Brognir Glassgrey
Male dwarf shaman 1
NG medium humanoid (dwarf)
Init +10; Senses darkvision 60 ft.; Perception +6; +2 bonus to Perception when within reach of familiar (included), +2 racial bonus to Perception to notice unusual stonework and receive such checks automatically within 10 ft.
Favored Class Shaman (+1 hp)
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Defense
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AC 17, touch 12, flat-footed 16 (+5 armor, +2 Dex, +4 racial vs. giants)
hp 11 (1d8+2+1)
Fort +2, Ref +3, Will +5; +2 racial bonus and +1 trait bonus to all saves vs. poisons, spells, and spell-like abilities
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Offense
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Base Atk +0; CMB +0; CMD 12; +1 racial bonus to attack rolls vs. orcs and goblinoids, +4 racial bonus to CMD to resist bull rush or trip maneuvers on ground
Speed 20 ft.
Splash
Alchemist’s fire +2 (1d6, splash 1, burn 1d6)
Spell-Like Abilities Stardust (Sp): As a standard action, the shaman can cause stardust to materialize around one creature within 30 feet, causing the target to shed light as a candle at take a -1 penalty on attack rolls and Perception checks for 1 round. Sightless creatures cannot be affected by this ability. The shaman may use this ability 3 times per day. (Advanced Class Guide Playtest, p. 27)
Spells Prepared
Orisons (unlimited)
Detect Magic, Guidance, Create Water
1st level (DC 14)
Cure Light Wounds, Sleep
Spirit Magic Spells
1st level (1/day) (DC 14)
Color Spray
Feats Improved Initiative: You get a +4 bonus on Initiative checks.
Traits Glory of Old: You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
Grounded: You gain a +2 trait bonus on balance-related Acrobatics checks, and a +1 trait bonus on Reflex saves.
Skills Heal +7, Know (planes) +4, Know (religion) +4, Perception +4; Special +2 racial bonus on Knowledge checks concerning dwarves and their enemies and can make such checks untrained, +2 trait bonus on balance-related Acrobatics checks; +2 bonus on Perception checks to notice unusual stonework, and receive such checks passively
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Special Abilities
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Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Stonecunning Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.
Spirit Familiar: The flesh of the shaman’s familiar accurately reflects the stars that would be visible in the night sky, no matter where the familiar is or the time of day. Due to this, it can be used as a star map. In addition, it gains a fly speed of 5 feet; if the familiar already has a fly speed, it instead increases its fly speed by 10 feet. When it uses this ability to fly, a small nimbus of light surrounds it
Rabbit Familiar: Master gains a +4 bonus on Initiative checks.
Str 3, Dex 16, Con 9, Int 6, Wis 12, Cha 5
Base Atk +0; CMB +1; CMD 7 (11 vs. trip)
Feats Run
Skills Heal +2, Know (religion) -1, Know (planes) -1, Perception +5, Stealth +15; Racial Modifiers +8 Acrobatics when jumping
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Special Abilities
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Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.