Priest-Captain Blackarm

Neris Vel'zar's page

6 posts. Alias of william Nightmoon.


Race

Tiefling(Motherless)

Classes/Levels

Shifter 3

Gender

Male

Size

Medium

Age

25

Alignment

Chaotic Neutral

Strength 16
Dexterity 12
Constitution 14
Intelligence 8
Wisdom 18
Charisma 13

About Neris Vel'zar

Vitals:

HP:24/24 SP:7/7
AC:=10+(1dex,)
BAB:2 BCL:2
Fort:5 Refl:4 Will:5

Racial Traits:
Ability Modifiers +2 Str, +2 Wis, –2 Int

Native Outsider: Tieflings are outsiders with the native subtype.

Medium: Tieflings are Medium creatures and receive no bonuses or penalties due to their size.

Normal Speed: Tieflings have a base speed of 30 feet.

Darkvision: Tieflings see in the dark for up to 60 feet.

Skilled: Tieflings gain a +2 racial bonus on Escape Artist and Survival checks.

Maw or Claw
Source Advanced Race Guide pg. 1
Some tieflings take on the more bestial aspects of their fiendish ancestors. These tieflings exhibit either powerful, toothy maws or dangerous claws. The tiefling can choose a bite attack that deals 1d6 points of damage or two claws that each deal 1d4 points of damage. These attacks are primary natural attacks. This racial trait replaces the spell-like ability racial trait. (Bite)

Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.

Prehensile Tail
Source Advanced Race Guide pg. 1
Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.

Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc.

Class Traits:

Weapon and Armor Proficiency

A shifter is proficient with all simple weapons and light armor.

Casting

A shifter may combine spheres and talents to create magical effects. A shifter is considered a Mid-Caster and uses Wisdom as her casting ability modifier. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)

Spell Pool

A shifter gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her level + her Wisdom modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.

Magic Talents

A shifter gains a magic talent every time she gains a caster level, according to Table: Shifter. This does not stack with caster levels gained from other sources.

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.

Bestial Trait

At 2nd level and every 4 levels thereafter, the shifter gains a bestial trait, representing the ways she has changed through her assumption of other forms. The shifter may choose to keep these traits when she assumes other forms, even if the trait would normally be removed (such as natural claws.)

Endurance (Ex)

At 3rd level the shifter gains Endurance as a bonus feat.

Lingering Transformation

At 4th level, when the shifter applies a shapeshift to herself and maintains it through concentration or decides not to maintain the shapeshift at all, the shapeshift lasts an additional number of rounds equal to 1/2 her shifter level before ending.

Enhanced Attacks (Su)

Starting at 4th level, the shifter’s magic begins to augment her natural attacks, in both his normal and transformed shapes. All the shifter’s natural attacks are treated as magic weapons for the purpose of overcoming damage reduction. At 7th level they are treated as silver and cold iron weapons. At 10th level, the shifter has come to embody fluidity so much that her natural attacks are treated as Chaotic weapons for the purpose of overcoming damage reduction. At 16th level, they are treated as adamantine weapons for this purpose.

Steal Language (Su)

At 5th level, a shifter can not only change her body, but also her mind. The shifter may touch a target, gaining for 24 hours the ability to speak and understand one language that creature speaks. This can work on animals and other creatures that don’t have a language, but only allows communication with that particular type of creature (eagle, dog, wolf, etc.). You may only have one language acquired at a time in this manner; acquiring a second language dismisses the first.

Enhanced Physicality (Ex)

At 7th level, your body begins to become naturally enhanced through your transformations. You gain a +2 inherent bonus to your Constitution score. This increases to +4 at 13th level, and +6 at 19th level.

Immunity to Poison (Ex)

At 8th level, the shifter gains immunity to all poisons.

Extended Transformation (Sp)

At 9th level, the shifter’s control over Alteration magic makes her transformations unusually powerful. Whenever the shifter spends a spell point to allow a shapeshift to continue without concentration, the effect lasts for 10 minutes per level instead of 1 minute per level.

Boundless Communication (Ex)

At 11th level, the shifter’s ability to communicate increases. She may understand and be understood by any creature with a language.

Immunity to Disease (Ex)

At 12th level, the shifter gains immunity to all diseases, including magical diseases.

Endless Communication (Ex)

At 15th level, the shifter’s communicative powers encompasses all life. She may communicate with and understand any living creature, even those without languages such as animals and plants.

Greater Transformation (Su)

At 17th level, whenever the shifter spends a spell point to allow a shapeshift to endure without concentration, the effect lasts for 1 hour per level.

Second Skin (Ex)

At 20th level the shifter becomes a master of Alteration magic. Whenever she changes her own form with the Alteration sphere it is considered an extraordinary ability instead of a magical effect. This means it does not provoke an attack of opportunity, cannot be dispelled or countered, and can be used within an antimagic field. Changes to herself never cost a spell point and always have an unlimited duration.

Spheres and Talents:

Alteration
Shapeshift

As a standard action you may shapeshift yourself or a touched creature, changing their form for as long as you concentrate. If the target is unwilling, this costs a spell point, and they are allowed a Fortitude save to negate. You may spend a spell point to allow a shapeshift to remain for 1 minute per caster level without concentration. You may dismiss your shapeshift as a free action.

Shapeshift is a polymorph effect. A target may only be affected by one shapeshift at any one time. If a caster attempts to place a second shapeshift on a target, he must succeed at a magic skill check. If he succeeds, the second shapeshift is successfully placed on the target, dismissing and dispelling the first.

When shapeshifting a target, the caster must choose a form and a series of traits for them. Forms constitute a creature’s basic physical makeup (humanoid, draconic, animalistic, avian, etc.) while traits are special characteristics or alterations (natural attacks, creature size, monster special abilities, etc.). A caster may grant up to 1 trait + 1 per 5 caster levels and cannot grant the same trait more than once unless the trait indicates it may be granted multiple times.

With the exception of Blank Form (detailed below), placing a form on a creature causes that creature’s physical body to change into that of another creature. The target gains the listed number of limbs and loses all others. The target loses any extraordinary or supernatural abilities, natural attacks, and movement types dependent on their original form (darkvision, scent, wings, claws, etc.) and gains the listed benefits in their place.

Alternate sources of physical traits (such as a dragon sorcerer’s ability to grow claws) still function. In addition, the target’s equipment melds into their new form, causing them to lose their armor and shield bonuses and the ability to pull any item from a backpack or belt. They also cannot activate magic items (although constant bonuses from magic items still remain).

This cannot be used to assume the guise of a specific individual creature, but otherwise adds a +10 bonus to Disguise checks made to appear as a different race, gender, or species. The caster may cause the target to cosmetically appear as whatever type of creature he desires, although if the target is not granted the right physical attributes (for example, granting the right size
category or number of legs), the disguise may fail completely.

When a caster first gains the Alteration sphere, they may grant creatures the Blank Form and the traits listed below. Additional forms and traits may be gained by taking Alteration talents. Any trait may be granted to any form.

Blank Form

Unlike other forms, the Blank Form does not change the creature’s basic makeup. They do not gain the +10 bonus to Disguise checks, nor do they lose their abilities, equipment, natural attacks, or any other aspect of their unaltered form. The Blank Form allows a caster to add traits to a creature without fundamentally changing the target first. A caster may grant the following traits to a creature affected by their shapeshift. A target must possess the appropriate limb where listed, and cannot grant a natural attack to a limb that already possesses a natural attack.

Darkvision 60 ft
Low-light vision
2 claw attacks (Primary attacks, 1d4, 1d3 small, requires arms). You may grant this trait multiple times.
1 bite attack (Primary attack, 1d6, 1d4 small, requires head). You may grant this trait multiple times.
1 gore attack (primary, 1d6, 1d4 small, requires head). You may grant this trait multiple times.
2 slam attacks (primary, 1d4, 1d3 small, requires arms). You may grant this trait multiple times.
2 pincers (secondary, 1d6, 1d4 small, requires arms). You may grant this trait multiple times.
You change the target’s cosmetic appearance. This could include changing the target’s apparent age, making an elf into an orc, disguising a large dog as a small pony, changing a male into a female, or some other such alteration. This grants the target a +10 bonus to Disguise checks. This trait may only be applied to the Blank Form, as such changes are assumed with other forms.

Alteration Talents

Aberrant Body

You may add the following additional traits to your forms:

Acid Spit: The target may launch a glob of acid as a ranged touch attack out to Close range, dealing 1d6 damage per 2 caster levels, plus an additional 1 damage per d6 for a number of rounds equal to 1/2 your caster level (minimum 1). Spending a move action removing the acid stops the additional damage.
Gibbering: All creatures within 30 ft. of the target take a -2 penalty on concentration checks. This penalty increases by 1 per 5 caster levels.
Many Eyes: The target cannot be flanked.
Mucus: The target gains the ability to release a mucus cloud with a radius of 5 ft. +5 ft. per 5 caster levels that persists for 1 round per caster level unless dispersed by a strong wind. Once this ability is used, it cannot be used again for 1d4 rounds. Any creature that comes in contact with the cloud must make a Fortitude save with a DC of 10 + 1/2 HD + Constitution modifier or become unable to breathe air but can breath underwater for 1 round per caster level or until they spend a standard action removing the mucus. A creature unable to breathe air that remains out of water begins to suffocate.
Roper Strands: The target gains a roper strand. This trait may be granted multiple times, granting an additional roper strand per additional trait. As a standard action, (or full-round action if using multiple strands), the target may launch their strands, making one ranged touch attack per strand at a target within Close range. Each strands clings to the target, causing 1 Strength damage each round they remain attached (increasing by 1 die size per 5 caster levels; i.e. 1, 1d2, 1d3, 1d4, 1d6, etc.). A Fortitude save (10 + 1/2 HD + Con modifier) negates this damage for the round. A creature cannot be affected more than once per round. Strands have an HP, and Hardness equal to the effect’s caster level, and a break DC, escape artist DC, and AC equal to 10 + the effect’s caster level. However, strands are instantly severed by any slashing damage, which bypasses its hardness automatically. Creatures connected by roper strands may not move away from each other, though may choose to move closer or laterally. Moving farther requires severing the strand with an attack, breaking it with a strength check, or removing it with an escape artist check, or succeeding on a drag combat maneuver against the target they are connected to. When two targets are connected by a strand, they may make drag combat maneuver checks against each other at range without provoking attacks of opportunity. If a strand is broken, the target instantly regrows the strand, and may still make strand attacks.

Avian Transformation

You may grant the form of a flying animal or magical beast with your shapeshift. The target gains a head, 2 legs, 2 wings, and a 30 ft land speed. The target gains low-light vision and 2 talon attacks (Primary, 1d4, 1d3 small) and a +2 natural AC bonus, which increases by 1 for every 5 caster levels. The target takes no damage when falling and may glide, moving with a speed of 30 ft with maneuverability (poor), but falling 1 ft for every 5 ft traveled. At 5th caster level, the target gains a fly speed of 30 ft with maneuverability (poor). This improves by 20 ft for each 5 additional caster levels.

In addition, you may add the following traits to any form:

2 talon attacks as those granted by the Avian form. This may be granted once per pair of legs the creature possesses. The target must possess wings or another means of being airborne to attack with talons.
2 wings and its benefits or flight speed as that granted by the Avian form.
2 wing attacks (Secondary, 1d4, 1d3 small) May be given once per pair of wings possessed.

Anthropomorphic Transformation

You may grant a humanoid form with your shapeshift. The humanoid form has 2 legs and 2 arms with hands that can manipulate
objects as a human’s can. The target can speak and gains knowledge of one language you also speak. It gains a land speed of 30 ft, and if the target’s Intelligence is lower than 6 it is increased to 6.

If you so choose, you may forgo applying additional traits to the target to instead allow the target to retain its natural attacks, special abilities, and movement types that were dependent on its previous form, in essence making the target a hybrid between a humanoid and its previous form.

Destruction
Destructive Blast

As a standard action, you may deliver a burst of blunt magical force as a melee touch attack or a ranged touch attack within Close range. A destructive blast deals bludgeoning damage as indicated on the table below. This damage bypasses DR/magic, but being bludgeoning in nature, does not automatically bypass other forms of damage resistance. A ranged destructive blast counts as a ray attack.

Table: Destructive Blast Damage

Level Damage
1st 1d6
3rd 2d6
5th 3d6
7th 4d6
9th 5d6
11th 6d6
13th 7d6
15th 8d6
17th 9d6
19th 10d6

When augmenting a destructive blast with Destruction talents, you may only apply 1 blast type talent and 1 blast shape talent to each individual destructive blast.

You may spend 1 spell point when making a destructive blast to increase the damage dealt to one damage die per caster level (minimum: 2d6).

Skills/Feats/Traits:

Climb (Str),
Craft (Int),
Disguise (Cha),
Fly (Dex),
Handle Animal (Wis),
Intimidate (Cha),4
Knowledge (Geography) (Int),
Knowledge (Nature) (Int),
Perception (Wis),
Profession (Wis),
Sense Motive (Wis),
Spellcraft (Int),
Stealth (Dex),4
Survival (Wis),4
Swim (Str),

Feats
Hybrid Transformation(SoP)

Traits
Beastkin:
Source Heroes of the Wild pg. 4
Select one specific type of animal (such as wolves or apes). You were raised from infancy by an animal or pack of animals of that type. You learned their ways and have more in common with your beastly kin than members of any humanoid race. You gain a +1 trait bonus on Survival checks and can use speak with animals as a spell-like ability at will to communicate with the type of animal that raised you.(Eagles)

Arcane Temper:
Source Ultimate Campaign pg. 56
You have quick reactions and fierce concentration. You gain a +1 trait bonus on concentration and initiative checks.

Mark of Slavery (Drawback)
Source Quests and Campaigns pg. 22
You were enslaved for part or all of your youth, and marked as such with a brand or tattoo that still reminds you of how you were punished whenever you failed to do what you should. Whenever you fail a skill check, you take a –2 penalty on any skill check or attack roll you attempt before the end of your next turn unless it is a part of retrying the failed skill check

Broken, Not Beate:
Source Agents of Evil pg. 11
You automatically stabilize when reduced below 0 hit points. Once per day when brought below 0 hit points, you can accept 1 point of damage to regain consciousness for 1 round, though you remain staggered and only able to take a single move or standard action.

Inventory:

Ragged outfit,

Homeland:Tiria:

Tiria is a contry built apon slavery. Those who are strange, poor, or sometimes prisoners are made slaves. They are treated in three different ways: first, they are workers and breeders. Second, they are treated as Gladiators in arena. Third and finally, they are made into soldiers,

The land is a dessert, and the empire is having a hard time taking control with the myriad of monsters and bandits that fill the land. Even the Khans that rule the land cannot control it. They keep to their cities and make occasional trades with other cities or countries.