About Tobar ZindeloPathfinder rules.
Max HP 1st level.Roll or 1/2+1 thereafter. Max starting gold per base class. All 3PP material welcome. I do however want the characters to be balanced via a vis one another. Background Skills will be used. We will be starting near the Gnarley Forest 25 years before the Greyhawk Wars. Recruitment will be open until November 14th.
HP: 25
COMBAT
Ranged
Other: Conditional: Other spell effects: Cure, Invigorate, Restore Immediate Actions: Swift Actions: Move Action Options:
Racial Traits:
Favored Class (Shifter): [x1] +1 Skill Point Class Abilities:
Feats and Traits:
1 Extra Magical Talent H Wild Casting T1 Auspicious Tattoo (Human): +1 will saves
Tremorsense in animal/hybrid form Spheres and Talents:
Spell Points: 8 CL: 2 (Alteration) CL: 1 (All other Spheres) DC: 11+MOD Tradition:
Sphere-Specific Drawbacks:
Total Spheres and Talents: Shifter 1 + Casting 2 + Alteration (Shapeshifter) + 3 Drawbacks + 1 feat
Spoiler:
- Alteration Sphere - - Serpentine Transformation - - Greater Transformation - - Size Change - - Bestial Reflexes - - Powerful Limbs - Life Sphere - - Revitalize === Alteration
Spoiler:
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.
- Serpentine Transformation: You may grant the form of a serpent with your shapeshift. The target has a head, no limbs, and a tail, but is treated as a quadruped for the purpose of carrying capacity. The target receives a 40 ft. move speed, a climb speed of 20 ft., low-light vision, a +2 natural armor bonus that increases by 1 per 5 caster levels, and a bite attack (primary, 1d6 Medium, 1d4 Small). Serpent forms have no legs so cannot be tripped unless gaining legs from another source.
You may add the following trait to your forms:
- Size Change: As a trait, you may change a creature’s size. You may enlarge or reduce a creature’s size by one category, plus an additional size category per 5 caster levels. You cannot enlarge beyond Huge size, nor reduce a creature beyond Diminutive size. Creatures gain a +1 bonus to attack rolls and to AC, as well as a +2 bonus to Fly checks and a +4 bonus to Stealth checks for every size category they are reduced, and suffer a -1 penalty to attack rolls and AC, as well as a -2 penalty to Fly checks and a -4 to Stealth checks for every size category they are enlarged. (These numbers are doubled when moving to or from Diminutive size.) Ability scores are also adjusted according to the charts below; these increases and decreases are cumulative for each category increased or decreased (thus, moving from Medium to Huge would cumulate in a +8 bonus to Strength and a -4 to Dexterity).
- Bestial Reflexes: You may add the following traits to your forms:
- Powerful Limbs: You may add the following traits to your form:
=== Life
Spoiler:
This accomplishes all of the following: - - Heals 1d4 points of ability damage to one ability score of your choice. - - Removes the fatigued condition or lessens exhaustion to fatigued. - - Removes the sickened condition or lessens nauseated to sickened. - - Removes the shaken condition or lessens frightened to shaken, or panicked to frightened. - - Removes the staggered condition. - - Removes the dazzled condition. If the condition targeted is part of an on-going effect, this suppresses the effect for a number of round equal to your caster level. This cannot be used to remove curses or instantaneous effects. Revitalize: When curing a target or targets, you may choose to grant the target Fast Healing instead of directly healing damage. This grants the target Fast Healing 1 for 1 minute per caster level. Increase the amount of Fast Healing granted by the number of times you have taken the Greater Healing talent. (Thus, if you had gained the Greater Healing talent twice, you could grant a target Fast Healing 3.) === Skills:
4 + int 0 + 1 human (+ 2 background only)
Background Skills Concentration (Int) +8 = MSB + CON +2 Climb (Str) +11 = r+0 +3 STR +8 racial
+2 Racial to acrobatics
Equipment:
180gp 2gp Dagger
free clothes 1.9 gp left Backstory:
Tobar Zindelo lived a rough life. He grew up poor and did what he could to survive. He turned to minor crime, and got mixed up with the wrong people. His early attempts to make poison out of snake venom left resulted in him poisoning himself, causing him to grow up from that point rather disfigured. This, in turn, made him socially awkward as he couldn't get through most conversations without people trying to leave. People would cross the street to avoid being near him. To remedy this, he learned to live off the crumbs of society and even a bit of foraging in the wild. Out of necessity, he had to patch what little clothing he owned. He would use threads pulled from under tree bark, parts of vines and such to weave crude cloth and sew patches, but eventually he began experimenting in using silk harvested from the wrapped-up remains that spiders had already feasted on. With a great deal of practice, he began to create impressive results. This, however, resulted in the need for more and more silk, which led him to places with higher concentrations: spider's dens, caves, abandoned structures and the like. As fate would have it, one such location was the territory of a werespider. Tobar had seen large spiders before, and he knew there was no surviving this unless he fled. His flight was unsuccessful, however; he became trapped in a web and bitten. He woke up in a web sac some unknown amount of time later. He grabbed what silk he could and fled to the hollow that served as his home outside the city, but his strange awakenings had just begun. It wasn't until a few months later he realized that there were times in which he turned into an actual spider while he slept and woke up suspended in webs of his own creation. Over time he gained some degree of control to this ability, and used it to his own advantage. Not only that, the shapechanger's curse in his blood also reacted with the poison in his system, resulting in his ability to take on the form of a snake as well. Using his newfound curse to hone his craft by creating his own silk, Tobar managed a small name for himself. He is known by some as "that weird silk merchant" and they whisper of his appearance. He covers himself head to toe in many layers of silk: underclothes, outergarments, robes, gloves, headwraps, hoods, veils. His skin underneath, however, borders on vile. The skin has a chitinous sheen in places, flakes as if overly dry, and bristle-like hairs poke through in patchy clumps. The only part of him that is frequently uncovered are his eyes, which are intensely mesmerizing, though freakishly ophiduan and beady. Most know that he is hideous underneath his robes, but are relieved that he covers himself up so as not to offend polite society. In his mind, if they buy his wares and leave quickly, so much the better for him. Player Notes:
FEATS WANTED: ADDITIONAL TALENTS NEEDED: |