Wandering Spirit - Life
Level 4: Channel (Su): 4/4 - 5d6 Positive Energy
Level 12:
Level 20:
Wandering Hex
Level 6: Enhanced Cures
Level 14:
=====Spells prepared===== Level 0 (4): Purify Food and Drink, Detect Magic, Detect Poison, Stabilize Level 1 1+(4+1(Wis): Burning hands, Cure Light Wounds, Cure Light Wounds, Remove Fear, Stone Shield, Stone Shield, Pass without Trace Level 2 1+(4+1(Wis): Resist Energy, Darkness, False Life, Spiritual Weapon, Barkskin, Remove Paralysis Level 3 1+(3+1(Wis): Fireball, Stricken Heart, Deeper Darkness, Thorny Entanglement, Fly Level 4 1+(2+1(Wis): Wall of Fire, Spike Stones, Spit Venom, Divine Power, Fear Level 5 1+(1+1(Wis): Summon Monster V (fire elementals only), Fey Form II, Hunter’s Blessing, Bestow Curse Level 6 1+(0+0(Wis): Fire Seeds Level 7 1+(0+0(Wis): Fire Storm Level 8 1+(0+0(Wis): Incendiary Cloud Level 9 1+(0+0(Wis): Fiery Body
Guest Spirit Spells:
Detect undead (1st), lesser restoration (2nd), neutralize poison (3rd), restoration (4th), breath of life (5th), heal (6th), greater restoration (7th), mass heal (8th), true resurrection (9th).
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Defense
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AC 23 -1(Dex)+10(Armor)+0(Shield)+1(Deflection)+3(Natural), ACP = 6
hp 93 =8(Class)+9*5(Class)+10*4(Con)
Fort 7 , Ref 2 , Will 12
(+4 racial vs spells and spell-like abilities)
(+1 trait vs spells, spell-like abilities, and poison)
Resistances: 5 cold, 10 fire
Special Vulnerability to Fire
Constant "Endure Elements" active.
Swift or Move action: 14/day - deal 2d6+10 cold damage to melee attacker
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Offense
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Speed 30 ft MELEE +1 Druchite Greataxe +11 1d12+5(20/x3)
MELEE Power Attack +1 Druchite Greataxe +9 1d12+11(20/x3)
RANGED
+2 to hit with Greataxe if enemy uses Darkvision.
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Statistics
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Str 16, Dex 8, Con 18, Int 10, Wis 20, Cha 16
Base Atk +7; CMB +10; CMD 19
=====Feats===== Level 1: Steel Soul
Level 3(VMC): Arcane Pool - At 3rd level, he gains the arcane pool class feature as a magus of his character level – 2.
Level 5: Heavy Armor Proficiency
Level 5(Cinder Dance): Nimble Moves
Level 7(VMC): Magus Arcana - At 7th level, he gains one magus arcana. He treats his character level as his effective magus level when determining whether or not he can select an arcana.
Level 9: Exotic Weapon Proficiency(Rhoka)
Level 10(Cinder Dance): Acrobatic Steps
Level 11(VMC): Spellstrike: At 11th level, he gains the spellstrike class feature, but he can use it only with spells that are on the magus spell list, even though he can cast them using another class’s spell slots.
Level 13:
Level 15(VMC): Improved Arcana: At 15th level, he gains one additional magus arcana.
Level 17:
Level 19(VMC): Greater Arcana: At 19th level, he gains one additional magus arcana. [/i]
=====Arcane Pool and Magus Arcana===== Arcane Pool (Su) - ECL 8
(6/2+0)=3 Points, +2 Bonus (+3 at ECL 9)
(dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal)
Level 7: Broad Study
Level 15: Bane Blade
Level 19: Enduring Blade
=====Spirit===== Level 1: Touch of Flames (Su): 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.
Level 8: Fiery Soul (Su): The shaman gains fire resistance 10. In addition, as a standard action she can unleash a 15-foot cone of flame from her mouth, dealing 1d4 points of fire damage per shaman level she possesses. A successful Reflex saving throw halves this damage. The shaman can use this ability three times per day, but she must wait 1d4 rounds between each use.
Level 16: Elemental Form (Su): As a standard action, the shaman assumes the form of a Huge (or smaller) fire elemental, as if using elemental body IV with a duration of 1 hour per level. The shaman can use this ability once per day.
=====Racial Qualities=====
• Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
• Touched By Ice (Su): A number of rounds per day equal to their character level plus their Wisdom modifier, Frost Dwarves may lower the ambient temperature of their bodies, causing any creature they touch (or that strikes them in melee combat) to take 2d6+level Cold damage. Activating this ability as a Standard action at 1st level, as a Move Action at 5th level, as a Swift Action at 10th level, and as an Immediate action at 15th level" so that it scales and make the damage 2d6+level.
• Resistance to Cold 5(This ability stacks with other forms of Cold Resistance)
• Vulnerability to Fire 1 (any Fire based attack deals 1 additional damage to a Frost Dwarf per die of damage). • Weapon familiarity: Frost Dwarves are proficient with the Greataxe, and treat any weapon with the word “Dwarven” in its name as a martial weapon.
• Stability: Dwarves are exceptionally stable on their feet. A dwarf gains +4 bonus on ability checks to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, ect).
• Skill Bonus: +2 racial bonus to Sense Motive and Knowledge (Religion). Frost Dwarves are expert at taking stock of their friends—and foes, and trained deeply in the religions of Kesperex.
• Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. The touch of the Mystic Mother protects Dwarves against mystic attacks.
• Giant Hatred: +1 racial bonus on attack roles and damage against giants. The bonus doubles to +2 against Frost Giants.
• Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Class Abilities
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Scion of the Stones (Ex): A crystal tender forms a mystic connection with the precious stones and gems she has sworn to protect. Her spirit animal always appears to be composed of a crystalline substance and gains a +2 bonus to its natural armor. Her spirit animal is treated as an outsider with both the earth and native subtypes, and counts as a crystalline creature for the purposes of spells and abilities. The unique nature of her spirit animal increases the cost of replacing it to 750 gp per shaman level.
This alters spirit animal.
Reciprocal Resonance (Su): At 4th level, a crystal tender learns to form a temporary bond with a spirit of crystal. When selecting her wandering spirit, she can forgo gaining a spirit ability to instead grant herself and her spirit animal DR 1/adamantine as long as they’re within 10 feet of one another. While benefiting from this ability, the crystal tender’s skin takes on a crystalline sheen. The DR gained from this ability increases to 2/ adamantine at 8th level, 3/adamantine at 12th level, 4/adamantine at 16th level, and 5/adamantine at 20th level.
This alters wandering spirit.
Invoke Latent Facets (Su): At 8th level, both a crystal tender and her spirit animal gain all of the benefits of any ioun stones worn by one another, as long as they’re within 100 feet of each other. The crystal tender’s spirit animal can also embed a number of ioun stones equal to the crystal tender’s Charisma modifier into its crystalline form. Embedded ioun stones don’t gain any additional abilities, save that they don’t orbit the spirit animal and can’t be separately targeted. A slain or unconscious spirit animal immediately loses all embedded ioun stones, which tumble to the ground beside its body.
This replaces the shaman hex gained at 8th level.
Cabochon Form (Sp): At 20th level, as a standard action, a crystal tender can transform her body into a living gemstone as per iron body with a duration of 12 hours. Instead of being vulnerable to effects that can harm an iron golem while in this form, she is vulnerable to effects that can harm a crystalline creature (such as shatter). She can use this ability once per day.
This replaces manifestation.
Section Subtotal: 170 GC - remaining 10025 GC
__20 GC Deluxe Dungeoneering Kit(A deluxe dungeoneering kit contains two candles, chalk, a hammer and four pitons, 50 feet of silk rope, two sacks, three sunrods, four tindertwigs, and an everburning torch.)
__50 GC = MW Backpack
_100 GP Mirror ball - Weight 1 lb.
This intensely polished steel sphere can be rolled in a manner similar to a thrown splash weapon. Anyone who can clearly see the sphere within 30 feet can notice the presence or absence of movement reflected on its surface, making it useful for checking around corners for guards. A gently rolled ball on a smooth floor requires a DC 10 Perception check to hear.
Glory of Old (Dwarf) (Region)
In your veins flows the blood of dwarven heroes from Tar Taargadth.
Benefits: You receive a +1 trait bonus on saving throws against spells, spell-like abilities, and poison.
Seeker (Social)
You are always on the lookout for reward and danger.
Benefits: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Wisdom in the Flesh (Religion)
Your hours of meditation on inner perfection and the nature of strength and speed allow you to focus your thoughts to achieve things your body might not normally be able to do on its own.
Benefits: Select any Strength-, Constitution-, or Dexterity-based skill = Acrobatics. You may make checks with that skill using your Wisdom modifier instead of the skill’s normal ability score. That skill is always a class skill for you.
Drawback: Occult Bargain You draw magical power from a source who insists that its identity remains secret.
Effect(s): You take a –1 penalty on concentration checks, and you must invoke the entity’s name by word or text each day or be unable to regain spell slots that day. You must be able to cast 0-level and 1st-level spells as a class feature to select this drawback.
=====Attributes=====:
STR 16=14(Buy)+2(Belt)
DEX 8=10(Buy)-2(Race)
CON 18=14(Buy)+2(Race)+2(Belt)
INT 10=10(Buy)
WIS 20=14(Buy)+2(Race)+2(Level 4, 8)+2(Headband)
CHA 16=14(Buy)+2(Headband)