![]()
About Tyrant the KoboldAppearance:
Tyrant stands nearly seven feet tall with a barrel chest and heavy footfalls. His scales are predominantly blue, though they range from white, gray, and black spots near his arms and legs. (Similar) Although they're constantly darting to search the surrounding, Tyrant's black eyes are often half closed, making it appear as though he's squinting at everything that has his attention. There are plenty of scars that prevent his scales from growing back correctly, mostly around the arms, and one large scar on the left side of his neck that looked as though it should have been fatal. Despite him saying he is a Kobold, he is obviously not a kobold. Backstory:
If you were to ask the Kobolds of the Molto Warren, then Torelo was a product of immaculate conception. Born to the Prophetess seemingly overnight, Torelo’s coming was heralded as an omen of the Draconic Prophecy and a great boon to the Warren. After all, a winged Kobold was something you would only hear of in legends. Despite looking nothing like a Kobold, Tyrant was accepted by all but the most skeptical of believers. Torelo grew quickly, and he grew large. Initially, the Gix (hunters and soldiers) were the ones in charge of training him. They took the growing warrior out of the warren often to learn to fight and hunt. It did not take long for Torelo to get the hang of tracking and, with his size being far above those of his kobold brethren, often brought home more dangerous game alone that would have taken a team to bring down. As such, Torelo began hunting alone to improve his survival instincts and fighting skills, claiming the Gix that now followed him into battle slowed him down. It was around this time that the abilities the Prophetess foretold became apparent. On a hunt, Torelo stumbled across a monster much larger and hardier than what he was used to. A bulette. Savage, angry creatures that burrowed through the ground. A foe like that would have no problem coming into the Warren to eat should it so choose. Despite knowing it was likely well above his skill level, Torelo went after the beast. A monster like that would terrorize his home as it pleased, which was something he could not allow. It was found alarmingly close to his home, sunbathing in the hot summer sun. The bulette was a small specimen, perhaps a child, or a teen, covered in bluish green plates. Torelo knew he would have the drop on it and unfurled his wings to approach from the air. His heart pounded as he drew near his prey, and despite his confidence, Torelo’s first strike failed to make an impactful wound. The creature roared awake, and their fight began earnestly. As the hunter started taking more and more wounds, the bulette’s impressive armor barely appeared dented. It was during this time that Torelo’s first transformation came about. In his rage over his lack of martial prowess to take this creature down, Torelo’s wings grew, his flesh warped and elongated, and there he stood as an honest-to-goodness dragon. There was not time to wonder what happened, he accepted it, and knew that despite the change he was on the brink of death. Taking to the sky, Torelo led the bulette away from the warren until he was satisfied that it would not turn around and find his home again. Injured and exhausted from his flight, the dragon form did not last much longer once the danger passed. Torelo made a small shelter and began resting. In the morning, he awoke slightly refreshed, and returned home using his tracking skills to avoid unwanted combat. After speaking with his mother and the chieftain about his experience the kobolds held a feast. The prophecy was coming true! Torelo was removed from the Gix unit and began learning how to properly become an Iejirastrix (priest, prophet, and magic-men) like the Prophetess. Learning came easily for the young man, and he gathered quite a bit of knowledge. How to speak the languages of the lessers outside of the warren in case of a diplomatic issue, the history of the kobold race and how they came to be where they are today, stories of monsters that roamed the world both near and far, and more. Torelo’s schooling was extensive and this thirst for it was unquenchable. Some of the Ternmolik (farmers, craftsmen, and gatherers) were even instructed to go out and search for books and knowledge to return with. However, with his studies taking over his active role in hunting and protecting territory, Torelo became more violent as his outlet of aggression was taken away from him. The Prophetess attempted to teach him magic. He understood the theories behind it and could hold quite in-depth conversations about it with her at length, but he found himself unable to cast magic of the Black or White variety. Frustrated, he started looking into lesser known forms of magic. Namely, Blue Magic. Thinking back to that day he fled from the bulette, Torelo decided to himself, “If a mere monster could beat me, then I’ll just have to become more monster than the monster.” It was this thinking that turned Torelo down his path of savage brutality. The books on Blue Magic were few and far between, especially as far from civilization as they were, but the Ternmolik brought back what they could find. It proved enough, and Torelo became a dragon capable of using the spells of monsters. Despite this change in Torelo’s personality, the kobolds were excited. This was the one who would guide them to glory! A great warlord of the future! Just as the Prophetess had given up her name after becoming a full-fledged mage of the warren, Torelo was asked to do the same. However, as the hope of the future, they allowed him to come up with his own. It did not take him long. If he were to become a warlord, then he would need a name that would strike fear into the hearts of those who were his first targets, the humans. It was this thought that led him to take the name Tyrant, a word that all humans should understand. Thus, he shed his old name and was born anew. Time passed quickly for Tyrant as he learned and grew. Months passed, then years, and then the Gix started reporting strange signs that sounded incredibly similar to the markings of a bulette. Tyrant could not contain himself. Giving the Prophetess and chieftain warning, he received leave to go after it. He began tracking. Tracking a bulette was difficult. Most of its time was spent under the ground and they rarely surfaced except to enjoy the sun and hunt. Knowledge, however, was a form of power. Tyrant had studied the hunting patterns of bulette, and used that knowledge and his own instinct to predict the path it would take. Tracking was slow going, but every time he found signs that he was heading in the right direction his patience renewed. Eventually, after many days of travel, Tyrant was successful in his hunt. Just like before, he found the bulette basking in the sun, full from its latest meal. That blue-green hide shimmered under the light; if it wasn’t the same bulette from before, it was at least related. No longer was he that scared young man who thought only of protecting his warren. This was a man out to prove to himself that he had grown by leaps and bounds. Picking up a rather hefty rock, Tyrant threw it while approaching the beast. There would be no sneak attacks here, just a fight between two savage monsters. And that is exactly what happened. Their battle tore up the trees, the ground, and broke apart rocks. Every time Tyrant felt his consciousness slipping, he cast a spell to regain his health and continued his assault on the bulette, fighting with tooth and claw and wings in his dragon form. Just as the bulette’s survival instincts kicked in, realizing that it was no longer the ultimate predator and attempting to flee, Tyrant released a breath weapon the likes of which it had not seen before, surprising even himself. As the dragon reverted into the humanoid form, the bulette breathed its last breath. Tyrant roared into the air with triumph, knowing nothing would dare come after him despite how bloody, bruised, and tired he was. The fight truly tested his limits. Making camp nearby, Tyrant rested and healed from his battle until his fatigue went away. Every day he would remove the plates from the bulette, tanning the skin and preparing the flesh. There was no need to rush; the quarry was caught, and his trophies were claimed. From his ingenuity and knowledge, he crafted himself some leather armor from the skin of the bulette, putting everything he could into it. Then, he returned home to tell the tale of his glory. But not all was well at the warren. Returning home, he caught news from the farming Ternmolik that the chieftain and Prophetess had been disposed of. While he was gone, a Yellow Dragon named Chigrité had come with demands that the Kobolds follow it or be destroyed. While many of the kobolds consented to living under the rule of a real, living dragon, those who were close to Tyrant, including his mother, refused, stating they already had a dragon to follow to glory. The Yellow Dragon laughed at this and ended their lives in seconds. The rest of the kobolds quickly fell in line. As the Ternmolik explained to him what had happened, Tyrant was forced to piece some of the puzzle together on his own. They were not learned workers; they only knew that a dragon had come to nest at their warren. But through clues and questions, Tyrant was able to conclude that he would not be able to fight on par with this dragon as he had the bulette. It was not from fear that he came to this. No, he felt more confident in himself than ever after his most recent hunt. It was the knowledge that he accumulated, the fighting sense he had learned through blow after blow, and the understanding of his own limitations that he realized returning home would send him to his grave. After inquiring about the safety of the warren and its people, Tyrant was satisfied that the dragon would not bring destruction to his people, and that not much has functionally changed. He mourned the loss of his mother and vowed that he would return some day. There was no place for savage brutality at this moment, for he had knowledge. As he headed towards the human lands to grow as both a fighter and a mage, and to learn firsthand what made them so different from his kind, Tyrant kept two pieces of knowledge close to his heart, right next to the memory of his mother. One: dragons were powerful, but slow to move and slow to grow. And two: he, too, was a dragon, albeit one who moved and grew at a much, much faster rate. Motivation:
Tyrant wants to find and fight monsters and gain new knowledge. Small monsters, large monsters, weak monsters, deadly monsters; it matters not to Tyrant. He knows that there is something to gain from nearly every monster whether it is new experiences or spells. Although he believes humans and other races are below him, he admits that their knowledge of vast topics is impressive. Because of that, he often wants to fight with the strongest and speak with the smartest, kobold or not. Tactics:
At range, Tyrant will use a longbow and spells, but in a close combat fight he'll use his natural attacks. This starts off with just a Slam attack, but when he takes damage and transforms into a dragon, he'll have access to a breath weapon (60 foot line of Water) as well as a Bite, Claws, and Wing Attacks. He may also retain his Slam, though that is a GM decision. He has a lot of hit points (Barbarian hit points, which is 30 at first level due to Static Hit Points, and Dragon Form adds a hit point per level) and likely won't have too high an AC. When he transforms, he'll Intimidate like Dazzling Display, and he has access to Powerful Manuevers with bonuses to Sundering. All in all, he'll have a pretty brutal fighting style. Tyrant
Feats:
Moogle in the Room
Weapon Focus (Natural): You gain a +1 bonus on all attack rolls you make using the selected weapon. Combat Casting: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled. Powerful Maneuvers: You do not provoke an attack of opportunity when performing a bull rush, drag, overrun, or sunder combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers. Now a prerequisite for the relevant greater combat maneuver feats. Intimidating Prowess: Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier. Improved Initiative: You get a +4 bonus on initiative checks. Improved Natural Attack (Claws): Choose one of the creature’s natural attack forms (not an unarmed strike). The damage for this natural attack increases by one step on the following list, as if the creature’s size had increased by one category. Damage dice increase as follows: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6. A weapon or attack that deals 1d10 points of damage increases as follows: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8. Skilled Flyer: Add 10 ft. to your fly speed and improve your maneuverability one stage. This feat may be taken multiple times. Multiattack: The creature’s secondary attacks with natural weapons take only a –2 penalty. Traits:
Child of an Esper (Campaign): This ancestry manifests in a strange way – your eye, hair or skin color can be outside of the norm for your race. Select either Fortitude, Reflex, or Will. You gain a +1 trait bonus to that saving throw versus spells, spell-like abilities. and supernatural effects. Competitive (Social): Whenever another creature within 30 feet attempts a skill check and you attempt a check with the same skill before the start of that creature’s next turn, you gain a +1 trait bonus on your check (this includes attempting an opposed skill check against the creature). Irrrepressible (Faith Trait): You can use your Charisma modifier in place of your Wisdom modifier when attempting Will saving throws against charm and compulsion effects. Natural Flyer (Combat): You gain a +1 trait bonus on Fly checks, as well as Acrobatics checks attempted while flying. Fly is always a class skill for you. Theoretical Magician (Magic): You gain a +2 trait bonus on Spellcraft checks, or a +3 bonus if you aren’t a spellcaster. Whole-Hearted (Regional): You gain a +2 trait bonus on saving throws against charms and compulsions. Skills:
Skills: CS=class skill; BS=background skills Acrobatics +10, (3 ranks +3 CS + Dex +2 racial) (0 ACP) Appraise +9, (2 ranks + 3 CS + Int) [BS] Bluff +3, (0 ranks + Cha) Climb +12, (3 ranks + 3 CS + Str) (0 ACP) Craft (Armor) +8, (1 rank + 3 CS + Int) [BS] Diplomacy +8, ( ranks, +3 CS, + Cha) Disguise +2, (0 ranks + Cha) Drive +2, (0 ranks + Dex) Escape Artist +2, (0 ranks + Dex) Fly +9, (5 ranks, + 3 CS, + Dex + 1 trait + 2 Racial – 4 Maneuverability) (0 ACP) Handle Animal +3, (0 ranks + Cha) [BS] Intimidate +19, (5 ranks +3 CS + Cha + 6 Str + 2 racial) Knowledge (arcana) +10, (2 ranks +3 CS + Int + 1 Class) Knowledge (dungeoneering) +10, (2 ranks +3 CS + Int + 1 Class) Knowledge (engineering) +10, (2 ranks +3 CS + Int + 1 Class) [BS] Knowledge (geography) +10, (2 ranks +3 CS + Int + 1 Class) [BS] Knowledge (history) +10, (2 ranks +3 CS + Int + 1 Class) [BS] Knowledge (local) +10, (2 ranks +3 CS + Int + 1 Class) Knowledge (nature) +10, (2 ranks +3 CS + Int + 1 Class) Knowledge (nobility) +9, (1 ranks +3 CS + Int + 1 Class) [BS] Knowledge (planes) +10, (2 ranks +3 CS + Int + 1 Class) Knowledge (religion) +10, (2 ranks +3 CS + Int + 1 Class) Knowledge (Technology) +9, (1 ranks +3 CS + Int + 1 Class) Linguistics +8, (1 ranks +3 CS + Int) [BS] Navigate +4, (0 ranks + Int) Perception +10, (5 ranks +3 CS + Wis + 2 Racial) Perform +3, (0 ranks + Cha) [BS] Pilot +2, (0 ranks + Dex) Repair +4, (0 ranks + Int) Ride +2, (0 ranks + Dex) Sense Motive +0, (0 ranks + Wis) Spellcraft +14, (5 ranks +3 CS, + Int + 2 Trait) Stealth +2, (0 ranks + Dex) (0 ACP) Survival +7, (2 ranks + 3 CS + Wis + 2 Racial) Swim +12, (3 ranks + 3 CS + Str) (0 ACP) Dragon Form:
N Medium Dragon (Gria)
Init +6; Senses Perception +10 (Low-Light Vision, Darkvision 60, Danger Sense) ————— Defense ————— AC 25, touch 17, flat-footed 23 (+5 unarmored, +2 Dex, +8 Natural) (Uncanny Dodge) hp 103 (30+12*5+4*5+5) Fort +9, Ref +7, Will +7; Evasion, +2 racial vs Illusion, +2 trait vs charms and compulsions, +2 untyped vs Confusion, +1 trait on Reflex saves vs spells, SLA, and Su abilities, +1 vs traps Resist Water 20 ————— Offense ————— Speed 40ft, 60 ft Fly (Poor) Melee Slam +15 (1d6+13+1d6 Lightning/x2), Bite +13 (1d8+16+1d6 Lightning/x2), Claws +13 (1d6+13+1d6 Lightning/x2), Wing Attacks +11 (1d4+13+1d6 Lightning/x2) Special Attacks Water Breath Weapon: (60-foot line, 5d8 Water damage, Reflex DC 16 half) ————— Statistics ————— Str 26, Dex 14, Con 18, Int 19, Wis 10, Cha 16 Base Atk +5; CMB +13; CMD 30 (+4 to Sunder, +2 to Bull Rush, Drag, & Overrun) Languages Common, Draconic (4 others) SQ Low-Light Vision, Darkvision 60 Closing Wounds Rage Form:
N Medium Humanoid (Gria)
Init +6; Senses Perception +10 (Low-Light Vision, Darkvision 60, Danger Sense) ————— Defense ————— AC 18, touch 10, flat-footed 16 (+4 armor, +2 Dex, +4 Natural, -2 Rage) (Uncanny Dodge) hp 98+10 (30+12*5+3*5+5+ 10 temporary); Fast Healing 5 Fort +8, Ref +7, Will +9; Evasion, +2 racial vs Illusion, +2 trait vs charms and compulsions, +2 untyped vs Confusion, +1 trait on Reflex saves vs spells, SLA, and Su abilities, +1 vs traps Resist Water 5 ————— Offense ————— Speed 40ft, 50 ft Fly (Poor) Melee Slam +15 (1d6+13+1d6 Lightning/x2), Bite +13 (1d8+15+1d6 Lightning/x2), Claws +13 (1d6+13+1d6 Lightning/x2) Ranged Mwk Composite Longbow (+6 Str) +8 (1d8+5/x3) Special Attacks Closing Wounds: When he scores a critical hit, he gains 10 temporary hit points that lasts until the end of the encounter. ————— Statistics ————— Str 22, Dex 14, Con 16, Int 19, Wis 10, Cha 16 Base Atk +5; CMB +13; CMD 23 (+4 to Sunder, +2 to Bull Rush, Drag, & Overrun) Languages Common, Draconic (4 others) SQ Low-Light Vision, Darkvision 60, Fast Healing 5 Destruction Rage Form:
N Medium Humanoid (Gria)
Init +6; Senses Perception +10 (Low-Light Vision, Darkvision 60, Danger Sense) ————— Defense ————— AC 18, touch 10, flat-footed 16 (+4 armor, +2 Dex, +4 Natural, -2 Rage) (Uncanny Dodge) hp 98+10 (30+12*5+3*5+5+ 10 temporary) Fort +8, Ref +7, Will +9; Evasion, +2 racial vs Illusion, +2 trait vs charms and compulsions, +2 untyped vs Confusion, +1 trait on Reflex saves vs spells, SLA, and Su abilities, +1 vs traps Resist Water 5 ————— Offense ————— Speed 40ft, 50 ft Fly (Poor) Melee Slam +15 (1d6+15+1d6 Lightning/x2), Bite +13 (1d8+17+1d6 Lightning/x2), Claws +13 (1d6+15+1d6 Lightning/x2) Ranged Mwk Composite Longbow (+6 Str) +8 (1d8+5/x3) Special Attacks Destructive Rage: He ignores 5 points of a target’s damage resistance and object hardness. ————— Statistics ————— Str 22, Dex 14, Con 16, Int 19, Wis 10, Cha 16 Base Atk +5; CMB +13; CMD 23 (+6 to Sunder, +2 to Bull Rush, Drag, & Overrun) Languages Common, Draconic (4 others) SQ Low-Light Vision, Darkvision 60 —————
Gria Abilities:
Base Speed: Gria have a base speed of 30 feet on land. While gria wings are too small to provide true flight, the same magic that empowers dragons allows gria to achieve limited flight for short periods of time while wearing light or no armor and carrying no more than a light load. A gria can fly with clumsy maneuverability a number of rounds at a time equal to her Constitution bonus. A gria can attempt to fly for longer durations by making Constitution check each additional round of flight (DC 10 + 2 per extra round). A gria’s natural fly speed is equal to her base land speed. After flying, a gria must rest a number of rounds equal to twice the number of rounds spent flying before flying again. (Flight altered by Skilled Flyer) Stubborn: Gria gain a +2 racial bonus on Will saving throws to resist spells and spell-like abilities of the illusion school. In addition, if a gria fails such a save, it receives another save 1 round later to prematurely end the effect (assuming the spell or spell-like ability has a duration greater than 1 round). This second save is made at the same DC as the first. If the gria has a similar ability from another source, it can only use one of these abilities per round, but can try the other on the second round if the first reroll ability fails. Athleticism: Gria are naturally fit and nimble. They receive a +2 racial bonus on Acrobatics checks. Survivalist: Gria receive a +2 racial bonus on Survival checks. Martial Background: Gria receive the Weapon Focus feat for free at first level, and may apply it to any single weapon they are proficient in. Destructive: Gria receive a +2 racial bonus on sunder combat maneuver checks. Bestial: The draconic blood of some gria manifests in the form of particularly prominent gria features, exacerbating their bestial appearances but improving their already keen senses. They gain a +2 racial bonus on Perception checks. This racial trait replaces diplomatic. Dual Minded: The draconic ancestry of some gria makes them resistant to mental attacks. Gria with this racial trait gain a +2 bonus on all Will saving throws. This racial trait replaces fearless and weapon familiarity. Ferocity: Some gria give themselves over completely to their race’s aggressive tendencies, channeling their competitive spirit into a bloodlust. Once per day, when brought below 0 hit points but not killed, a gria can fight on for 1 more round as if disabled. At the end of her next turn, unless brought to above 0 hit points, she immediately falls unconscious and begins dying. This racial trait replaces weapon familiarity. Limit Breaks (Revengeance Gauge 0% {114}):
Blue Mage Dual Azure Mastery (Su): This Limit Break allows the blue mage for a duration of 1 round + 1 round per four blue mage levels after 1st to cast two blue magic spells a round as a standard action. MP must be paid for both spells. This limit break requires only a swift action. Scan Master (Su): This Limit Break coats the eyes of the blue mage with displays and integral information about all beasts she looks upon. For a duration of 1 round + 1 round per four blue mage levels after 1st, the blue mage can identify the elemental weaknesses, elemental resistances, elemental absorption, and elemental immunities of her foes, she also reduces their effectiveness by 1 stage (Absorb > Immunity > Resistance 20 > No Resistance > Weakness) for the duration with her attacks and blue mage spells. This limit break requires only a swift action. Monstrous Shifter
Savage Fury (Su): This Limit Break allows the monstrous shifter to enter an offensive stance. For a duration of 1 round + 1 round per four blue mage levels after 1st, while under this Limit Break, the monstrous shifter cannot cast spells but gains a +2 circumstance bonus to attack rolls, damage rolls, and saving throws plus an additional +2 bonus for every four blue mage levels after 1st. In addition, he gains 10 temporary hit points that increases by 10 for every four blue mage levels after 1st. This limit break requires only a swift action and may be canceled at any time. Berserker
The Unstoppable Force (Su): This Limit Break imbues the berserker with phenomenal strength and destructive power. For the duration of 1 round + 1 round per four berserker levels after 1st, all bonuses from rage and from any rage abilities are doubled. This limit break requires only a swift action. Dragoner
Draconic Might (Su): This Limit Break imbues the dragoner with a mighty rage. For a duration of 1 round + 1 round per four berserker levels after 1st, the dragoner doubles all bonuses gain from his dragon form and doesn’t use up any rounds for the duration of this limit break. This limit break requires only a swift action. Blue Mage:
Creature Magic: A blue mage has the power to gain new spells from creatures that have supernatural abilities by learning from them. The blue mage must witness the creature use its abilities for the blue mage to learn by making an appropriate Knowledge (see below) skill check or learn by being struck by the ability (she learns the spell automatically if she is struck by the spell, even if she makes a save), she cannot learn by observing blue mage spells via the use of wondrous items or being cast by another blue mage. The initial skill check is DC 15 + 2 per spell level of the ability. A blue mage begins play with 2 1st level blue mage spells of her choice. Each time a character attains a new blue mage level, she gains one spell of her choice to add to her list of spells (the free spell must be of a spell level she can cast). In addition, if a blue mage is created beyond the 1st level, she gains an additional spell of her highest spell level she has access to for each blue mage level after the 1st. Unlike the other mages, a blue mage cannot purchase or find scrolls to add spells to her spells known list, but she can learn new blue mage spells from another blue mage. Arcana (dragons, magical beasts)
Once learned, the ability becomes a spell in the blue mage’s known spells list. See the monster’s description to find out the spell level of a creature’s supernatural abilities. The blue mage can learn spells above her spell level, but cannot cast those spells until she has attain the level to be able to cast them. The only limitation to this is the blue mage cannot learn Limit Breaks through the use of this ability. Any supernatural abilities learned through this ability that doesn’t have a duration will have a duration of 1 round per blue mage level. When a blue mage casts a spell that is always centered on herself, and is either a burst, spread, or has a radius, she may exclude herself from its effects. To learn or cast a spell, the blue mage must have an Intelligence score equal to at least 10 + the spell level (Int 11 for 1st-level spells, Int 12 for 2nd-level spells, and so forth). The Difficulty Class for a saving throw against a blue mage’s spell is 10 + the spell level + the blue mage’s Intelligence modifier. In addition, a blue mage gains additional MP for having a high attribute (Intelligence—see Table: Bonus MP per Day (by Spell Level) on the MP System page). Blue Magery (Ex): At 1st level and every four blue mage levels thereafter, a blue mage increases her power with her spells of 1st level or higher. This ability applies only to spells that she casts as a blue mage, not to those she might have by virtue of levels in another class. At each such opportunity, she can choose from the list of the following (with a maximum of 2 per): Creature Knowledge Mastery: This provides a +2 insight bonus on all saving throws from creatures that have been Scanned. In addition, the blue mage may reroll any failed Knowledge check once per round.
Spell Proficiency (Ex): Blue mages are considered to have the Precise Shot feat while casting spells, using class features that require ranged touch or using any magical items that require ranged touch. Cantrips: Blue mages learn a number of cantrips, or 0-level spells. These spells are cast like any other spell, but they do not consume MP and may be used again. Blue mages begin with 4 0-level spells and gain an additional 0-level spell every three levels after 1st level. Scan (Su): At 2nd level, as a swift action, the blue mage can scan a creature within 60 feet to find out if it has a supernatural ability she can learn from. The blue mage must make a DC 20 Knowledge (of the appropriate type) skill check to know what abilities can be learned. Azure Talents: As a blue mage gains experience, she learns a number of talents that assist her in manipulating spells and other forms of magic. At 2nd level and every two levels thereafter, a blue mage gains one azure talent. A blue mage cannot select an individual talent more than once. Talents marked with an asterisk add effects to a blue mage’s spellcasting ability. Only one of these talents can be applied to an individual spell and the decision must be made before the spell is cast. Empowered Magic: The blue mage can cast one spell per day as if it were modified by the Empower Spell feat. This does not increase the MP cost or the level of the spell.
Armored Mage (Ex): At 3rd level, normally, armor of any kind interferes with a spell-caster’s gestures, which can cause spells to fail if those spells have a somatic component. A blue mage’s limited focus and specialized training, however, allows her to avoid spell failure so long as she sticks to light armor and light shields. This training does not extend to medium armor or heavy shields. This ability does not apply to spells gained from a different spell-casting class. Analysis (Ex or Su): Also at 3rd level, usable per day equal to 3 + the blue mage’s Intelligence modifier, a blue mage can draw upon her intuitive ability to read a creature’s essence, granting her and her allies benefits against the creatures they face. Using analysis abilities require a standard action which doesn’t provoke attacks of opportunity. A blue mage unlocks new analysis abilities as her level increases. The blue mage’s analysis can affect a single creature or all creatures of the same race, depending on the effect used. A target creature must be within 60 feet, and the blue mage must be aware of the creature’s presence, although she need not have a line of sight to it. The effects of analysis last for 1 round per blue mage level, unless stated otherwise. To affect her allies, they must be within 30 feet of the blue mage. Using analysis requires an appropriate Knowledge skill check DC 10 + the CR of the creature. Analysis can only be used once against any given creature per encounter. Lucubrate (Ex): The blue mage learns the general combat behaviors of creatures of that race, granting her allies a +1 competence bonus on attack rolls made against them. If the blue mage succeeds on her Knowledge check by 5 or more, then this bonus increases to +2. If the blue mage succeeds on her Knowledge check by 10 or more, then this bonus increases to +3. If the blue mage succeeds on her Knowledge check by 20 or more, then this bonus increases to +4. Azure Physical Training (Ex): At 4th level and every four levels thereafter, a blue mage gains abilities that emulate physical attacks of creatures. The blue mage can use these abilities at will. Slam (Ex): The blue mage emulates a slam of a construct. The slam deals 1d4 (1d3 for small size, 1d6 for large size) points of damage + Strength modifier. Clear Mind (Ex): At 5th level, a blue mage can regain her MP quicker. The blue mage must be relaxed and must be free from overt distractions, such as combat raging nearby or other loud noises. For example, she could be riding in the back of a carriage and benefit from this ability. The blue mage does not gain this recovery if she is asleep or unconscious. The blue mage regains 1 MP per hour. This increases by 1 for every five blue mage levels after 5th.
Spells (Concentration +9, +13 casting defensively, CL 5) [16 MP]
Monstrous Shifter:
Monster Prowess: A monstrous shifter’s base attack bonus increases by one step (from 3/4 BAB to Full BAB). Also increases monstrous shifter’s hit dice from d8 to d10. In addition, the monstrous shifter’s Fortitude save and Reflex save progressions become Good, while his Will save progression becomes poor. Evolution Pool (9 evolution points): At 1st level, a monstrous shifter gains an evolution pool with a number of points (see below). Points in this pool can be spent on a wide variety of modifications and upgrades that add new abilities, attacks, and powers to the monstrous shifter. These choices are not set—the monstrous shifter can change them whenever he gains a level. Evolutions
Evolved Instinct (Ex): The monstrous shifter learns to utilize his new senses in ways that many supernatural creatures do, giving him an edge in predicting enemies attacks. At 1st level, when unarmored, not using a shield, unencumbered, and conscious, the monstrous shifter adds his Intelligence modifier (if any) to his AC and CMD. If the monstrous shifter gains an attribute bonus to his AC or CMD from some other source, it does not stack. In addition, a monstrous shifter gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four blue mage levels thereafter, up to a maximum of +5 at 20th level. These bonuses to AC apply even against touch attacks and when the monstrous shifter is flat-footed. He loses these bonuses when he is immobilized or helpless. Natural Hide (Ex): Beginning at 2nd level, a monstrous shifter begins to form a thicker layer of skin, gaining a +1 natural armor bonus to AC plus an additional +1 per four blue mage levels after 2nd. This stacks with any other natural armor the monstrous shifter may have. Adaptable Circumstance (Ex): A monstrous shifter learns to become more adaptable in preparation. At 2nd level and every two blue mage levels thereafter, he can select one of the following: Bonus Feat: Improved Natural Attack (Claws) +1 Evolution Point: 2nd level Evasion (Ex): At 3rd level, a monstrous shifter can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the monstrous shifter is not wearing any armor. A helpless monstrous shifter (such as one who is unconscious or paralyzed) does not gain the benefit of evasion. Monstrous Anatomy (Su): As the monstrous shifter grows in power, he learns to feel more at home with his monstrous form and the concept of augmenting his very being. At 3rd level, the monstrous shifter gains 25% immunity to critical hits and precision damage as their anatomy becomes increasingly mutable. This does not stack with any similar abilities from any other source. At 12th level, this increases to 50%. Natural Savagery (Ex): At 4th level, the monstrous shifter gains a +1 bonus on attack and damage rolls with his natural weapons. This bonus increases by +1 for every four blue mage levels beyond 4th. Multiattack: At 5th level, a monstrous shifter gains Multiattack a bonus feat even if he does not currently have 3 or more natural weapons. If the monstrous shifter already has this feat, he may pick another Combat feat for which he must meet the prerequisites for. Adaptability (Su): At 5th level, the monstrous shifter has advanced in both power and knowledge with his abilities that he learns an important lesson: “It’s not enough to evolve yourself, you must be able to adapt on the fly in order to survive”. As such, the monstrous shifter can spend an hour of concentration away from stress or any overt distractions to reallocate any and all Evolution Points spent without having to advance in level. Due to the stresses caused by this sort of rapid evolution, this ability may only be used once per day plus an additional time per day for every five blue mage levels after 5th and deals the monstrous shifter 1d2 points of Constitution damage each time it is used. Berserker:
Fast Movement (Ex): A berserker’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the berserker’s speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the berserker’s land speed. Rage (Ex): A berserker can call upon inner reserves of strength and ferocity, granting him additional combat prowess. At 1st level, a berserker can rage for a number of rounds per day equal to 4 + his Constitution modifier. For each level after 1st he possesses, the berserker can rage for 2 additional rounds per day. Temporary increases to Constitution, such as that gained from dwarf’s endurance, do not increase the total number of rounds that a berserker can rage per day. A berserker can enter a rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive. While in a rage, a berserker gains the benefits of his rage form, gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws but takes a –2 penalty to her Armor Class. He also gains 2 temporary hit points per Hit Die. At 11th level this increases to 3 temporary hit points per level, and at 20th level this increases to 4 temporary hit points per level. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the berserker enters a rage again within 1 minute of his previous rage. While in a rage, a berserker cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting). A berserker can end his rage as a free action and is fatigued for 1 minute after a rage ends. This fatigue cannot be reduced or mitigated in any way and applies even to normally fatigue-immune characters, but can be cured as normal. A berserker can’t enter a new rage while fatigued or exhausted but can otherwise enter a rage multiple times per day. If a berserker falls unconscious, his rage immediately ends. Rage does not stack with defensive stance. A berserker who wears prohibited armor or uses a prohibited shield is unable to rage while doing so and for 24 hours thereafter. Rage Forms (Ex): At 1st level, a berserker selects one of the following rage forms. He selects an additional rage form at 5th, 10th, 15th, and 20th levels. Whenever he rages, he enters into one of his selected rage forms. A berserker cannot change rage forms while in a rage. Closing Wounds Rage (Su): While in a rage, a berserker gains fast healing 5. When he scores a critical hit, he gains 10 temporary hit points that lasts until the end of the encounter. Destructive Rage (Ex): While in a rage, a berserker gains a +2 bonus on melee damage rolls, thrown weapon damage rolls, and sunder combat maneuvers. He ignores 5 points of a target’s damage resistance and object hardness. Rage Powers (Ex): As a berserker gains levels, he learns to use his rage in new ways. Starting at 2nd level, a berserker gains a rage power. He gains another rage power for every two levels of berserker attained after 2nd level. A berserker gains the benefits of rage powers only while raging, and some of these powers require the berserker to take an action first. Unless otherwise noted, a berserker cannot select an individual power more than once. Some of the following rage powers are stances. Activating a stance rage power is a move action. A berserker can’t have more than one stance rage power active at a time. If he activates a stance rage power while another one is active, the current stance immediately ends. The stance can be intentionally ended at the beginning of the berserker’s turn as a free action; otherwise, it lasts until the rage ends. Intimidating Transformation (Ex): When entering into a rage, a berserker may roar or brandish his weapons. As a free action as part of entering the rage, he may make an Intimidate check to demoralize all foes within 30 feet who can see or hear his display.
Uncanny Dodge (Ex): At 2nd level, a berserker gains the ability to react to danger before his senses would normally allow him to do so. He cannot be caught flat-footed, nor does he lose his Dex bonus to AC if the attacker is invisible. He still loses his Dexterity bonus to armor class if immobilized. A berserker with this ability can still lose his Dexterity bonus to armor class if an opponent successfully uses the feint action against him. Danger Sense (Ex): At 3rd level, a berserker gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks by traps. In addition, he gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every three berserker levels thereafter (to a maximum of +6 at 18th level). The bonuses gained from this ability stack with those gained from other danger senses (if the berserker has danger sense from another class). Confuse Immunity (Ex): Also at 3rd level, a berserker is immune to the Confuse status effect while in a rage. While not in a rage, he gains a +2 bonus on saving throws against spells and effects that inflict the Confuse status. This bonus improves by 2 per four berserker levels after 3rd. Destructive (Ex): At 4th level, whenever the berserker makes a melee attack that targets an unattended object or makes a sunder combat maneuver, he adds half his berserker level on the damage roll. Improved Uncanny Dodge (Ex): At 5th level and higher, a berserker can no longer be flanked. This defense denies a thief the ability to sneak attack the berserker by flanking him, unless the attacker has at least four more thief levels than the target has berserker levels. Blood Rush (Ex): Also at 5th level, the thrill of felling an enemy in the heat of battle further emboldens the berserker’s resolve. For each enemy creature the berserker incapacitates or kills while raging, he gains a stacking +1 bonus to all damage rolls, up to the berserker’s level. This bonus lasts until the rage ends, increasing by 1 for every five berserker levels thereafter. Dragoner:
Dragon Form (Su): At 1st level, a dragoner can assume a dragon form. A dragoner can assume a dragon form for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can assume dragon form for 2 additional rounds. Temporary increases to Constitution, such as those gained from dragon form and spells like dwarf’s endurance, do not increase the total number of rounds that a dragoner can assume dragon form per day. A dragoner can assume a dragon form as a full-round action. Using a full-round action to assume a dragon form does not count towards the number of rounds a dragoner can stay in his dragon form in a day. The dragoner can also assume a dragon form as an immediate action after taking damage from an attack. The total number of rounds of dragon form per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. When in dragon form, the dragoner becomes a Medium dragon (gaining the dragon type). He gains a +4 size bonus to Strength, a +2 size bonus to Constitution, a +4 natural armor bonus, fly 60 feet (poor), darkvision 60 feet, a breath weapon, and resistance to one element. He also gains one bite (1d8), two claws (1d6), and two wing attacks (1d4). His breath weapon and resistance depend on the type of dragon. He can only use the breath weapon once per day, plus additional times per day when gaining the breath weapon class feature (see below). All breath weapons deal 1d8 points of damage per berserker level and allow a Reflex save (DC 10 + half of the berserker’s level + his Constitution modifier) for half damage. In addition, some of the dragon types grant additional abilities, as noted below. He does not gain any spellcasting, extraordinary, or supernatural abilities from this dragon form. All equipment are melded with his dragon form. Blue Dragon: 60-foot line of water, resist water 20, swim 60 feet, vulnerability to lightning. A dragoner can end his dragon form as a free action and is fatigued after assuming a dragon form for a number of rounds equal to 2 times the number of rounds spent in the dragon form. This fatigue cannot be reduced or mitigated in any way and applies even to normally fatigue-immune characters, but can be cured as normal. A dragoner cannot start a new dragon form while fatigued or exhausted but can otherwise assume a dragon form multiple times during a single encounter or combat. If a dragoner falls unconscious, his dragon form immediately ends, placing him in peril of death. In addition, rage powers or class features work with dragon form. Dragon form does not stack with any other rage effect (such as defensive stance). Talons of the Dragon (Su): Starting at 1st level, the dragoner can grow claws as a free action. These claws are treated as natural weapons, allowing him to make two claw attacks as a full attack action using his full base attack bonus. Each of these attacks deals 1d4 points of damage plus his Strength modifier (1d3 if he is Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if he is Small). At 11th level, these claws deal an additional 1d6 points of damage of his elemental type on a successful hit. The type of damage dealt is determined by the dragoner’s dragon type. The dragoner can use his claws for a number of rounds per day equal to 3 + his berserker level + his Constitution modifier. These rounds do not need to be consecutive. Maw of the Dragon (Ex): At 2nd level, whenever the dragoner grows claws, he also gains a bite attack. This is a primary natural attack that deals 1d6 points of damage (1d4 if the dragoner is Small), plus 1–1/2 times the dragoner’s Strength modifier. Upon reaching 6th level, this bite also deals 1d6 points of elemental damage. The type of damage dealt is determined by the dragoner’s dragon type. Ability Boost (Ex): At 3rd level, as a dragoner gains levels, his ability scores increase. He gains a +2 bonus to one ability score of his choice plus an additional score (to a maximum of +6 to any one stat) for every four berserker levels attained after 3rd. These increases stack and are gained as if through level advancement. Dragon Resistances (Ex): At 4th level, the dragoner gains resist 5 against his elemental type and a +1 natural armor bonus. At 9th level, his elemental resistance increases to 10 and natural armor bonus increases to +2. At 14th level, his elemental resistance increases to 15 and natural armor bonus increases to +3. At 19th level, his elemental resistance increases to 20 and natural armor bonus increases to +4. These bonuses stack with the bonuses provided by dragon form. Dragon Senses (Ex): The dragoner’s senses take on a keen draconic edge. At 5th level, he can select darkvision with a range of 60 feet or low-light vision if he does not yet have both, or he can add 60 feet to the range of his darkvision. At 11th level, he gains blindsense with a range of 30 feet. If he already has blindsense, he instead increases its range by 30 feet. At 15th level, he gains either the scent ability or a +4 bonus on Perception checks. Bars for different forms:
Dragon Form: Active Effects: Fists of Lightning | [spoiler=Resources]Reveangance gauge: 45/116, MP: 13/16, Analysis 7/7, Dragon Form: 15/15, Rage: 15/15, Talon/Maw 11/11
Male Dragon Blue Mage (Monstrous Shifter)/Berserker (Dragoner) 5 (Gestalt)| HP: 58/103 | AC: 25, Touch: 17, Flat-Footed: 23 | CMB: +13, CMD: 30 | F: +9, R: +7, W: +7 (Evasion) | Init: +6 | Perc: +10 [Low-Light Vision, Darkvision 60]| |