About Sluenvar the CurCN Halfling Jackalwere
-- Hybrid Form --
Melee: dagger +3(1d4+2), and bite -2(1d6+1)
Combat Gear: leather armor, dagger bandolier, daggers (3)
Skills:
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 -------------------- ------------------ 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 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)
Wild Empathy (Ex): (1d20+2)
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)
Alternate Form (Su): (std action at will)
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.
Traits: A magical beast possesses the following traits (unless otherwise noted in a creature's entry). Darkvision 60 feet.
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) ----- ------
-- Hybrid Form --
Melee: unarmed strike +4(1d6+2), and bite -1(1d6+1)
Underfoot Grace: (Ex)
This ability replaces the bonus feat gained at 1st level. Underfoot Trip: (Ex)
This ability replaces stunning fist. Feat: (at 1st level) Weapon Finesse or
|