Sipho Munali

Bullo Dagmawi's page

107 posts. Alias of The Thing from Beyond the Edge.


About Bullo Dagmawi

short backstory:

Bullo Dagmawi was born to a tribe that ran the jungles of Dhar Mesh. They had to deal with serpentmen and undead and slave traders and practically every evil imaginable. But, they were strong in their knowledge of the spirits of the jungle and those spirits talked to Bullo. It was they who led him away to safety when the headhunters took his parents and slaughtered his tribe and it was again the spirits who led him to the streets of man after they kept him alive and taught him to survive. Bullo wishes to set the record of his people in writing so as to ensure they will be remembered by more than just the spirits of the jungle.

shaman 3
animist archetype
life spirit
thrush spirit animal
10 Strength
12 Dexterity
11 Constitution
11 Intelligence
16 Wisdom
12 Charisma

combat:

Saves
+01 Fortitude +0 con +1 base
+02 Reflex base +1 dex +1 base
+06 Willpower +3 will +3 base

Armor Class medium armor- masterwork mail cuirass
16 base 10 +5 armor +0 shield +1 dex +0 deflection +0 misc
15 flat-footed

Armor Class light armor- leather cuirass
14 base 10 +3 armor +0 shield +1 dex +0 deflection +0 misc
13 flat-footed

11 touch AC

16/16 hit points

attacks
+2 BAB
+2 melee
+3 ranged

channel 4x/day for 2d6 hitpoints healing at a time

wrangle condition 4x/day 1d20+14

spells
zero (4)
1.
2.
3.
4.
first (2 +1 wisdom)
1.
2.
bonus)
second (1 +1 wisdom)
1.
bonus)


Narrative Beastfriend:

Skill Bonuses (1st level): You gain a +2 bonus to Handle Animal, Knowledge (nature), and Survival skill checks, representing your empathy with animals and your understanding of how and where they live.

Animal Rapport (1st level): You befriend animals small and large during your travels. You can spend a hero point on your turn for one of two effects: you can use a standard action to befriend an animal (functions as charm animal, but the save DC is equal to 13 + your Charisma modifier); alternatively, you can use a hero point in a natural setting to call to the animals in your vicinity. When you do so, animals hoot and holler, small animals scurry around nearby, birds and insects fly in the faces of your enemies, or undertake other sorts of activity you can effectively narrate in your current circumstance. Enemies within 30 feet of you become shaken unless they succeed on a Will Save (DC 10 + ½ your level). This use of the ability doesn’t work if there are no animals or vermin nearby.
Hero points you spend to perform animal rapport are not permanently expended, and are regained at the end of the day.

Natural Understanding (6th level): Your beastfriend skill bonus increases to +4.

Lord of the Wild (10th level): You gain a loyal ser¬vant in the form of a wolf, great elk, raptor, or similar animal. This functions like the druid animal compan¬ion ability (see the “Animal Companions” section in Chapter 3 of the Pathfinder Roleplaying Game Core Rulebook), except that your effective druid level is equal to your level – 4. If you already have an animal companion ability, instead increase your effective druid level by 2 for purposes of your companion’s statistics. If the beast dies, or you release if from its bond, you can recruit a new beast by calling for the beast while spend¬ing 24 uninterrupted hours in the new companion’s home environment.


feats:

human skill focus diplomacy: +3 to diplomacy checks
1st extra channel: +2 extra channels per day
3rd level: persuasive
Weapon and Armor Proficiencies: A shaman is proficient with all simple weapons, and with light and medium armor.

skills:

4 +0 int +1 human per level

+14 diplomacy 3 rank +3 class + cha +3 skill focus +2 persuasive +3 thrush
+09 handle animal 3 rank +3 class +1 cha +2 beast friend
+11 heal 3 ranks +3 class +3 wis +2 kit
+08 knowledge nature 3 ranks +3 class+0 int +2 beast friend
+06 perception 1 rank +3 wis +2 alertness familiar
+03 spellcraft 1 rank +2 class +0 int
+09 survive 1 ranks +3 class +3 wis +2 beast friend

animist archetype:

Animist Spirit Magic: The animist adds the following spells to the list of spells he can cast using spirit magic: speak with animals (1st), skinsend (2nd), speak with plants (3rd), malfunction (4th), dream (5th),speak with stone (6th), control construct (7th), trap the soul (8th), soul bind (9th). This ability replaces the spirit magic spells gained from the shaman's spirit.
Wrangle Condition (Su): At 2nd level, the animist interacts directly with unwholesome spirits of the ills that trouble him or his people. To the animist, negative conditions manifest as anthropomorphic spirits or are caused by such spirits (visited upon the creature by bad magic). Either way, the animist can attempt to persuade the spirit to leave its victim alone, thus performing a miraculous healing. As the animist grows in power, he can simply inform these spirits that they are unwelcome and command them to depart.
The animist can attempt a Diplomacy check to persuade the condition's spirit to leave. Conditions the animist can affect are ranked from minor to dire, with each category having an accompanying DiplomacyDC (see below). The animist cannot take 10 or 20 on the check or receive aid from any creature except another shaman. Failure by 5 or less means the condition spirit is willing to leave the target and transfer to the animist for the rest of the duration or until cured; this happens only if the animist is willing. Failure by 10 or more means that not only is the target inflicted with the condition, but the animist is as well (whether or not he is willing) for the remaining duration or until cured.
Minor Conditions (DC 15): Fatigued, shaken, and sickened.
Major Conditions (DC 20): Dazed and staggered.
Severe Conditions (DC 25): Exhausted, frightened, and nauseated.
Dire Conditions (DC 30): Blinded, deafened, paralyzed, and stunned.
The animist can use this ability a number of times per day equal to 1/2 his shaman level + his Wisdom modifier. Using this ability is a standard action that requires no contact or shared language with the target, but it includes verbal and somatic components. If a target is afflicted with multiple conditions, the animist targets one condition at a time (of her choosing). The animist cannot use this ability on himself.
At 5th level, the animist can use this ability to exorcise minor conditions without needing to attempt a Diplomacy check. He can dispatch major conditions without a roll at 9th level, severe conditions at 13th level, and dire conditions at 17th level. Doing so still requires one use of this ability per condition.
This ability replaces the hex gained at 2nd level.

Exorcism (Su): At 8th level, the animist can attempt to end effects that control a creature or object, such as magic jar, possess object, dominate person, and dominate monster, or possessing entities such as ghosts. This is a full-round action that requires the animist to touch the target. The possessing or dominating creature must attempt a Will save with a DC equal to 10 + 1/2 the shaman level + her Wisdom modifier. Failure means that the controlling effect ends or the entity is immediately cast out of the target, as appropriate. If the possessing entity is exorcised, it cannot attempt to dominate or possess that target again for 24 hours. The animist can exorcise the same entity out of different targets, but once the entity successfully saves against the animist's exorcism, it cannot be affected by this ability again for 24 hours. This ability replaces the hex gained at 8th level.

Dominate Spirit (Sp): At 10th level, the animist can attempt to possess creatures or objects as magic jar or possess object. When the animist is attempting to possess the creature, his familiar acts as the jar and must be within 10 feet when the animist attempts to possess a creature. The animist's soul can perceive his surroundings through the familiar's senses, clearly evaluate potential targets for possession, and communicate with his familiar telepathically. The familiar retains its autonomy while acting as the jar, and is not harmed by being used as a vessel for the animist's soul. The animist can use this ability once per day at 10th level, plus an additional time per day every 4 levels thereafter. This ability replaces the hex gained at 10th level.

Contact with the Spirit World (Su): At 12th level, the shaman can interact with incorporeal entities as if his unarmed strikes and melee weapons had the ghost touch weapon special ability. While using this ability, he can also see nearby ethereal entities and likewise strike at them as if they were incorporeal. He can use this ability for a number of rounds per day equal to his shaman level. The rounds need not be consecutive. This ability replaces the hex gained at 12th level.

Etherealness (Sp): At 18th level, the animist can cast etherealness once per day as a spell-like ability. This ability replaces the hex gained at 18th level.

Spirit Shaman (Sp): At 20th level, the animist can use ethereal jaunt as at will as a spell-like ability, and cast astral projection once per day as a spell-like ability. This ability replaces manifestation.

shaman info:

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 the table above. In addition, she receives bonus spells per day if she has a high Wisdom score.
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.
Orisons: Shamans can prepare a number of orisons, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.
Spirit (Su): A shaman forms a mystical bond with the spirits of the world. She forms a lasting bond with a single spirit, 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 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. See the Spirit Animal section on page 47.
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.
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).

Life spirit:

A shaman who selects the life spirit appears more vibrant than most mortals. Her skin seems to glow, and her teeth are a pearly white. When she calls upon one of this spirit's abilities, her eyes and hair shimmer in the light.
Spirit Magic Spells: Detect undead (1st), lesser restoration (2nd), naturalize poison (3rd), restoration (4th), breath of life (5th), heal (6th), greater restoration (7th), mass heal (8th), true resurrection (9th).
Hexes: A shaman who chooses the life spirit can select from the following hexes.
Curse of Suffering (Su): The shaman causes a creature within 30 feet to take more damage from bleed effects and causes its wounds to heal at a slower rate. When the cursed creature takes bleed damage, it takes 1 additional point of bleed damage (even if the bleed is ability damage). Furthermore, when the target is subject to an effect that would restore its hit points, that effect restores only half the normal amount of hit points. This curse lasts for a number of rounds equal to the shaman's level. After the duration ends, the creature cannot be the target of this hex again for 24 hours.
Deny Succor (Su): The shaman can place this hex on a single creature within 30 feet. The target does not heal damage from cure spells and does not benefit from any spells or effects that remove conditions. This effect lasts for a number of rounds equal to 1/2 the shaman's level. A successful Will saving throw negates this effect. Whether or not the saving throw is successful, the creature cannot be the target of this hex again for 24 hours.
Enhanced Cures (Su): When the shaman casts a cure spell, the maximum number of hit points healed is based on her shaman level, not the limit imposed by the spell. For example an 11th-level shaman with this hex can cast cure light wounds to heal 1d8+11 hit points instead of the normal 1d8+5 maximum.
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's hit points are reduced to –5 or fewer, 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.
Life Sight (Ex): The shaman can see the states of life, death, and general health of those around her. When she uses this ability, she can tell whether or not creatures within 30 feet of her that she can see are living, wounded, dying, or dead. She can also tell if those creatures are confused, disabled, diseased, nauseated, poisoned sickened or staggered. At 12th level, when using life sight she is able to sense all nearby living creatures; this functions similar to blindsight, but only for living creatures within 30 feet of her. The shaman can use this ability a number of rounds per day equal to her shaman level, but these rounds do not need to consecutive.
Spirit Animal: 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; if the spirit animal already has fast healing, instead its fast healing increases by 1.
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.
Greater Spirit Ability: A shaman who chooses the life spirit as her spirit or wandering spirit gains the following ability upon having access to the greater version of that spirit.
Healer's Touch (Su): The shaman gains a +4 bonus on Heal checks. As a standard action, the shaman can move up to half her speed and touch up to six dying creatures. Each creature is automatically stabilized without the need of a Heal check.
True Spirit Ability: A shaman who chooses the life spirit as her spirit or wandering spirit gains the following ability upon having access to the true version of that spirit.
Quick Healing (Su): The shaman calls upon her spirit to enhance the speed of her healing abilities. This ability allows her to channel positive energy or cast a cure spell as a swift action. The shaman can use this ability a number of times per day equal to her Charisma modifier.
Manifestation: Upon reaching 20th level, the shaman becomes a perfect channel for life energy. She gains immunity to bleed, death attacks, and negative energy, as well as to the exhausted, fatigued, nauseated, and sickened conditions. Ability damage and drain cannot reduce her to below 1 in any ability score. She automatically succeeds at saving throws against massive damage. When she is reduced to below 0 hit points, she doesn't die until her negative hit point total exceeds double her Constitution score.

spirit animal thrush named Noab:

Noab gives +3 to diplomacy

THRUSH CR 1/3
XP 135
N Diminutive animal
Init +2; Senses low-light vision; Perception +5
DEFENSE
AC 18, touch 16, flat-footed 16 (+2 Dex, +4 size, +2 natural)
hp 1/2 Bullo's, NOAB HAS FAST HEALING 1!
Fort +0, Ref +4, Will +2
OFFENSE
Speed 10 ft., fly 40 ft. (average)
Melee bite –1 (1d2–5)
Space 1 ft.; Reach 0 ft.
STATISTICS
Str 1, Dex 15, Con 6, Int 7, Wis 15, Cha 6
Base Atk +0; CMB –2; CMD 3
Feats Skill Focus (Perception)
Skills Fly +12, Perception +5
ECOLOGY
Environment temperate forests
Organization solitary, pair, or flock (3–12)
Treasure none
Thrushes are small, plump birds that eat fruit and insects. All thrushes are known for their beautiful songs, but thrush familiars are also capable of actual speech.

Hit Dice: For the purpose of effects related to number of Hit Dice, use the master's character level or the familiar's normal HD total, whichever is higher.

Hit Points: The familiar has half the master's total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.

Attacks: Use the master's base attack bonus, as calculated from all his classes. Use the familiar's Dexterity or Strength modifier, whichever is greater, to calculate the familiar's melee attack bonus with natural weapons. Damage equals that of a normal creature of the familiar's kind.

Saving Throws: For each saving throw, use either the familiar's base save bonus (Fortitude +2, Reflex +2, Will +0) or the master's (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn't share any of the other bonuses that the master might have on saves.

Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master's skill ranks, whichever is better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar's total skill modifiers, some skills may remain beyond the familiar's ability to use. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.

Master Class Level Natural Armor Adj. Intelligence Special
1st–2nd +1 6 Alertness, improved evasion, share spells, empathic link
3rd–4th +2 7 Deliver touch spells
5th–6th +3 8 Speak with master
7th–8th +4 9 Speak with animals of its kind
9th–10th +5 10 —
11th–12th +6 11 Spell resistance
13th–14th +7 12 Scry on familiar
15th–16th +8 13 —
17th–18th +9 14 —
19th–20th +10 15 —
Natural Armor Adj.: The number noted here is in addition to the familiar's existing natural armor bonus.

Int: The familiar's Intelligence score.

Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.

Improved Evasion (Ex): 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 (Su): 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 (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Speak with Master (Ex): 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 (Ex): 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.

Spell Resistance (Ex): If the master is 11th level or higher, a familiar gains spell resistance equal to the master's level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar's spell resistance.

Scry on Familiar (Sp): If the master is 13th level or higher, he may scry on his familiar (as if casting the scrying spell) once per day.

equipment:

shawl of lifekeeping

hot weather outfit Covering your body from head to foot in light, airy cloth keeps you cooler than baring your skin to the sun. This outfit typically consists of a loose linen robe and either a turban or loose head covering and veil. The outfit provides a +2 bonus on Fortitude saves to resist warm or hot weather. This does not stack with any bonuses gained from the Survival skill.

monk's outfit This simple outfit includes sandals, loose breeches, and a loose shirt, and is bound together with sashes. The outfit is designed to give you maximum mobility, and it's made of high-quality fabric. You can conceal small weapons in pockets hidden in the folds, and the sashes are strong enough to serve as short ropes.

shortspear
club
sling
dagger
sickle

masterwork mail cuirass
leather cuirass (worn when sleeping)
potion of healing (x2)

oracle's kit This kit includes a backpack, a bedroll, a belt pouch, candles (10), a flint and steel, an iron pot, mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin.

bandolier (x2)

familiar satchel This armored case provides total cover to any Tiny or smaller creature contained within it. It includes air holes (which can be plugged with cork stoppers if you need to go underwater) and two receptacles for food and water.

grooming kit This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.

remaining coins
20 cp
38 sp
36 gp

shawl of lifekeeping- ultimate equipment guide
This magical shawl is woven from silken, diaphanous material. Once per day, the wearer can speak a command word to transfer some of her life energy into the shawl (up to 10 hit points). If she is wearing the shawl and is reduced to –1 hit points or below, the shawl immediately heals her an amount equal to the number of hit points stored in the shawl. This healing cannot prevent the wearer from being killed. The life energy stored in the shawl lasts for 24 hours or until it heals the wearer, whichever comes first. If the shawl is destroyed, the stored life energy is lost.
While the shawl is storing a creature's life energy, it retains a connection to that creature. If another creature holds the shawl in its hand, the creature whose life energy is stored in the shawl takes a –2 penalty on Fortitude and Reflex saving throws against all effects from the current bearer of the shawl.