Roseblood Sprite

Sluenvar the Cur's page

8 posts. Alias of BinkyBo.


Race

Keymaster of the Graulton Warrens

About Sluenvar the Cur

CN Halfling Jackalwere
Ranger 1 (Witchguard/Shapeshifter)

-- Hybrid Form --
Medium Magical Beast (shapeshifter)
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +7
Spd 30 ft.
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DEFENSE
--------------------
AC 19, touch 13, flat-footed 16. . (+3 Dex, +4 natural armor, +2 leather)
hp 13/13
Fort +5, Ref +5, Will +3
(DR/5 cold iron)
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STATISTICS
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Str 14
Dex 16
Con 16
Int 8
Wis 16
Cha 12
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OFFENSE
--------------------
Base Atk +1; CMB +3; CMD 16

Melee: dagger +3(1d4+2), and bite -2(1d6+1)
-- or --
bite +3(1d6+2)
(+2 to attack and damage vs humans)

Combat Gear: leather armor, dagger bandolier, daggers (3)
other gear:

Skills:
+7 Acrobatics 1(+3/+3) (+11 jump checks)
+5 Climb 1(+1/+3)
+5 Disguise 1(+3) (+13 to pose as normal jackal in animal form)
+3 Escape Artist (+3)
+4 Kn(nature) 1(+3)
+7 Perception 1(+3/+3)
+7 Sense Motive 1(+3/+3)
+7 Stealth (+3/+4) (*+4 from size in halfling form, racial modifier in hybrid/animal)
+7 Survival 1(+3/+3) (+8 track (+12 w/ scent))
Languages: Common

Feat: Step Up - Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.

Racial Modifiers: +4 Acrobatics to jump as hybrid or halfling, +4 Survival when tracking by scent

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Halfling Form:

CN Small Magical Beast (Shapeshifter)
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +7
Spd 20 ft.
--------------------
DEFENSE
--------------------
AC 18, touch 14, flat-footed 14. . (+3 Dex, +1 size, +2 natural armor, +2 leather)
hp 12/12
Fort +4, Ref +5, Will +3
(DR/5 cold iron) ?
--------------------
STATISTICS
--------------------
Str 12
Dex 16
Con 14
Int 8
Wis 16
Cha 12
--------------------
OFFENSE
--------------------
Base Atk +1; CMB +1; CMD 14

Melee:

Ranged:

Racial Modifiers: +4 Acrobatics to jump as hybrid or halfling, +4 Survival when tracking by scent

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Animal Form:

"Silver Jackal"
Medium Magical Beast (shapeshifter)
Init +; Senses darkvision 60 ft., low-light vision, scent; Perception +3
Spd 40 ft.
--------------------
DEFENSE
--------------------
AC 17, touch 13, flat-footed 14. . (+3 Dex, +4 natural armor)
hp 12/12
Fort +5, Ref +5, Will +3
(DR/5 cold iron)
--------------------
STATISTICS
--------------------
Str 14
Dex 16
Con 16
Int 8
Wis 16
Cha 12
--------------------
OFFENSE
--------------------
Base Atk +1; CMB +3; CMD 16 (20 vs trip)

Melee: bite +3(1d6+2)

Racial Modifiers: +8 Acrobatics to jump as jackal, +4 Survival when tracking by scent

Track (Ex): (+1)
A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.

Wild Empathy (Ex): (1d20+2)
A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Favored Enemy: (human)
+2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

Alternate Form (Su): (std action at will)
A Halfling Jackalwere’s natural form is that of the base animal. It can shift into two other forms as though using the polymorph spell on itself, though only a specific halfling form or hybrid form can be assumed. Equipment carried by the Halfling Jackalwere in halfling or hybrid form shifts with it and is absorbed into its animal form. Magic items do not function while in this form. When a Halfling Jackalwere shifts back into halfling or hybrid form, equipment (including magic items) returns to normal and function normally.

A Halfling Jackalwere’s first form is that of a halfling. A Halfling Jackalwere always assumes the same appearance and traits in halfling form. In this form, it cannot use its natural weapons or any extraordinary special attacks. It can wield weapons and wear armor however.

Its second form is a bipedal hybrid form with prehensile hands and animalistic features. The Halfling Jackalwere retains its natural attacks and extraordinary special attacks in this form, and can also wield weapons or wear armor. Changing forms is a standard action. A slain Halfling Jackalwere reverts to its animal form, although it remains dead. Separated body parts retain their halfling or hybrid form, however.

^(taken from frog god games' Therianthrope, replaced human with halfling, and replaced Therianthrope with Halfling Jackalwere for clarity)

Magical Beast Features and Traits:

Magical beasts are similar to animals but can have Intelligence scores higher than 2 (in which case the magical beast knows at least one language, but can't necessarily speak). Magical beasts usually have supernatural or extraordinary abilities, but are sometimes merely bizarre in appearance or habits. A magical beast has the following features.

d10 Hit Die.
Base attack bonus equal to total Hit Dice (fast progression).
Good Fortitude and Reflex saves.
Skill points equal to 2 + Int modifier (minimum 1) per Hit Die. The following are class skills for magical beasts: Acrobatics, Climb, Fly, Perception, Stealth, Swim. (Went by class for number of skills, but using added class skills)

Traits: A magical beast possesses the following traits (unless otherwise noted in a creature's entry).

Darkvision 60 feet.
Low-light vision.
Proficient with its natural weapons only. (simple and martial proficiency gained from class)
Proficient with no armor. (light proficiency gained from class)
Magical beasts breathe, eat, and sleep.

Background:

The people of the surrounding villages had become a nuisance. Finding great joy in creative solutions through manufactured organic deterrents, Havluevog the Stitcher was proud of the restraint he showed in introducing run-of-the-mill lycanthropy to the population. Unfortunately, the humans proved to be resourceful enough to quell the problem; seeming to have acquired enough silver for a titan's tea service set...

Havluevog saw his opportunity for a satisfying side project. Using blood samples from a rare Therianthrope, a little of this, a little of that, a villager who payed no heed to the wisdom of the buddy system, and his halfling assistant... he created a strain of halfling jackalweres. It was ingenious! Brainwashing normal Therianthropes to hate humans like that would always go squirrely because they are kind of part human. Sure, they were already pretty evil, but this was his hate... he made it! Plus! Sold all your cold iron to stock up on silver? Ha! Aaand, by using a largish grey jackal for the throping, they look like wolves kinda. The villagers would be confused and dead.

Figgi remembers little of his life with Havluevog the Stitcher. He remembers the rage. In a pen alongside many other pups in similar stalls, he would sit and wait for the next beating from.. humans. Their fear and hate screwed faces... whipping him with leather straps and recoiling from his nipping bites. He was taught to hate and kill those who held such contempt for his old master's work.

Following Havluevog's demise, Figgi was acquired as part of an auctioned lot by Professor Lorrimor. Unsure what to do with him, Lorrimor had him kenneled for years. It was not until after Lorrimor's death that he found Figgi's usefulness. Being incorporeal has its share of irritations. Having an unquestionably and unconditionally loyal physical being who holds no prejudices towards ghosts can be a good thing to have around.

Personality:
Figgi is a loyal parasite and an opportunist; an adaptable survivor much like those of his particular canine bloodline. He is not evil... amoral and pliant to his master's will, but not evil. He goes a little wild when his adrenaline is running, but follows the commands of his current master, almost without question. Pleasing the master means no cage. Really good at turning pages for master.
Although excitable in his halfling form, he generally becomes more focused in hybrid form.

Appearance:
(profile pic depicts his appearance as he changes from halfling to hybrid form)
Halfling - Silvery-grey shaggy bowl-cut, slightly elongated features and a little tall for a halfling, but within the norm.
Hybrid - Larger build and furry; the same shade as his halfling hair. He grows a little more than a foot in height, and looks like a werewolf runt.
Animal - "Silver Jackal"


notes including other character class option:

planned levels for ranger
2 Aspect of the beast(claws of the beast)
3 Shifter's Blessing(Jackal)/ Bodyguard/ XX feat multiattack?
4 Defend Charge/ Patron xx (most appropriate for his master)

----- ------
Other option
Sneak Monk (Halfling Adept) (lose FoB, ki, and ki abilities... receive trap sense and sneak attack dice at 1st, 5th, 9th, 15th, 19th levels) - from SGG

-- Hybrid Form --
Medium Magical Beast (shapeshifter)
Init +4; Senses darkvision 60 ft., low-light vision, scent; Perception +7
Spd 30 ft.
--------------------
DEFENSE
--------------------
AC 21, touch 16, flat-footed 17. . (+4 Dex, +4 natural armor, +3 wis bonus)
hp 12/12
Fort +4, Ref +6, Will +5
(DR/5 cold iron)
--------------------
STATISTICS
--------------------
Str 14
Dex 18
Con 14
Int 8
Wis 16
Cha 12
--------------------
OFFENSE
--------------------
Base Atk +0; CMB +2 (+4 to Trip); CMD 19 (21 vs Trip)

Melee: unarmed strike +4(1d6+2), and bite -1(1d6+1)
-- or --
bite +4(1d6+2)
(+1d6 on sneak attacks)
xx xx
Trap Sense:

Underfoot Grace: (Ex)
At 1st level, an underfoot adept uses his size and grace to avoid the attacks of those he passes. When using the Acrobatics skill to avoid attacks of opportunity by moving through a threatened area or an enemy's space, he only takes a –5 penalty when doing so at full speed, instead of the normal –10 penalty.

This ability replaces the bonus feat gained at 1st level.

Underfoot Trip: (Ex)
At 1st level, an underfoot adept learns a number of maneuvers and grabs that can cause even the largest opponents to stumble and fall. He gains Improved Trip as a bonus feat, even if he does not meet the requirements. At 4th level, and every four levels thereafter, he acts as if he is one size larger for the purposes of determining the maximum size of creatures he can trip and when determining his CMB and CMD for purposes of a trip combat maneuver.

This ability replaces stunning fist.

Feat: (at 1st level) Weapon Finesse or
Fury's Fall - When making a trip attack, add your Dex bonus to your CMB.