Post by Salient on Feb 7, 2015 3:52:09 GMT
Zeph
Played by: Salient
Character Sheet: Zeph
Other Characters: Chase Jaggar
Race: Aarakocra fluffed as a Griffon [Humanoid (Aarakocra)]
Classes: Evolutionist 4 / Aarakocra LA 1
Effective Character Level: ECL 5 (4 class levels and 1 LA)
Gender: Male
Age: 20
Alignment: Neutral Neutral
Deity: -
Height/Weight: 3 ft at the shoulder, 5 ft long excluding tail, 200 lb
Personality:
Zeph is supremely optimistic. Nothing keeps him down for long. He is also curious to a fault and takes great joy in exploration and new experiences. He is playful in much the same way a cat is. This can be something of a problematic trait for an apex predator like a griffon, even if he is small for his kind. More than one person has been shocked to discover him stalking them or digging through their belongings.
He loves to talk and has a habit of quoting people he likes. His overly trusting nature can leave him susceptible to people who have no qualms about taking advantage of it. He is willing to befriend anyone or anything, because, as his ma said, "Being a good person has nothing to do with fur and feathers." He is quite capable of protecting himself if someone tries to hurt him, however.
He is fond of shiny things, but hasn't got a greedy bone in his body. He lives light, with only a few possessions, and doesn't need much more than his claws and wings to survive in the wild. As a courier, he is used to getting along for long periods of time by himself. He isn't especially prideful, but if there's one thing he's proud of, it might be how fast he can fly from one city to another. Flying is one of his great joys.
His animal nature sometimes leaves him at odds with society. He doesn't have the same innate sense of right and wrong that most humanoids seem to possess. For example, he sees no inherent difference between killing an animal and killing a human if he needs to eat. The only reason he doesn't is that the humans who raised him did a reasonably good job of teaching him how to behave. He is very fond of them and has a strong desire not to disappoint them. This keeps him mostly in line and he is capable of getting along reasonably well with most humanoids if they give him the chance.
Appearance:
Zeph is smaller and sleeker than most griffons, being a somewhat exotic example of his kind. He has ear tufts that give him a great deal of expressiveness. His colorful green feathers are shot through with yellows and oranges and flecked with black in a way that blends seemlessly with his spotted haunches. Instead of a lion, his body resembles that of a jaguar.
Even though he is small for a griffon, he is still an imposing sight for most humans. On all fours, he is only three feet high at the shoulder, his head extending a bit more than a foot above that, but he is more than capable of rearing up at a moment's notice and lashing out with his beak and talons, all of which would be dangerously close to face and neck level for most humanoids. He has a ten-foot wingspan and his deceptively sleek form belies the fact that most of his 200 pounds are pure, lean muscle.
History:
Zeph was created by a powerful wizard named Tarlen to serve as his familiar. Tarlen was a transmutation specialist, and he said on more than one occasion that Zeph was "at least as much magic as bird or beast." Zeph refers to him as "da." Despite being very fond of his creation, his first love was his always his work, and he would often bury himself in one stack of books or another, leaving the intensely curious young griffon to his own devices.
It was on one such day that Zeph was out exploring when he got caught in a sudden and severe storm. Unable to even land due to the fierce winds and completely at its mercy, he was blown far beyond any place he had ever seen or explored before. Worn and exhausted, and without any point of reference, he could do little more than pick a direction and hope for the best.
His instincts served him well, and while he never found his way home, he managed to survive in the wilderness until he found a city. It was there that he met his "ma." Sarwen instantly took the young griffon under her figurative wing and raised him much as she would her own child. She gave him the attention that his da never did. A courier by trade, she always brought him along when she had messages to deliver and did a great deal to excite the wonderlust in him. He picked up a lot of the trade from her and she was happy to teach him, and always happy to have his company. As he grew, he eventually started delivering messages on his own, even to other cities. In present times, he ranges faster and further than his ma was ever able to, and his missions often take him far from home for long periods of time. But he always remembers his ma and visits when he can.
Threads:
Party Role Proficiency:
Battlefield Control: 3~4. Some mid/late game wind spells to knock people around.
Buffer: 4. He has a few buff spells, but I am reserving them for personal use in the interest of flavor.
Curiosity: 4. Early game Comprehend Languages. Late game Tongues/True Sight.
Debuffer: 4. Some mid/late game wind spells to interfere with movement. Nothing else.
Dominator: 4. Nothing.
Game Changer: 4. Maybe 3 at levels 17~20.
Healer: 4. Nothing.
Meat Shield: 3~4. My place is in the skies doing hit-and-run dive attacks. I lose a lot of AC on the ground.
Melee Damage: 3. Should be pumping out competent damage at all levels.
Mobility: 2. Very mobile. 90+ fly speed, Flyby Attack.
Party Face: 4. Nope.
Ranged Damage: 3~4. Hit-and-run is kind of liked ranged.
Sage: 4. Good Knowledge (nature) and (geography). Nothing else.
Scout: 3. Flying, keen senses.
Thief: 4. Nothing.
Summoner: 4. Nothing.
Trapfinder: 4. Keen senses, plus True Sight at later levels, nothing else.
Buffer: 4. He has a few buff spells, but I am reserving them for personal use in the interest of flavor.
Curiosity: 4. Early game Comprehend Languages. Late game Tongues/True Sight.
Debuffer: 4. Some mid/late game wind spells to interfere with movement. Nothing else.
Dominator: 4. Nothing.
Game Changer: 4. Maybe 3 at levels 17~20.
Healer: 4. Nothing.
Meat Shield: 3~4. My place is in the skies doing hit-and-run dive attacks. I lose a lot of AC on the ground.
Melee Damage: 3. Should be pumping out competent damage at all levels.
Mobility: 2. Very mobile. 90+ fly speed, Flyby Attack.
Party Face: 4. Nope.
Ranged Damage: 3~4. Hit-and-run is kind of liked ranged.
Sage: 4. Good Knowledge (nature) and (geography). Nothing else.
Scout: 3. Flying, keen senses.
Thief: 4. Nothing.
Summoner: 4. Nothing.
Trapfinder: 4. Keen senses, plus True Sight at later levels, nothing else.
Racial Abilities:
Ability Name: Ability Description
Ability Name: Ability Description
Feats:
Level Feat Is Taken: Feat Name (Sourcebook): Feat Description
Level Feat Is Taken: Feat Name (Sourcebook): Feat Description
Class Abilities:
Ability Name: Ability Description
Ability Name: Ability Description
Ability Name: Ability Description
Equipment:
Item Name (Sourcebook): Item Description: -Item Cost
Item Name (Sourcebook): Item Description: -Item Cost
Item Name (Sourcebook): Item Description: -Item Cost
Total Inventory Cost:Total GP Cost of all items and equipment
Companions:Links to Companions Mythweaver Sheet
Other Misc Information:
Evolutionist Progression:
Level 1
Mutation: Evolve Combat Instinct 1 [lvl 1]
Mutation: Powerful Form 1 [lvl 1]
Mutation: Scent [lvl 1]
Mutation: Natural Armor 1 [lvl 1]
Mutation: Evolve Skills 1 [lvl 1]
Mutation: Darkvision [lvl 1]
Monster Sage
Improved Unarmed Strike
Feat: Diving Charge
Level 2
Mutation: Evolve Racial Potential 1 [lvl 1]
Racial Feat: Flyby Attack
Mutation: Natural Weapons 1 [lvl 1] (Bite)
Mutation: Evolve Skills 2 [lvl 2]
Mutation: Evolve Fortitude 1 [lvl 1]
Teratomorph I: Tauric Body
Level 3
Mutation: Evolve Combat Instinct 2 [lvl 3]
Mutation: Evolve Skills 3 [lvl 3]
Mutation: Spell-like Abilities 1 [lvl 1=>3] (Erase 1)
Mutation: Spell-like Abilities 2 [lvl 2=>3] (Endure Elements 1)
Feat: Elemental Mutator
Mutation: Spell-like Abilities 3 [lvl 3] (Comprehend Languages 1)
Level 4
Ability Score Increase: +1 STR
Mutation: Evolve Talent 1 [lvl 3]
Feat: Multiattack
Mutation: Evolve Reflexes 1 [lvl 1]
Mutation: Rake [lvl 1]
Mutation: Natural Armor 2 [lvl 4]
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Level 5
Mutation: Evolve Combat Instinct 3 [lvl 5]
Mutation: Spell-like Abilities 4 [lvl 4=>5] (Gust of Wind 2)
Mutation: Pounce [lvl 5]
Mutation: Evolve Talent 2 [lvl 5]
Feat: Improved Multiattack
Teratomorph II: [Elemental Teratomorph I] Heart of the Elements [Air]
Bonus Feat: Run
Level 6
Mutation: Nimble Form 1 [lvl 1]
Mutation: Rend (claws) [lvl 1]
Mutation: Spell-like Abilities 5 [lvl 5] (Shatter 2)
Mutation: Evolve Will 1 [lvl 1]
Feat: Power Climb
Level 7
Mutation: Evolve Combat Instinct 4 [lvl 7]
Mutation: Mutilate 1 [lvl 7]
Mutation: Powerful Form 2 [lvl 7]
Mutation: Natural Armor 3 [lvl 7]
Replace Mutation:
From: Spell-like Abilities 3 (Comprehend Languages 1)
To: Spell-like Abilities 3 [lvl 4=>7] (Tongues 3)
Level 8
Ability Score Increase: +1 STR
Mutation: Spell Resistance 1 [lvl 5]
Mutation: Evolve Racial Potential 2 [lvl 2]
Racial Feat: Wingover
Mutation: Spell-like Abilities 6 [lvl 6=>7] (Crumble 2)
Mutation: Evolve Fortitude 2 [lvl 7]
Teratomorph III: [Elemental Teratomorph III] Control Elements [Air]
Replace Mutation:
From: Spell-like Abilities 4 (Gust of Wind 2)
To: Spell-like Abilities 4 [lvl 4=>7] (Wind Wall 3)
Level 9
Mutation: Evolve Combat Instinct 5 [lvl 9]
Mutation: [Elemental] Elemental Rejuvination 1 [lvl 1]
Mutation: Spell-like Abilities 7 [lvl 7=>9] (Wind at Back 4)
Mutation: Superior Grace 1 [lvl 1]
Feat: Weapon Focus (Bite)
Level 10
Mutation: Natural Armor 4 [lvl 10]
Mutation: Evolve Talent 3 [lvl 9]
Feat: Skill Focus (Listen)
Mutation: Spell-like Abilities 8 [lvl 8=>9] (Freedom of Movement 4)
Mutation: Resilient Form 1 [lvl 1]
Mutant Ascendency
Magical Beast
Darkvision 60 ft
Mutation: Frightful Presence 1 [lvl 4]
Mutation: Evolve Reflexes 2 [lvl 7]
Replace Mutation:
From: Darkvision
To: Spell Resistance 2 [lvl 5]
Level 11
Mutation: Evolve Combat Instinct 6 [lvl 11]
Mutation: Superior Instinct 1 [lvl 1]
Mutation: Spell-like Abilities 9 [lvl 9=>11] (Cyclonic Blast 5)
Mutation: Evolve Racial Potential 3 [lvl 3]
Racial Feat: Hover
Teratomorph IV: Dire Body
Level 12
Ability Score Increase: +1 STR
Mutation: Extra Senses 1 [lvl 1]
Mutation: Nimble Form 2 [lvl 7]
Mutation: Frightful Presence 2 [lvl 5]
Mutation: Spell Resistance 3 [lvl 9]
Feat: Outsider Mutator
Mutation: [Outsider] Divine Blessing 1 [lvl 11] (True Seeing)
Replace Mutation:
From: Spell-like Abilities 3 (Tongues 3)
To: [Outsider] Divine Blessing 2 [lvl 11] (Tongues)
Level 13
Mutation: Evolve Combat Instinct 7 [lvl 13]
Mutation: Extra Senses 2 [lvl 2] (uncanny dodge)
Mutation: Powerful Form 3 [lvl 13]
Mutation: Natural Armor 5 [lvl 13]
Level 14
Mutation: Evolve Fortitude 3 [lvl 13]
Mutation: Spell Resistance 4 [lvl 13]
Mutation: Frightful Presence 3 [lvl 9]
Mutation: Spell-like Abilities (replace 3) [lvl 4=>13] (Superior Resistance)
Teratomorph V: Extra Mutations
Mutation: Warped Visage 1 [lvl 4] (10%)
Mutation: Extra Senses 3 [lvl 3] (improved uncanny dodge)
Mutation: Resilient Form 2 [lvl 7]
Level 15
Mutation: Evolve Combat Instinct 8 [lvl 15]
Mutation: Warped Visage 2 [lvl 4] (20%)
Mutation: Howl 1 [lvl 5] (frightened)
Mutation: Spell-like Abilities 10 [lvl 10=>13] (Energy Immunity)
Feat: Keen-Eared Scout
Level 16
Ability Score Increase: +1 STR
Mutation: Natural Armor 6 [lvl 16]
Mutation: Spell Resistance 5 [lvl 17]
Mutation: Warped Visage 3 [lvl 7] (30%)
Mutation: Frightful Presence 4 [lvl 13]
Level 17
Mutation: Evolve Combat Instinct 9 [lvl 17]
Mutation: Evolve Reflexes 3 [lvl 13]
Mutation: Evolve Talent 4 [lvl 13]
Feat: Rapidstrike (Claws)
Mutation: Warped Visage 4 [lvl 10] (40%)
Teratomorph VI: [Elemental Teratomorph VI] Cataclysm Heart [Air]
Level 18
Mutation: Frightful Presence 5 [lvl 17]
Mutation: Nimble Form 3 [lvl 13]
Mutation: Spell-like Abilities 11 [lvl 11] (Tern's Persistence 2)
Mutation: Warped Visage 5 [lvl 13] (50%)
Feat: Improved Rapidstrike (claws)
Level 19
Mutation: Evolve Combat Instinct 10 [lvl 19]
Mutation: Powerful Form 4 [lvl 19]
Mutation: Natural Armor 7 [lvl 19]
Mutation: Warped Visage 6 [lvl 16] (60%)
Level 20
Ability Score Increase: +1 STR
Mutation: Resilient Form 3 [lvl 13]
Mutation: Superior Instinct 2 [lvl 7]
Mutation: Evolve Talent 5 [lvl 17]
Feat: Weapon Focus (Claws)
Mutation: Howl 2 [lvl 5] (panicked)
Mutant Perfection
Mutation: [Outsider] Spell-like Abilities 12 [lvl 12] (Sustain 4)
Mutation: Warped Visage 7 [lvl 19] (70%)