Keeper Myre

Chatan's page

24 posts. Organized Play character for XenoCide78.


Full Name

Chatan

Race

Skills:
Heal: +5; Know (nature): +6; Know (religion): +5; Perception: +10; Sense Motive: +7; Survival: +8; Use Magic Device: +3

Classes/Levels

Spells:
Shocking Touch (4/5); Lvl 0(DC 14) – Detect Magic, Resistance, Daze; Lvl 1 (DC 15) – Cure Light Wounds, Cause Fear

Gender

Male Human Shaman 1 (Wind)

Defense:
HP 10/10; AC 11; Tch 11; FF 10; CMD 10; Fort: +1; Ref: +1; Will: +6
Offense:
Init: +1; Spd: 30ft; CMB: +1; Longspear -1(1d8-1/x3); Club -1(1d6-1/x2); Sling +1(1d4-1)

Size

Medium

Alignment

NG

Languages

Common

Occupation

None

Strength 9
Dexterity 12
Constitution 12
Intelligence 12
Wisdom 18
Charisma 14

About Chatan

Chatan
Male human shaman 1 (Pathfinder RPG Advanced Class Guide 35)
NG Medium humanoid (human)
Init +1; Senses Perception +7
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Defense
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AC 11, touch 11, flat-footed 10 (+1 dexterity)
hp 10 (1d8+2)
Fort +1, Ref +1, Will +6
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee club -1 (1d6-1) or
. . longspear -1 (1d8-1/×3)
Ranged sling +1 (1d4-1)
Shaman Spells Prepared (CL 1st; concentration +5)
. . 1st—, cause fear, cure light wounds
(1/day) alter winds{super}APG{/super} (DC 15) (DC 15)
. . 0 (at will)—daze (DC 14), detect magic, resistance
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Statistics
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Str 9, Dex 12, Con 12, Int 12, Wis 18, Cha 14
Base Atk +0; CMB +1; CMD 10
Feats Agile Maneuvers, Alertness
Traits caretaker, savannah child
Skills Heal +5, Knowledge (nature) +6, Knowledge (religion) +5, Perception +7, Sense Motive +7, Survival +8, Use Magic Device +3
Languages Azlanti, Common
SQ shocking touch, spirit (wind)
Other Gear leather armor, club, longspear, sling, sling bullets (20), backpack, bedroll, belt pouch, candle, fishing net, flint and steel, silk rope (50 ft.), trail rations (2), waterskin, whetstone, 110 gp, 7 sp, 7 cp
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 to sight-based Perception checks in bright light You gain the Alertness feat while your familiar is within arm's reach.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Shocking Touch (5/day) (Su) As a standard action, melee touch deals electricity damage.

Spirit Animal:

Master gains a +3 bonus on sight-based and opposed Perception checks in bright light

Hawk Familiar
Hawk (Beastiary)
N Tiny animal
Init +3; Senses low-light vision; Perception +14
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Defense
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AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
HP 4 (1d8)
Fort +2, Ref +5, Will +2
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Offense
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Speed 10 ft., fly 60 ft. (average)
Melee 2 talons +5 (1d4-2)
Space 2.5 ft.; Reach 0 ft.
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Statistics
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Str 6, Dex 17, Con 11, Int 2, Wis 14, Cha 7
Base Atk +0; CMB +1; CMD 9
Feats Weapon Finesse
Skills Fly +7, Perception +14; Racial Modifiers Perception +8
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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 emphatically 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.

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