Name: Varloo Grimtide
Alignment: N
Age: 21
Init: +2
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STATISTICS
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Stats:
Str 12
Dex 14
Con 11(13)
Int 12
Wis 17
Cha 12
Base Atk +0; CMB +1; CMD 13
Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deities.
Feats
1st: Extra Feature*
* As a Skinwalker you may choose one additional feature from those listed in your shapechange ability and gain that benefit while in bestial form.
3rd: Sorcerer VMC
~Touch of Agony (Sp): At 1st level, you can make a melee touch attack as a standard action that wracks a living creature with agonizing pain. The target takes 1d4 points of nonlethal damage each round for a number of rounds equal to 1/2 your sorcerer level (minimum 1). You can use this ability a number of times per day equal to 3 + your Charisma modifier.
5th: Extra Feature*
7th: Sorcerer VMC
~Altered Form (Sp): At 3rd level, you gain the ability to change shape (as the spell alter self) for a number of minutes per day equal to your sorcerer level. These rounds need not be consecutive. At 17th level, the duration of this effect is no longer limited, and you may remain in your chosen form as long as you want.
Traits
Athletic (Campaign Trait)
*Athletic: You reduce your armor check penalty by a number equal to one-third your character level (minimum 1) for purposes of Acrobatics, Climb, and Swim checks, and you gain a +1 trait bonus to one of these three skills, chosen when you take this trait.(Swim)
Sharkchild (Racial)
*Benefit(s) You gain a +1 trait bonus on Swim checks. As long as you have a swim speed (such as that granted by your bestial form), you can use the run action to move up to five times your swim speed while swimming straight down from or straight up toward the surface of the water.
*Birthmark(Faith)
Benefits: This birthmark can serve you as a divine focus for casting spells, and as a physical manifestation of your faith, and it increases your devotion to your god. You gain a +2 trait bonus on all saving throws against charm and compulsion effects.
Drawback
Mark of Slavery (Horrible neck scars…from a rusty metal collar.)
*You were enslaved for part or all of your youth, and marked as such with a brand or tattoo that still reminds you of how you were punished whenever you failed to do what you should.
~Effect: Whenever you fail a skill check, you take a –2 penalty on any skill check or attack roll you attempt before the end of your next turn unless it is a part of retrying the failed skill check.
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BUFFS AND CONSUMABLES
*Skinwalker Spell-Like Ability: charm animal (aquatic animals only) 3/day (DC12)
~Caster level for this ability is equal to the skinwalker’s character level.
*Channel -Positive- Energy (Su): 4d6 (DC:14) 4/Day
~Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability (Birthmark Trait).
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DEFENSE
AC 1, touch 1, flat-footed 1
(+7 Armor, +2 Dex, +1Natural)
Hp (d8HD +Con)
Fort +5(+6)*, Ref +4, Will +8
*+1 Fort when Shifted
*+2 trait bonus on all saving throws against charm and compulsion effects.
*As long as Silverfang is carried, the user gains a +2 resistance bonus on all saving throws against negative energy and level drain, and whenever he makes a Fortitude save to recover from a negative level, he may roll the save twice, taking the better of the two results as the actual result.
Cold Resistance 10
OFFENSE
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Speed 30ft.
Swim Speed 30 ft.(When shifted properly!)
Melee
+6 to Hit
Ranged
+7 to Hit
Special Attacks
+7 Ranged Touch (Icicle) for Cold Damage
+6 Touch (Oni-Blooded) for Nonlethal
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SKILLS
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Skills *= Class Skills (Total Bonus)= +14pts +1 Int/lvl +7 for Favored Class bonus= 28 Skill Points
Bluff (Cha) 7/1 (+8)
*Diplomacy (Cha) 2/3/1 (+6)
Escape Artist (Dex) 1/2 (+3)
*Knowledge (Arcana) (Int) 2/3/1 (+6)
Knowledge (Nature) (Int) 1/1 (+2)
*Knowledge (Religeon) (Int) 2/3/1 (+6)
Perception (Wis) 3/3(+6)
*Sense Motive (Wis) 3/3/3 (+9)
*Spellcraft (Int) 1/3/1 (+5)
Stealth (Dex) 3/2 (+5)
Survival (Wis) 2/3(+5)
Swim (Str) 1/1/1/3/8(+14)- When Shape-shifted!
~Swim Speed: A creature with a swim speed can move through water at its indicated speed without making Swim checks. It gains a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. The creature can always choose to take 10 on a Swim check, even if distracted or endangered when swimming. Such a creature can use the run action while swimming, provided that it swims in a straight line.
Background Skills 2/lvl (+14 pts)
*Linguistics (Int) 1/3/3 (+7) (+Aquan)
*Lore (Pirate) (Int) 1/3/3 (+7)
*Profession: Sailor (Wis) 4 /3/3(+10)
*Appraise (Int) 1/3/3(+7)
Knowledge (Geography) (Int) 3/1(+4)
Sleight of Hand (Dex) 4/2(+6)
Languages
Common, Tien, Aquan
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SPECIAL QUALITIES
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Cleric Spells
Domains:
*Water
~Icicle (Sp): As a standard action, you can fire an icicle from your finger, targeting any foe within 30 feet as a ranged touch attack. The icicle deals 1d6 points of cold damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
~Cold Resistance (Ex): At 6th level, you gain resist cold 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to cold.
*Trickery
~Copycat (Sp): You can create an illusory double of yourself as a move action. This double functions as a single mirror image, and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the mirror image spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
~Master’s Illusion (Sp): At 8th level, you can create an illusion that hides the appearance of yourself and any number of allies within 30 feet for 1 round per cleric level. This ability otherwise functions like the spell veil. The save DC to disbelieve this effect is equal to 10 + 1/2 your cleric level + your Wisdom modifier. The rounds do not need to be consecutive.
0 Level Spells Known: Infinite/Day
*Spark
*Stabilize
*Light
*Guidance
1st Level Spells Known: 5/Day
*Liberating Command
*Murderous Command
*Comprehend Languages
*Entropic Shield
*Shadow Trap
**Domain Spell: Obscuring Mist
2nd Level Spells Known: 4/Day
*Spiritual Weapon
*Pilfering Hand
*Lesser Restoration
*Silence
**Domain Spell: Invisibility
3rd Level Spells Known: 3/Day
*Speak with Dead
*Dispel Magic
*Searing Light
**Domain Spell: Water Breathing
4th Level Spells Known: 2/Day
*Summon Monster IV
**Domain Spell: Confusion
Skinwalker Racial Traits: Wereshark-Kin (Seascarred)
*Type: Skinwalkers are humanoids with the skinwalker and shapechanger subtypes.
*Skill Racial Traits:
*Change Shape (Su): A skinwalker can change shape to and from a bestial form as a standard action. In bestial form, a Seascarred gains a +2 racial bonus to Constitution. While in this form, a skinwalker also takes on an animalistic feature that provides a special effect. Each time a skinwalker assumes bestial form, she can choose to gain one of the following features:
~ Amphibious: Creatures with this special quality have the aquatic subtype, but they can survive indefinitely on land. These creatures always have swim speeds and can move in water without making Swim checks. An aquatic creature can breathe water. It cannot breathe air unless it has the amphibious special quality. Aquatic creatures always treat Swim as a class skill.
~ Bite attack that deals 1d6 points of damage
~ Ferocity
~ Swim speed of 30 feet
*Spell-Like Ability: Charm Animal (aquatic animals only)3/day
*Low-Light Vision (Ex): Skinwalkers can see twice as far as humans in conditions of dim light.
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EQUIPMENT AND GOLD Started with 23500gp? 23,448 spent?
Remaining Money: 50gp 18sp 20cp
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Gear
[spoiler=Varloo's Equipment List]23,500 gp??
Handy Haversack 2,000 gp
Waverider Breastplate 5200 gp (+1 Mithral Breastplate).
Besmara's Tricorne 2,600 gp
(Equivalent/Copy of)Silverfang9,300 gp
Rod of Metamagic, Reach(Lesser) 3000gp
Wand of Cure Light Wounds (50 Charges)
Feather Token: Tree
Feather Token: Anchor
Potion of Protection from Evil (50gp)
Potion of Hide from Animals (50gp)
Dagger [x2] (2gp)
10 Sunrods and 10 Tindertwigs (20gp+10gp)
Cleric's Kit (16gp)
~This includes a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.