Post by Hamste on Jan 24, 2015 23:47:09 GMT
Chemosh
Played by: Hamste
Character Sheet: Chemosh's Sheet
Other Characters: None currently (Pyrom to come soon)
Race: Shadowwalker Changeling (LA bought off)
Classes: Factotum (1, Dungeonscape), Swordsage (4, ToB)
Effective Character Level: 5
Gender: Unisex (Going to refer to him as a he)
Age: 20
Alignment: CE
Deity: The Mask
Height/Weight: 5 foot/100 pounds
Personality: He often takes on different personalities depending on how he feels the body would act. All of them are murderous except for his normal form however though he will never think that he did it after changing his personality.
Appearance: When not in disguise he looks like a bald man with greyish skin. He has very few identifying features beyond a tattoo he has on his face over his right eye.
History:
As a young child he was relatively normal until he started gaining the ability to change his shape. Then he started killing things. It started small with just animals. When questioned about the dead animals he always claimed that he had no idea what happened. He never quite understood why he was always blamed but when a small child was found dead he knew it was time for him to leave. Since then he has been exploring from town to town leaving whenever people start to disappear.
Threads:
Party Role Proficiency:
Battlefield Control: 4 I have got nothing
Buffer: 4 Nope
Curiosity: 2 can disguise self really well
Debuffer: 4 Got nothing
Dominator: 4 Not a charm to my name
Game Changer: 4 I can reshape myself...that is close right? No, oh well.
Healer: 4 Nope
Meat Shield: 4 twelve con here and d8 hit points
Melee Damage: 2 seventeen damage average or something like that seems pretty good.
Mobility: 1 Teleportation out of the wazoo means nowhere is safe.
Party Face:3 I have bluff and no bonus to charisma
Ranged Damage: 4 No ranged weapon at all
Sage: 4 No
Scout: 1 Pretty good, I have a way to get scent, am good at hiding and avoiding detection and worst comes the worst I have mobility to my advantage
Thief: 1 Not in the traditional sense but a great hide, disguise and bluff can get you a surprising amount of stuff
Summoner: 4 No
Trapfinder: 3 Can’t find a trap worth anything but I can disarm them at least.
Racial Abilities:
Ability Name: +2 to Bluff, intimidate, sense motive
Natural Linguist: Does not come up...at all
Minor Change Shape (Su): Can change shape with restrictions similar to disguise shape. Also gives a +10 circumstance bonus on disguise.
Ability Name: +2 racial bonus on saving throws against sleep and charm effects
Feats:
1 : Darkstalker (Lords of Madness): Creatures with Blindsense,scent, tremorsense and blindsight must still make a spot or listen check to detect you with those senses (Whichever is higher). Can also flank creatures with all around vision.
2 (swordsage level 1): Adaptive Style (ToB): You change your readied maneuver in a full round action.
3: Shadow Blade (ToB): While in a shadow hand stance and using a shadowhand preferred weapon add dex to damage.
Trait: Aggressive: +2 to initiative -1 ac
Class Abilities:
Inspiration points: Has 2 inspiration points (What they are spend on later)
Cunning Insight: Spend an inspiration point to gain a competence bonus equal to int to a saving throw, damage roll or attack rolls. This must be declared before the roll.
Cunning Knowledge: Add Factotum level to a skill you have a rank in for 1 inspiration point. Can only be used once per day per skill
Trap Finding: Find traps as a rogue.
Quick to Act: +1 to initative
Discipline focus: Focus on Shadowhand and Desert Wind
Weapon Focus: Weapon focus feat for weapons associated with Shadow Hand and Desert Wind
Insightful Strike: Add you wisdom bonus to damage when you use a strike from one of your disciplines that you are focused on.
Ac Bonus: Add Wisdom to ac as long as you are not wearing armor or only wearing light armor
Equipment:
Gauntlet of Infinite Blades (MiC): Swift action summon a dagger. Disappear 3 rounds after created. Also had 5 charges. Can spend a charge to summon a +3 dagger. Spend three charges to summon a +3 dagger of seeking. Spend fives charges to summon a +3 bane dagger of seeking. Made of leather instead of mithral links with a matching non-magical pair.-6500 gp
10 potions of Mage armor (Core): Add 4 armor bonus for 1 hour: -500gp
Tear away(Pathfinder material that was allowed) Peasants outfit (Core):A regular outfit that could be worn by just about any peasant. Has seams that allows it be taken off in a standard action: 5.1 gp
Tear away(Pathfinder material that was allowed) Cleric’s vestments (Core):A regular outfit for clerics. Has seams that allows it be taken off in a standard action: 10 gp
Tear away(Pathfinder material that was allowed) Artisan’s Clothes (Core):A regular outfit that could be worn by artisans. Has seams that allows it be taken off in a standard action: 6 gp
Tear away(Pathfinder material that was allowed) Courtier’s Clothes (Core):A mildly fancy outfit that could by a courtiers. Avoids the penalty for influencing for nobles and courtiers. Has seams that allows it be taken off in a standard action: 35 gp
Jewelry: Goes nicely with the Courtier’s clothes and Noble outfit. 100 gp
Tear away(Pathfinder material that was allowed) Noble outfit(Core):A Fancy outfit that could be worn by Nobles. Need a signet ring and 100 gp worth of jewelry to fit in. Has seams that allows it be taken off in a standard action: 80 gp
Tear away(Pathfinder material that was allowed) Entertainers outfit (Core):A regular outfit that could be worn by just about any entertainer. Has seams that allows it be taken off in a standard action: 8 gp
Tear away(Pathfinder material that was allowed) Travelers Outfit (Core):A regular outfit worn by travelers. Has seams that allows it be taken off in a standard action: 6 gp
Tear away(Pathfinder material that was allowed) Explorer’s outfit (Core):A regular outfit that could be worn by just about any explorer. Comes with several other items. Has seams that allows it be taken off in a standard action: 15 gp
Tear away(Pathfinder material that was allowed) Royal Outfit (Core):An absurdly ostentatious outfit fit for royalty . Has seams that allows it be taken off in a standard action: 305 gp
Tear away(Pathfinder material that was allowed) Monk’s Robes (Core):An outfit for monks. Has seams that allows it be taken off in a standard action: 10 gp
Tear away(Pathfinder material that was allowed) Scholar’s Outfit (Core):An outfit for a scholar. Has seams that allows it be taken off in a standard action: 10 gp
Cold weather outfit (Core): +5 circumstance bonus to resist against exposure to cold weather. 10 gp
Total Inventory Cost: 7594.1
Companions:Links to Companions Mythweaver Sheet
Other Misc Information: