Stage Magician

Fysus's page

252 posts. Organized Play character for Revvy Bitterleaf.


Full Name

Fysus

Race

HP: 35/35 AC13 (FF12/Touch11/CMD13) Fort+5, Ref+4 Will+11 Init+3 Perc.+5; Darkvision

Strength 8
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 20
Charisma 7

About Fysus

PFS: 13475-18

Shaman:
HPS 35 (8 + 5*3 from lvls +2*6 con, +1*5 favored class)

Fort save: +5 (+1 base, +2 con, +2 luck)
Ref save: +4 (+1 base, +1 dex, +2 luck)
Will save: +11 (+4 base, +5 wis, +2 luck)

CMD: 13 (10+ BAB +3 , -1 str + 1 dex)

Ability Score Racial Traits: Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Type: Half-orcs are Humanoid creatures with both the human and orc subtypes.
Size: Half-orcs are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Half-orcs have a base speed of 30 feet.

Sacred Tattoo Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.

Darkvision: Half-orcs can see in the dark up to 60 feet.

Orc Blood: Half-orcs count as both humans and orcs for any effect related to race

Shaman's Apprentice Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.

traits:
Fate's Favored - Benefit: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Reactionairy - +2 init

Feats:
-Endurance: Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
You may sleep in light or medium armor without becoming fatigued.

-Die Hard Benefit: When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.
When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than your Constitution score, you immediately die.

Extra Hex

Leather armor
Club
Smokestick
Alchemical acid
Traveling gear (tent, sleeping bag, cooking gear, ect)
50 ft rope (knotted) + grappling hook
Light crossbow (50 crossbow bolts)
Backpack
Wand of Goodberry (46/50 charges)
Scroll of Water Breathing
Pearl of power (level 1)

Skills (4+int)
Diplomacy +2 (+1 rank, -2 cha, +3 trained)
Handle animal +2 (+1 rank, -2 cha, +3 trained)
Heal 11 (+3 rank, +5 wis, +3 trained)
Profession (Cook) 10 (+2 rank, +5 wis, +3 trained)
Survival 10 (+2 rank, +5 wis, +3 trained)
Spellcraft 4 (+1 rank, +0 int, +3 trained)
Knowledge (Nature) 4 (+1 rank, +0 int, +3 trained)
Knowledge (Planes) 4 (+1 rank, +0 int, +3 trained)
Knowledge (Religion) 4 (+1 rank, +0 int, +3 trained)
Climb +0 (+1 rank, -1 strength)
Swim +0 (+1 rank, -1 strength)
Acrobatics +2 (+1 rank, +1 dex)

Spirit:
Spirit Animal: The flesh of the shaman's spirit animal accurately reflects the stars that would be visible in the night sky, no matter where the animal is or the time of day. Due to this, it can be used as a star map. In addition, it gains a fly speed of 5 feet; if the animal already has a fly speed, instead its fly speed increases by 10 feet. While the animal is flying, a small nimbus of light surrounds it.
Spirit Ability: A shaman who chooses the heavens spirit as her spirit or wandering spirit gains the following ability.
Stardust (Sp): As a standard action, the shaman causes stardust to materialize around one creature within 30 feet.
This stardust causes the target to shed light as a candle, and it cannot benefit from concealment or any invisibility effects. The creature takes a -1 penalty on attack rolls and sight-based Perception checks. This penalty to attack rolls and Perception checks increases by i at 4th level and every 4 levels thereafter, to a maximum of -6 at 20th level. This effect lasts for a number of rounds equal to half the shaman's level (minimum i). Sightless creatures cannot be affected by this ability. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier.

Hex: Witch Hex: The shaman selects any one hex normally available through the witch's hex class feature. She treats her shaman level as her witch level when determining the powers and abilities of the hex. She uses her Wisdom modifier in place of her Intelligence modifier for the hex. She cannot select major hexes or grand hexes using this ability. The shaman cannot select a witch hex that has the same name as a shaman hex.

Choosen: Slumber (DC = 10 + 1/2 lvl + Wis(5) = 17)

Evil Eye (Su): The shaman causes doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (shaman's choice): ability checks, AC, attack rolls, saving throws, or skill checks. This hex lasts a number of rounds equal to 3 + the shaman's Wisdom modifier. A successful Will saving throw reduces this to just 1 round. At 8th level, the penalty increases to –4.

Misfortune (Su): The shaman causes a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A successful Will saving throw negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, the creature cannot be the target of this hex again for 24 hours.

Spirit Magic

A shaman can spontaneously cast a limited number of spells per day beyond those she prepared ahead of time. She has one spell slot per day of each shaman spell level she can cast, not including orisons. She can choose these spells from the list of spells granted by her spirits (see the spirit class feature and the wandering spirit class feature) at the time she casts them. She can enhance these spells using any metamagic feat that she knows, using up a higher-level spell slot as required by the feat and increasing the time to cast the spell (see Spontaneous Casting and Metamagic Feats).

Current: Waves;

Wandering Spirit (Su)

At 4th level, a shaman can form a temporary bond with a spirit other than the one selected using her spirit class feature. She must make this selection each day when preparing her spells. While this feature is active, she gains the spirit ability granted by the spirit. She also adds the spells granted by that spirit to her list of spells that she can cast using spirit magic. She does not add the hexes from her wandering spirit to her list of hexes that she can choose from with the hex class feature. At 12th level, she gains the abilities listed in the greater version of her wandering spirit. At 20th level, she gains the ability listed in the true version of her wandering spirit.

Current: Waves;
Spirit Ability

A shaman who chooses the waves spirit as her spirit or wandering spirit gains the following ability.

Wave Strike (Su): As a standard action, the shaman can perform a melee touch attack that drenches a creature and pushes it away. The opponent takes 1d6 points of nonlethal damage + 1 point for every 2 shaman levels they possess and is pushed 5 feet directly away from the shaman. This movement does not provoke attacks of opportunity. A shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, any melee weapon she wields is treated as if it had the quenching weapon special ability.

Spells:
0 (4) Daze, Guidance, Virtue, Stabilize
1st (3+2) Cure light wounds, Cure Light wounds, Monkeyfish, Protection from evil, Burning hands
2nd (2+1) Resist energy, Remove paralysis, Hold Person

Spirit Magic Spells: Color spray (1st), hypnotic pattern (2nd)
Wandering Spirit: Hydraulic push (1st), slipstream (2nd)