Boggard Swampseer

Brokk speaks with Past's page

5 posts. Alias of Helikon.


Full Name

Brokk speaks with Past

Race

Grippli

Classes/Levels

Shaman(Witch doctor 5)

Gender

Male

Size

small

Age

21

Alignment

NG

Deity

Erastil

Location

Sylvan Isles

Languages

Common, Grippli; Sylvan

Occupation

Tribe Healer

Strength 8
Dexterity 16
Constitution 14
Intelligence 12
Wisdom 18
Charisma 14

About Brokk speaks with Past

Combat:

Init +3 ; Senses Perception +5
Hp 30
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DEFENSE
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AC 19, Armor 5 Defl +1 l Ac 19, T 14 Ff 16
touch 12, flat-footed 4

F+4 R+5 W+9
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OFFENSE
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Spd 30 ft.
Melee:
Quarterstaff +3 1d8-1 20/x3 /P
Ranged Weapons:
X-bow +7 1d6 (19-20(x2)/50 ft./P
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STATISTICS
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Str 08, Dex 16, Con 14, Int 12, Wis 18, Cha 14
Base Atk +3; CMB +2; CMD 15


Racial Traits:

+2 Dexterity, +2 Wisdom, –2 Strength: Gripplis are nimble and alert, but spindly.
Small:
Gripplis are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Grippli:
Gripplis are humanoids with the grippli subtype.
Normal Speed:
Gripplis have a base speed of 30 feet and a climb speed of 20 feet.
Darkvision: Gripplis can see in the dark up to 60 feet.
Camouflage:
Gripplis receive a +4 racial bonus on Stealth checks in marshes and forested areas.
Princely
The grippli gains proficiency with rapiers and a +2 racial bonus on Diplomacy and Intimidate checks.
Languages:
Gripplis begin play speaking Common and Grippli. Gripplis with high Intelligence scores can choose from the following: Boggard, Draconic, Elven, Gnome, Goblin, and Sylvan.

Shaman:

Weapon and Armor Proficiencies:
A shaman is proficient with all simple weapons, and with light and medium armor.
Orisons:
Shamans can prepare a number of orisons, or 0-level spells, each day as noted on Table 1–9. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Spells:
A shaman casts divine spells drawn from the shaman spell list (see page 48). 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 Table 1–9. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–3 in the Pathfinder RPG Core Rulebook). Shamans commune with their spirit animals to prepare their spells. Each shaman must choose a time when she must spend 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.
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Spirit (Su): Life
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. At 8th level, the shaman gains the abilities listed in the greater version of her selected spirit. At 16th level, the shaman gains the abilities listed for the true version of her selected spirit. If the shaman takes levels in another class that grants a mystery (such as the oracle), the spirit and mystery must match, even if that means one of them must change. Subject to GM discretion, the shaman can change her former mystery or spirit to make them conform.
Spirit Ability: A shaman who chooses the Life spirit as her spirit or wandering spirit gains the following ability.

Channel (Su):
The shaman can channel positive energy like a cleric, using her shaman level as her effective cleric level when determining the amount of damage healed (or dealt to undead) and the DC. The shaman can use this ability a number of times per day equal to 1 + 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 on page 113 of the Core Rulebook).
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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 like 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. The shaman’s spirit animal appears to be a beautiful and very healthy version of its species, and seems especially vibrant and full of life. Her animal companion gains fast healing 1

Deliver Touch Spells (Su):
If a shaman is 3rd level or higher, her spirit animal can deliver touch spells or hexes for her. If the shaman and the spirit animal are in contact at the time the shaman casts a touch spell, she can designate her animal as the “toucher.” The spirit animal can then deliver the touch spell just as the shaman would. If the shaman casts another spell before the touch is delivered, the touch spell dissipates. If the shaman activates a hex, her spirit animal can be used to make the touch; she doesn’t have to be in contact with the animal to use this ability with hexes.
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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.

Life Link (Su):
The shaman creates a bond between herself and another creature within 30 feet. Each round at the start of the shaman’s turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and the shaman takes 5 points of damage. The shaman can have one bond active per shaman level. The bond continues until the bonded creature dies, the shaman dies, the distance between her and the bonded creature exceeds 100 feet, or the shaman ends it as an immediate action. If the shaman has multiple bonds active, she can end as many as she wants with the same immediate action.
Fetish (Ex) :
The shaman receives Craft Wondrous Item as a bonus feat and gains a +4 insight bonus on Spellcraft checks to identify magic item.
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Wandering Spirit (Su):
At 4th level, a shaman can form a temporary bond with a spirit other than the one selected using her spirit class feature. She must make this selection each day when preparing her spells. While this feature is active, she gains the spirit ability granted by the spirit. She also adds the spells granted by that spirit to her list of spells that she can cast using spirit magic. She does not add the hexes from her wandering spirit to her list of hexes that she can choose from with the hex class feature. At 12th level, she gains the abilities listed in the greater version of her wandering spirit. At 20th level, she gains the ability listed in the true version of her wandering spirit.
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Witch Doctor
Channel Energy (Su):
At 4th level, the witch doctor can draw transcendental energies to her location, flooding it with positive energy as the cleric class feature. The witch doctor uses her shaman level – 3 as her effective cleric level, and can channel energy a number of times per day equal to 3 + her Charisma modifier. This is a separate pool of channel energy that does not stack with the life spirit's channel spirit ability. This ability replaces the hexes gained at 4th and 12th levels.


Feats, Traits, Skills:

Feats:
Scribe scroll
Selective channel
Extra Hex
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Traits:
Valashmai Veteran
+1 Perc and perc CS / +1Survival in jungle
Suspicious
+1 Sense M and Sense M CS
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Skills: 20
Diplomacy +10 | 5+Cha+3
Heal 11 | 2+Wis+3 +2 MW item
Know Nature 4 | 1+Int+3
Perception 15 | 5+Wis+3+1t+2A
*Perform (Dance) 6 | 1+Cha+3
*Perform (Percussion) 8 | 1+Cha+3 +2 Mw instrument
Profession Woodcarver 11 | 2+Wis+3 +2 MW tools
Sense Motive 10 | 1+Wis+3+1t+2A
Spellcraft 4 | 1+Int+3
Survival 7 | 1+Wis+3

Equipment:

Weapons:
Quarterstaff 0
Dagger 2
MW Light X-bow 335
Bolt´s Cold Iron 10 2
Armor:
Darkleaf Lamellar Armor 1810

Wonderous Items:
Cloak of Resistance +1 1000
Handy Haversack 2000
Eyes of the eagle 2500

Wands
Wand of Bless 750
Wand of Cure light wounds 750

Scrolls:
Comprehend Languages 12,5
Detect Animal and Plants 12,5
Magic Stone 12,5
Monkey Fish 12,5
Spirit Call x3 45,5
Alter Self 75
Augury 75
Eagle Eye 75
Restoration lesser 75

Alchemistical Items:
Antitoxin 50
Antiplague 50
Magnesium x10 10
Phosphorus x10 2
Realgar x5 15
Spirit of Wine x12 6

Mundane Equipment:
Shaman´s Kit 15
Healer´s Kit 50


Spells:

Level 0
Detect Magic, Guidance, Mending, Purify Food and Drink,
Level 1:
Extra Spells availeable: Shillelagh(G); Aspect of the Falcon(G)
detect undead (S)
Shillelagh, Summon Nature´s Ally (1), Burning Hands, Aspect of the Falcon
Level 2: Stone Call
Extra Spells availeable Lay of the Land(G)
lesser restoration(S)
Hold Person, Levitate, Owl´s Wisdom
Level 3:
neutralize poison(S)
Water Walk, Stinking Cloud

Backstory:

Brokk hails from the Hawknose tribe, a small grippli tribe living in the center of the sylvan isles. His tribe is controlling a small but fertile river delta, with many rare plants and fungi.
He is now one of the seven shamans of the tribe and the most junior. To ever get a chance to become head shaman, he has to do so major deeds to win face against his competitors, especially Trukk, the son of the headshaman.
Secret:
Brokk knows that some of the medicine just won´t work on non grippli. But as the humans payed for it, he keeps his mouth shut.