Post by Orsyn on Jan 17, 2015 1:38:27 GMT
Played by: Orsyn
Character Sheet: Link To Mythweavers Character Sheet
Other Characters:
Race: Changeling
Classes: Factotum (4), Totemist (2), Chameleon (2), Warblade (1)
Effective Character Level: 9
Gender: Female
Age: 19
Alignment: N
Deity: Erevan Ilesere
Height/Weight: 5'5" 125lbs
Personality: Flyt tends to be playful, both as herself and in her personas, though keeps herself detached from the other races, particularly humans, around her. She's goal-oriented, always keeping her current mission at the forefront of her priorities. Beyond that, her personality shapes itself around her persona for the time.
Appearance: In her natural form, Flyt appears as a slender, humanoid girl. Her skin is fair and gray, not unlike alabaster in appearance, and her face is framed by lightly blue-tinted locks.
History: Flyt gazed thoughtfully down at the woman sleeping in her arms, almost saddened by what was about happen. But such is the life of a changeling, she thought to herself. "Cedric" of the Steel Raptors had a patrol tomorrow, from which his beloved Anna would never see him return.
Flyt couldn't remember the last time she gave someone her real name. Hailing from Neverwinter, the female changeling has spent her life searching for meaning and identity. She has drifted from persona to persona, seeking to find her place among the many races of Faerun.
She was born out of wedlock to a human woman, and raised as such. As she grew, however, Flyt saw that those who knew of her heritage looked upon her with suspicion and disgust. Never were other children allowed to play with her; indeed, it was not uncommon for them to throw rocks or garbage at her, seeking to drive her off. Instead she took to the company of animals and, more often, books, fueled by the desire to learn of her heritage, to find her people. At the age of fifteen, she packed a bag, bid her mother farewell, and set out on her own. For a time, she mingled with the general population of the Jewel of the North, apprenticing as an artisan in one persona, joining the church of Tyr in another, all the while listening for clues regarding where to find others of her kind.
After a while, she found herself working as a courtesan in a well-known festhall; a place where identities were concealed from all, allowing her to be more herself than she had been in several years. The proprietor was a kind wizardess, under whom Flyt learned the arts of conversation and some dabblings of magic. The inn became as a home to her, a place where her natural talents were appreciated, and the owner indeed almost a second mother. It was in her year here that she heard whispers of other changelings in the city, hidden away in dark places, putting their powers to use for secretive and often criminal activities. This bothered Flyt; not that others of her race were criminals, as the girl herself was amoral at best, but that -all- of them seemed driven to crime and subterfuge. Was there nowhere a changeling could be simply a changeling, rather than having to be a thief or a spy, or having to hide away as a human or an elf? With this thought in mind, Flyt gathered her meagre possessions and, with the owner's blessing, left to find such a place, leaving her life at the Mask behind.
Her travels ranged wide, seeking those dark, hidden corners wherein her brethren may live. One such adventure took her to live among the elves of the Moonwood, learning their ways. In her time there, in her explorations deeper into the forest, she came upon a clan of were-touched. They knew her for what she was, since, in their words, she didn't smell like a shifter. Rather than driving her away, however, they accepted her among them, sensing in her a kindred spirit: one seeking truth through others' forms. They taught her the art of drawing on animal spirits, taking on their aspects as she does people's. Only by knowing others, they taught, is one able to know one's self. She stayed among the clan for only a season, her quiet life cut short by the call of civilization and, indeed, the need to return to her journey.
From place to place the changeling traveled, learning the ways of others while seeking her own people where she could. And so she found herself here, in bed with a lovely woman. One more life lived, to be stored away for the future, and on to the next great adventure, she thought to herself. Meanwhile, a girl slept soundly upon her lover's chest, never to be the wiser.
Threads:
Party Role Proficiency:
Battlefield Control: 2.5 - Spiked Chain Tripper with some arcane and divine spellcasting
Buffer: 3 - Wizard and Cleric spellcasting, yay!
Curiosity: 2 - Floating Chameleon bonus feat!
Debuffer: 3 - Wizard and Cleric casting again, yay!
Dominator: 3 - Bard and Beguiler casting, yay!
Game Changer: 4 - Only gets up to 6th level spells
Healer: 3 Cleric and druid spells, yay!
Meat Shield: 3 - nopls ;-;
Melee Damage: 3 - at least spiked chain is two-handed?
Mobility: 3 - Heavy armor. REALLY heavy armor.
Party Face: 3 - Bluff?
Ranged Damage: 3 - Spellcasting and some ranged natural attacks, but shaky.
Sage: 2.5 - 22 int! Some knowledges!
Scout: 3 - Solid disguise check might have some uses
Thief: 3 - Same as above, but with lockpicking as well
Summoner: 3 - I guess I technically do get a bunch of Summon [thing] spells?
Trapfinder: 2 - I can do that!
Racial Abilities:
+2 racial bonus on saving throws against sleep and charm effects
+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: Disguise Self spell that affects their bodies but not their possessions. This ability is not an illuson but a minor physical alteration.When using this ability to create a disguise, a changeling receives a +10 circumstance bonus on Disguise checks.
Feats:
1 - Able Learner (RoD) - Cross-class ranks only cost one point
1 - Polite trait (UA): +1 diplomacy, -2 intimidate
3 - Combat Expertise
6 - EWP(Spiked Chain)
9 - Improved Trip: +4 on trip attempts, do not provoke AOO when tripping, if successful may attack the target as though you hadn't used your attack to trip
Class Abilities:
Inspiration Pool 3: Fuels Factotum abilities, refills at the beginning of each encounter
Cunning Insight: Spend 1 point of inspiration to gain INT as a competence bonus on an attack, damage roll, or save
Cunning Knowledge: Spend 1 point of inspiration to gain Factotum level as a bonus on a
skill check, limited to once per skill per day
Trapfinding
Arcane Dilettante: May prepare 2 sorc/wizard spells per day as SLAs, max first level. May only prepare one of highest spell level
Brains over Brawn: Gain INT as a bonus on STR and DEX checks, as well as STR- and DEX-based skills
Cunning Defense: Spend 1 inspiration to gain INT as Dodge bonus agains one opponent for one round
Cunning Strike: Spend 1 point of inspiration to gain 1d6 sneak attack damage
Meldshaping: Can shape 3 soulmelds per day
Essentia Pool 2: Invested in soulmelds, can be reallocated as a swift action
Totem Chakra Bind: Allows binding of soulmelds to the totem chakra, granting additional effects. Increases essentia capacity of bound soulmelds by 1
Wild Empathy
Aptitude Focus: Once per day, may select one of five areas to focus on, granting special abilities
- Arcane Focus: Prepare and cast arcane spells from any arcane spell list (CL 2xClass level). +2 competence on Knowledge (Arcana) and Spellcraft. +2 on Will saves
- Combat Focus: Proficiency with all Martial weapons. +2 competence on attack and damage rolls. +2 on Fort saves.
- Divine Focus: Prepare and cast divine spells from any divine spell list (CL 2xClass level). +2 competence on Knowledge (Religion). +2 on Fort and Will saves
- Stealth Focus: Trapfinding, Uncanny Dodge. +2 competence on Disable Device, Hide, Move Silently, Open Lock, and Search. +2 on Reflex saves
- Wild Focus: Wild Empathy (druid level = class level), Woodland Stride. +2 competence on Climb, Handle Animal, Jump, Knowledge (Nature), and Survival. +2 on Fort saves
Bonus Feat: May be changed at the start of each day
Battle Clarity: Gain Intelligence to Reflex saves when not flat-footed
Weapon Aptitude: May adjust the designated weapon of any number of feats with 1 hour of practice with the new weapon
Martial Maneuvers: 4 known, 3 readied at the start of the day, may recover all as a swift action before a single melee attack or a standard action to do nothing
- Moment of Perfect Mind: immediate action Concentration check instead of a Will save
- Wall of Blades: immediate action make an attack roll, use higher of AC or attack roll against one attack
- Iron Heart Surge: standard action, end one effect, gain +2 morale bonus on attack until the end of next turn
- Mountain Hammer (Novice Stone Dragon Belt): Standard action attack, deals 2d6 extra damage and bypasses all DR and hardness
Stances: 1 known
- Leading the Charge: Swift action to enter stance, allies within 60' gain initiator level to damage on charge attacks
Spells:
Factotum: 2 spells per day, max of one 1st level spell
Chameleon:
- Arcane: four 0th, four 1st, two 2nd
- Known: None
- Divine: four 0th, two 1st, one 2nd
Equipment:
+1 Twilight Thistledown Padded Blended Quartz Fullplate of Easy Travel (MiC, RoW, AE): +9 AC, +1 max Dex, 0% ASF, -7 ACP -17250
+1 spiked chain (PHB): 2d4+1, P, 10', threatens, trip, +2 disarm -2325
Vestment of Many Styles (RoE): May alter clothing at will. Provides +2 circumstance bonus on disguise checks involving clothes -500
Cloak of Resistance +1 (PHB) -1000
Chronocharm of the Horizon Walker (MIC): Move half your speed as a swift action -500
Boots of Agile Leaping (MIC): DEX to jump, stand as a swift action without provoking -600
Talisman of the Disk (MIC): Tenser's Floating Disk, 300lbs for up to 3 hours -500
Jug of Shapesand (Sandstorm): Form item with DC 16 Wisdom check -100
Novice Stone Dragon Belt of Strength +2 (ToB, MiC): Learn one Stone Dragon maneuver of level 3 or lower -3000 +2 enhancement bonus to Strength -4000
Headband of Intellect +2 -4000
Ring of Protection +1 -2000
Masterwork Thieves' Tools -100
Spellbook -15
Spell component pouch -5
Total Inventory Cost: -35895
105 GP
Companions:
Other Misc Information:
Languages: Common, Elven, Dwarven, Gnome, Halfling
Hit Dice: 8d8+1d12+18