STILL NEED TO DO AFFILIATIONS
Jaina StormthornCharacter sheet here
http://www.myth-weavers.com/sheetview.php?sheetid=480408 N Changeling Ranger 5/ Master of Many Forms 1Racial adjustments: None
Array(10,12,14,16,16,18), items not yet included
Str 10 (0)
Dex 12 (+1)
Con 18 (+4)
Int 14 (+2)
Wis 16 (+3)
Cha 17 (+3)
HD: 6d8+24 (72 hp)
Saves: F +9, R +7, W +5
AC: 16 (+5 Armor, +1 Dexterity), touch 11, flat-footed 15
Initiative:+1
Speed: 40ft
Senses: As Human
BAB/Grapple: +5/+4
Attacks: Greatsword (2d6+0)
Type: Humanoid (Shapeshifter)
Size: Medium
Speed: 30 ft
Slippery Mind: +2 racial bonus on saving throws against sleep and charm effects
Social Bonus: +2 racial bonus on Bluff, Intimidate, and Sense Motive checks
Natural Linguist: Changelings add Speak Language to their list of class skills for any class they adopt.
Minor Change Shape (Su): Changelings have the supernatural ability to alter their appearance as though using a disguise self spell that affects their bodies but not their possessions. This ability is not an illusonary effect but a minor physical alteration of a changeling’s facial features, skin color and texture, and size, within the limits described for the spell. A changeling can use this ability at will, and the alteration lasts until he changes shape again. A changeling reverts to his natural form when killed. A true seeing spell reveals his natural form. When using this ability to create a disguise, a changeling receives a +10 circumstance bonus on Disguise checks. Using this ability is a full-round action.
Favored Enemy: At 1st level, a ranger may select a type of creature from among those given on Table 3–14: Ranger Favored Enemies. Due to his extensive study on his chosen type of foe and training in the proper techniques for combating such creatures, the ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2. For example, a 5th-level ranger has two favored enemies; against one he gains a +4 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks and weapon damage rolls, and against the other he has a +2 bonus. At 10th level, he has three favored enemies, and he gains an additional +2 bonus, which he can allocate to the bonus against any one of his three favored enemies. Thus, his bonuses could be either +4, +4, +2 or +6, +2, +2.
Track: A ranger gains Track (see page 101) as a bonus feat.
Endurance: A ranger gains Endurance (see page 93) as a bonus feat at 3rd level.
Animal Companion: A Ranger gains an animal companion (see druid class feature)
Wild Shape: At 5th level a ranger gains Wildshape (See druid class feature) into small and medium creatures.
Shifter's Speech (Ex): A master of many forms maintains her ability to speak normally (including verbal components of spells) regardless of the form she takes. Furthermore, she can communicate with other creatures of the same kind while in wild shape, as long as such creatures are normally capable of communicating with each other using natural methods.
Improved Wild Shape (Su): A master of many forms knows how to use her wild shape ability to assume a wider range of forms. At 1st level, she can assume a humanoid form with wild shape. She later gains the ability to assume the form of a giant (at 2nd level), a monstrous humanoid (at 3rd level), a fey (at 4th level), a vermin (at 5th level), an aberration (at 6th level), a plant (at 7th level), an ooze (at 8th level), an elemental (at 9th level), and a dragon (at 10th level).
FLAWS
Flaw 1: Murky Eyed
Flaw 2: Shaky
TRAITS
Trait 1: Plucky
FEATS
Flaw 1: Alertness
Flaw 2: Power Attack
R: Track
1: Shape Soulmeld (Girallon Arms)
3: Improved Grapple
R: Endurance
6: Leadership (Score 7)
Concentration: +12
Diplomacy: +12
Disguise: +12 (+22 if not in natural form)
Handle Animal:+12
Knowledge (Nature): +11
Listen: +14
Spot: +14
Survival: +11
3,200 Gp
+1 Mithril Chainshirt w/ Wilding Clasp
20 Clearwater Tablets
Heartfire
5 Sunrods
5 Universal Solvent
5 Holy Water
Small Magnet
5 Feather Token Tree
10 Flasks of Acid
10 Insect Bane Candles
Masterwork Manacles
Amazing Lock
50 ft Silk Rope
Jug of Shapesand
Spells Known: Ranger Spells level 1,2
Level 1 Spells per day: 6
Level 2 Spells per day: 3
Jaina didn't have an easy time growing up as a changeling. The children that she lived near to constantly made fun of her for her skin color. When she discovered her power of disguise she began to impersonate the other children and make trouble. During this time she became more and more dependent on shape changing to feel like she fit in. As she grew up this dependence turned into a need. She no longer identifies with her true form, instead choosing to live in the forms of others. She has become adept at keeping her disguises and bluffing her way out of sticky situations. She strives to feel that rush of impersonating something and strongly believes there is no better feeling that changing forms. Despite not feeling she fit in well as a child she is confident when she isn't in her own form (this may be because she doesn't think the consequences matter as much as she can just take a new form). To those on the outside she is a confident charismatic leader, but on the inside she isn't really sure who she even is anymore.
Wilding Clasps
Necklace of Natural Weapons (Claws)
Ring of Deflection
Cloak of Protection
Gloves of Titan's Grip
Vest of Many Styles
COHORT
Alec GreenwallCharacter sheet here:
http://www.myth-weavers.com/sheetview.php?sheetid=480768Unseelie Fey Dragonborn Magic Blooded Lesser Aasimar Bard 3/ Marshal 1Racial adjustments: -2 Str , +6 Cha
Array(15,14,13,12,10,8), items included
Str 8 (0)
Dex 12 (+1)
Con 14 (+2)
Int 13 (+1)
Wis 8 (-1)
Cha 22 (+6)
HD: 3d6+ 1d8 +8 (34 hp)
Saves: F +5, R +4, W +4
AC: 17 (+5 Armor, +1 Dexterity, +1 Natural Armor), touch 11, flat-footed 16
Initiative:+0
Speed: 30ft
Senses: Dark Vision 60 ft.
BAB/Grapple: +5/+4
Attacks: Masterwork Rapier (1d6-1)
Sling (1d4)
Type: Humanoid (Outsider)
Size: Medium
Speed: 30ft
Innate Sense: +2 dodge bonus to Armor Class against creatures of the dragon type.
Immunity to Frightful Presence: Dragonborn are immune to the frightful presence ability of dragons, just as if they were dragons.
Draconic Aspect: Wings (Ex):A dragonborn who selects the wings aspect hatches sporting fully formed wings. Dragonborn can use these wings to aid their jumps (granting a +10 racial bonus on Jump checks) and to glide. Those with 6 HD or more can use their wings to fl y.
Gliding: A dragonborn can use her wings to glide, negating damage from a fall from any height and allowing 20 feet of forward travel for every 5 feet of descent. Dragonborn glide at a speed of 30 feet with average maneuverability. Even if a dragonborn's maneuverability improves, she can't hover while gliding. A dragonborn can't glide while carrying a medium or heavy load.
If a dragonborn becomes unconscious or helpless while in midair, her wings naturally unfurl, and powerful ligaments stiffen them.The dragonborn descends slowly in a tight corkscrew and takes only 1d6 points of falling damage, no matter the actual distance of the fall.
Flight: When a dragonborn who selected the wings aspect reaches 6 HD, she gains a fly speed of 30 feet with average maneuverability. A dragonborn can't fly while carrying a medium or heavy load or while fatigued or exhausted.
A dragonborn can safely fly for a number of consecutive rounds equal to her Constitution modifier (minimum 1 round). She can double this length of flight but is fatigued by such exertion. The dragonborn is likewise fatigued after spending a total of more than 10 minutes per day flying. Because a dragonborn can glide before, after, and between rounds of actual flight, she can remain aloft for extended periods, even if she can only use flight for 1 round at a time without becoming fatigued.
When she reaches 12 HD, a dragonborn has enough stamina and prowess to fly without tiring. She can fly at a speed of 30 feet (average maneuverability) with no more exertion than walking or running.
A dragonborn with flight can make a dive attack. A dive attack works like a charge, but the dragonborn must move a minimum of 30 feet and descend at least 10 feet. A dragonborn can make a dive attack only when wielding a piercing weapon. If the dive attack hits, it deals double damage.
A dragonborn with flight can use the run action while flying, provided she flies in a straight line.
Magic Blooded Skills: +2 to Knowledge (Arcana) and Spellcraft checks.
Season's Power: Summer Caress (Su): Surrounded as if by the warm, verdant air of summer, an unseelie fey with summer's caress is protected by a magic circle of nature. This ability functions much like a magic circle against evil, except that it protects against attacks from all creatures of any alignment except for those of the animal, beast, fey, or magical beast creature types. Caster level equal to HD
Iron Vulnerability (Ex): The mere touch of iron (including steel) deals point of damage to the unseelie fey. A hit with an iron or steel weapon deals an additional +1d6 points of damage. Unseelie fey with more than 12 Hit Dice gain damage reduction, which protects them from most of this vulnerability. When an unseelie fey of 12 or more Hit Dice is hit with or touched by an iron weapon, calculate damage including the bonus for iron vulnerability (1 point for a touch or normal damage +1d6 for a successful attack) and then apply the creature's damage reduction. (Currently DR 5/ Cold Iron)
Racial Skills: +4 on intimidate Checks
Bardic Music: Inspire Courage, Countersong, Fascinate, Inspire Competence
Bardic Knowledge: A bard picks up a lot of stray knowledge while wondering the land and learning stories from other bards. He may make a special bardic knowledge check with a bonus equal to his bard level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the bard has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)
Minor Aura: A minor aura grants allies a bonus to certain rolls equal to your minor aura bonus. Your minor aura bonus is equal to your Charisma modifier (minimum +1). You begin play knowing two minor auras of your choice. (Motivate Dexterity, Motivate Charisma)
Wild Talent: A Marshal gains Wild Talent as a bonus feat at 1st level.
Mantles: Deception (May expend psionic focus to gain 50% miss chance for 1 round), Time (+2 to initiative, can expend psionic focus to delay damage for one round).
FEATS
1: Draconic Heritage (Pyroclastic Dragon)
3: Dragonfire Inspiration
Knowledge (Dungeoneering) +8
Knowledge (Engineering) +8
Knowledge (Local) +8
Knowledge (Nobility) +8
Perform (Oratory) +12
Perform (Wind Instrument) +12
UMD +13
Alphorn
Badge of Valor
+1 Mithril Chainmail
Masterwork Rapier
Amulet of Natural Armor +1
Bard Caster Level 3
Spells Known:
0th Level: Lullaby, Prestigitation, Summon Instrument, Songbird
1st Level: Inspirational Boost, Silent Image, Grease
Per Day:
0th: 3
1st: 3
Enamored with Jaina, Alec began following her to write an epic about her life. At first Jaina didnt like his company but before long Jaina began to like his company. The two wouldn't exactly call themselves friends but they do have a certain amount of mutual respect. Alec, being something of a clusterfuck of races and creeds (his mom slept around) feels at home around Jaina. He feels that they are both different and thus they should stick together.