Shoanti Tribesman

Akuleh Speaks With Ancients's page

295 posts. Alias of Mjolbeard89.


Race

Human (Shoanti)

Classes/Levels

Shaman 3 HP 22/26 | AC 15, Touch 10, Flatfooted 15 CMD 13 | Saves F +3, R +1, W +7 | Perception +11, Sense Motive +4; Init +1 | Status: Normal | Loot

Gender

Male

About Akuleh Speaks With Ancients

Akuleh Speaks With Ancients
Akuleh Speaks with Ancients
Male human (Shoanti) shaman (speaker for the past) 3 (Pathfinder RPG Advanced Class Guide 35, 111)
LG Medium humanoid (human)
Init +1; Senses Perception +11
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Defense
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AC 15, touch 10, flat-footed 15 (+5 armor)
hp 26 (3d8+8)
Fort +3, Ref +1, Will +7; +2 trait bonus vs. fear and death effects
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee longspear +4 (1d8+3/×3; brace, reach) or
. . morningstar +4 (1d8+2) or
. . cold iron weighted spear (1d8+3 P/x3 or 1d6+3 B/x2; Brace, double)
Ranged javelin +2 (1d6+2)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Special Attacks hex (benefit of wisdom)
Shaman (Speaker for the Past) Spells Prepared (CL 3rd; concentration +7)
. . 2nd—; tongues[S]
. . S spirit magic spell; Spirit Lore Wandering Spirit
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Statistics
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Str 14, Dex 10, Con 13, Int 12, Wis 18, Cha 10
Base Atk +2; CMB +4; CMD 14
Feats Power Attack, Scribe Scroll, Totem Spirit (shundar-quah)[ISWG], Toughness
Traits reincarnated, scholar of the ancients, tactician
Skills Acrobatics -6 (-10 to jump), Diplomacy +5, Knowledge (arcana) +6, Knowledge (history) +9, Knowledge (local) +10, Knowledge (nature) +8, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +9, Lore (Shoanti Tribes) +9, Lore (Thassilonian Architecture) +9, Perception +11, Profession (hunter) +8, Spellcraft +10, Survival +8, Use Magic Device +5
Languages Common, Giant, Goblin, Shoanti, Thassilonian
SQ monstrous insight
Other Gear mwk scale mail, javelin (2), longspear, morningstar, backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol, wand of produce flame (32 charges), wand of tree shape (4 charges), 2,770 gp
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Special Abilities
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Monstrous Insight (3/day) (Su) As a standard action, attempt know check to ID monster and gain +2 to att & AC vs. that foe.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.

OLD TEMPLATE:
Male Human Shaman (Speaker for the Past) 3
LG Medium Humanoid (Human - Shoanti Shundar-Quah (Spire Clan)) 31 years old, 6'3"
Init +1; Senses Perception +11
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DEFENSE
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AC 15, touch 10, flat-footed 15
hp 25 (3d8 + 3*(1 Con) + 3 Toughness + 1 FCB)
Fort +3, Ref +1, Will +7; +2 vs fear and death effects
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OFFENSE
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Speed 20 ft.
Melee
Longspear +4 (1d8+3; x3); Power attack +3 (1d8+6; x3)
Morningstar +4 (1d8+2; B and P); Power attack +3 (1d8+4)
Gauntlets +4 (1d3+2); Power attack +3 (1d3+4)
Ranged
Javelin +2 (1d6+2; x2, 50ft)
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MAGIC
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0-level (4/day, DC14): Daze, Guidance, Stabilize, Read Magic
1-level (3/day + Spirit Magic, DC15): Bless, Burning Hands, Protection from Evil
2-level (2/day + Spirity Magic; DC16): Cure Moderate Wounds, Spiritual Weapon
Spirit Magic: Identify (1st), Tongues (2nd)
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STATISTICS
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Str 14, Dex 10, Con 13, Int 12, Wis 18, Cha 10
Base Atk +2; CMB +4; CMD 14
Traits Scholar of the Ancients, Tactician, Reincarnated
Feats Totem Spirit (Shundar Quah), Toughness, Scribe Scroll, Power Attack (bonus)
Skills (3*(4) + 3*(1 Int) + 2*(1 FCB) = 17 skill points total) Diplomacy +5, Knowledge (arcana) +5, Knowledge (history) +9, Knowledge (local) +10, Knowledge (nature) +8, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +9, Perception +11, Spellcraft +9, Survival +8, Use Magic Device +5
ACP -4
Background Skills Lore (Thassilonian architecture) +6, Lore (Shoanti tribes) +6, Profession (hunter) +6
Languages Common, Shoanti, Thassilonian, Giant, Goblin
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SPECIAL ABILITIES
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Spirit (Su): Lore
Spirit Ability: Monstrous Insight (Su) The shaman can identify creatures and gain insight into their strengths and weaknesses. As a standard action, the shaman can attempt a Knowledge check to identify a creature and its abilities (using the appropriate skill for the monster's type) with an insight bonus equal to her shaman level. Whether or not the check is successful, she also gains a +2 insight bonus for 1 minute on attack rolls made against that creature and a +2 insight bonus to her AC against attacks made by that creature. These bonuses last for 1 minute. 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 (see Spontaneous Casting and Metamagic Feats).
Spirit Magic: 1 - Identify
Mysteries of the Past A speaker for the past gains Linguistics, Knowledge (history), Knowledge (local), Perception, and Use Magic Device as class skills. Also, she adds the spells from the ancestor and time oracle mysteries to her class spell list (at the cleric level for those spells).
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 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.
Level 2 - Benefit of Wisdom: The shaman relies on wisdom rather than intellect to gain and retain knowledge. She can use her Wisdom modifier instead of her Intelligence modifier on all Intelligence-based skill checks.
FEATS
Totem Spirit (Shundar Quah - Spire Clan): You gain a +1 bonus on Fortitude saves and a +2 bonus on Perception checks.
Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
TRAITS
Scholar of the Ancients (Campaign): Growing up with your nose in books, you’ve had a great interest in past cultures and ancient history. Furthermore, having grown up in Varisia, you know the monuments dotting the landscape belong to an ancient civilization known as Thassilon. From your life of study and dogged research, you’ve pieced together the language and partial history of this once-great empire. You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks, and begin play able to speak and read Thassilonian.
Tactician (Combat): You know how to take advantage of enemies who are unprepared for your assault. You gain a +1 trait bonus on initiative checks. In addition, once per day when you make an attack of opportunity, you gain a +2 trait bonus on the attack roll.
Reincarnated (Faith): 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.
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GEAR/POSSESSIONS
Longspear
Javelin (2)
Morningstar
Masterwork Scale mail
Gauntlets
Shaman's Kit

Carrying Capacity
Light 0-76 lb. Medium 77-153 lb. Heavy 154-230 lb.
Current Load Carried lb.
Money 64 GP 0 SP 0 CP


10 Minute Background:
Facts
Akuleh is the descendant of a long line of Shoanti shamans who have carried on some of the traditions of ancient Thassilon.
He has a wife and two children whom he has left with his clan in order to pursue a vision that came to him of an evil force awakening in Varisia
His father also left the clan to pursue such a vision when Akuleh was about 13, just after he had completed his rite to become an apprentice shaman
Despite the war-like reputation of the Shoanti people, Akuleh, belonging to the more peaceful Shundar-Quah, has never killed a man.
Akuleh will insist on going by his birth name, though if he meets another Shoanti, he will share his full name with that person

Goals
Akuleh’s primary goal is to seek out the source of the evil his vision warned him of and to stop its growth
His greatest hope lies beyond this goal, however, as he desperately wants to return to his family someday, unlike his father before him

Secrets
Despite his gift for communing with ancient spirits, Akuleh actually has a great fear and hesitance toward this ability, and would greatly prefer to use his own knowledge and skills to solve problems rather than depend on the spirits
Akuleh’s father left the clan to try to stop the return of the Runelords as well, but at an earlier stage. Clearly, he failed, which is part of why he never returned to the clan.

People
Akuleh’s father, Jakaro, who trained him from birth to carry on the shamanic traditions of their family. Jakaro left the clan about 20 years ago to pursue a vision that came to him and never returned. Akuleh believes him to be dead.
After Jakaro left, Akuleh’s training was continued under his grandfather, Skatan. Skatan was a hard man who pushed Akuleh to his limits on an almost daily basis, but, in the end, Akuleh grew to respect the man’s severity, and grieved deeply when he died.
When Skatan took Akuleh under his tutelage, he was also training Akuleh’s cousin, Korgev. Akuleh’s skills far surpassed those of his cousin in spiritual matters, though Korgev was by far the better warrior. Korgev has grown jealous of his cousin’s favored position with his grandfather and with the spirits of their ancestors, though Akuleh is unaware of these feelings.

Memories
The day of his maturity rites is a major event in Akuleh’s life. That is the day when he received his first vision from his ancestors, and the day when his father received the vision that led him to leave the clan.
Akuleh constantly recalls the birth of his own children and often thinks about the days spent watching them grow.
Akuleh’s eldest, Baledi, recently underwent his own shamanic rites and received his first tattoos. Just as with his own father, this was the day when the vision of the danger in Varisia appeared to Akuleh. He prays to the ancestors that he will be able to return to his family, unlike his father before him.


Background:
His breath came to him in swift gasps as he ran alongside the spirits of his ancestors. The line of men and women to either side of him seemed to go on forever, none of them truly familiar, though occasionally he would glimpse a feature that reminded him of the face of an uncle, a grandparent, even his own sons. These were his family, stretching back through the generations all the way to ancient Thassilon. He would have felt such joy to see them and to share in their company if not for the fear and urgency that he felt radiating up and down throughout the entirety of his lineage.
Suddenly, a face he knew intimately appeared beside him as he ran. The wrinkles that had softened the man’s face in his old age had disappeared, leaving behind a hard, strong visage with eyes that pierced him with unspoken critique. His grandfather spoke, Akuleh Speaks With Ancients, you must leave now. Your people, all the Shoanti, all the world, will face utter ruin if you do not obey. There are those already fighting against the darkness, but you are needed now. Do not delay. Run, Akuleh! Run!
With those words, Skatan and all of his ancestors disappeared in a cloud of dust, and before him, a massive figure, wreathed in shadow and pulsing with a power like he had never known, rose up. The figure extended a hand, and Akuleh saw the world consumed in fire. With a “snap,” the figure’s hand closed tight, and all was darkness.
Akuleh awoke from his vision, cold sweat and tears streaming down his face. A few deep breaths helped him to calm the tremors rushing through his body, and Akuleh Speaks With Ancients opened his eyes. On the other side of the small fire, a young boy with tattoos still raw from their engraving sat looking back at him. What is it, father? Is everything alright? I had my first vision! Did you have one too?!