Attic Whisperer

Dagg The Broken's page

12 posts. Alias of william Nightmoon.


Full Name

Dagger

Race

Homunculus

Classes/Levels

Shaman(Animist) 5

Gender

Female?

Size

Tiny

Age

1

Alignment

Lawful Neutral

Location

Would prefer Faerun/Ebberon

Languages

Common, Telepathic Link, Draconic, Abyssal

Strength 8
Dexterity 16
Intelligence 14
Wisdom 19
Charisma 10

About Dagg The Broken

Homunculus Traits:

Construct Traits (Ex) Constructs are immune to death effects, disease, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Constructs are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Constructs are not at risk of death from massive damage.

Poison (Ex) Bite—injury; save Fort DC 13; frequency 1/minute for 60 minutes; effect sleep for 1 minute; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.

Telepathic Link (Su) A homunculus cannot speak, but the process of creating one links it telepathically with its creator. A homunculus knows what its master knows and can convey to him or her everything it sees and hears, out to a distance of 1,500 feet.

Speed:20ft Fly:50ft(good)

Dark vision 60ft, Low light vision.

Shaman Traits:

Weapon and Armor Proficiencies: A shaman is proficient with all simple weapons, and with light and medium armor.

Spells: A shaman casts divine spells drawn from the shaman spell list (see page 48). A shaman must choose and prepare her spells in advance.

To prepare or cast a spell, a shaman must have a Wisdom score equal to at least 10 + the spell’s level. The saving throw DC against a shaman’s spell is 10 + the spell’s level + the shaman’s Wisdom modifier.

Like other spellcasters, a shaman can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 1–9. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–3 in the Pathfinder RPG Core Rulebook).

Shamans commune with their spirit animals to prepare their spells. Each shaman must choose a time when she must spend 1 hour each day in quiet contemplation with her spirit animal to regain her daily allotment of spells. A shaman can prepare and cast any spell on the shaman spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily communion.

Orisons: Shamans can prepare a number of orisons, or 0-level spells, each day as noted on Table 1–9. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Spirit (Su): A shaman forms a mystical bond with the spirits of the world. She forms a lasting bond with a single spirit (see Spirits on page 37), which grants a number of abilities and defines many of her other class features.

At 1st level, a shaman gains the spirit ability granted by her chosen spirit. She adds the spells granted by that spirit to the list of spells that she can cast using spirit magic. She also adds the hexes possessed by that spirit to the list of hexes that she can use with the hex and wandering hex class features.

At 8th level, the shaman gains the abilities listed in the greater version of her selected spirit. At 16th level, the shaman gains the abilities listed for the true version of her selected spirit.

If the shaman takes levels in another class that grants a mystery (such as the oracle), the spirit and mystery must match, even if that means one of them must change. Subject to GM discretion, the shaman can change her former mystery or spirit to make them conform.

Spirit Animal (Ex): At 1st level, a shaman forms a close bond with a spirit animal tied to her chosen spirit. This animal is her conduit to the spirit world, guiding her along the path to enlightenment. The animal also aids a shaman by granting her a special ability. See the Spirit Animal section on page 47.

A shaman must commune with her spirit animal each day to prepare her spells. While the spirit animal does not store the spells like a witch’s familiar does, the spirit animal serves as her conduit to divine power. If a shaman’s spirit animal is slain, she cannot prepare new spells or use her spirit magic class feature until the spirit animal is replaced.

Spirit Magic: A shaman can spontaneously cast a limited number of spells per day beyond those she prepared ahead of time. She has one spell slot per day of each shaman spell level she can cast, not including orisons. She can choose these spells from the list of spells granted by her spirits (see the spirit class feature and the wandering spirit class feature) at the time she casts them. She can enhance these spells using any metamagic feat that she knows, using up a higher-level spell slot as required by the feat and increasing the time to cast the spell (see Spontaneous Casting and Metamagic Feats on page 113 of the Core Rulebook).

Animist Spirit Magic: The animist adds the following spells to the list of spells he can cast using spirit magic: speak with animals (1st), skinsendUM (2nd), speak with plants (3rd), malfunctionUM (4th), dream (5th), speak with stone (6th), control constructUM (7th), trap the soul (8th), soul bind (9th). This ability replaces the spirit magic spells gained from the shaman’s spirit.

Hex: A shaman learns a number of magical tricks, called hexes, which grant her powers or weaken foes. At 2nd level, a shaman learns one hex. At 4th, 8th, 10th, 12th, 16th, 18th, and 20th level, the shaman learns new hexes. A shaman can select from any of the following hexes or from any of the hexes listed in the description of her chosen spirit. A shaman cannot select a hex more than once unless noted otherwise.

Using a hex is a standard action that doesn’t provoke an attack of opportunity unless otherwise noted. The saving throw DC to resist a hex is equal to 10 + 1/2 the shaman’s level + the shaman’s Wisdom modifier.

Wrangle Condition (Su): At 2nd level, the animist interacts directly with unwholesome spirits of the ills that trouble him or his people. To the animist, negative conditions manifest as anthropomorphic spirits or are caused by such spirits (visited upon the creature by bad magic). Either way, the animist can attempt to persuade the spirit to leave its victim alone, thus performing a miraculous healing. As the animist grows in power, he can simply inform these spirits that they are unwelcome and command them to depart.

The animist can attempt a Diplomacy check to persuade the condition’s spirit to leave. Conditions the animist can affect are ranked from minor to dire, with each category having an accompanying Diplomacy DC (see below). The animist cannot take 10 or 20 on the check or receive aid from any creature except another shaman. Failure by 5 or less means the condition spirit is willing to leave the target and transfer to the animist for the rest of the duration or until cured; this happens only if the animist is willing. Failure by 10 or more means that not only is the target inflicted with the condition, but the animist is as well (whether or not he is willing) for the remaining duration or until cured.

Minor Conditions (DC 15): Fatigued, shaken, and sickened.
Major Conditions (DC 20): Dazed and staggered.
Severe Conditions (DC 25): Exhausted, frightened, and nauseated.
Dire Conditions (DC 30): Blinded, deafened, paralyzed, and stunned.

The animist can use this ability a number of times per day equal to 1/2 his shaman level + his Wisdom modifier. Using this ability is a standard action that requires no contact or shared language with the target, but it relies on audible components and the target must be within 30 feet. If a target is afflicted with multiple conditions, the animist targets one condition at a time (of her choosing). The animist cannot use this ability on himself.

At 5th level, the animist can use this ability to exorcise minor conditions without needing to attempt a Diplomacy check. He can dispatch major conditions without a roll at 9th level, severe conditions at 13th level, and dire conditions at 17th level. Doing so still requires one use of this ability per condition.

This ability replaces the hex gained at 2nd level.

Exorcism (Su): At 8th level, the animist can attempt to end effects that control a creature or object, such as magic jar, possess objectUM, dominate person, and dominate monster, or possessing entities such as ghosts. This is a full-round action that requires the animist to touch the target. The possessing or dominating creature must attempt a Will save with a DC equal to 10 + 1/2 the shaman level + her Wisdom modifier. Failure means that the controlling effect ends or the entity is immediately cast out of the target, as appropriate. If the possessing entity is exorcised, it cannot attempt to dominate or possess that target again for 24 hours. The animist can exorcise the same entity out of different targets, but once the entity successfully saves against the animist’s exorcism, it cannot be affected by this ability again for 24 hours. This ability replaces the hex gained at 8th level.

Dominate Spirit (Sp): At 10th level, the animist can attempt to possess creatures or objects as magic jar or possess objectUM. When the animist is attempting to possess the creature, his familiar acts as the jar and must be within 10 feet when the animist attempts to possess a creature. The animist’s soul can perceive his surroundings through the familiar’s senses, clearly evaluate potential targets for possession, and communicate with his familiar telepathically. The familiar retains its autonomy while acting as the jar, and is not harmed by being used as a vessel for the animist’s soul. The animist can use this ability once per day at 10th level, plus an additional time per day every 4 levels thereafter. This ability replaces the hex gained at 10th level.

Contact with the Spirit World (Su): At 12th level, the shaman can interact with incorporeal entities as if his unarmed strikes and melee weapons had the ghost touch weapon special ability. While using this ability, he can also see nearby ethereal entities and likewise strike at them as if they were incorporeal. He can use this ability for a number of rounds per day equal to his shaman level. The rounds need not be consecutive. This ability replaces the hex gained at 12th level.

Etherealness (Sp): At 18th level, the animist can cast etherealness once per day as a spell-like ability. This ability replaces the hex gained at 18th level.

Wandering Spirit (Su): At 4th level, a shaman can form a temporary bond with a spirit other than the one selected using her spirit class feature. She must make this selection each day when preparing her spells. While this feature is active, she gains the spirit ability granted by the spirit. She also adds the spells granted by that spirit to her list of spells that she can cast using spirit magic. She does not add the hexes from her wandering spirit to her list of hexes that she can choose from with the hex class feature. At 12th level, she gains the abilities listed in the greater version of her wandering spirit. At 20th level, she gains the ability listed in the true version of her wandering spirit.

Wandering Hex: At 6th level, a shaman can temporarily gain the use of one of the hexes possessed by either one of her spirits. She must make this selection each day when she prepares her spells. For the purposes of this ability, she can select any hex possessed by her spirit or wandering spirit. If she selects it from her wandering spirit, she loses the hex immediately if she bonds with another spirit, although she can then select a different hex to gain using this ability, from either her spirit or her new wandering spirit. At 14th level, a shaman can select two wandering hexes each day instead of one. This ability otherwise functions as the hex class feature.

Spirit Shaman (Sp): At 20th level, the animist can use ethereal jaunt as at will as a spell-like ability, and cast astral projection once per day as a spell-like ability. This ability replaces manifestation

Shaman Hex's:

Fetish (Ex) (Advanced Class Guide pg. 36 (Amazon)): The shaman receives Craft Wondrous Item as a bonus feat and gains a +4 insight bonus on Spellcraft checks to identify magic items permanently.

Bone Spirit:

Spirit Animal: The shaman’s spirit animal gives off a ghostly glow and seems nearly transparent. The animal is under the constant effects of blur, with a caster level equal to the shaman’s level.

Spirit Ability: A shaman who chooses the Bones spirit as her spirit or wandering spirit gains the following ability.

Touch of the Grave (Su): As a standard action, the shaman can make a melee touch attack infused with negative energy that deals 1d4 points of damage + 1 point of damage for every 2 shaman levels she possesses. She can instead touch an undead creature to heal it of the same amount of damage. A shaman can use this ability a number of times per day equal to 3 + her Charisma modif ier. At 11th level, any weapon that the shaman wields is treated as an unholy weapon.

Greater Spirit Ability: A shaman who chooses the Bones spirit as her spirit or wandering spirit gains the following ability upon having access to the greater version of that spirit.

Shard Soul (Su): The shaman gains DR 3/magic. This DR increases by 1 for every 4 shaman levels she possesses beyond 8th. In addition, as a standard action she can cause jagged pieces of bone to explode from her body in a 10-footradius burst. This deals 1d6 points of piercing damage for every 2 shaman levels she possesses. A successful Reflex saving throw halves this damage. The shaman can use this ability three times per day, but she must wait 1d4 rounds between each use.

True Spirit Ability: A shaman who chooses the Bones spirit as her spirit or wandering spirit gains the following ability upon having access to the true version of that spirit.

Shedding Form (Su): As a standard action, the shaman sheds her body and becomes incorporeal. While in this form, all of her weapon attacks are considered to have the ghost touch weapon special ability. The shaman can use this ability for a number of rounds equal to her shaman level, though those rounds do not need to be consecutive.

Manifestation: Upon reaching 20th level, the shaman becomes a spirit of death. Once per round, she can cast bleed or stabilize as a free action. If she is reduced to below 0 hit points, she automatically stabilizes. She can cast animate dead at will without paying a material component cost, although she is still subject to the usual Hit Dice control limit. Once per day, she can cast power word kill, but the spell can target a creature with 150 hit points or fewer.

Skills/Feats/Traits:

Skills(tank/ability/bonus)
Craft (Smithing)(Int),1/2/3
Diplomacy (Cha),1/0/3
Fly (Dex),1/3/3
Handle Animal (Cha),
Heal (Wis),1/4/3
Knowledge (nature) (Int),
Knowledge (planes) (Int),
Knowledge (religion) (Int),
Profession (Wis),
Ride (Dex),1/3/3
Spellcraft (Int),1/2/3
Survival (Wis),

Feats
Improved Familiar (Self)
Alertness
Evasion
Silent spell
Dodge

Spells:
0-(4/day) Dancing Lights, mending, Detect Magic, Read Magic

1-(4/day)Dancing Darkness, Cure Light Wounds, Burning Hands , Frostbite +Sendskin

2-(3/day)Animate Dead(lesser), Pale Flame, Sommon Swarm + speak with plants

3-(2/day)See Beyond, Speak with dead +Malfunction

Equipment:

TBD

Backstory:

When master made Dagg, Dag was so pleased to be alive. Dagg loves master, He is best! Dagg knows only the others... Nothing else. Except maybe all these spirits. Dagg talks to them. They creap along the walls, Hang from the flags, and linger around the men... But Dagg doesn't mind. After all, Dagg has a spirit too! So really they're all the same, and same things should be friends!

Then one day Dagg is visited by a cat, this cat likes Dagg, the ghostly cat did. It told Dagg that Dagg has power! Much, much power... So Dagg listened and now has power! Dagg helps spirits out, and makes sure the bad ones stay away!

Appearance
Dagg appears to be a mixture between rags, bones, and scrap metal. Her wings are usually wrapped around her body, mimicking a dress, Although a rather ragged one. The wings themselves are made from tiny interlocking joints and taught leather. They appear bat-like when opened. Dagg's body is made with the skeleton of a raccoon and uses tough rags as her "skin". Inside is a myriad of comblex tubing and metal, made to mimic living organs. Her heart is a tiny magical pump. Her brain is the inner workings of a clock. And her blood is real. All of it the blood of her master, a sorcerer.

Her head is the skull of a racoon, with leather attached in several places to keep it all attached. Her eyes are empty sockets, sometimes a strange glow illuminates them...

Her arms and legs are mostly "flesh. Her hands have a odd number of fingers on them. Her right has 3, her left has 4. Her feet are relitivly similar. Both with three toes, one curved back to aid with perching. Her tail is long, and thick to aid with flight. It is made with light metal and treated leather.

When Dagg ever reffers to herself she does it third person. Never saying "I" or "me". Although if you ask her her gender she says "She", despite having no real gender.