wouldn’t go.

Hunt (DC 20): This trick allows an animal to use its natural stalking or foraging instincts to find food and return it to the animal's handler. An animal with this trick may attempt Survival checks (or Wisdom checks if the animal has no ranks in Survival) to provide food for others or lead them to water and shelter (as the “get along in the wild” use of the Survival skill). An animal with this trick may use the aid another action to assist Survival checks made by its handler for these purposes.

Seek (DC 15): The animal moves into an area and looks around for anything that is obviously alive or animate.

Track (DC 20): The animal tracks the scent presented to it. (This requires the animal to have the scent ability)

Character Creation Guidelines:

Character Creation Guidelines:
-20pt buy
-1 extra feat
-2 traits, no drawbacks.
-150 starting gold
-Classes: All except Gunslinger, Ninja, Samurai and Summoner.
-Races: Core and Eberron (see the wiki). Ask me about other races. Warforged can either go with the listed abilities (option one) or chose: +2 dex +2 con -2 wis (option two), +2 str +2 con -2 wis (option three)
-Alignment: Preference goes to good and neutrals. LE can be considered, but needs a good reason.
-Level 1, lvl gain will go at my pace.
-Hp max on lvl 1. On gain, half +1.

No 3rd party content.
Please submit a crunch and a developed backstory. Adding a physical description and motivations would be nice.
RP is encouraged, creativity can get you a long way!
I'm looking at a 1 post minimum a day, 2 if you want to pace it up.


Eberron/Pathfinder Conversion Wiki Link.

A fun map of Sharn.

A view of Sharn at night.