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About Mheral AyazralDescription: 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.
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.
Sphere's and Talents:
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.
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:
Bestial traits:
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 -------------------- Defense -------------------- 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 -------------------- Offense -------------------- 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) -------------------- Statistics -------------------- 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 -------------------- Special Abilities -------------------- 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. |