Name: Sumak Wildheart
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Male Half Orc Shifter 2
NG Medium humanoid (Human, Orc)
Init +5 ; Senses Perception +7
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Defense
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AC 18, touch 14, flat-footed 14 (+4 armor, +3 Dex, +1 Defensive Instinct)
hp: 21 (1d10+6 Con +2 FC) [10,3]
Fort +8, Ref +8, Will +6
Defensive Abilities:
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Offense
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Speed: 30 Ft
Melee: Shifter Claw +5 (d6+4; x2)
Ranged: Sling +7 (d4+5; x2)
Special Attacks: Shifter Claws
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Statistics
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Str 19, Dex 17, Con 16, Int 14, Wis 16, Cha 14
Base Atk +1 ; CMB +5; CMD 18
Racial Abilities:
Rock Climber: Half-orcs from mountainous regions are excellent climbers, and sometimes ambush prey by leaping down from above. Half-orcs with this racial trait gain a +1 racial bonus on Acrobatics and Climb checks. This racial trait replaces the intimidating trait.
Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
Chain Fighter: Some half-orcs have escaped from slavery and reforged the chains of their imprisonment into deadly weapons. Half-orcs with this racial trait are proficient with flails and heavy flails, and treat dire flails and spiked chains as martial weapons. This racial trait replaces weapon familiarity.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Class Abilities:
Shifter Aspect: At 1st level, a shifter gains her first aspect—a category of animal to which her body and soul have become supernaturally attuned. She can shift into her aspect’s minor form (see Aspects) for a number of minutes per day equal to 3 + her shifter level. The duration need not be consecutive but must be spent in 1-minute increments. Shifting into a minor form is a swift action, while ending the effect is a free action that can be taken only on the shifter’s turn. Until a shifter reaches 9th level and gains the chimeric aspect class feature, she can assume only one minor form at a time. Shifting to a new aspect (or aspects, in the case of chimeric aspects or greater chimeric aspects) ends all minor forms currently manifested. The minor forms of aspects are not polymorph effects, and the shifter does not lose the benefits of a minor form while affected by polymorph effects.
As the shifter gains levels, she gains more aspects; she gains her second aspect at 5th level, a third aspect at 10th level, and a fourth at 15th level.
Tiger
Minor Form: You gain a +2 enhancement bonus to your Dexterity score. This bonus increases to +4 at 8th level and +6 at 15th level.
Major Form: Your shape changes to that of a dire tiger. While in this form, you gain a base speed of 40 feet, low-light vision, scent (30 feet), two claws (2d4 damage) and a bite (2d6 damage), the grab ability with both your bite and claw attacks, and pounce. At 8th level, you gain a +4 racial bonus on Stealth checks. At 15th level, you gain the rake attack with your back claw attacks (dealing additional damage equal to that of your claw attack).
Shifter Claws: At will, a shifter in her natural form can extend her claws as a swift action to use as a weapon. This magical transformation is fueled as much by the shifter’s faith in the natural world as it is by inborn talent. The claws on each hand can be used as a primary natural attack, dealing 1d4 points of piercing and slashing damage (1d3 if she is Small). If she uses one of her claw attacks in concert with a weapon held in the other hand, the claw acts as a secondary natural attack instead.
As the shifter gains levels, the power of her claws increases.
At 3rd level, her claws count as magic weaponsSOURCE, ignore DR/cold iron and DR/silver. At 7th level, her claw damage increases to 1d6 (1d4 if Small). At 11th level, her claw damage increases to 1d8 (1d6 if Small). At 13th level, her claw damage increases to 1d10 (1d8 if Small). At 17th level, the damage die does not increase, but the critical multiplier becomes ×3. Lastly, at 19th level, the claws ignore DR/adamantine and DR/—.
While a shifter uses wild shape to assume her aspect‘s major form, her natural attacks gain the same benefits granted by her shifter claws ability. If the form she takes has claw attacks, she can use either the base damage of her shifter claws or the damage of the form’s claws, whichever is greater. If the form does not have claw attacks, she can choose up to two natural attacks that would deal less damage than her shifter claw damage and have those attacks instead deal the same damage as her shifter claws.
Alternate Natural Attacks
A shifter can draw on her chosen animal aspect to transform her hands into deadly weapons, as represented by the shifter’s claws class feature, but not every animal has prominent claws. The following list provides alternate natural attacks for the shifter claws class feature. Each time the shifter activates her shifter’s claws ability in her natural form, she can manifest one of the alternate natural attacks listed below for any of her chosen aspects, or those that relate to her archetype. Each alternate natural attack replaces one of the shifter’s claw attacks. The shifter can gain up to two different alternate natural attacks with this method. These alternate natural attacks modify only the damage type of the shifter’s natural attacks and otherwise function exactly as the shifter claws class feature.
Tiger: Bite (B, P, S).
Wild Empathy: A shifter can improve the attitude of an animal. This ability functions as a Diplomacy check to improve the attitude of a person. The shifter rolls 1d20 and adds her shifter level and Charisma modifier 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 shifter and the animal must be within 30 feet of one another and under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
The shifter can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
Defensive Instinct: At 2nd level, when unarmored, not using a shield, unencumbered, and conscious, the shifter adds her Wisdom bonus (if any) to her AC and CMD. If she is wearing nonmetal armor or using a nonmetal shield, she instead adds half her Wisdom bonus to her AC (minimum 0). In addition, the shifter gains a +1 bonus to her AC and CMD at 4th level. This bonus increases by 1 for every 4 shifter levels thereafter (up to a maximum of +5 at 20th level).
These bonuses to AC apply even against touch attacks and when the shifter is flat-footed. She loses these bonuses when she is immobilized or helpless. These bonuses do not stack with the monk AC bonus class feature.
Track: At 2nd level, a shifter adds half her level as a bonus on Survival checks to follow tracks.
Traits Fate’s Favored: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Reactionary: +2 Trait bonus to Initiative
Indomidable Faith: +1 Trait bonus to Will Save
Combat Gear Lamellar (Leather) [60 gp, 30 lbs], Sling [0 gp, - lbs], 20 bullets [0.2 gp, 10 lbs], Dagger [2 gp, 1 lb], Wayfinder
Gold: 98 Silver: 2 Copper:
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Tracked Resources
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Traveler's Outfit 1/1 5
50 ft rope* 1/1 5 10 gp
Grappling Hook* 1/1 4 1 gp
Crowbar* 1/1 5 2 gp
Rations* 7/7 7 3.5 gp
Waterskin* 1/1 4 1 gp
Backpack, Common* 1/1 2 2 gp
Bedroll * 1/1 5 0.1 gp
*= Carried in Backpack
Total Weight lbs lbs light or less/ medium / heavy
Background:
Sumak grew up with his widowed father in the woods on the outskirt of town. His father was the primary hunter for the village and was renown for bringing back the meat needed by the village. When Sumak came of age, his father began to teach him to hunt by becoming one with nature and shifting to become like the animals around them. Sumak took to this, but decided to use it in a different way. He went and joined the Pathfinder Society to find ways to improve the world for people beyond just providing deer meat in the winter.
Progression Plan:
The plan for Sumak is to just go up as a Shifter and check out what the class offers.
This sounds fun. I made a Shifter to experiment with.
Here is
Sumak Wildheart:
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Male Half Orc Shifter 1
NG Medium humanoid (Human, Orc)
Init +5 ; Senses Perception +7
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Defense
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AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp: 14 (1d10+3 Con +1 FC)
Fort +7, Ref +7, Will +6
Defensive Abilities:
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Offense
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Speed: 30 Ft
Melee: Shifter Claw +5 (d4+4; x2)
Ranged: Sling +7 (d4+5; x2)
Special Attacks: Shifter Claws
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Statistics
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Str 19, Dex 17, Con 16, Int 14, Wis 16, Cha 14
Base Atk +1 ; CMB +5; CMD 18
Racial Abilities:
Rock Climber: Half-orcs from mountainous regions are excellent climbers, and sometimes ambush prey by leaping down from above. Half-orcs with this racial trait gain a +1 racial bonus on Acrobatics and Climb checks. This racial trait replaces the intimidating trait.
Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
Chain Fighter: Some half-orcs have escaped from slavery and reforged the chains of their imprisonment into deadly weapons. Half-orcs with this racial trait are proficient with flails and heavy flails, and treat dire flails and spiked chains as martial weapons. This racial trait replaces weapon familiarity.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Class Abilities:
Shifter Aspect: At 1st level, a shifter gains her first aspect—a category of animal to which her body and soul have become supernaturally attuned. She can shift into her aspect’s minor form (see Aspects) for a number of minutes per day equal to 3 + her shifter level. The duration need not be consecutive but must be spent in 1-minute increments. Shifting into a minor form is a swift action, while ending the effect is a free action that can be taken only on the shifter’s turn. Until a shifter reaches 9th level and gains the chimeric aspect class feature, she can assume only one minor form at a time. Shifting to a new aspect (or aspects, in the case of chimeric aspects or greater chimeric aspects) ends all minor forms currently manifested. The minor forms of aspects are not polymorph effects, and the shifter does not lose the benefits of a minor form while affected by polymorph effects.
As the shifter gains levels, she gains more aspects; she gains her second aspect at 5th level, a third aspect at 10th level, and a fourth at 15th level.
Tiger
Minor Form: You gain a +2 enhancement bonus to your Dexterity score. This bonus increases to +4 at 8th level and +6 at 15th level.
Major Form: Your shape changes to that of a dire tiger. While in this form, you gain a base speed of 40 feet, low-light vision, scent (30 feet), two claws (2d4 damage) and a bite (2d6 damage), the grab ability with both your bite and claw attacks, and pounce. At 8th level, you gain a +4 racial bonus on Stealth checks. At 15th level, you gain the rake attack with your back claw attacks (dealing additional damage equal to that of your claw attack).
Shifter Claws: At will, a shifter in her natural form can extend her claws as a swift action to use as a weapon. This magical transformation is fueled as much by the shifter’s faith in the natural world as it is by inborn talent. The claws on each hand can be used as a primary natural attack, dealing 1d4 points of piercing and slashing damage (1d3 if she is Small). If she uses one of her claw attacks in concert with a weapon held in the other hand, the claw acts as a secondary natural attack instead.
As the shifter gains levels, the power of her claws increases.
At 3rd level, her claws count as magic weaponsSOURCE, ignore DR/cold iron and DR/silver. At 7th level, her claw damage increases to 1d6 (1d4 if Small). At 11th level, her claw damage increases to 1d8 (1d6 if Small). At 13th level, her claw damage increases to 1d10 (1d8 if Small). At 17th level, the damage die does not increase, but the critical multiplier becomes ×3. Lastly, at 19th level, the claws ignore DR/adamantine and DR/—.
While a shifter uses wild shape to assume her aspect‘s major form, her natural attacks gain the same benefits granted by her shifter claws ability. If the form she takes has claw attacks, she can use either the base damage of her shifter claws or the damage of the form’s claws, whichever is greater. If the form does not have claw attacks, she can choose up to two natural attacks that would deal less damage than her shifter claw damage and have those attacks instead deal the same damage as her shifter claws.
Alternate Natural Attacks
A shifter can draw on her chosen animal aspect to transform her hands into deadly weapons, as represented by the shifter’s claws class feature, but not every animal has prominent claws. The following list provides alternate natural attacks for the shifter claws class feature. Each time the shifter activates her shifter’s claws ability in her natural form, she can manifest one of the alternate natural attacks listed below for any of her chosen aspects, or those that relate to her archetype. Each alternate natural attack replaces one of the shifter’s claw attacks. The shifter can gain up to two different alternate natural attacks with this method. These alternate natural attacks modify only the damage type of the shifter’s natural attacks and otherwise function exactly as the shifter claws class feature.
Tiger: Bite (B, P, S).
Wild Empathy: A shifter can improve the attitude of an animal. This ability functions as a Diplomacy check to improve the attitude of a person. The shifter rolls 1d20 and adds her shifter level and Charisma modifier 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 shifter and the animal must be within 30 feet of one another and under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
The shifter can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
Traits Fate’s Favored: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Reactionary: +2 Trait bonus to Initiative
Indomidable Faith: +1 Trait bonus to Will Save
Male Half Orc Wilder 1; Init +4; HP 13/13; AC 16, FF 13, Touch 13; F +4, R +4, W +3; PP 4/5; Perception +3
I am happy with the game, but we can definitely speed up. Sumak is mainly just following behind and trusting in the others to in the way. So just have me in the back. I lack detect magic or other helpful spells for this currently.
Male Half Orc Wilder 1; Init +4; HP 13/13; AC 16, FF 13, Touch 13; F +4, R +4, W +3; PP 4/5; Perception +3
Sumak will look around at all the traps and stay still until the others get the door open. He then says, "Who would put this many pits in a room? Just digging them all must have taken forever."
Male Half Orc Wilder 1; Init +4; HP 13/13; AC 16, FF 13, Touch 13; F +4, R +4, W +3; PP 4/5; Perception +3
Sumak decides to let the bigger men lead the way in, but follows behind them. He says, "Well, more undead in here and they seem to have killed at least two people. It seems ominous."
Male Half Orc Wilder 1; Init +4; HP 13/13; AC 16, FF 13, Touch 13; F +4, R +4, W +3; PP 4/5; Perception +3
"My powers would not be good for dealing with them. I suggest we just leave the corpses of the horses alone for now. Unless you wish to check for any items that might still be around them." Sumak says.
Male Half Orc Wilder 1; Init +4; HP 13/13; AC 16, FF 13, Touch 13; F +4, R +4, W +3; PP 4/5; Perception +3
Sumak will make his way down carefully with the rope and listen to anyone who has insight to aid him.
Let's see how acrobatic I can be. I would not want to be first down, but I will post now and simply say I will let others lead the way down if htey want. Here we go.
Male Half Orc Wilder 1; Init +4; HP 13/13; AC 16, FF 13, Touch 13; F +4, R +4, W +3; PP 4/5; Perception +3
Sumak looks around at the rain to see if he thinks it will last a while. As he does so he says, "It might be good to find shelter until this dries up a bit. This area is kind of steep to go when the ground is slick."
Male Half Orc Wilder 1; Init +4; HP 13/13; AC 16, FF 13, Touch 13; F +4, R +4, W +3; PP 4/5; Perception +3
Sumak looks at the fine blade and then nods and will stow it in his belt. "We should continue on. The faster we get this flame, the happier I will be."
Male Half Orc Wilder 1; Init +4; HP 13/13; AC 16, FF 13, Touch 13; F +4, R +4, W +3; PP 4/5; Perception +3
Sumak rises feeling the power rippling inside and gathers his equipment to move on. "We should be cautious as we move forward. Whatever caused those wolves to attack may be causing more trouble as we head to the fire." he says.
Male Half Orc Wilder 1; Init +4; HP 13/13; AC 16, FF 13, Touch 13; F +4, R +4, W +3; PP 4/5; Perception +3
I will be able to deal with swarms eventually. I just don't get a limited number of spells so it will be a few levels. Until then hopefully we can get some alchemist fires.
Male Half Orc Wilder 1; Init +4; HP 13/13; AC 16, FF 13, Touch 13; F +4, R +4, W +3; PP 4/5; Perception +3
"They look like normal wolves. I am not sure what would drive them to attack people without dire need. Could someone see to my wounds before we sleep?"
I am down 3. I can get 1 back over night but the other two would be nice.
Male Half Orc Wilder 1; Init +4; HP 13/13; AC 16, FF 13, Touch 13; F +4, R +4, W +3; PP 4/5; Perception +3
"We should expect more of this. Although that seems to increase our danger if we have illusionary attackers intersperced with will attackers." Sumak says as he watches the others head off before following after them.
Male Half Orc Wilder 1; Init +4; HP 13/13; AC 16, FF 13, Touch 13; F +4, R +4, W +3; PP 4/5; Perception +3
Sumak moves forward and sends a blast of energy at the middle orc. As he does his powers flare up enhancing the bolt.
Move 25 ft E. Use Surge to gain the free PP and use Energy Ray. If they are in metal armor I would use Electricty for +2 to hit. If they are not in metal armor I use Fire and gain +2 damage. Are they in metal armor?