Name: Daniel Alaric / "Silverstorm"
Race: Shifter
Class: Druid
Level: 1
Alignment: Neutral Good
Religion: Pale Lady (One of three moon goddesses, representing Healing, Love, and Family).
Str: 15 | +2
Dex: 16 | +3
Con: 16 | +3
Int: 9 | -1
Wis: 18 | +4
Cha: 10 | +0
[SPOILI]
HP: 11
BAB: +0
AC: 15 | 10 | 3 | 2 | 0
Fort: +5 | 2 | 3 | 0
Ref: +3 | 0 | 3 | 0
Will: +6 | 2 | 4 | 0
Initiative: +3
Feats:
- Hybrid Shape: When using your wild shape/shapeshift ability, you can assume a humanoid animal form (much like a
lycanthrope), giving you the head of an animal and the body of a humanoid. You cannot speak in this form (unless you
have the True Voice feat), but your humanoid animal form has hands with opposable thumbs, allowing you to manipulate
objects and even cast spells with somatic components. While in hybrid form, you gain all of the natural attacks
of the creature whose form you assume.
- Nonverbal Spell:
You can cast spells with verbal components without needing to utter the actual verbal components. You still make noise when casting such a spell (which may be anything from recognizable speech to elaborate song to simple growls), but the noise is unrecognizable as a verbal spell component. (asilence spell still would prevent you from completing the spell, for example.) Spells without verbal components are not affected.
- Aspect of the Beast (Claws of the Beast): You grow a pair of claws. These claws are primary attacks that deal 1d4 points of damage.
Flaws:
- High Metabolism: You require twice the amount of daily food for a creature of your size and begin to feel the effects of starvation in half the time a normal creature would.
- Lalophobia (Fear of Speaking): Whenever the character attempts to speak, sing, or cast a spell with a verbal component, make a Will save (DC 15 +1 for every five people within eyeshot of the character). If the character succeeds, they may speak normally. If they fail, cannot speak, and are nauseated for 1d4 rounds. You cannot close your eyes or otherwise attempt to remove your vision to help make the save; the DC will not change if you attempt to do so.
Racial:
- +2 Dexterity, –2 Intelligence, –2 Charisma: Shifters are lithe and agile, but their fundamental bestial
nature detracts from both their reasoning ability and their social interaction.
- Medium: As Medium creatures, shifters have no special bonuses or penalties due to their size.
- Shifter base land speed is 30 feet.
- Shifting (Su): A shifter can tap into his lycanthropic heritage to gain short bursts of
physical power. Once per day, a shifter can enter a state that is superficially similar to a barbarian’s rage. Each shifter has one of ten
shifter traits—characteristics that manifest themselves when a character is shifting. Each
shifter trait typically provides a +2 bonus to one of the character’s physical ability scores
(Strength, Dexterity, or Constitution) and grants some other advantage as well. Shifter
traits are described in the following section. Shifting is a free action and lasts for a
number of rounds equal to 3 + the shifter’s Constitution modifier. (If a shifter trait or
other effect increases the character’s Constitution modifier, use the newly improved modifier.) A
shifter can take feats to improve this ability. These shifter feats are described in Chapter 3 of the EBERRON
Campaign Setting.
Every shifter feat a character takes increases the duration of his shifting by 1 round. For every
two shifter feats a character takes, the number of times per day he can tap into the ability increases
by one. So, a character with two shifter feats can shift two times per day (instead of the usual one),
and each use of the ability lasts for a number of rounds equal to 5 (instead of 3) + the shifter’s
Con modifier.
Shifting, though related to and developed from lycanthropy, is neither an affliction nor a curse.
It is not passed on by bite or claw attacks, and a shifter can’t be cured—shifting is a natural ability
for the race.
- Low-Light Vision: Shifters can see twice as far as a human in starlight, moonlight, torchlight, and
similar conditions of poor illumination. They retain the ability to distinguish color and detail under
these conditions.
- +2 racial bonus on Balance, Climb, and Jump checks: A shifter’s animalistic heritage enhances many of his
physical skills.
- Automatic Languages: Common. Bonus Languages: Elven, Gnome, Halfling, and Sylvan.
- Favored Class: Ranger. A multiclass shifter’s ranger class does not count when determining whether he
takes an experience point penalty for multiclassing.
-SHIFTER TRAIT:
Wildhunt (Su): While shifting, a wild hunt shifter temporarily gains a +2 bonus to Constitution and the scent ability. This ability allows the shifter to detect approaching creatures, sniff out hidden creatures, and track by sense of smell. A wild hunt shifter can identify familiar odors just as a human does familiar sights.
Class Abilities:
- Nature Sense: A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
- Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude
of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under
normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
- Spontaneous Rejuvenation: If you select this class feature, you do not gain the ability to spontaneously convert prepared spells into
summon nature’s ally spells.
You can transform the stored energy of a spell you have prepared to invigorate you and your allies. To use spontaneous rejuvenation, you
must spend a standard action and sacrifice a prepared spell. All allies within 30 feet of you (including yourself) gain fast healing for 3
rounds. The fast healing amount is equal to the spell’s level. For example, if you sacrifice remove disease, a 3rdlevel
spell, each ally gains fast healing 3 for 3 rounds.
The fast healing granted by this class feature doesn’t stack with itself or with fast healing from other sources.
- Shapeshift: If you select this class feature, you do not gain an animal companion at 1st level, nor do you gain the wild
shape class feature at 5th level (or any variation of that class feature at later levels, such as the ability to wild shape into
an elemental at 16th level).
You can shapeshift at will into powerful animal or nature-oriented forms. It requires only a swift action to shapeshift. If you are
capable of taking more than one form, you can shapeshift directly between two forms without returning to your normal
form. There’s no limit to the number of times per day you can change forms, nor to the amount of time you can spend
in a shapeshifted form.
* Predator Form (Wolf): This form, traditionally that of a wolf, panther, or other predatory mammal, is the first one a shapeshifting
druid learns.
While in predator form, you gain a primary bite attack that deals 1d6 points of damage. You have the reach of a long
creature of your size (5 feet for Small or Medium). You gain a +4 enhancement bonus to Strength, and your natural armor
bonus improves by 4. Your base land speed becomes 50 feet.
Skills:
Concentration (Con): +3 | 3 | 0 | 0
Craft (Int): -1 | -1 | 0 | 0
Diplomacy (Cha): +0 | 0 | 0 | 0
Handle Animal (Cha): +4 | 0 | 2 | 2
Heal (Wis): +4 | 2 | 2 | 0
Knowledge (nature) (Int): +3 | -1 | 2 | 2
Listen (Wis): +6 | 4 | 2 | 0
Profession (Wis): +4 | 4 | 0 | 0
Ride (Dex): +3 | 3 | 0 | 0
Spellcraft (Int): +0 | 0 | 0 | 0
Spot (Wis): +6 | 4 | 2 | 0
Survival (Wis): +8 | 4 | 2 | 2
Swim (Str): +2 | 2 | 0 | 0
----
Cross-Class Skills:
Balance (Dex): +4 | 2 | 0 | 2
Climb (Str): +4 | 2 | 0 | 2
Jump (Str): +4 | 2 | 0 | 2
Equipment: 19gold.
- Leather Armor.
- Traveler's Outfit.
- Holly and mistletoe.
- Backpack.
- Waterskin x3.
- Scroll of Cure Light Wounds x3.
Spells: 3/2
Orisons:
- Dawn: Sleeping/unconscious creatures in area awaken.
- Cure Minor Wounds: Cures 1 point of damage. x2
1st-Level:
- Cure Light Wounds: Cures 1d8 damage +1/level (max +5) x2.
[/SPOILI]
Age: 15
Height: 5'11" in human form, 6'7" in werewolf form.
Weight: 159lbs in human form, 191lbs (muscle) in werewolf form.
Hair/Fur Color: Brown.
Eye Color: Silver in both forms.
Appearance:
A tall, lanky young man with sharp features. He maintains a certain about of muscle, though it looks somewhat strange on a human - as if it's best suited on an animal. In particular, a wolf.
The man's werewolf form looks far more natural for the young spellcaster than his human form, despite what he as born into. Covered in powerful muscles and blessed with a sense of belonging, the majestic form radiates an air of serenity. He lacks the viscious nature of his kin, and that's obvious.
Backstory:
Daniel was never an entirely normal. Even when he was younger, he had an obsession with the night sky. The way the stars seemed to move, the beauty of the clouds moving across the moon. Yet, it wasn't until his thirteenth birthday that he saw them. Werewolves - running with normal wolves across the edge of his vision. He followed them, curious about them.
Were it not for an adult adventurer, he would have died to them. He did not expect them to be the cruel monsters that they actually are. He would go on to fear lycanthropes for the rest of his life. He turned towards nature magic to protect himself - natural animals seemed more likely to be of help in situations against them.
One year after his thirteenth, however, his fear turned into yet another obsession. The power of the werewolf seemed to be the most likely thing to counter itself. So he turned his powers inward, enhancing his physical prowess and magical skills... until the point where he discovered shapeshifting.
Slowly, over the course of one more year, the pain of transformation went away. His practice with his shapeshifting caused him to outfit master it: Daniel could take on werewolf form himself. He felt none of the cruel urges, but he had a great deal of their powers. He could hold the form for as long as he wanted, and was still able to use his magic. He lacked the bulk of other werewolves, but he could still wear his armor - as well as use his magic.
He now lends his power to his friends, both his magic... and his alternate form, which he has named 'Silverstorm'. Recently, the 'Silverstorm' persona has begun to blend in with the Daniel personality.
Favorite Food: Steak. Well-done, thank you.if you don't mind.
Favorite Color: Silver.
Life-Goals: Perfect his werewolf form, protect his friends.
Fears: REAL werewolves!