Fey Friend

Bruce Springsting's page

80 posts. Alias of Ellioti.


Race

halfling shaman 5 / stargazer 2 | 55/55 hp | 23 AC 16 T 19 FF | F 9 R 9 W 13 (+2 fear) | Ini +4, Perc +13|

Classes/Levels

Active Spells:
False Life (14 temp hp), Heightened Awareness, Protection from Evil

About Bruce Springsting

Picture
Male Halfling Shaman 5 / Stargazer 2
NG Small humanoid (halfling)
Init +4, Senses Perception +13
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DEFENSE
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AC 23, touch 16, flat-footed 19 (+5 armor, +1 deflection, +4 Dex, +1 shield, +1 size )
hp 55 ((5d8+2d6)+ 7x2 con + 5 fcb)
Fort +9, Ref +9, Will +13, +2 vs. fear
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OFFENSE
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Speed 30 ft.
Melee cold iron masterwork dagger +5 (1d3-1/19-20)
Melee Touch of Flame +4 (1d6+2)

Shaman Spells prepared (CL 7th; concentration +12)
4th -Poisonous Cloud (DC 20), Slowing Mud (DC 20)
3rd -Stinking Cloud (DC 19), Dispel Magic, Fly
2nd -Barkskin, Winter Grasp, False Life, Bone Fists
1st -Remove Fear, Chill Touch (DC 16), Protection from Evil, Entangle (DC 16), Bless, Heightened Awareness
0th (at will)-Create Water, Detect Magic, Guidance, Light

Spirit Magic Spells
charm animal (1st), barkskin (2nd), speak with plants (3rd), grove of respite (4th)
burning hands (DC 16) (1st), resist energy (2nd), fireball (DC 18) (3rd), wall of fire (4th)

Special Abilities
Storm Burst (2 rds, 5/day), Touch of Flame (1d6+2, 5/day), Heaven's Leap, Healing Hex (2d8+7)
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STATISTICS
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Str 8, Dex 18, Con 14, Int 10, Wis 20, Cha 14
Base Atk +4; CMB +2; CMD 17
Feats Alertness, Spell Focus (Conjuration), Augment Summoning, Superior Summoning, Versatile Summon Nature's Ally
Skills Acrobatics +8; Fly +8; Handle Animal +8; Heal +9; Knowledge (geography) +8; Knowledge (nature) +10; Knowledge (planes) +8; Knowledge (religion) +4; Perception +13; Spellcraft +4; Stealth +13; Survival +11;
Traits Slippery, Fortunate
Languages Common, Halfling
Consumables lesser Rod of Selective Spell, Scroll of Wind Wall, Scoll of Alter Self, Scroll of Remove Paralysis
Gear masterwork cold iron dagger, darkleaf cloth leather lamellar +1, darkwood buckler +1, Belt of incredible dexterity +2; Cloak of resistance +2; Handy haversack; Headband of inspired wisdom +2; Ring of Protection +1; familiar Satchel; 500 gp
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SPECIAL ABILITIES
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Shaman
Spirit Nature
Storm Burst As a standard action, the shaman causes a small storm of swirling wind and rain to form around one creature within 30 feet. This storm causes the target to treat all foes as if they had concealment, imposing a 20% miss chance for 1 round plus 1 round for every 4 shaman levels she possesses. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, any weapon she wields is treated as a thundering weapon.
Hexes Friend to Animals, Healing
Healing A shaman soothes the wounds of those she touches. This acts as cure light wounds, using the shaman’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this acts as cure moderate wounds.
Friend to Animals The shaman can spontaneously cast summon nature's ally spells, as per the druid's spontaneous casting. In addition, all animals within 30 feet of the shaman receive a sacred bonus on all saving throws equal to the shaman's Charisma bonus.
Wandering Spirit Flame
Touch of Flame As a standard action, the shaman can make a melee touch attack that deals 1d6 points of fire damage + 1 point for every 2 shaman levels she possesses. A shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, any weapon she wields is treated as a flaming weapon.

Stargazer
Mystery Magic At 1st and 9th levels, the stargazer gains a hex from the witch’s list of hexes. His stargazer levels count as (and stack with) witch levels when determining the effects of hexes. In addition, the stargazer adds all hexes available to a shaman with the heavens spirit (Pathfinder RPG Advanced Class Guide 40) to the witch list.
Hex Heaven's Leap
Heaven's Leap The shaman is adept at creating tiny tears in the fabric of space, and temporarily stitching them together to reach other locations through a limited, one-way wormhole. As a standard action, the shaman can designate herself or a single ally that she can see who is within 30 feet of her. She can move that creature as if it were subject to jester’s jauntAPG. Once targeted by this hex, the ally cannot be the target of this hex again for 24 hours.
Sidereal Arcana The Pack
The Pack The stargazer becomes attuned to the beasts that follow the Caravan. He gains a +2 bonus on Handle Animal checks. In addition, whenever he casts a summoning spell that conjures multiple creatures of the animal type, he summons an additional animal of that type.

Racial
Fearless Halflings receive a +2 racial bonus on saving throws against fear. This bonus stacks with the bonus granted by Halfling Luck.
Fleet of Foot Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet.
Halfling Luck Halflings receive a +1 racial bonus on all saving throws.
Keen Senses Halflings receive a +2 bonus on Perception skill checks.
Weapon Familiarity (Ex) Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.

Traits
Fortunate Once per day when you use a spell or magic item with a randomized effect (such as confusion, mirror image, prismatic spray, or a bag of tricks), before you roll to determine the result, you may choose to roll twice and pick either result.
Slippery You gain a +1 trait bonus on Stealth checks and Stealth is a class skill for you.
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FAMILIAR
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Rosemary

Type Skunk
N Tiny Outsider (native)
Init +2; Senses low-light vision, scent; Perception +5

Defense
AC 18 touch 14, flat-footed 16 (+2 Dex, +2 size, +4 natural)
hp 27
Fort +1, Ref +4, Will +6

Offense
Speed 30 ft.
Melee bite +8 (1d3–4), 2 claws +8 (1d2–4)
Ranged spray +8 touch (musk)
Space 2-1/2 ft., Reach 2-1/2 ft.
Special Attacks musk

Statistics
Str 3, Dex 15, Con 9, Int 9, Wis 12, Cha 6
Base Atk +4; CMB +4; CMD 10
Feats Weapon Finesse
Skills Climb +2, Acrobatics +6; Fly +10; Handle Animal -1; Heal +2; Knowledge (geography) +4; Knowledge (nature) +6; Knowledge (planes) +4; Knowledge (religion) +0; Perception +5; Spellcraft +0; Stealth +14; Survival +4; Swim +2

Special Abilities:

Spirit Animal The shaman’s spirit animal looks feral, and appears to be in peak physical form. The animal can move through any sort of undergrowth or natural difficult terrain at its normal speed without taking damage or suffering any other impairment. If the animal has a fly speed, it can ignore the penalty on Fly skill checks for winds up to windstorm strength
Musk Up to twice per day, a skunk can spray a stream of noxious musk at a single target within 10 feet as a standard action. With a successful ranged touch attack, the creature struck by this spray must make a DC 11 Fortitude save or be nauseated for 1d4 rounds and then sickened for 1d4 minutes by the horrific stench. A successful save reduces the effect to only 1d4 rounds of being sickened. A creature cannot use the scent ability as long as it is affected by this musk. The save DC is Constitution-based, and includes a +2 racial bonus.
Alertness While a familiar is within arm's reach, the master gains the Alertness feat.
Improved Evasion When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Deliver Touch Spells 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.
Speak with Master If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Speak with Animals of Its Kind If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, monkeys with other simians, rats with rodents, toads with amphibians, and weasels with ermines and minks. Such communication is limited by the Intelligence of the conversing creatures.

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BACKGROUND
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Bruce is an angry little man. When he had lost his family during an orc and giant raid of his village, he lost something else. His joy and drive to sing happily all day long are gone. He also lost some of his free-spirited nature and became more focused. Focused on revenge.
He grew up in a mountainous farm village in the Mindspin Mountains, where they had cattle and goats. It laid on a merchant's route and thus they had good income and the inn always had guests. But the attackers burned everything down and left no stone standing. Bruce got away, but barely. Two orcs chased him for days and only in the Fangwood Forest did he loose them. How, he wasn't sure, but it wasn't just halfling luck. ...