Dok Tarley - 1sh
Male half-orc (mystic) shaman 1 (Pathfinder RPG Advanced Class Guide 35)
CN Medium humanoid (human, orc)
Init +4; Senses darkvision 60 ft.; Perception +6
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Defense
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 11 (1d8+3)
Fort +6, Ref +4, Will +7
Defensive Abilities sacred tattoo[APG]
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee dagger +0 (1d4/19-20) or
. . longsword +0 (1d8/19-20)
Shaman Spells Prepared (CL 1st; concentration +4)
. . 1st—cure light wounds; charm person[S] (DC 14)
. . 0 (at will)—detect poison, purify food and drink (DC 13), stabilize
. . S spirit magic spell; Spirit Slums
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Statistics
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Str 10, Dex 14, Con 14, Int 14, Wis 16, Cha 14
Base Atk +0; CMB +0; CMD 12
Feats Additional Traits, Alertness, Endurance
Traits civilized, fate's favored, reactionary, vagabond child (urban)
Skills Acrobatics +0 (-4 to jump), Diplomacy +6, Disable Device +5, Heal +9 (+10 circumstance to treat wounds or deadly wounds), Knowledge (local) +9, Linguistics +3, Perception +6, Profession (fortune-teller) +7, Sense Motive +5, Survival +7; Racial Modifiers +2 Knowledge (local)
Languages Abyssal, Common, Draconic, Goblin, Orc
SQ doors to everywhere, orc blood, spirit animal (rat named Lemba)
Combat Gear healer's kit; Other Gear armored coat[APG], dagger, longsword, backpack, spell component pouch, surgeon's tools[UE], thieves' tools, 6 gp
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Doors to Everywhere (standard action, 3/day) (Ex) Step through any door and instantly exit through distant doorway.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Familiar Bonus: +2 to Fortitude saves You gain the Alertness feat while your familiar is within arm's reach.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Sacred Tattoo +1 to all saves.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spirit Animal (spirit animal (rat named Lemba)) If spirit animal is slain, cannot use spirit magic or prepare new spells.
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Lemba CR –
Rat (Pathfinder RPG Bestiary 132)
N Tiny magical beast (animal)
Init +6; Senses low-light vision, scent; Perception +5
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Defense
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AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 5 (1d8)
Fort +2, Ref +4, Will +3
Defensive Abilities improved evasion
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Offense
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Speed 15 ft., climb 15 ft., swim 15 ft.
Melee bite +4 (1d3-4)
Space 2 ft.; Reach 0 ft.
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Statistics
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Str 2, Dex 15, Con 11, Int 6, Wis 13, Cha 2
Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
Feats Weapon Finesse
[b]Skills Acrobatics +2 (-6 to jump), Climb +10, Diplomacy -3, Disable Device +1, Heal +2, Linguistics -1, Perception +5, Stealth +18, Survival +2, Swim +10; Racial Modifiers +4 Stealth
SQ empathic link
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Special Abilities
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Climb (15 feet) You have a Climb speed.
Empathic Link (Su) You have an empathic link with your master.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Swim (15 feet) You have a Swim speed.
Dok Tarley - 1sh
Male half-orc (mystic) shaman 1 (Pathfinder RPG Advanced Class Guide 35)
CN Medium humanoid (human, orc)
Init +4; Senses darkvision 60 ft.; Perception +6
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Defense
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 11 (1d8+3)
Fort +6, Ref +4, Will +7
Defensive Abilities sacred tattoo[APG]
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee dagger +0 (1d4/19-20) or
. . longsword +0 (1d8/19-20)
Shaman Spells Prepared (CL 1st; concentration +4)
. . 1st—cure light wounds; charm person[S] (DC 14)
. . 0 (at will)—detect poison, purify food and drink (DC 13), stabilize
. . S spirit magic spell; Spirit Slums
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Statistics
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Str 10, Dex 14, Con 14, Int 14, Wis 16, Cha 14
Base Atk +0; CMB +0; CMD 12
Feats Additional Traits, Alertness, Endurance
Traits civilized, fate's favored, reactionary, vagabond child (urban)
Skills Acrobatics +0 (-4 to jump), Diplomacy +6, Disable Device +5, Heal +9 (+10 circumstance to treat wounds or deadly wounds), Knowledge (local) +9, Linguistics +3, Perception +6, Profession (fortune-teller) +7, Sense Motive +5, Survival +7; Racial Modifiers +2 Knowledge (local)
Languages Abyssal, Common, Draconic, Goblin, Orc
SQ doors to everywhere, orc blood, spirit animal (rat named Lemba)
Combat Gear healer's kit; Other Gear armored coat[APG], dagger, longsword, backpack, spell component pouch, surgeon's tools[UE], thieves' tools, 6 gp
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Doors to Everywhere (standard action, 3/day) (Ex) Step through any door and instantly exit through distant doorway.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Familiar Bonus: +2 to Fortitude saves You gain the Alertness feat while your familiar is within arm's reach.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Sacred Tattoo +1 to all saves.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spirit Animal (spirit animal (rat named Lemba)) If spirit animal is slain, cannot use spirit magic or prepare new spells.
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Lemba CR –
Rat (Pathfinder RPG Bestiary 132)
N Tiny magical beast (animal)
Init +6; Senses low-light vision, scent; Perception +5
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Defense
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AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 5 (1d8)
Fort +2, Ref +4, Will +3
Defensive Abilities improved evasion
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Offense
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Speed 15 ft., climb 15 ft., swim 15 ft.
Melee bite +4 (1d3-4)
Space 2 ft.; Reach 0 ft.
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Statistics
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Str 2, Dex 15, Con 11, Int 6, Wis 13, Cha 2
Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
Feats Weapon Finesse
[b]Skills Acrobatics +2 (-6 to jump), Climb +10, Diplomacy -3, Disable Device +1, Heal +2, Linguistics -1, Perception +5, Stealth +18, Survival +2, Swim +10; Racial Modifiers +4 Stealth
SQ empathic link
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Special Abilities
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Climb (15 feet) You have a Climb speed.
Empathic Link (Su) You have an empathic link with your master.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Swim (15 feet) You have a Swim speed.
Background:
Thoughts on my shaman character's background:
Step 1: Write 5 background and concept elements that you feel are important to your image of the character.
Half-orc with long dreadlocks. Twenty-odd years old.
Works as a street doctor, healing people (and animals!) for whatever people can pay
Wears a long coat and tophat over his raggedy clothes. He hangs a string of fetishes around his neck.
Was apprenticed to his grandmother, who has since passed away under suspicious circumstances.
The power skipped his parent's generation, as it often does.
Has 8 brothers and sisters that he helps take care of. Poor family, everyone lives in 3 rooms in a 5 story walkup.
Tarley is bound to a spirit named Lemba, who is the patron of doorways.
Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.
Tarley needs to find out what happened to his grandmother.
Tarley will want to craft a magical staff.
Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet.
Tarley has worked for criminal gang as a drug smuggler to make money and get medicine to help people. He keeps this a secret from his friends and family.
Tarley's grandmother was killed by an agent paid by House Jorasco who don't approve of street doctors.
Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile.
Bontock Blue-Eyes is a human bartender at a tavern called the “Three-toed Dragon”, Tarley saved his son from an infection last year.
Micah Mekkitorn is a human priest of Dol Arrah who believes Tarley is a follower of some dark spirit, he harrasses Tarley whenever he encounters him on the street.
Marrick is a half-ef boss at a local Vadalis stable. He has been using Tarley as a vet for his horses for the last year on the condition that neither talks about it much. Marrick wants to keep it a secret because he doesn't want trouble with Jorasco who should get the contract, and Tarley doesn't normally tell his patients that the last patient he worked on was a horse or donkey.
Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.
Tarley has taken to smoking cigars that he rolls himself. He mixes in a number of herbs to aid in his meditation.
Tarley collects odd junk to turn into fetishes he attaches to his coat or dredlocks. The latest he added was the skull of a sparrow he found and boiled cleaned.
Tarley talks to his rat familiar as if he is speaking directly to his patron spirit Gemba.