Alastir Wade

Aison Biros's page

10 posts. Alias of chuffster.


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Vital Stats:
Init +8; HP 17/17 AC 12/12/10; F +1, R +3, W +6
Skills:
Bluff +9 Craft(alchemy) +5 Diplomacy +8 Nature +5 Planes +5 Religion +5 Perception +7 Sense Motive +5 Survival +7
MiniGM wrote:
Aison, where is the disguise hex coming from?

Minor Spirit:
At 1st level, the unsworn shaman also forms a temporary bond with a minor spirit each day, granting her access to a shaman or witch hex of her choosing, but not a major hex or a grand hex. She must make this selection each day when she prepares her spells for the day. Until she changes the minor spirit, she continues to have access to the shaman or witch hex. At 2nd level, she can instead select a hex from one of her wandering spirits selected for that day. If she selects a shaman or witch hex, she treats her shaman level as her witch level, and uses her Wisdom in place of her Intelligence for the purpose of that hex.

She can make temporary bonds with two minor spirits (thus gaining two hexes) at 4th level, and with one additional minor spirit (and hex) every 4 levels thereafter.

This ability replaces spirit and alters hex.

MiniGM:
I'll do my best to keep myself to window shopping... unless something really catches my eye.

On a separate note I don't think I have any cash right now.


Vital Stats:
Init +8; HP 17/17 AC 12/12/10; F +1, R +3, W +6
Skills:
Bluff +9 Craft(alchemy) +5 Diplomacy +8 Nature +5 Planes +5 Religion +5 Perception +7 Sense Motive +5 Survival +7

Familiar background and spirit association are in my profile.

MiniGM:
Aison finished reading the note, then flipped the card over to examine the drawing on the other side. The Carnival... looked like somebody wanted to play a game.

Aison had
spent a long time trying to move past his anger at Gaedran Lamm. In the end he had mostly succeeded in ignoring it, resigning himself to a world where Lamm continued to draw breath. This might be an opportunity to change that. Or it might be a trap. Either way, it warranted further investigation.

Aison whistled, and Happy came running into the room. He smiled at the sight of his familiar hurling himself bodily down the stairs. The little scorpion bounced off the wall at the bottom of the stairwell and used the ricochet to change direction and scamper over to Aison's feet.

"All right, buddy. We've got work to do."

Daily Preparation:
Spirit: Ancestors

Spirit Ability: Ancestor's Council (Su): As a standard action the shaman can call upon her ancestors to provide advice and assistance to one ally within 30 feet. The ally gains a +2 bonus on any attack roll, saving throw, ability check, or skill check made before the beginning of the shaman's next turn. The shaman can use this ability a number of times per day equal to 3 + her Charisma bonus.

Hex: Witch hex: Disguise: A witch can change her appearance for a number of hours per day equal to her class level, as if using disguise self. These hours do not need to be consecutive, but they must be spent in 1-hour increments.

Spells:
0: Daze, Detect Magic, Detect Poison, Guidance
1: Detect Evil, Heightened Awareness, Protection from Evil, Unseen Servant

Aison felt the wrinkles gathering on his face as he called upon the spirits of his ancestors. Though he couldn't see it directly he knew that his hair and beard were acquiring a silvery sheen. He knew the changes were supposed to be merely cosmetic, but he still could have sworn that he felt a creaking in his bones as he stood from his communion with Happy.

He eyed the closed door to the shop before resigning himself to the lost income and deciding to stay closed for the day. He had other priorities.

Aison spent most of the day puttering around the shop, taking care of the little projects that he had been putting off. As it grew closer to sundown he began preparing for the evening's events.

A cotton undershirt. The mithril chainshirt, itself almost as light. A baggy homespun overshirt. Aison eyed the combination in the mirror. He looked a little heavier than usual, but to a casual glance at least he didn't appear to be armed. His holy symbol went on a lanyard around his neck and lay unobtrusively under his shirt. He tucked his dagger into his boot and looked regretfully at his crossbow. As handy as it might be, it wasn't the kind of thing one could easily conceal.

He nodded at Happy, and the scorpion clambered up his body to rest comfortably atop his head. Aison pulled a cap on over top. The small holes picked out in the fabric to let Happy breathe and observe the world around him were hardly visible.

That done, Aison looked at himself in the mirror before calling on the power of the spirits. Before his eyes the image of a strong, distinguished middle-aged man faded, replaced with a decrepit old man. Picking up a cane to complete the image, he tottered on out the back door and began ambling toward destiny.

The plan: wander around town so as to arrive at the meeting point a smidge after sunset. When I get within a couple of blocks I will find a secluded area and cast heightened awareness and detect evil. On the first pass I'll walk by the address and see what I can see.


Vital Stats:
Init +8; HP 17/17 AC 12/12/10; F +1, R +3, W +6
Skills:
Bluff +9 Craft(alchemy) +5 Diplomacy +8 Nature +5 Planes +5 Religion +5 Perception +7 Sense Motive +5 Survival +7

That makes sense, but I think we might be talking past each other.

I think it's fairly clear from the archetype that the 1 and 4 hexes can be anything you qualify for given the spirit(s) of the day ("granting her access to a shaman or witch hex of her choosing... [a]t 2nd level, she can instead select a hex from one of her wandering spirits selected for that day"). I think that the "at second level" phrase modifies the hex that you initially get at 1st level and indicates that your hex options open up once you get a wandering spirit.

What's unclear (to me) is whether you keep the (static) hex at level 2 that the regular shaman gets. As I said, I'd be fine with you ruling there's no hex there, and I'd even go so far as to say that PFS probably says no hex. Any kind of hex at all is generous and any kind of flexible hex however selected is extremely generous.

I'm happy to roll with however you want the Unsworn Shaman to work, just let me know.


Vital Stats:
Init +8; HP 17/17 AC 12/12/10; F +1, R +3, W +6
Skills:
Bluff +9 Craft(alchemy) +5 Diplomacy +8 Nature +5 Planes +5 Religion +5 Perception +7 Sense Motive +5 Survival +7
MiniGM wrote:

Yea it's def not an additional hex

It can change each day. Just get approval. It always has to be one available to you at level 2

Ok. I'll note it when I prep spells. Something like:

Daily spirit: [spirit]
1st level hex: [hex]
2nd level spirit hex: [hex]
[4th level hex: [hex]]

I can include spoilers with a description of the hexes and spirit ability if that will make your life easier.

ETA: re: the addition, you want a hex for each spirit that auto slots in the 2nd level spot?


Vital Stats:
Init +8; HP 17/17 AC 12/12/10; F +1, R +3, W +6
Skills:
Bluff +9 Craft(alchemy) +5 Diplomacy +8 Nature +5 Planes +5 Religion +5 Perception +7 Sense Motive +5 Survival +7

It's kind of amazing how sloppy their drafting is, but I think the double dipping is easy enough to shoot down: the archetype alters the fourth level hex from a static hex into a flexible hex.

Keeping the second level static hex keeps the hex count the same between the regular shaman and the unsworn shaman (regular shaman: 2, 4, flex 6; unsworn: 2, flex 1, 4). The regular shaman gets earlier entry into all of the class features. Does that make the unsworn shaman too good? I don't know. Paizo puts a very high value on flexibility (see: wizard vs sorceror) so I suspect that if they ever clarified they would take all the static hexes away, but I don't think keeping the 2/10 hexes is inherently crazy.

I like the archetype because it lets you get mileage out of the sub-optimal hexes that you would never choose to be stuck with long-term. I think it makes for a fun character even if it isn't a great min-max archetype.

ETA: spirit hex at 2 is fine with me. If that's the case then it kind of has to change since the spirit can change (unless you want me to split spirit and hex, but that would be exploit city). If you want a static hex from the generic shaman list that's cool too.


Vital Stats:
Init +8; HP 17/17 AC 12/12/10; F +1, R +3, W +6
Skills:
Bluff +9 Craft(alchemy) +5 Diplomacy +8 Nature +5 Planes +5 Religion +5 Perception +7 Sense Motive +5 Survival +7

MiniGM: Swag acquired! I added it on my profile. When I head outside I'll note what I take with me on there. If you'd prefer I set it up to show up automatically with the stats somewhere please let me know.

Also, just to confirm: no second level hex for the unsworn shaman? The class features from the pfs rd are:

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.


Minor Spirit:
At 1st level, the unsworn shaman also forms a temporary bond with a minor spirit each day, granting her access to a shaman or witch hex of her choosing, but not a major hex or a grand hex. She must make this selection each day when she prepares her spells for the day. Until she changes the minor spirit, she continues to have access to the shaman or witch hex. At 2nd level, she can instead select a hex from one of her wandering spirits selected for that day. If she selects a shaman or witch hex, she treats her shaman level as her witch level, and uses her Wisdom in place of her Intelligence for the purpose of that hex.

She can make temporary bonds with two minor spirits (thus gaining two hexes) at 4th level, and with one additional minor spirit (and hex) every 4 levels thereafter.

This ability replaces spirit and alters hex.


It's written in that classic "proofreading? what's that?" style of the ACG that makes it unclear whether you keep the static hex at 2nd and 10th levels... I'm fine without it and won't ask again, just wanted to have you take a look at it.


Vital Stats:
Init +8; HP 17/17 AC 12/12/10; F +1, R +3, W +6
Skills:
Bluff +9 Craft(alchemy) +5 Diplomacy +8 Nature +5 Planes +5 Religion +5 Perception +7 Sense Motive +5 Survival +7

A beam of sunlight streamed into the humble attic, illuminating first a calendar fixed to the wall, then a rickety bedside table, before finally falling across the face of Aison Biros. In sleep his relaxed expression took years off of his appearance, although the scars left by his final encounter with Gaedran Lamm were always present.

Aison grumbled a bit as the sunlight finally grew too strong to ignore. He promised himself that he would pick up a decent set of curtains later today, setting aside for the moment that he had made that same promise countless times before.

Making his living in the upper reaches of the Midlands district was tough, but it did come with its advantages. One of those was the view from his window of a city just beginning to stir with the sunrise. Aison took a moment to take it all in before heading downstairs. He snagged a broom and dustpan from the storage closet before heading into the shop proper.

As helpful as his familiar could be, the scorpion steadfastly refused to learn how to tidy up.

Aison's idle musing regarding future training regimes was derailed when he saw that somebody had slipped a note under his front door.

"Now, what could this be..."


Vital Stats:
Init +8; HP 17/17 AC 12/12/10; F +1, R +3, W +6
Skills:
Bluff +9 Craft(alchemy) +5 Diplomacy +8 Nature +5 Planes +5 Religion +5 Perception +7 Sense Motive +5 Survival +7

I think I have the stat lines set up.

Play style: On his own, Aison would rather talk his way out of trouble than fight. If it does come down to combat he'll try to escape by use of his various magical tricks. Failing that he's pretty good with a crossbow, and as a last resort he has a holdout dagger or two on his person most of the time.

As part of a group he'll look to bring good fortune to his comrades, plink away with a crossbow, and bring bad luck and inconvenience to the bad guys.

Should I also be waking up over on the gameplay thread?


MiniGM wrote:
ah a shaman. not very familiar with them. time to do some reading

Half witch, half oracle, all amazing!

Wait, no... I had something for this.


I like the campaign idea and I'd like to submit Aison for your consideration.

Intro:
Jared Stavros walked up the stairs quickly, his eyes scanning his surroundings. A shop in the Midlands district with an entrance on the second floor wasn't exactly like braving the Shingles, but it was closer than he'd like. He wouldn't be here if his friend hadn't given the place such a shining recommendation.

The store certainly looked the part. Dimly lit, the shelves were crowded with magical bric-a-brac that Jared couldn't recognize, but knew better than to touch. He instead occupied himself with trying to identify the incense suffusing the store, and examining one of the small paintings on the wall.

The painting was vivid, even fantastical. A knight in armor was confronting a loathsome beast. The creature floated in midair, it's enormous eye matched by its fearsome jaw. The most disturbing thing about it, though, were the tentacles surrounding its face, each topped with another eyeball. Jared was trying to decipher how what purpose such a thing could possibly serve when a voice broke him out of his reverie.

"An interesting selection."

Jared spun around, barely suppressing the urge to cry out. Before him was the man he had come here to see: tall and foreboding, with a knowing look in his eye. A fine tracery of scars started at his right temple and decorated much of the side of his face, contributing to his intimidating appearance. He seemed pleasant enough, for now, but Jared had a feeling he didn't want to be on his bad side.

"What is that thing?"

"Ah," the man said, stepping up to stand shoulder to shoulder with Jared and gaze companionably at the picture, "now that is something of a mystery. Some say it is a creature from the time before time, a beast that used to terrorize adventurers before Golarion was even conceived."

"Is that what you think?"

"I think it's more likely a painting by a chemically assisted artist. I do enjoy collecting such things," the man said, before clapping Jared on the shoulder. "But enough chit-chat. You're here about a very important contract negotiation."

Jared gaped at the man for a moment, before the copper piece dropped. "Tavi told you about me."

The man smiled as though Jared had passed some sort of test. "Indeed he did. I can grant you good fortune, but good fortune is little good to a fool."

Jared wasn't quite sure how he felt about that, but held his peace as the man led him to a small table. They sat facing each other, and the man directed Jared to hold out his hands. Taking Jared's hands in his, the man began a low, sonorous chanting.

Moments after he began, the light in the shop dimmed noticeably. Jared shifted slightly in his chair, but held steady. A scuttling sound seemed to come from just outside of his sight. Jared startled back, but found his hands held in an iron grip. He looked up in shock to see that the man's eyes had rolled back into his head, leaving only the whites visible.

"The spirits are here! Focus on nothing but your goal!"

Jared did his best to obey the command, focusing his every thought on the importance of securing the best possible deal for his family. With any luck this could be the contract that moved them up to the Heights.

The man started chanting in the harsh syllables of a language Jared didn't understand. A moment later he stopped, and the light gradually returned to normal. He released Jared's hands with a sigh, then favored him with a friendly smile.

"It is done. The spirits have blessed your endeavor."

Jared didn't know quite what to say to that. He reached for his pouch, but the man held out a hand to stop him.

"No. Once your bargain is struck, pay me what you feel is right."

ooOoo

Aison chuckled to himself as the young noble hurried out of the shop at a pace that was only just short of a run. With any luck the lad would credit him with all of the success his venture enjoyed, even though Aison was providing him with only a little nudge in the right direction. That poor lad was just begging to be conned by somebody; Aison felt downright virtuous to be providing an actual service to go with the dog and pony show.

Of course, selling the whole act was a lot easier now that he had the power to back it up. He felt a twinge of an old sympathetic ache at the thought of the old days with Gaedren. A bump on his shins brought him back to the present, and reminded him of the partner who was the other reason things were better these days.

"Yes, yes, you've outwitted a Korvosan noble."

The scorpion standing by his boot stretched out, seeming to preen under his gaze. That done, it began capering from side to side until he laughed and tossed it a mealworm from the jar he kept by his desk.

"Don't act like you're the first familiar to ever pull that off," Aison said, shaking his head.

After years of scrimping and saving to afford the deposit on a storefront, and then more years of building up a reputation, he finally had an in with the nobility. Minor nobility, but still. If things went well, Aison could really start moving up in the world soon. Of course, moving up would be a lot easier without the anchor of Gaedren Lamm's continued existence dragging him down.


Background:
Aison spent his childhood as one of Gaedran's "Little Lamms." He didn't much care for the work, but Lamm certainly didn't care much about Aison's thoughts. Aison attempted to escape as a teenager, but Lamm soon tracked him down.

The ensuing beating changed Aison's life. He experienced a spiritual awakening as he neared death, forging a strong affinity with the spirit world. He also forged a bond with his spirit animal, a scorpion living in the refuse pile on top of which Lamm left him for dead.

Aison has spent his life since that day trying to use his abilities to help other people... while also doing well for himself, of course. He does have a special little place in his heart that would rejoice at the news of Lamm's death, though he does his best not to dwell on it.

Staff of Spells: Aison enjoys collecting magical knick knacks, even if they appear to be useless. One such item is a "magical staff" that a traveling peddler insisted used to belong to a powerful wizard. Aison bought it, but wasn't able to detect anything magical about it. Fortunately, the staff was the perfect size to replace his broken closet rod, so he has gotten some use out of it.

Once Aison gets trained in spellcraft I think it would be cool to have the GM do a daily spellcraft/perception roll to recognize the potential of the staff.

Numbers:
Shaman 2 (Unsworn Shaman)

STR 11
DEX 14
CON 12
INT 12
WIS 16
CHA 14

Racial traits: Silver Tongued
Traits: Tortured (campaign), Reactionary (combat), Convincing Liar (bluff, social)

Feats:
1: Extra hex: Chant
2: Extra hex: Fortune

Floating hex(1): Soothsayer
Wandering spirit: Lore

Skills:
Bluff 1 (8)
Diplomacy 1 (8)
Craft (Alchemy) 1 (5)
Knowledge (Nature) 1 (5)
Knowledge (Religion) 1 (5)
Knowledge (Plains) 1 (5)
Perception 2 (5)
Survival 1 (7)
Use Magic Device 1 (7)

The Unsworn Shaman archetype is a little unclear about whether you get to keep your level 2 hex. I've built assuming it's gone. Obviously I'd be happy to add it in if you think it should stay.