About Shabah's Warform
Shabah is a brawny, sallow-skinned figure who's muscular but lean, with batlike wings and a single hideous eye in their noseless face.
AC 21 (+7 armor, +2 Dex, +2 Natural Armor)
CMD 21 (+3 BAB, +6 Str, +2 Dex)
Fort +8 (+4 Base, +1 Con, +2 luck, +1 Resistance)
+4 vs. Poison
Speed 30', Climb 30', Fly 30' Average
Falchion +10(9) 2d4+9(12) 18-20
Bluff +11/+7 (5 ranks +2 Int/-2 Cha +3 Class +1 Competence)
Diplomacy +9/+5 (5 ranks +2 Int/-2 Cha +2 racial)
Disable Device +12 (5 ranks +2 Dex +3 class, +2 circumstance)
Disguise +10 (5 ranks -2 Cha +3 Skill Focus +3 Class +1 Competence)
Fly +6 (1 rank, +2 Dex, +3 Class)
Knowledge (Arcana) +6 (1 rank +2 Int +3 Class)
Knowledge (Nature) +6 (1 rank +2 Int +3 Class)
Linguistics +5 (3 ranks +2 Int)
Perception +9 (5 ranks +1 Wis +3 Class)
Stealth +6 (4 ranks, +2 Dex)
Favored Class: Alchemist, +5 hp
Skilled: Shabah favors their human heritage more than their orc heritage. They gain 1 additional skill rank per level.
Burning Assurance: Shabah lacks the chip on their shoulder that many half-orcs acquire as a result of prejudice, and their self-confidence puts others at ease. They gain a +2 racial bonus on Diplomacy checks.
Orc Blood: Shabah counts as both a human and an orc for any effect related to race.
Sacred Tattoo: Shabah marks themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. They gain a +1 luck bonus on all saving throws.
Weapon Familiarity: Shabah is proficient with greataxes and falchions and treats any weapon with the word "orc" in its name as a martial weapon.
Weapon and Armor Proficiency: An Alchemist is proficient with all simple weapons and light armor.
Brew Potion: In place of Brew Potion Metamorphs gain Skill Focus (Disguise)
Shapechanger: Shabah has the ability to transform into another form. This ability functions like alter self or monstrous physique I, except as noted here. The effect lasts for 1 hour per metamorph’s alchemist level (5 hours), or until they change back. Changing form (to another form or back) is a standard action that doesn’t provoke attacks of opportunity. Shabah is fatigued for 1 round each time they change shape.
Shabah can use this ability twice per day.
Mutagen: Shabah has discovered how to create a mutagen that they can imbibe in order to heighten their physical prowess at the cost of their personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. Shabah can only maintain one dose of mutagen at a time—if they brew a second dose, any existing mutagen becomes inert. A mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again.
When Shabah brews a mutagen, they select one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting them a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level (50). In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of their mental ability scores. If the mutagen enhances their Strength, it applies a penalty to their Intelligence. If it enhances their Dexterity, it applies a penalty to their Wisdom. If it enhances their Constitution, it applies a penalty to their Charisma.
A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier) (14) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist’s mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.
Feral Mutagen: Whenever Shabah imbibes a mutagen, they gain two claw attacks and a bite attack. The claw attacks deal 1d6 points of damage, and the bite attack deals 1d8 points of damage. While the mutagen is in effect, Shabah gains a +2 competence bonus on Intimidate skill checks.
Poison Resistance: Shabah gains a +4 bonus on all saving throws against poison.
Poison Use: Shabah is trained in the use of poison and cannot accidentally poison themself when applying poison to a weapon.
Adaptive Physiology: Shabah has a 25% chance to negate critical hits and precision damage.
Mercurial Oil: Seven times per day, Shabah may create an anointing, which requires a standard action to apply and lasts for five minutes per application.
Additional Traits: Shabah has two additional traits.
Power Attack: Shabah can make exceptionally deadly melee attacks by sacrificing accuracy for strength. They can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased to +3 if they are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times their Strength modifier on damage rolls.
Spirit Oni Master: Through blood pacts Shabah has bound a spirit oni to their service. Whenever Shabah wears a specially crafted oni mask, they gain a primary gore attack dealing d4 points of damage. They may apply poison to this gore attack as a move action.
Armor Expert: Shabah has worn armor as long as they can remember as part of their training. Their childhood armor wasn’t the real thing as far as protection, but it did encumber them as much as real armor would have, and they’ve grown used to moving in such suits with relative grace. When Shabah wears armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.
Fate's Favored: The fates watch over Shabah. Whenever they are under the effect of a luck bonus of any kind, that bonus increases by 1.
Keeper of the Veil: Even when not cloaked in magic, Shabah's training has taught them how to conceal their true nature. They gain a +1 competence bonus on Bluff and Disguise checks, and one of these skills (Bluff) is always a class skill.
Student of Philosophy: Shabah has learned to use logic and reason to persuade others. They can use their Intelligence modifier in place of their Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat.)
MW Cold Iron Falchion, Club, Sling, Scrivener's Kit (Artisan), Bedroll, Trail Rations (9), Wand of Cure Light Wounds (41), Wayfinder, Disguise Kit (9), Oil of Bless Weapon, Flasks of Holy Water (6), Cloak of Resistance +1, Potion of Fly, Alchemist's Fire x5, Mighty Strength +2
Slush Fund: Shabah can attempt a Day Job check untrained. When they roll a Day Job check, they always receive at least 25 gp for each two goals they've completed (50). If Shabah expended gold on tolls, bribes, living expenses, or other non-permanent costs during an adventure, their faction reimburses them for the gold spent, to a maximum of the amount they earned on their Day Job check.
Showmanship: Once per adventure, Shabah can use their bonus for any Craft or Profession skill (+2) in place of their bonus for a Disable Device, Knowledge (Engineering), or Use Magic Device check as if they were trained in the skill.
Confirmed Field Agent: Having successfully completed and documented their Confirmation, Master Aram Zey has formally recognized Shabah as a field agent, and given them a wayfinder engraved with their name and the date of their graduation. This allowed Shabah to acquire a wayfinder by spending 1 PP. Furthermore, they reduce the PP cost of any wayfinder enhancement vanities purchased to modify it by 1 PP.
Explore, Report, Cooperate (x2): Shabah has an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, they may consider whether a particular action would help realize the goals of the Pathfinder Society.
Friend of Janira Gavix: The field agent who oversaw Shabah's Confirmation is appreciative of their bravery and camaraderie in the face of danger. She helps Shabah perform research, granting them a +1 bonus on Knowledge checks attempted while at the Grand Lodge.
Prized Find: Shabah was instrumental in uncovering a cache of lost records that the Pathfinder Society can use to explore hitherto unknown sites. If they would fail to earn a Prestige Point at the end of an adventure due to failing a success condition, Shabah may expend this boon to remind their superiors of their past breakthoughs and earn the Point as if they had successfully fulfilled the condition.
Inside Knowledge: As a former member of the Aspis Consortium, Magali Delroya is well informed about the organization's activities, and she shares some of her information with Shabah. They gain a +2 bonus on Knowledge (local) checks about the Aspis Consortium and can roll such checks untrained. They can give up this boon to take 20 on a single such check.
Lord Avid's Recommendation: Lord Avid is impressed that Shabah managed to complete their mission without using his writ, and he speaks highly of their discretion. They gain a +2 circumstance bonus on all Charisma-based skill checks against nobility while on the Isle of Kortos. They can use up this boon to lean heavily on their connection to Lord Avid. If they do so, the circumstance bonus on one such check increases to +4 and they can apply it while interacting with anyone on the Isle of Kortos.
The Favor of Cartahegn: While in a settlement of 5,000 people or more anywhere on the continent of Garund, Shabah may purchase mundane equipment (but not weapons or armor) through their favorable connections with House Cartahegn at a 10% discount.
Veshtahz's Favors: Shabah has convinced the doru Veshtahz to serve them in exchange for the tempting secrets he craves. They can call upon him to seek out secrets for them. In place of attempting a Diplomacy check to gather information, Shabah may use up this boon to receive information as though their result were a 30.
Righteous Redemption: Thanks to Shabah's work in bringing a lost hero's legacy to light, key leaders in the crusader nation of Lastwall have begun seeing Pathfinders less as ruffians and more as potential allies. Shabah has requisitioned a satchel containing six flasks of holy water and an oil of bless weapon.
Worthy Foe (3/3): Lastwall is the Inner Sea's bulwark against countless evils, and Shabah has proven themself against a local villain. As a swift action, they can thrice gain one of two benefits against dragons and humanoids with the reptilian subtype. First, Shabah can choose to gain a +2 bonus on attack and weapon damage rolls against them, as well as a +2 dodge bonus to AC against their attacks. Alternatively, Shabah can gain a +2 bonus on caster level checks to overcome their spell resistance, increase the save DC of their spells and abilities against them by 1, and gain a +2 bonus on saving throws against their spells and abilities. Either benefit lasts until the beginning of Shabah's next turn.
Enlightened Ambassador: Even during their short time at Tar Kuata, Shabah has learned a few practical tricks from the Iroran monks. As a move action, Shabah can once enter a meditative trance that makes their senses more acute, their reflexes faster, and their mind more focused. The trance lasts for an hour, and Shabah can end it at any point during this time to gain a +4 insight on a save against a mind-affecting effect, increase their speed by 10' for a round, or ignore concealment when making attacks for a round.
Tar Kuata Initiate: The monks of Tar Kuata have recognized Shabah's potential and offered to train them at the monastery for minimal cost, granting various benefits for retraining.
Savior of the Reef: Shabah marshaled a sizable group to combat the toxic algae blooms in a major coral reef outside of Vialesk, saving the reef from destruction. As a token of her gratitude, Zahra gave Shabah a tonic to protect them against poisons that they might face in their journeys. After rolling a saving throw against poison but before the results are revealed, I can use up this boon to gain a +5 alchemical bonus on the saving throw, as if Shabah had consumed an antitoxin.
Mwangi Exports: The Exchange's ability to import goods to and export goods from the Mwangi Expanse without the Aspis Consortium's oversight makes it possible to undercut the competition. It's only a matter of time before the authorities in Bloodcove catch on and take additional precautions, but in the meantime Shabah enjoys cheaper prices on Garundi products. They can use this boon up when purchasing an item off a chronicle sheet to reduce its price by 10%.
Water Affinity: Shabah's connection to elemental water has grown stronger over the course of their recent adventures.
Scenarios: The Confirmation, The Wounded Wisp, The Consortium Contact, The Bloodcove Disguise, Rescue at Azlant Ridge, The Unseen Inclusion, Black Waters, From the Tome of Righteous Repose, Test of Tar Kuata, Treacherous Waves, In Wrath's Shadow, By Way of Bloodcove
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