Umasi

Tobar Zindelo's page

128 posts. Alias of Tenro.


Race

Human

Classes/Levels

Shifter 2

Gender

M

Size

M

Age

25

Special Abilities

  • SP 6/8
  • Web 8/8
  • Change Shape

  • Alignment

    CN

    Languages

    Common

    Strength 16
    Dexterity 16
    Constitution 20
    Intelligence 10
    Wisdom 12
    Charisma 6

    About Tobar Zindelo

    Pathfinder rules.
    25 Point Buy.
    Start at 1st Level.
    All submissions should be Lycanthropes Base Stats http://www.d20pfsrd.com/bestiary/monster-listings/templates/lycanthrope

    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.
    STR 14 +2 template
    DEX 14 +2 template
    CON 18 +2 human
    INT 10
    WIS 10 +2 template
    CHA 8 -2 template
    ================================================
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    HP: 25
    AC: 16 = 10 + 3 ARMOR + 3 DEX
    Resist: DR 3/silver (hybrid/animal form only)
    Immune:
    Init: +3
    Speed: 30ft; climb 30ft
    BAB: +1
    CMB: +4 = 1 BAB +3 STR +0 Size
    CMD: 17 = 10 + 1 BAB +3 STR +0 Size + 3 DEX (circumstance, deflection, dodge, insight, luck, morale, profane, and sacred bonuses to AC)
    MSB: +2 (+1d20+CON vs SR)(See Skills for Concentration)
    MSD: 13
    F: 8 =3 BASE + 5 CON
    R: 6 =3 BASE + 3 DEX
    W: 2 =0 BASE + 1 WIS + 1 TRAIT
    Misc Save Boni:

    COMBAT
    Melee
    Dagger, +4 melee, 1d4+3 dmg, 19-20/x2, P, 10ft
    Spider Bite, +4 melee, 1d6+3 dmg (Poison DC 10+1/2HD+CON), crit x2, P

    Ranged
    Web, +4 ranged touch, 0 dmg, 50ft max (10ft increments), DC 15 escape, 8/day

    Other:

    Conditional:

    Other spell effects: Cure, Invigorate, Restore

    Immediate Actions:

    Swift Actions:

    Move Action Options:
    Alteration Sphere

    Racial Traits:

  • Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature. CON
  • Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
  • Base Speed: Humans have a base speed of 30 feet.
  • Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
  • Bonus Feat: Humans select one extra feat at 1st level.
  • Skills: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

    DM's Lycan Template

    Favored Class (Shifter): [x1] +1 Skill Point

  • Class Abilities:

  • Weapon and Armor Proficiency: A shifter is proficient with all simple weapons and light armor.

  • Casting: A shifter may combine spheres and talents to create magical effects. A shifter is considered a Mid-Caster and uses Wisdom as her casting ability modifier. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)

  • Spell Pool: A shifter gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her level + her Wisdom modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.

  • Magic Talents: A shifter gains a magic talent every time she gains a caster level, according to Table: Shifter. This does not stack with caster levels gained from other sources.

  • Shapeshifter: At first level the shifter gains the Alteration sphere as a bonus magic talent. The shifter uses her class level as her caster level for this sphere. This stacks normally with caster levels gained from other sources.

  • Wild Empathy (Ex): A shifter gains wild empathy as the druid class feature, treating her shifter levels as druid levels for this purpose.

  • Quick Transformation: The shifter may use the Alteration sphere to apply a shapeshift to herself and only herself as a move action. Maintaining this effect through concentration only requires a move action each round.

  • Bestial Trait: Graft Weapon (Su): You may spend a spell point and 1 minute to graft a weapon to a limb capable of wielding a weapon as per the Graft Weapon trait of the Morphic Weapon (Alteration) talent. This graft persists until the weapon is removed as a standard action.

  • Feats and Traits:

    1 Extra Magical Talent
    H Wild Casting

    T1 Auspicious Tattoo (Human): +1 will saves
    T2 Favorite Shape: Serpentine (Magic): Benefit: Choose one form talent. Twice per day as a swift action when using shapeshift to apply this form to yourself, you may extend the shapeshift’s duration without spending a spell point.

    Tremorsense in animal/hybrid form

    Spheres and Talents:

    Spell Points: 8
    CL: 2 (Alteration)
    CL: 1 (All other Spheres)
    DC: 11+MOD

    Tradition:
    Drawback 1: Draining Casting: Using magic saps your lifeforce. Using any sphere ability deals you 1 point of nonlethal damage which cannot be healed through any means except rest. This increases to 2 points at 5th caster level, 3 points at 10th caster level, 4 points at 15th caster level, and 5 points at 20th caster level. Creatures immune to nonlethal damage cannot gain this drawback.
    Drawback 1: Verbal Casting: You must speak in a loud, clear voice to cast spells. Using magic alerts all nearby hearing creatures to your presence and location, effectively breaking stealth. You cannot cast in an area of magical silence, or in any other situation where you are unable to speak clearly.
    Drawback 1: Magical Signs: form shifts to the new one, during transformation a green-red-brown aura appears
    Boon 1: Fortified Casting: You may use your Constitution as your casting ability modifier if it is higher than your usual casting ability modifier. You must possess the Draining Casting drawback to select this boon.
    Net 1 Drawback; Bonus Spell Points: +1, +1 per 6 levels in casting classes

    Sphere-Specific Drawbacks:
    Alteration: Beast Soul: You cannot bestow the Blank Form. You must select a talent that grants a form with the bonus talent gained through this drawback.
    Alteration: Lycanthropic: You can only target yourself with your shapeshift ability. You cannot gain the Mass Alteration nor Ranged Alteration talents.
    Life: Regenerate: You may only target yourself with your Life sphere abilities.

    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.
    - - Darkvision 60 ft
    - - Low-light vision
    - - 2 claw attacks (Primary attacks, 1d4, 1d3 small, requires arms). You may grant this trait multiple times.
    - - 1 bite attack (Primary attack, 1d6, 1d4 small, requires head). You may grant this trait multiple times.
    - - 1 gore attack (primary, 1d6, 1d4 small, requires head). You may grant this trait multiple times.
    - - 2 slam attacks (primary, 1d4, 1d3 small, requires arms). You may grant this trait multiple times.
    - - 2 pincers (secondary, 1d6, 1d4 small, requires arms). You may grant this trait multiple times.
    - - You change the target’s cosmetic appearance. This could include changing the target’s apparent age, making an elf into an orc, disguising a large dog as a small pony, changing a male into a female, or some other such alteration. This grants the target a +10 bonus to Disguise checks. This trait may only be applied to the Blank Form, as such changes are assumed with other forms.

    - 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.
    In addition, the target gains one of the following packages depending on which serpent is being mimicked:
    - - Constrictor: You gain the grab ability and can automatically attempt to grapple a target after making a successful bite attack and gain the constrict special attack (1d6 Medium, 1d4 Small, plus Strength modifier). You gain the normal +4 bonus on checks made to start and maintain a grapple from the grab ability. This bonus increases by 1 per 5 caster levels.
    - - Poisonous: When you make a successful bite attack you automatically attempt to poison your target (save Fort DC 10 + 1/2 Hit Dice + Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save).

    You may add the following trait to your forms:
    - - Death Roll: You may, upon succeeding on a grapple check to deal damage with your bite attack, make an additional grapple check as a free action. If successful, the target is prone. This additional grapple check does not count toward maintaining the grapple, and doesn’t add any other effects (such as constrict) beyond knocking the target prone.
    - - Strangle: An opponent grappled by the target cannot speak or cast spells with verbal components.
    - - Swallow Whole: The target gains the swallow whole ability, dealing 1d6 bludgeoning damage plus an additional 1d6 acid damage per 3 caster levels. The target may swallow creatures up to one size smaller than themselves. This trait may be taken twice; the second time allows the target to swallow creatures up to their own size and grants a bonus to CMB and CMD equal to 1 plus 1 per 3 caster levels on grapple checks made to swallow creatures or to prevent them from escaping once swallowed. More than one creature may be swallowed at a time, but may not exceed the maximum total size that can be swallowed, counting two tiny creatures as one small creature, two small creatures as one medium creature, etc. A swallowed creature can try to cut its way free with any light slashing or piercing weapon, or it can just try to escape the grapple. The amount of cutting damage required to get free is equal to 1/10 the creature’s total hit points. This damage is inflicted on the swallowing creature as normal. The Armor Class of the interior of a creature that swallows whole is 10 + 1/2 its natural armor bonus, with no modifiers for size or Dexterity. If a swallowed creature cuts its way out, the swallowing creature cannot use swallow whole again until the damage is healed. If the swallowed creature escapes the grapple, success puts it back in the attacker’s mouth, where it may be bitten or swallowed again. (You must possess a bite attack with the grab ability to gain this trait.)

    - 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).
    Size Tables

    - Bestial Reflexes: You may add the following traits to your forms:
    - - Lunge: Choose one natural attack. As a full-attack action, you may make a single attack at double your normal reach with that weapon with a +4 bonus to your attack roll.
    - - Leaping attack: As a standard action, you may jump, making a single attack at any point during the leap. You do not provoke an attack of opportunity for leaving a threatened square.
    - - Pounce: You may make a full-attack after a charge.
    - - Trample: As a full-round action, you may move up to your move speed, moving over and dealing slam damage (1d6+1-1/2 Str modifier, 1d4+1-1/2 Str modifier small) to any creatures smaller than yourself. Targets of a trample can make an attack of opportunity, but at a –4 penalty. If targets forgo an attack of opportunity, they may attempt to avoid you, making a Reflex save for half damage (DC 10 +1/2 your HD + your Str modifier). A trampling creature can only deal trampling damage to each target once per round, no matter how many times it moves over that creature.

    - Powerful Limbs: You may add the following traits to your form:
    - - Powerful Arms: Choose one pair of limbs the target possesses capable of wielding a weapon. With these limbs, you may wield weapons of one size larger without penalty. This does not stack with other effects that allow you to wield larger weapons without penalty, such as powerful build. Additionally, the target increases its overhead lifting capacity by 50%.
    - - Powerful Claws: Choose one natural attack the target possesses (or pair of natural attacks if granted in pairs such as claws, talons, pincers, etc.). The selected attack or attacks deals damage as if it were one size larger. This size increase stacks with other effects that increase actual and effective size, such as the Size Change Alteration sphere talent or the Encompassing Light talent of the Light sphere.
    - - Powerful Legs: The target is always considered to have a running start when making Acrobatics checks to jump and treat its move speed as if it were 10 ft. plus 5 ft. per 5 caster levels higher when determining the bonus or penalty to jump checks from movement speed. Additionally, the target’s carrying capacity is increased by 50%.

    ===

    Life
    ===

    Spoiler:

  • Invigorate: As a standard action, you may invigorate a touched creature, granting them temporary hit points equal to your caster level (minimum: 1). Unlike normal temporary hit points, this ability can only be used on an injured target and cannot raise a target’s current hit points plus their temporary hit points to be higher than their total hit points. This benefit lasts for 1 hour. Temporary hit points, even from different sources, do not stack; only the highest bonus applies.

  • Cure: As a standard action, you may spend a spell point to touch a target and heal it an amount of damage equal to 1d8 + your caster level. This is a positive energy effect, and as such may be used to harm undead (Will half).

  • Restore: As a standard action, you may touch a target and spend a spell point to restore their physical and mental health.
    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.

  • TALENTS:
    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
    Craft Cloth (Int) + 5 = 2+3 +0 INT (BG)
    Disguise (Cha) - 2 = r+0 -2 CHA
    Fly (Dex) + 3 = r+0 +3 DEX
    Handle Animal (Cha) - 2 = r+0 -2 CHA
    Intimidate (Cha) - 2 = r+0 -2 CHA
    Knowledge (Geo, Int) + 4 = 1+3 +0 INT (BG)
    Knowledge (Nature, Int) + 5 = 2+3 +0 INT
    Linguistics (Int) + 0 = 0+CC +0 INT
    Perception (Wis) + 7 = 2+3 +0 WIS +2 Perception
    Profession (Wis) + 0 = r+0 +0 WIS
    Sense Motive (Wis) + 0 = r+0 +0 WIS
    Spellcraft (Int) + 0 = r+0 +0 INT
    Stealth (Dex) + 8 = 2+3 +3 DEX
    Survival (Wis) + 4 = 1+3 +0 WIS
    Swim (Str) + 8 = 2+3 +3 STR

    +2 Racial to acrobatics
    +4 diplomacy with spiders (though -2 CHA applies)

    Equipment:

    180gp

    2gp Dagger
    1.1gp Sack, belt pouch
    175gp Mwk Parade Armor (+3, +5, -0, 30ft)

    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: