Wizard

Faelan Anwyl's page

1 post. Alias of MichaelCullen.


Full Name

Faelan

Race

Human

Classes/Levels

Shaman (Animist, Heaven's Spirit) 4 | AC 13 T 10 F 13 | HP 35/35 | F +4 R +11 W +8 | Init +0 | Perc +12

About Faelan Anwyl

Faelan

Stat Block:
Male human (Kellid) shaman (animist) 4 (Pathfinder RPG Advanced Class Guide 35, 110)
N Medium humanoid (human)
Init +0; Senses Perception +12
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Defense
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AC 13, touch 10, flat-footed 13 (+3 armor)
hp 35 (4d8+12)
Fort +3, Ref +1, Will +8
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 greenwood club +4 (1d6+1)
Ranged sling +3 (1d4)
Special Attacks hexes (enveloping void, heaven's leap, misfortune)
Shaman (Animist) Spells Prepared (CL 4th; concentration +8)
2nd—barkskin, barkskin, cure moderate wounds; barkskin[S] or skinsend[S,UM]
1st—obscuring mist, protection from evil; charm animal[S] (DC 15) or speak with animals[S]
0 (at will)—create water, detect magic, light
S spirit magic spell; Spirit Heavens Wandering Spirit Nature
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Statistics
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Str 10, Dex 10, Con 14, Int 14, Wis 19, Cha 14
Base Atk +3; CMB +3; CMD 13
Feats Alertness, Extra Hex[APG], Extra Hex[APG], Skill Focus (Diplomacy)
Traits suspicious, into enemy territory (fort +1)
Skills Acrobatics -3 (-7 to jump), Diplomacy +15, Fly +1, Handle Animal +6, Heal +8, Knowledge (dungeoneering) +3, Knowledge (engineering) +3, Knowledge (history) +3, Knowledge (nature) +6, Knowledge (planes) +6, Knowledge (religion) +6, Perception +12, Profession (soothsayer) +8, Ride +1, Sense Motive +14, Spellcraft +9, Survival +8 (+10 to get along in the wild, endure severe weather, avoid getting lost, spot natural hazards, and predict weather)
Languages Celestial, Common, Hallit, Sylvan
SQ spirit animal (thrush named Arcane Familiar), stardust, storm burst, wrangle condition
Combat Gear wand of cure light wounds (30 charges), wand of lesser restoration (10 charges); Other Gear leaf armor[ISWG], +1 greenwood club, sling, basic maps (major landmarks only), bedroll, belt pouch, candle (10), flint and steel, flint and steel, hemp rope (50 ft.), knife, utility (0.5 lb), masterwork backpack[APG], masterwork tool, masterwork tool, masterwork tool, mess kit[UE], soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of spirit rattle, 38 pp, 5 gp
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Special Abilities
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Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enveloping Void (DC 16) (Sp) As a standard action, foe in 30 ft treats light as 2 steps lower for 4 rds (Will neg).
Familiar Bonus: +3 bonus on Diplomacy You gain the Alertness feat while your familiar is within arm's reach.
Heaven's Leap (Su) As a standard action, ally in 30 ft moves as jester jaunt.
Misfortune (1 round, DC 16) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Stardust (5/day) (Sp) Foe in 30 ft sheds light, can't be invisible/conceal & -2 to att & perception checks for 2 rds.
Storm Burst (5/day) (Su) As a standard action, foe in 30 ft treats all others as concealed for 2 rd.
Wrangle Condition (6/day) (Su) As a standard action, Diplomacy check transfers condition from ally to self.

Familiar:

Stiven
Arcane Familiar
Thrush (Pathfinder RPG Ultimate Magic)
N Diminutive magical beast (animal)
Init +2; Senses low-light vision; Perception +12
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Defense
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AC 18, touch 16, flat-footed 16 (+2 Dex, +2 natural, +4 size)
hp 17 (1d8-2)
Fort +0, Ref +4, Will +6
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Offense
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Speed 10 ft., fly 50 ft. (average)
Melee bite +2 (1d2-5)
Space 1 ft.; Reach 0 ft.
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Statistics
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Str 1, Dex 15, Con 6, Int 7, Wis 15, Cha 6
Base Atk +3; CMB +1; CMD 6
Feats Skill Focus (Perception)
Skills Acrobatics +2 (-6 to jump), Diplomacy +2, Fly +12, Handle Animal -1, Heal +3, Perception +12, Ride +3, Sense Motive +6, Spellcraft +2, Survival +3
Languages Common
SQ improved evasion
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Special Abilities
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Flight (50 feet, Average) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

Character Planning:

[b]Character Planning:

I intend to continue to take levels in Shaman for the duration of Faelan’s career.
I see his role in combat as a support character. Not so much a buffer, but rather more of an enabler. The Shaman comes with many unique ways to effect the battle field, I intend to use them to set my allies up for success and to get them out of trouble when they need it. I intend to use hexes primarily for combat and use my spells for utility. As a divine caster, I also intend on being the primary source for healing, delivering cure spells through my familiar for battle field mobility.

resume:

Resume:
Faelan has paid a local boy to scribe for him a resume of sorts. Written on brown parchment, the script is rough but legible.
Expert Survivalist seeks work headed to the fallen star.
Capable of seeing the unseen and feeling the unfelt.
Can provide rudimentary healing.
Can be an asset to any team, inquire about unique capabilities.

Backstory:

Backstory:
Faelan’s earliest memories are of his father, a towering man both in stature and in will. With his mother dying at his birth, Faelan’s dad took to raising him. He was raised in the mountains north of old Sarkosis, his dad teaching him the ways of the wilderness. His father being a stern man, having lost most of his happiness with the death of his wife, nonetheless found joy in his son.
In the summer of his twelfth year, tragedy struck once more. While tracking some wild goats through a mountain pass, Faelan and his father were ambushed by a small band of demons, far north of the wound. His father managed to fend them off long enough for Faelan to hide amongst some wild berry bushes in a ravine. Eventually the demons managed to subdue and bind his father in rope, marching him south to die in the iron mines of Iz.
Three days into the boy’s despair a thrush came upon him drinking from a mountain stream. This was no ordinary thrush, but rather a spirit with the form of a bird. Taking pity on the boy, the spirit bonded with him and began teaching him the old ways, the ways of his ancestors. The bird taught him to see the other world, the spirit world. Everything has spirits, every object, every place, every feeling, every concept.
The next 19 years were spent mostly in the wild, finding little need to enter towns more than once every few seasons. The boy grew into a man and the man grew in both understanding and power with the spirit world. One day things changed, every spirit of the heavens, the sky, of night and of darkness began calling. These spirits called those who could hear, ushering them toward a small city in Varisia. Ushering them toward Riddleport.
Upon arrival in Riddleport, Faelan has found the spirits all a-chatter. They speak now of a star, a star that has fallen to earth. Faelan feels a call to this fallen star, but for purposes unknown.