Capa
Male Elf Shaman 9
CG Medium Humanoid (elf)
Init +5; Senses Darkness 60 ft., Low-light vision, Perception +8
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DEFENSE
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AC 19, touch 13, flat-footed 15 (+5 armour, +3 Dex, +1 misc.)
…barkskin +4 natural
hp 67 (9d8+9)
Fort +3, Ref +6, Will +12
…endure elements (constant)
…no need to breathe
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SPECIAL ABILITIES
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Arcane Dabbler - Though your magical studies were decades ago, you still remember your favorite little trick. Choose a 0-level arcane spell. You may cast that spell once per day as a spell-like ability. Your caster level is equal to your highest class level in a spellcasting class. (‘lava’ splash)
Dreamspeaker - A few elves have the ability to tap into the power of sleep, dreams, and prescient reverie. Elves with this racial trait add +1 to the saving throw DCs of spells of the divination school and sleep effects they cast. In addition, elves with Charisma scores of 15 or higher may use dream once per day as a spell-like ability (caster level is equal to the elf’s character level). This racial trait replaces elven immunities.
Elven Magic - Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Fleet-footed - While all elves are naturally lithe and agile, some also are naturally speedy and have a strong desire to rush into situations rather than worrying about looking ahead. Elves with this racial trait receive Run as a bonus feat and a +2 racial bonus on initiative checks. This racial trait replaces keen senses and weapon familiarity.
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. (DC 20)
…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 (Used today on: )
…Lure of Heavens - The shaman’s connection to the skies above is so strong that her feet barely touch the ground. At 1st level, she no longer leaves tracks. At 5th level, she can hover up to 6 inches above the ground or liquid surfaces. At 10th level, the shaman gains the ability to fly (as the spell) for a number of minutes per day equal to her shaman level—the duration does not need to be consecutive, but it must be used in 1-minute increments.
…Slumber - A shaman can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch's level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
Run - When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Acrobatics skill description), you gain a +4 bonus on your Acrobatics check. While running, you retain your Dexterity bonus to your Armor Class.
Spirit - 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. 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.
…Stardust (Sp) - As a standard action, the shaman causes stardust to materialize around one creature within 30 feet. This stardust causes the target to shed light as a candle, and it cannot benefit from concealment or any invisibility effects. The creature takes a –1 penalty on attack rolls and sight-based Perception checks. This penalty to attack rolls and Perception checks increases by 1 at 4th level and every 4 levels thereafter, to a maximum of –6 at 20th level. This effect lasts for a number of rounds equal to half the shaman’s level (minimum 1). Sightless creatures cannot be affected by this ability. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier.
…Void Adaptation (Su): The shaman gains darkvision 60 feet. If she already possesses darkvision, the range instead increases by 30 feet. In addition, the shaman can see in supernatural darkness, is constantly under the effects of endure elements, and doesn’t need to breathe.
Spirit Animal - Tot the turtle
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 flesh of the shaman’s spirit animal accurately reflects the stars that would be visible in the night sky, no matter where the animal is or the time of day. Due to this, it can be used as a star map. In addition, it gains a fly speed of 5 feet; if the animal already has a fly speed, instead its fly speed increases by 10 feet. While the animal is flying, a small nimbus of light surrounds it. 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 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.
Spirit Talker - Once per day, you can spend 10 minutes communing with a shaman spirit of your choice. When you do, you gain the temporary use of one hex from its list of hexes. This hex is added to your list of available hexes for the next hour, after which you immediately lose all benefits of that hex.
Wandering Spirit 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. 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.
…Waves
…Ability - Wave Strike - As a standard action, the shaman can perform a melee touch attack that drenches a creature and pushes it away. The opponent takes 1d6 points of nonlethal damage + 1 point for every 2 shaman levels they possess and is pushed 5 feet directly away from the shaman. This movement does not provoke attacks of opportunity. A shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, any melee weapon she wields is treated as if it had the quenching weapon special ability.
Wandering Hex A shaman can temporarily gain the use of one of the hexes possessed by either one of her spirits. She must make this selection each day when she prepares her spells. For the purposes of this ability, she can select any hex possessed by her spirit or wandering spirit. If she selects it from her wandering spirit, she loses the hex immediately if she bonds with another spirit, although she can then select a different hex to gain using this ability, from either her spirit or her new wandering spirit. At 14th level, a shaman can select two wandering hexes each day instead of one. This ability otherwise functions as the hex class feature.
…Hex - Fluid Magic (may prepare spirit spells in shaman spell slots)
Gear/Possessions:
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GEAR/POSSESSIONS
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Combat Gear +2 studded leather, necklace of fireballs (5d6, 2d6 x2), potion of fly (4), potion of haste, potion of cure light wounds (2), scroll of cure light wounds (5), scroll of cure moderate wounds (5), scroll of entangle (3), wand of cure light wounds (35 charges), wand of spiritual weapon (30 charges),
Possessions headband of inspired wisdom +4, belt of tumbling, quick runner’s shirt, feather token (boat, x2), backpack, sack, fancy jewelry, waterproof scrollcase
Money 5 PP 10,025 GP 10 SP 10 CP
Tot:
Tot
Shaman Spirit Turtle
NG Tiny Native Outsider
Init -2, Senses: Low-Light Vision, Perception +1
DEFENSE
AC 23, touch 11, flat-footed 22 (+1 armour, -2 Dex, +1 dodge, +11 Natural, +2 Size)
hp 33 (9 HD)
Fort +4, Ref +13, Will +7
…improved evasion
STATISTICS
Str 3, Dex 6, Con 8, Int 10, Wis 12, Cha 3
BAB +6/+1, CMB +2, CMD 8 (+4 vs. trip)
Feats: Hover, Great Fortitude, Lightning Reflexes, Skill Focus (Fly, Swim)
Skills: Fly +13 (4R), Swim +14 (5R)
Master’s Skills: Acrobatics +7, Heal +5, Knowledge (nature) +4, Knowledge (planes) +4, Knowledge (religion) +4, Spellcraft +3, Survival +7
Abilities: Alertness, Deliver Touch Spells, Empathic Link, Improved Evasion, Share Spells, Shell Retreat, Star Map,
Languages: Empathic link with Capa, speak with master, speak with turtles/tortoises
Gear: +1 expeditious retreat bracers of armour (3/day, swift, +10 ft. To all move speeds), fancy jewelry
Alertness - When the Spirit Animal is within arm’s reach, the Shaman gains the benefits of the Alertness feat (+2 Perception, +2 Sense Motive).
Improved Evasion - When the Spirit Animal passes a Reflex Saving Throw for half damage, he takes no damage. If he fails the saving throw he takes half damage.
Share Spells - The Shaman may cast a spell with a target of “You” on his Spirit Animal (as a touch spell) instead of on himself, even if the spells do not normally affect native outsiders.
Shell Retreat - Swift Action - The turtle can retreat into its shell, gaining +2 Natural AC. Within the shell, a turtle cannot take any action except to end the retreat, as a Free Action.
Star Map - The Turtle’s Shell accurately reflects the stars that would be visible in the night sky, no matter where the animal is or the time of day. Due to this, it can be used as a star map. In addition, it gains a fly speed of 5 feet. While the animal is flying, a small nimbus of light surrounds it.
Pets:
Dasher (horse)
Female Light Horse
N Large Animal
Init +2; Senses low-light vision, scent; Perception +6
DEFENSE
AC 11, touch 11, flat-footed 9 (+2 Dex, –1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
OFFENSE
Speed 50 ft.
Melee 2 hooves -2 (1d4+1)
Space 10 ft.; Reach 5 ft.
STATISTICS
Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, Run
Skills Perception +6
Abilities Docile (Hooves count as secondary attacks)
Tricks Come, Down, Heel, Stay
Gear Saddle, Saddlebags, Bag of oats, Grooming Kit
Zephyr (hippocampus)
Female Hippocampus
N Large Animal (aquatic)
Init –1; Senses darkvision 60 ft., low-light vision, scent; Perception +6
DEFENSE
AC 12, touch 8, flat-footed 12 (–1 Dex, +4 natural, –1 size) hp 15 (2d10+4) Fort +5, Ref +2, Will +1
OFFENSE
Speed 5 ft., swim 60 ft. Melee bite +4 (1d4+3), tail slap –1 (1d4+1) Space 10 ft.; Reach 5 ft.
STATISTICS
Str 16, Dex 9, Con 15, Int 2, Wis 12, Cha 11 Base Atk +2; CMB +6; CMD 15 Feats Endurance Skills Perception +6, Swim +11
Tricks Attack+, Come, Down, Heel, Stay
SQ water dependency (can survive out of the water for 1 minute per point of Constitution before it begins to suffocate=15 Minutes)
DEFENSE
AC 22, touch 10, flat-footed 20 (+2 Dex, +12 natural, –2 size)
hp 90 (12d8+36)
Fort +13, Ref +10, Will +5
OFFENSE
Speed 30 ft.
Melee tail +16 (4d6+12 plus trip)
Space 15 ft.; Reach 15 ft.
STATISTICS
Str 27, Dex 14, Con 17, Int 2, Wis 13, Cha 10
Base Atk +9; CMB +19; CMD 31 (35 vs. trip)
Feats Cleave, Great Fortitude, Improved Initiative, Improved Overrun, Power Attack, Weapon Focus (tail)
Skills Perception +16