Kobold

Mheral Ayazral's page

45 posts. Alias of Bandw2.


Full Name

Mheral Ayazral

Race

Sheet |

Classes/Levels

HP 90/90 | SP 20/20 | AC 29 T 15 FF 25 | CMB +8 | CMD 22 | F +10 R +9 W +2 | Init +4 | Perc +9 (Darkvision 60ft)

Gender

Male

Size

Small

Strength 16
Dexterity 18
Constitution 19
Intelligence 10
Wisdom 10
Charisma 12

About Mheral Ayazral

Description: A small Tannish-yellow Kobold, wearing A Dark Woolen Over coat with many pockets keeping his possessions secure. he also wears a Similarly Dark wide-brimmed hat, he adjusts it occasionally to keep the sun and bright lights out of his eyes. When he takes off his coat he wears simple traveling wear that you'd attribute to a foreign land of a colder climate.
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Mheral Ayazral
Koldemar(Kobold/reptilian) Armorist/Shifter (True Lycanthrope), Level 6, Init 5, HP 84/84, Speed 30ft.
AC 29, Touch 15, Flat-footed 25, CMB +8, CMD 22, Fort 10, Ref 9, Will 2, Base Attack Bonus 6

Abilities Str 16(+3), Dex 18(+3), Con 19(+3), Int 10, Wis 10, Cha 12(+1)

Racial:

Darkvision: Koldemar can see in the dark up to 60 feet.

Clever: Each koldemar has a natural knack for a few skills. Each koldemar selects three skills at character creation. One of these must be a Craft, Knowledge, or Profession skill. Once selected, these skills cannot be changed. These skills are always class skills for the Koldemar, and it receives a +2 racial bonus to them. This trait can be replaced by any trait that replaces the kobold crafty trait.

traits:

Arcane Temper: +1 to concentration and initiative checks.

Feats:

Level 1: Extra Bestial Trait (Claws)
Level 3: Extra Bestial Trait (bite)
Level 5: multiattack
Theme 2: cosmopolitan
Theme 4: Deceitful

Spheres of power:

Class: Armorist/Shifter

Tradition: True Lycanthrope(Custom) +1+1/3 spellpoint per level.
General Drawbacks: Addictive Casting. Draining Casting, Painful Magic.
Boon: Foritifed Casting
Sphere Drawbacks: Lycanthropic(Alt), Meld into Dark (Dark), Deathful touch (Death), Destructive Touch (Des), Bodily Enhancement (Enh), Personal Magics(Enh), Personal Fate (Fate), Regenerate (life), Touch of light (light), Nature Spirit(Nat), Protected Soul (Prot), Personal Time(Time), Solo Combatant (War), Personal Warp (Warp).

Sphere's and Talents:
Life: Restore Mind
Enhancement: Deep Enhancement, physical enhancement
Time: improved Haste
Warp: quick teleport
Alteration: Greater transformation, Size Change, Dragon transformation, Avian Transformation, Bestial Reflexes

Class Abilities:

Summon Equipment (Su): An armorist may spend a spell point as a move action to conjure a weapon or shield into her hands, which stays for 1 minute per level before disappearing. The armorist must be proficient with the weapon or type of shield to summon it, and in the case of exotic weapons, she must have studied a pre-existing version of the weapon for at least 1 week. This weapon or shield is masterwork quality, and while antimagic barriers may prevent the armorist from summoning these items, the items themselves are not considered magical creations and so may not be dispelled. Ranged weapons come with 50 pieces of basic ammunition.
At 5th level, the armorist may conjure any type of armor she is proficient with, either on her own body as a move action or on a touched willing target’s body as a standard action. This causes any armor the target is wearing to disappear in favor of the new armor until the duration is over and the old armor returns.
Dismissing summoned equipment is a free action. Summoned equipment gains a +1 enhancement bonus for every 3 armorist levels the creator possesses, to a maximum of +6 at 18th level. These bonuses may be traded for special qualities according to Table: Bound Equipment. A piece of summoned equipment cannot have higher than a +5 enhancement bonus; enhancement bonuses beyond this
amount must be traded for special qualities.

Bound Equipment (Su): An armorist gains a bond with a specific weapon or shield that is far greater than with her other summoned equipment. Bound equipment is summoned and treated just like summoned equipment, except it does not cost a spell point to summon, cannot be used by anyone other than the armorist herself (the item’s magic does not function in another’s hands), comes with limitless ammunition, and disappears 1 round after leaving the armorist’s hands. She gains another piece of bound equipment at 5th level, 10th level, 15th level, and 20th level and may select a suit of armor beginning at 5th level or a staff beginning at 10th level. Bound equipment is masterwork quality, and gains a cumulative +1 enhancement bonus for every odd armorist level possessed beyond 1st, increasing to +10 at 20th level. A piece of bound equipment’s enhancement bonus cannot exceed +1 per 3 levels (minimum: +1, maximum: +5); all enhancement bonus beyond this must be traded for special qualities.
An armorist may give her bound weapon special enhancement properties from Table: Bound Equipment, trading enhancement bonus for other benefits. Bound equipment cannot be enchanted through any other means than gaining armorist levels and must retain at least a +1 enhancement bonus. Bound staves use the rules presented in Chapter 6: Magic Items, granting the armorist enhancement bonuses to her caster level with one sphere, chosen when the staff is created. Beginning at 10th level, the armorist may also place weapon enhancements on her staffs and staff enhancements on her weapons.
Once a piece of bound equipment has been selected, or once its special qualities have been chosen, they may only be changed if the armorist spends 8 hours (1 day) meditating to dismiss the old piece of bound equipment and create a new piece of bound equipment to take its place. The armorist’s bound equipment can be damaged and sundered, but always returns to full health the following day. A bound double-weapon must divide its enhancement bonuses and weapon qualities between the two ends (for example, a +5 bound quarterstaff could have a +3 bonus on one end and a +2 bonus on the other). Alternately, the armorist may bind each end of the double weapon as a separate piece of bound equipment, thus granting full bonuses to each half. If one end of the double weapon has no bonuses, it is still considered masterwork

Shapeshifter: At first level the shifter gains the Alteration sphere as a bonus magic talent. The shifter uses her class level as her caster level for this sphere. This stacks normally with caster levels gained from other sources.

Wild Empathy (Ex): A shifter gains wild empathy as the druid class feature, treating her shifter levels as druid levels for this purpose.

Quick Transformation: The shifter may use the Alteration sphere to apply a shapeshift to herself and only herself as a move action. Maintaining this effect through concentration only requires a move action each round.

Arsenal Tricks:
Heavy Armor: You gain the Heavy Armor Proficiency feat.
Arcane Strike: You gain the Arcane Strike feat and treat your armorist level as your caster level when determining its effects.
Improved Materials: (Requires Armorist level 6) You may summon equipment or create bound equipment out of cold iron, silver, or mithril.

Bestial traits:
Quick Healing (Su): As a free action once per round, you may heal 5 hit points as if you had the fast healing ability. You may heal 5 hit points per day in this manner for every 2 shifter levels possessed. If you fall unconscious because of hit point damage and you still have healing from this ability, the ability activates automatically each round until you are conscious again or the ability is depleted for the day.
Bite (Ex): You gain a bite attack. This is a primary attack dealing 1d6 damage (1d4 small). If this is the only attack made during the shifter’s turn, add 1 1/2 your Strength bonus to the damage dealt.
Claws (Ex): You gain a pair of retractable claws, which may be retracted or expanded as a free action. These are primary attacks that deal 1d4 damage (1d3 small).

Stat block in standard combat form:

Mheral Ayazral
Male koldemar armorist 6/shifter 6/gestalt 6
NG Large humanoid (reptilian)
Init +5; Senses Perception +9
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Defense
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AC 28, touch 13, flat-footed 24 (+11 armor, +4 Dex, +4 natural, -1 size)
hp 96 (6d10+36)
Fort +11, Ref +9, Will +2
Weaknesses addictive casting, bodily enhancement, draining casting, lycanthropic, painful magic, personal magics, personal time, personal warp, regenerate
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Offense
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Speed 40 ft., fly 50 ft. (average)
Melee bite +11 (1d8+6), bite +11 (2d6+6), 2 claws +11 (1d8+6), 2 claws +11 (1d6+6), 2 wings +9 (1d8+3)
Space 10 ft.; Reach 5 ft.
Special Attacks enhanced attacks (magic)
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Statistics
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Str 20, Dex 18, Con 23, Int 10, Wis 10, Cha 14
Base Atk +6; CMB +12; CMD 26
Feats Arcane Strike, Endurance, Extra Bestial Trait, Extra Bestial Trait, Multiattack
Traits arcane temper
Skills Acrobatics +2 (+6 to jump), Bluff +11, Disable Device +13, Disguise +4, Fly +0, Knowledge (arcana) +4, Knowledge (engineering) +4, Knowledge (geography) +4, Knowledge (local) +6, Knowledge (nature) +4, Knowledge (nobility) +4, Perception +9, Stealth +7
Languages Common, Draconic; steal language
SQ aquan transformation, armor training 1, arsenal trick (improved materials), avian transformation, bestial reflexes, bestial traits (bite, claws, poison, quick healing), bound equipment, bound equipment abilities, casting, cure, deep enhancement, dragon transformation, fortified casting, greater transformation, haste (time), improved haste, invigorate, lingering transformation (3 rounds), magic skill bonus, magic skill defense, physical enhancement (enhance), pounce, quick teleport, quick transformation, restore, restore mind, shapeshifter, shapeshifting, size change, slow (time), summon equipment, teleport, wild empathy
Other Gear +2 mithral full plate, amulet of mighty fists +1, amulet of natural armor +1, belt of mighty constitution +2, ioun torch ioun stone[APG], ring of sustenance, sleeves of many garments[UE], backpack, belt pouch, blanket[APG], flint and steel, hemp rope (50 ft.), pot, soap, torch (10), trail rations (5), waterskin, 150 gp
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Special Abilities
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Addictive Casting (No Addiction, DC 10) You risk gaining an addiction when you spend spell points
Alteration: Aquan Transformation You can give your shapeshift target the aquan form
Alteration: Avian Transformation You can give your shapeshift target the avian form
Alteration: Bestial Reflexes You can give your shapeshift target several bestial traits
Alteration: Dragon Transformation You can give your shapeshift target the dragon form
Alteration: Greater Transformation You can give your shapeshift target an extra trait
Alteration: Shapeshifting (3 traits) You can bestow the Blank Form
Alteration: Size Change (+/- 2 size cat.) You can change the size of your shapeshift target
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Bite (Ex) You gain a bite attack
Bodily Enhancement You cannot enhance equipment or objects
Bound Equipment +2 (2 items) (Su) Chosen item can be summoned at no cost and is stronger than other summoned gear
Bound Equipment Abilities You can place the following abilities on bound and summoned equipment:
Casting (CL 7, -Choose-) You can cast sphere effects.
Claws (Ex) You gain two claw attacks
Draining Casting (2 nonlethal damage) You take nonlethal damage when you cast sphere effects
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Enhanced Attacks (Magic) (Su) Your natural attacks count as magic for overcoming DR
Enhancement: Deep Enhancement You can make your enhancements last longer
Enhancement: Physical Enhancement +4 Give a creature an enhancement bonus to one physical attribute
Fly (50 feet, Average) You can fly!
Fortified Casting You may use CON as your CAM
Improved Materials Summon cold iron, silver, or mithril equipment
Life: Cure 2d8+7 Heal a target for 2d8+7 hit points
Life: Invigorate (Up to 7 temp HP) Grant up to 7 temporary HP to an injured target
Life: Restore Heal a target's ability damage and remove negative conditions
Life: Restore Mind Cure heals +1d8 HP, and restore cures confused and dazed conditions
Lingering Transformation (3 rounds) Shapeshifts on yourself last longer
Lycanthropic You can only target yourself with your shapeshift ability
MSB +12 Use for counterspelling, concentration, caster level checks, and beating SR
MSD 23 Use when defending against an MSB check
Painful Magic (DC 13) When using magic, you must make a Fort save or be sickened/nauseated
Personal Magics You cannot enhance other creatures or their equipment
Personal Time You may only target yourself when using alter time abilities that target creatures
Personal Warp You may only teleport yourself
Poison (Bite [Dragon Form], DC 19) (Ex) Selected attack inflicts poison
Pounce You may make a full-attack after a charge.
Quick Healing (3/day) (Su) Heal 5 HP as a free action
Quick Transformation Apply and maintain shapeshift on yourself as a move action
Regenerate You may only target yourself with your Life sphere abilities.
Shapeshifter Gain Alteration as a bonus sphere, and use your class level as caster level with Destruction
Steal Language (Su) Touch a target to learn one of its languages for 24 hours
Summon Equipment (+2 bonus) (Su) You can conjure a weapon or shield.
Time: Haste Target can make an extra attack during a full attack
Time: Improved Haste Your Haste ability becomes more powerful
Time: Slow Target becomes staggered
Warp: Quick Teleport Teleport as a move action for additional SP
Warp: Teleport You can teleport yourself as a standard action
Wild Empathy +8 (Ex) Improve the attitude of an animal, as if using Diplomacy.