| polyfrequencies |
Thank you so much for the extension and your patience. Work and life have both been hectic these last few weeks and I have been frequently exhausted upon returning home. Meet Ronan. I will most likely flesh out his background and relationships further if selected.
Now, how does Ronan know this? Or why does he think he knows this? After all, not many historical records exist beyond the old, timeworn technology, often written in dead languages. Well, Ronan doesn’t mind telling people that he remembers because he lived there in a past life. And he has “verified” his accounts with the spirits of the world, his ancestors, and his past selves. Never mind that most people consider his verifications the ravings of a lunatic, and his conjuring of spirits mere tricks of the mind. But Ronan knows. He knows the Truth.
Ronan has spent much of his life skirting in and out of the Shattered Spires, trying to bring technology back to the Exchange and telling people his Ancient Gospel. He believes that he may have been related to a Rust Saint in a past life, and he aims to become a Rust Saint in this current life. They have all laid out a path towards Restoration: and with his connections to the spirits of the great Inventors and Pilots, Ronan knows that he can usher in a new Age of Wonder.
Ronan Del’Arte
Male Middle-Aged Samsaran Speaker for the Past Shaman 5
LG Medium humanoid (samsaran)
Init +2; Senses low-light vision; Perception +13
--------------------
Defense
--------------------
AC 22, touch 13, flat-footed 20 (+2 Dex, +7 armor, +2 shield, +1 deflection)
hp 41 (5d8+15)
Fort +4, Ref +4, Will +10; +2 vs. death effects, negative energy, & negative levels
Defensive Abilities Lifebound
--------------------
Offense
--------------------
Speed: 30 ft.
Melee: traveling kettle +5 (1d6+1/x2)
Ranged: pistol +5 (1d8/x4)
Special Attacks: Chant, Evil Eye (DC 17, -2, 8 rounds), Stardust (6/day)
Shaman Spells Prepared (CL 5th; concentration +10)
3rd – bestow curse, daylight (S), summon ancestral guardian
2nd – ashen path, barkskin, hypnotic pattern (S), spiritual weapon
1st – bless (2), burning hands, color spray (S), endure elements, entangle
0th – create water, detect magic, guidance, light
Spell-Like Abilities (CL 5th; concentration +10)
1/day – comprehend languages, deathwatch, stabilize
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 15, Int 14, Wis 18, Cha 8
Base Atk +3; CMB +4; CMD 17
Feats: Healer’s Hands, Incredible Healer, Technologist
Traits: Mechanical Expertise, Scavenger
Skills: Diplomacy +7, Disable Device +13, Fly +6, Heal +18, Knowledge (engineering) +13, Knowledge (history, local, planes, religion) +12, Knowledge (nature) +9, Perception +13, Spellcraft +12, Survival +9, Use Magic Device +11
Languages: Abyssal, Celestial, Common, Draconic, Infernal, Samsaran
SQ: hexes (chant, evil eye), mysteries of the past, revelations of the past (temporal celerity), spirit (heavens), spirit ability (stardust), spirit magic
Gear: Agile Breastplate (Mwk), Healer’s Gloves, Heavy Darkwood Shield, Pearl of Power (Lv1), Pistol w/ 8 bullets/doses of black powder, Thieves Tools (Mwk), Traveler’s Any-Tool, Traveling Kettle
--------------------
Special Abilities
--------------------
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.
Stardust (Sp): As a standard action, the shaman causes stardust to materialize around one creature within 30 feet. This stardust causes the target to shed light as a candle, and it cannot benefit from concealment or any invisibility effects. The creature takes a –1 penalty on attack rolls and sight-based Perception checks. This penalty to attack rolls and Perception checks increases by 1 at 4th level and every 4 levels thereafter, to a maximum of –6 at 20th level. This effect lasts for a number of rounds equal to half the shaman’s level (minimum 1). Sightless creatures cannot be affected by this ability. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier.
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.
Mysteries of the Past: A speaker for the past gains Linguistics, Knowledge (history), Knowledge (local), Perception, and Use Magic Device as class skills. She also adds the spells from the ancestor and time oracle mysteries to her class spell list (as the cleric level for those spells). (memory lapse, gentle repose, sands of time, threefold aspect, permanency, contingency, disintegrate, temporal stasis, time stop; unseen servant, spiritual weapon, heroism, spiritual ally, telekinesis, greater heroism, ethereal jaunt, vision, astral projection)
This ability replaces the shaman’s familiar. The speaker for the past must choose a time when she must spend 1 hour each day in quiet contemplation to regain her daily allotment of spells, but does not need to commune with a familiar during this time. Because she has no familiar, she does not gain a spirit familiar feature from any spirit she bonds with.
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.
Chant (Su): A shaman can chant as a move action. Any creature that is within 30 feet that is under the effects of the shaman’s charm, evil eye, fortune, fury, or misfortune hex has that effect’s duration extended by 1 round. A shaman cannot select both this hex and the witch’s cackle hex.
Evil Eye (Su): The shaman causes doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (shaman’s choice): ability checks, AC, attack rolls, saving throws, or skill checks. This hex lasts a number of rounds equal to 3 + the shaman’s Wisdom modifier. A successful Will saving throw reduces this to just 1 round. At 8th level, the penalty increases to –4. This is a mind-affecting effect.
Revelations of the Past: At 4th, 6th, 12th, 14th, and 20th levels, the speaker for the past can select a revelation from the ancestor or time mysteries. She uses her shaman level as her oracle level for these revelations, and uses her Wisdom modifier in place of her Charisma modifier for the purposes of the revelation. This ability replaces wandering spirit and wandering hex.
Temporal Celerity (Su): Whenever you roll for initiative, you can roll twice and take either result. At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order in following rounds). At 11th level, you can roll for initiative three times and take any one of the results.
Samsaran Race Traits
Traits
Mechanical Expertise (region): Growing up bordering the Wastes has made you familiar with tools and practical objects. You rely on mechanics to solve problems and are familiar with basic engineering concepts. Select one of the following skills: Craft (any), Disable Device, or Knowledge (engineering). You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.
Scavenger (campaign): You make your livelihood off of plundering the old. Whether it’s sifting for scrap or plundering ancient ruins, you’re more knowledgeable when it comes to tech than the average wastelander. You gain a +1 to knowledge (engineering) and it becomes a class skill. Furthermore, tech items require one less charge for you to use.