Chief Sootscale

Gringe's page

97 posts. Organized Play character for william Nightmoon.


Full Name

Gringe

Race

kobold

Classes/Levels

shaman (witch doctor) (bone) 4

Vitals:
HP:14/14 AC:20=10+(+3dex,+4armor +1shield, +1 natural, +1size) speed:30(25 in armor) Saves:fort:+0 refl:+3 will:+6 BAB:1 CMD:0 CMB:13 Ini:+3

Gender

Female

Size

small

Age

15

Special Abilities

Wandering spirit: Life

Alignment

chaotic neutral

Deity

the dragons, herself

Languages

draconic,common

Occupation

shaman

Strength 10
Dexterity 14
Constitution 13
Intelligence 12
Wisdom 16
Charisma 12

About Gringe

Vitals:
HP:14/14 AC:20=10+(+3dex,+4armor +1shield, +1 natural, +1size) speed:30(25 in armor)
Saves:fort:+0 refl:+3 will:+6
BAB:1 CMD:0 CMB:13
Ini:+3

Skills/Feats/traits:
skills:(rank/ability/other)
Craft (traps)(Int),7/1
Diplomacy (Cha),
Intimidate (Cha),7/1
Fly (Dex),
Handle Animal (Cha),
Heal (Wis),7/3
Knowledge (nature) (Int),
Knowledge (planes) (Int),
Knowledge (religion) (Int),6/1
Profession (miner)(Wis),
Ride (Dex),4/3
Spellcraft (Int),7/1
Survival (Wis),

Feats:
Draconic aspect (Black),
Draconic Magic(black),

Traits
Reincarnated: You lived a previous life as someone—or something—else. For you, life and death are a cycle, and you have no fear of death. You gain a +2 trait bonus on saving throws against fear and death effects.

Ship’s Surgeon: On a ship, a sailor often has to learn
multiple skills, and this rule certainly applies to you.
Your father was a woodworker, and you learned your
first trade from him. But on your first voyage at sea you
quickly found out that a carpenter is often a ship’s doctor
as well—after all, who knows more about sawing off limbs
than someone who saws wood for a living? People are a lot
bloodier than wood, that’s for sure, but you haven’t had
many complaints—those sailors who have enjoyed your
services are either happy to be alive or dead, and there’s
old salts who swear the peg legs you for made them are
better than the real legs they used to have. You gain a +1
trait bonus on Craft (carpentry) and Heal checks, and
Heal is a class skill for you

You were between ships in Port Peril, and after
stopping for a drink at a tavern called the Formidably
Maid, you happened upon a damsel in distress in the
alleyway outside. Thinking you could help, you didn’t
notice the thugs hiding nearby, and they caught you
unawares. You’ve been on enough ships to know a press
gang by the blow of the sap on the back of your neck—you
just hope whatever ship you end up on needs a surgeon.
Although the majority of your equipment was taken away
when you were press-ganged, you managed to hang on to
a fully stocked healer’s kit, and you begin the campaign
with it, regardless of your starting circumstances.

Class traits:
Weapon and Armor Proficiencies: A shaman is proficient with all simple weapons as well as with light armor and medium armor.

Spells: A shaman casts divine spells drawn from the shaman spell list. 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 the table above. In addition, she receives a number of bonus spells per day if she has a high Wisdom score.

Shamans commune with their spirit animals to prepare their spells. Each shaman must choose a time when she spends 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 the table above. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Spirit (Su): A shaman has a mystical connection with the spirits of the world. She forms a lasting bond with a single spirit, 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 given for the greater version of her selected spirit. At 16th level, the shaman gains the abilities given for the true version of her selected spirit.

If the shaman takes levels in another class that grants a mystery (such as the oracle), her spirit and her mystery must match. Subject to GM discretion, the shaman can change her previously selected mystery or spirit to make both 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.

A shaman must commune with her spirit animal each day to prepare her spells. While the spirit animal does not store the spells as 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).

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

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.

Wandering Spirit (Su): At 4th level, a shaman can form a temporary bond with a spirit other than the one she 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 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 gained 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 given for the greater version of her wandering spirit. At 20th level, she gains the ability given for 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 purpose of this ability, she can select any hex possessed by her spirit or wandering spirit. If she selects a hex from her wandering spirit and then bonds with another spirit, she loses the hex immediately, 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.

Manifestation (Su): Upon reaching 20th level, a shaman undergoes a transformation as she manifests as a pinnacle of her main spirit. The nature of this manifestation depends on the shaman's spirit, and is described in the spirit's entry.

Hexes:

Healing (Su): A shaman soothes the wounds of those she touches. This hex acts as cure light wounds, using the shaman's caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts as cure moderate wounds.

Bone Ward (Su): The shaman touches a willing creature (including herself) and grants a bone ward. The warded creature becomes encircled by a group of flying bones that grant it a +2 deflection bonus to AC for a number of rounds equal to the shaman's level. At 8th level, the bonus increases to +3 and lasts for 1 minute. At 16th level, the bonus increases to +4 and lasts for 1 hour. A creature affected by this hex cannot be affected by it again for 24 hours.

Offense:
Melee: short spear +0 (1d6) 20/x2

Ranged: heavy crossbow+2 (1d8) 19-20/x2


Spells per day:
(3) 0-Touch of fatigue, Dancing light, Read magic, Guidence
(4/day)1-Bless, (2)Cure light wounds, Produce flame

(3/day)2-Cure moderate wounds, Enthrall, Fog Cloud

spirit animal:

Sligi
salamander HP:8
Tiny speed:20ft AC:16(+4 dex,+2 size)
Special:DV 60ft,
Feat: endurance,

spirit:
Bones
A shaman who selects the bones spirit is cadaverously thin, with sunken eye sockets and dead eyes that stare off into the distance. Her body has a faint smell of the grave. When she calls upon one of this spirit's abilities, a ghostly wind whips her hair and clothes about, and the unpleasant stench becomes more prominent.

Spirit Magic Spells: Cause fear (1st), false life (2nd), animate dead (3rd), fear (4th), slay living (5th), circle of death (6th), control undead (7th), horrid wilting (8th), wail of the banshee (9th).

Hexes: A shaman who chooses the bones spirit can select from the following hexes.

Bone Lock (Su): With a quick incantation, the shaman causes a creature within 30 feet to suffer stiffness in the joints and bones, causing the target to be staggered 1 round. A successful Fortitude saving throw negates this effect. At 8th level, the duration is increased to a number of rounds equal to her shaman level, though the target can attempt a save each round to end the effect if its initial saving throw fails. At 16th level, the target can no longer attempt a saving throw each round to end the effect, although it still attempts the initial Fortitude saving throw to negate the effect entirely.

Bone Ward (Su): A shaman touches a willing creature (including herself) and grants a bone ward. The warded creature becomes encircled by a group of flying bones that grant it a +2 deflection bonus to AC for a number of rounds equal to the shaman's level. At 8th level, the ward increases to +3 and lasts for 1 minute. At 16th level, the bonus increases to +4 and lasts for 1 hour. Once the bone ward ends, the creature cannot be the target of the hex again for 24 hours.

Deathly Being (Su): If the shaman is a living creature, she reacts to positive and negative energy as if she were undead—positive energy harms her, while negative energy heals her. If she's an undead creature or a creature with the negative energy affinity ability, she gains a +1 bonus to her channel resistance. At 8th level, if she's a living creature she gains a +4 bonus on saves against death effects and effects that drain energy, or if she's an undead creature her bonus to channel resistance increases to +2.

At 16th level, if the shaman a living creature, she takes no penalties from energy drain effects, though she can still be killed if she accrues more negative levels than she has Hit Dice. Furthermore, after 24 hours any negative levels the shaman has are removed without requiring her to succeed at an additional saving throw. If the shaman is an undead creature, her bonus to channel resistance increases to +4.

Fearful Gaze (Su): With a single shout, the shaman causes one target creature within 30 feet to become shaken for 1 round. A successful Will saving throw negates this effect. At 8th level, she makes the target frightened instead. At 16th level, she makes it panicked instead. This is a mind-affecting fear effect. A creature affected by this hex cannot be affected by it again for 24 hours.

Grave Sight (Su): The shaman sees the states of life, death, undeath, and general health of those around her. When using this ability, she can tell whether or not creatures within 30 feet that she can see are living, wounded, dying, or dead, as well as determine if any are undead. Lastly, she can tell if those creatures are poisoned or diseased. The shaman can use this ability a number of rounds per day equal to her shaman level, but these rounds do not need to be consecutive.

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 modifier. At 11th level, any weapon t that he 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-foot-radius 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.

racial traits:

Reptilian: Kobolds are humanoids with the reptilian subtype.

Small: Kobolds are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on their combat maneuver checks and to Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

Normal Speed: Kobolds have a base speed of 30 feet.

Darkvision: Kobolds can see in the dark up to 60 feet.

Frightener Like the great dragons, you can strike fear in the hearts of your foes with your majestic presence. Few enemies suspect that you make yourself look more dangerous with simple tricks you learned back when you were newly hatched. You gain a +1 racial bonus to the DC of saving throws against spells you cast with the fear descriptor. This racial trait replaces the armor racial trait.

Beast Bond: Some kobolds have a talent for training animals and beasts to help them both on and off the battlefield. Kobolds with this racial trait gain a +2 racial bonus on Handle Animal and Ride checks. Handle Animal and Ride are always class skills for them. This racial trait replaces crafty

Weakness: Light sensitivity.

Languages: Kobolds begin play speaking only Draconic. Kobolds with high Intelligence scores can choose from the following: Common, Dwarven, Gnome, and Undercommon.

Inventory:
Gp:25
+1 hide armor, old outfit, +1 obsidian long spear, 1 weeks rations(small), a backpack, torches(10), vials of oil(5), +1 light wooden shield, flint and steel, masterwork pickaxe, feather token(bird), stone club,+1 obsidian dagger, 5 pellet grenades, 10 tindertwigs, 4 shard gels, 2 stone daggers,

backstory:
Yark! Gringe sees the bones, always the bones. they tell her secrets, truths. and her Sligi knows too...salamanders always know! at least they know bones... Bones! the bones have always been there for Gringe, even when her tribe was killed! the bones of her tribe where always there for her.

Bones! always with the bones... shiny and white, pearly and clean. this one was Dimble, he was a hunter. this one was Frani, our best trapper. Here are the brothers Stern and Wivin, they where just idiots. suddenly Gringe twitches and turns her head menisinly in you direction. sorry about that, sometimes i get a little... weird... happens all the time. she smiles and begins to laugh maniacally before returning to her bones.

Gringe is a VERY odd kobold. her scales are black and dull. her eyes are a vivid yellow and filled with a light of crazed desire.
however, as a person she is quite sociable... for an insane kobold. she loves her friends(when she has any), and is always kind to those who treat her the same. she'll basically worship anyone who buys her a drink.
her salamander is just as strange, and his name is Sligi. Gringe talks to Sligi like he's just as intelligent as everyone else. she even responds to him, even though he never actually says anything.
Gringe is the host for a reincarnated ancient dragon. the dragon's real color is unknown, but those who learn about it figure it is a black dragon, based on Gringe's coloring. the Dragons occasionally takes control for short periods, usually during serious moments where Gringe needs to focus on something. The dragon doesn't remember everything about it's life, but gringe has a sonnet about a dragon's life that many believe is the dragon'e history.

Goals: for gringe, it is only retribution for her fallen and captured kin. But for the dragon within, all she desires is what all dragons want... a hoard worthy of the gods

Gringe's song:

once there was a dragon who could fly so high,
that she met the sun and wooed the sky,
her scales shined brightly in the sun,
so beautiful and bright and only one,