Varisian Wanderer

Nik Fralliniz's page

331 posts. Organized Play character for Jeremy Packer.

About Nik Fralliniz

  • Party Health
  • Besnik 21/21
  • Elden 32/32
  • Ophelia 17/17
  • Rom 10/10
  • Silverbeak 14/22
  • Trisane 25/25

Besnik “Nik” Fralliniz
Varisian Human Male Shaman 3
NG Medium humanoid (human)
Init +2; Senses Perception +4
AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex)
hp 21 (3d8+3)
Fort +2, Ref +2, Will +5
Speed 30 ft.
Melee quarterstaff +3 (1d6+1)
or quarterstaff -1 (1d6+1) and quarterstaff -5 (1d6+0)
or masterwork dagger +4 (1d4+1/19-20)
Ranged light crossbow +3 (1d8/19-20)
or masterwork dagger +4 (1d4+1/19-20)
Special Attack channel positive energy 4/day (DC 14, 2d6), healing hex (1d8+3, cure light wounds)
Shaman Spells Prepared (CL 3rd; concentration +5)
2nd – delay poison, hold person (DC 14)
1st – bless, burning hands (DC 13), heightened awareness
0 (at will) – create water, detect magic, guidance, touch of fatigue
Spirit life
Str 12, Dex 12, Con 12, Int 12, Wis 15, Cha 16
Base Atk +2; CMB +3; CMD 14
Feats Alertness (familiar), Extra Hex (Ward), Scribe Scroll, Selective Channel
Skills Appraise +4, Handle Animal +10, Heal +7, Knowledge (geography) +2, Knowledge (local) +7, Knowledge (nature) +6, Knowledge (planes) +5, Knowledge (religion) +7, Perception +4, Ride +6, Sense Motive +4, Spellcraft +7, Survival +6, Use Magic Device +6
Languages Shoanti, Taldane, Varisian
SQ Spirit Animal (Rom, raven), Spirit Magic (detect undead, lesser restoration)
Traits Addicted Friend (campaign), Beast Bond (social), Hedge Magician (magic)

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.
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.
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.
Ward (Su): The shaman places a protective ward over one creature. The warded creature receives a +2 deflection bonus to AC and a +2 resistance bonus on saving throws. This effect lasts until the warded creature is hit or fails a saving throw. A shaman knows when a warded creature is no longer protected. A shaman can have only one ward active at a time. If the shaman uses this hex while a previous ward is still active, that previous ward immediately ends. A shaman cannot use this hex on herself. At 8th and 16th levels, the bonuses provided by this ward increase by 1.
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.
Channel Energy (Su): A life spirit shaman can release a wave of energy by channeling the power of her faith through her holy symbol. This energy can be used to cause or heal damage, depending on the type of creatures targeted.
A life spirit shaman channels positive energy and can choose to deal damage to undead creatures or to heal living creatures.
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the shaman. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two shaman levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the shaman's level + the shaman's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A shaman may channel energy a number of times per day equal to 1 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A shaman can choose whether or not to include herself in this effect. A shaman must be able to present her holy symbol to use this ability.
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).

Combat Gear scroll of alter self (CL 3), scroll of bless (CL 2), scroll of charm animal (CL 3), scroll of comprehend languages (CL 1), scroll of goodberry (CL 1), scroll of lesser restoration (CL 3), scroll of monkey fish (CL 3), scroll of remove fear (CL 1); Other Gear leather armor, quarterstaff, masterwork dagger, light crossbow, 8 cold iron crossbow bolts, 3 silver crossbow bolts, traveler’s outfit (worn), masterwork backpack (on loan), belt pouch, 9 candles, flint and steel, wooden holy symbol of Desna, wooden holy symbol of Erastil, decorative blue scarf, 2 scroll cases, waterproof bag, spell component pouch, various tattoos, 10 gold, 6 silver, 18 copper
Gear Stored dagger, common backpack, candlestick, vial of ink, inkpen, 12 sheets of parchment, 2 decorative scarves, (violet and orange), fishing kit, whetstone, Kapenia (Varisian clan scarf)

Physical Description Nik is tall and toned, with heavy thighs from riding most days. His skin is deeply tanned from the sun, though the years are starting to turn them from soft and supple to more hide like. His deep brown hair is worn long, though he has turned to using various scarves to keep his hair from concealing his green eyes.
Nik follows the tradition of flowing clothes that move easily, but he also chooses to wear sturdier leathers underneath. He feels that the traditional performance cloths are not sturdy enough for scouting the road ahead and traveling harder than the rest of the caravan. Continuing the tradition of many clam members, Nik displays simple carved icons of Desna and Erastil, a combination that many clan members find odd.
In addition to the traditional clothes, Nik himself is decorated with clan tattoos, extensively on his right arm as well as his shoulders. In his travels he has added to some of the normal images, including a Jigsaw shark he got in Riddleport and a stylized Raven wing on each shoulder blade he got from a Shoanti tribesman. He has a special stag antlered monarch butterfly on his right shoulder, signifying his devotion to both Desna and Erastil. He has a simple dog paw at the base of his left thumb but he does not speak of it and brushes it off if asked.
Rom is far from a simple raven. He is mostly black but with a single patch of white under each wing, though not evenly spaced. His nearly black eyes seem ever alert, keeping an eye out for danger and oppurtinity. His eyes and feather seem more full of life than a normal raven, the black is deep enough to be nearly reflective and the white nearly seems to shine.
Personality Nik is a somewhat quiet man, at least by Varisian standards. He is quick to laugh when people laugh with him, but when tempers flare he can become as serious as stone. His love of travel and the road has lead him to see many different peoples, and he has learned that among any group there are those that do not share the common beliefs. This has softened his own prejudices as well.
His biggest personal conflicts stem from his faith and his brother Tobar. He feels compelled to help his people be free but also knows that some form of common good must be promoted for his people’s safety. It was this conflict that led to his recommendation to banish his brother, for the good of the clan.
On the opposite side of the coin is Rom. Nik’s raven companion since he first heard the spirits whisper to him, Rom is impulsive and brash. He seems at times to exemplify the stereotype of a young Varisian. He loves to acquire small shiny trinkets, usually without asking the previous owner’s opinion of his actions. He also enjoy a good prank, usually at Nik’s expense, though anyone who becomes close to Nik is an immediate target as well.