Shaman

Ehawee's page

50 posts. Alias of fatmanspencer.


Full Name

Ehawee

Classes/Levels

To hit +6 Init +10; Senses low-light vision; Perception +16 AC 19, touch 13, flat-footed 16 Vig 78/78 Wnd 38 (Threshold 16) Fort +8, Ref +5, Will +10;

About Ehawee

Ehawee
Elf bloodrager 6/shaman 6/gestalt 6/Hierophant 3 (Pathfinder RPG Advanced Class Guide 15, 35)
CG Medium humanoid (elf)
Init +10; Senses low-light vision; Perception +18
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Defense
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AC 19, touch 13, flat-footed 16 (+6 armor, +3 Dex)
Vig 78 (6d10) Wnd 38 (Threshold 16)
Fort +8, Ref +5, Will +10; +2 vs. enchantments, +2 bonus vs. spells cast by self or an ally
Defensive Abilities blood sanctuary, hard to kill, improved uncanny dodge; Immune sleep
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Offense
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Speed 40 ft. (30 ft. in armor)
Melee elven branched spear +11/+6 (1d8+6/×3)
Ranged longbow +9/+4 (1d8/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with elven branched spear)
Special Attacks blood casting, bloodrage (17 rounds/day), channel positive energy 3/day (DC 15, 3d6), faith's reach[MA], hexes (evil eye, misfortune[APG], slumber[APG]), mythic power (9/day, surge +1d6)
Bloodrager Spells Known (CL 6th; concentration +8)
. . 1st (2/day)—burning hands (DC 13), ear-piercing scream[UM] (DC 13), jump, true strike
. . Bloodline Shadow
Shaman Spells Prepared (CL 6th; concentration +11)
. . 3rd—create food and water, cure serious wounds, protection from energy; heroism[S] or neutralize poison[S]
. . 2nd—augury, cure moderate wounds (2), sun's disdain (DC 17); lesser restoration[S] or spiritual weapon[S]
. . 1st—bless, coward's cowl, cure light wounds (2), protection from evil; detect undead[S] or unseen servant[S]
. . 0 (at will)—create water, detect magic, know direction, stabilize
. . S spirit magic spell; Spirit Life Wandering Spirit Ancestors
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Statistics
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Str 18, Dex 17, Con 16, Int 17, Wis 20, Cha 15
Base Atk +6; CMB +9 (+11 trip); CMD 23 (25 vs. trip)
Feats Accursed Hex[M], Agile Maneuvers, Alertness, Ambush Awareness[UW], Blind-fight, Combat Expertise, Deadly Aim, Elven Battle Training[ARG], Eschew Materials, Extra Hex[APG], Improved Initiative, Improved Trip, Point-Blank Shot, Precise Shot, Reach Defense, Toughness, Two-weapon Fighting, Vital Strike, Weapon Finesse[M], Weapon Focus (elven branched spear), Weapon Trick (polearms)
Traits accelerated drinker, born free
Skills Acrobatics +3, Appraise +4, Bluff +4, Diplomacy +10, Handle Animal +10, Heal +12, Knowledge (arcana) +12, Knowledge (nature) +12, Perception +18, Ride +4, Sense Motive +8, Sleight of Hand +5, Spellcraft +8 (+10 to identify magic item properties), Survival +14, Use Magic Device +3; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Dwarven, Elven, Halfling, Orc
SQ amazing initiative, ancestor's council, elven magic, fast movement, life current[MA], recalled blessing[MA], recuperation, shades of rage, shadow vision, spirit animal, sustained by faith[MA]
Other Gear breastplate, elven branched spear, longbow, 705 gp
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Special Abilities
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Accursed Hex [Mythic] When using Accursed Hex, foe must roll second save twice and take lower result.
Agile Maneuvers Use DEX instead of STR for CMB
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Ambush Awareness Take total defense action when surprised.
Ancestor's Council (5/day) (Su) As a standard action, grant ally within 30 ft. +2 to attack/save/ability/skill check made before next turn.
Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.
Blind-Fight Re-roll misses because of concealment, other benefits.
Blood Casting (Su) Cast bloodrager spells while in bloodrage.
Blood Sanctuary +2 (Su) +2 bonus to save vs. spells cast by self or an ally.
Bloodrage (17 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Elven Battle Training +2 CMD vs. disarm & sunder with elven weapons, one additional attack of opportunity.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Evil Eye -2 (8 rounds, DC 18) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Faith's Reach (Su) Your touch divine spells have a range of 30 ft.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Improved Trip You don't provoke attacks of opportunity when tripping.
Improved Uncanny Dodge (Lv >= 10) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 10+.
Life Current (1s as 2s) (Su) When casting cure or inflict spells, or using a channel energy feature, treat some rolls as higher.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Misfortune (1 round, DC 18) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Reach Defense +2 dodge bonus to AC on AoO from foes not adjacent to you.
Recalled Blessing (Su) Use 1 power, cast known/memorized divine spell for free, non-mythic foes must save twice, you roll twice for healing amt.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Shades of Rage (Su) While raging, lower light level in 30 ft by 1 step.
Shadow Vision (Su) While raging, visual acuity in darkness improves.
Shaman Channel Positive Energy 3d6 (3/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Slumber (6 rounds, DC 18) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg).
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spirit Animal If spirit animal is slain, cannot use spirit magic or prepare new spells.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Sustained by Faith (Su) You require no food, water, or sleep. Spend 1 power to not need to breathe for 24 hours.
Vital Strike Standard action: x2 weapon damage dice.
Weapon Trick (Polearms) You may perform weapon tricks with the chosen weapon type.

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