Dr Davaulus

Algor's page

35 posts. Organized Play character for wakedown.


Classes/Levels

Male Aasimar Shaman 9 | HP 93/93 | AC 20 T 10 FF 20 | CMD: 15 | Fort: +8 | Ref: +7 | Will: +14 | Init: +0 | Perc: +26 (28) | Sense: +11

About Algor

Algor
Male aasimar shaman 9 (Pathfinder RPG Advanced Class Guide 35, Pathfinder RPG Bestiary 7)
N Medium outsider (native)
Init +0; Senses darkvision 60 ft.; Perception +26
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Defense
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AC 20, touch 10, flat-footed 20 (+7 armor, +3 shield)
hp 93 (9d8+45)
Fort +8, Ref +7, Will +14
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee club +5/+0 (1d6-1)
Special Attacks channel positive energy 4/day (DC 17, 5d6), hexes (arcane enlightenment, benefit of wisdom, confusion curse, evil eye, flight[APG]), wandering hex (brain drain[ACG])
Spell-Like Abilities (CL 9th; concentration +12)
. . 1/day—daylight
Shaman Spell-Like Abilities (CL 9th; concentration +15)
. . At will—feather fall (self only), fly (self only)
. . 1/day—levitate (self only)
Shaman Spells Prepared (CL 9th; concentration +15)
. . 5th—break enchantment, true seeing; breath of life[S] (DC 21) or contact other plane[S]
. . 4th—air geyser[ACG] (DC 20), dragon's breath[APG] (2, DC 20); legend lore[S] or restoration[S]
. . 3rd—blindness/deafness (DC 19), dispel magic, heroism, slow (x2) (DC 19); locate object[S] or neutralize poison[S]
. . 2nd—barkskin, false life, hold person (DC 18), resist energy, spiritual weapon (2); lesser restoration[S] or tongues[S]
. . 1st—burning hands (DC 17), charm animal (DC 17), cure light wounds, heightened awareness[ACG], snowball (2, DC 17); detect undead[S] or identify[S]
. . 0 (at will)—create water, detect magic, guidance, mending
. . S spirit magic spell; Spirit Lore Wandering Spirit Life
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Statistics
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Str 8, Dex 10, Con 17, Int 14, Wis 22, Cha 16
Base Atk +6; CMB +5; CMD 15
Feats Alertness, Extra Hex[APG], Extra Hex[APG], Flagbearer[ISWG], Spirit Talker[ACG], Toughness
Traits dangerously curious, observant
Skills Acrobatics -3 (-7 to jump), Appraise +7, Diplomacy +15, Fly -2, Handle Animal +7, Heal +10, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (engineering) +7, Knowledge (geography) +7, Knowledge (history) +7, Knowledge (local) +7, Knowledge (nature) +12, Knowledge (nobility) +7, Knowledge (planes) +10, Knowledge (religion) +10, Linguistics +11, Perception +26, Profession (Orator) +10, Ride -2, Sense Motive +11, Spellcraft +10, Survival +10, Swim -3, Use Magic Device +16
Languages Aquan, Auran, Boggard, Common, Druidic, Elven, Ignan, Sylvan, Terran
SQ automatic writing, monstrous insight, scion of humanity[ARG], spirit animal (fox named Mute), truespeaker[ARG]
Combat Gear boots of escape[ARG], lesser extend metamagic rod, lesser persistent metamagic rod[APG], pearl of power (1st level), pearl of power (1st level), pearl of power (2nd level), pearl of power (3rd level), scroll of calm emotions, scroll of dispel magic, scroll of remove fear, scroll of remove paralysis, scroll of resist energy, scroll of resist energy, scroll of speak with dead, scroll of stone shape, wand of cure light wounds, wand of longstrider (50 charges), alchemist's fire (2), holy water (2); Other Gear +1 dragonhide breastplate, +1 darkwood heavy wooden shield, club, belt of mighty constitution +2, cloak of resistance +2, eyes of the eagle, handy haversack, headband of inspired wisdom +4, good lock, holly and mistletoe, pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], small chest, spell component pouch, wrist sheath, spring loaded, wrist sheath, spring loaded, 33 gp
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Special Abilities
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Arcane Enlightenment (Su) Add Charisma bonus wizard spells to your spells known list.
Automatic Writing (1/day) (Su) Meditate for 10 min, creating writings which function as divination (90% success).
Brain Drain (4d4 damage, 3 rounds, DC 20) (Su) Dam foe in 30 ft (Will neg). In next 3 rd can make know check as full-rd action using foe's bon.
Confusion Curse (DC 20) (Ex) As a standard action, intelligent foe in 30 ft is confused 3 rds (Will neg).
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Evil Eye -4 (9 rounds, DC 20) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Familiar Bonus: +2 to Reflex saves You gain the Alertness feat while your familiar is within arm's reach.
Flagbearer Grant bonuses to allies who see your flag.
Monstrous Insight (6/day) (Su) As a standard action, attempt know check to ID monster and gain +2 to att & AC vs. that foe.
Scion of Humanity Count as a human for any effect related to race. Pass as human without using disguise.
Shaman Channel Positive Energy 5d6 (4/day, DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spirit Animal (spirit animal (fox named Mute)) If spirit animal is slain, cannot use spirit magic or prepare new spells.
Spirit Talker (1/day) Gain hex from shaman spirit for 24 hours.
Truespeaker Learn two languages for each rank you put in Linguistics.
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Save DC for hexes: 10 + (1/2 shaman level) + Wisdom modifier. Currently: DC20

Confusion, std act, intelligent target, lasts # rds=CHA mod.

Flight=min/level

Spirit Talker:
> Water/Crashing Waves: Cast water spells +2CL, Fort or knocked prone if damage taken
> Stone/Crystal Sight: see thru 7ft of earth/stone for 7rds/day
>Water/Sight: See through fog
> Wood: Hex of Lig: Tree shape for 2rds, hardness 5 and staggered. Fort negates.
> Bones: Fear Gaze: Will save or frightened 1rd (@8th)
> Battle: Hampering -2AC/CMD for level rds (at least 1 on made save), goes to -4 @ 8th

Lore Swaps:
4th> Lesser Geas (go recycle), Greater Invis, Stoneskin