About Hadzi UbuntuHadzi
DEFENSE:
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex, )
OFFENSE:
Speed 20 ft.
STATISTICS:
Str 10, Dex 12, Con 14, Int 10, Wis 15, Cha 16, Base Atk +1; CMB +1; CMD 12 Feats Alertness, Fey Foundling, Selective Channeling SkillsAcrobatics -1, Climb -2, Diplomacy +7, Escape Artist -1, Fly -1, Heal +8, Knowledge (Nature) +4, Knowledge (Planes) +4, Knowledge (Religion) +4, Perception +4, Ride -1, Sense Motive +4, Spellcraft +5, Stealth -1, Swim -2, Use Magic Device +9 Traits Caretaker, Dangerously Curious, Languages Common, Polyglot SQ alignment, bonus feat, channel (1d6, DC 13, 4/day), familiar's alertness ability active, life (spirit), orisons, skilled, spirit, spirit animal, spirit magic, weapon and armor proficiency, Combat Gear candle (10), rations (trail/per day) (5), torch (10), Other Gear armored coat, spell component pouch, holy symbol (wooden), familiar satchel, pouch (belt), sling, pack animal, donkey/mule, backpack, bedroll, flint and steel, mess kit, pot (iron), rope (hemp/50 ft.), soap (per lb.), waterskin, 52.0 gp SPECIAL ABILITIES:
Alignment A witch doctor cannot be of evil alignment. Bonus Feat Humans select one extra feat at 1st level. Caretaker As the child of an herbalist or an assistant in a temple infirmary, you often had to assist in tending to the sick and wounded. You gain a +1 trait bonus on Heal checks, and Heal is always a class skill for you. Channel (Su) You can unleash a wave of positive energy. You must choose to deal 1d6 points of positive energy damage to undead creatures or to heal living creatures of 1d6 points of damage. Creatures that take damage from channeled energy receive a DC 13 Will save to halve the damage. You can use this ability 4 times per day. Dangerously Curious You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent's laboratory or shrine to tinker with spell components and magic devices, and often caused quite a bit of damage and headaches for your parent as a result. You gain a +1 trait bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you. Familiar's Alertness ability active (Ex) PC has a familiar that has the Alertness (Ex) ability and it is within arms' reach, the master gains the Alertness feat. Hex A shaman learns a number of magical tricks, called hexes, which grant her powers or weaken foes. Using a hex is a standard action that doesn't provoke an attack of opportunity unless otherwise noted. The saving throw DC to resist a hex is 13. Life (Spirit) Spirit Magic 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) Life Link The shaman creates a bond between herself and another creature within 30 feet. Each round at the start of the shaman's turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and the shaman takes 5 points of damage. The shaman can have 2 bonds active. The bond continues until the bonded creature dies, the shaman dies, the distance between her and the bonded creature exceeds 100 feet, or the shaman ends it as an immediate action. If the shaman has multiple bonds active, she can end as many as she wants with the same immediate action. Orisons Shamans can prepare a number of orisons, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Spirit (Su) A shaman forms a mystical bond with the spirits of the world. She forms a lasting bond with a single spirit, which grants a number of abilities and defines many of her other class features. If the shaman takes levels in another class that grants a mystery (such as the oracle), the spirit and mystery must match, even if that means one of them must change. Subject to GM discretion, the shaman can change her former mystery or spirit to make them conform. Spirit Animal (Ex) A shaman forms a close bond with a spirit animal tied to her chosen spirit. This animal is her conduit to the spirit world, guiding her along the path to enlightenment. The animal also aids a shaman by granting her a special ability. A shaman must commune with her spirit animal each day to prepare her spells. While the spirit animal does not store the spells like a witch's familiar does, the spirit animal serves as her conduit to divine power. If a shaman's spirit animal is slain, she cannot prepare new spells or use her spirit magic class feature until the spirit animal is replaced. 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. Weapon and Armor Proficiency A shaman is proficient with all simple weapons, and with light and medium armor. ABOUT:
A recent arrival in Absalom from the jungles of Mwangi, Hadzi is rapidly becoming accustomed to life in the big city. His companion Shikaba less so. Almost immediately upon arriving Hadzi wandered into a temple to Pharasma and quickly became a devotee of The Lady of Graves. While not a priest himself, he can appreciate the balance of life and death. Now he looks to utilize the talents he learned in his homeland to assist the Pathfinder Society, and save some lives along the way. Hadzi just wants to help SHIKABA Female Familiar Compsognathus animal 1
DEFENSE:
AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size )
OFFENSE:
Speed 40 ft. Swim 20 ft.
STATISTICS:
Str 8, Dex 15, Con 14, Int 6, Wis 11, Cha 5,
SPECIAL ABILITIES:
Alertness (Ex) While a familiar is within arm's reach, the master gains the Alertness feat. Empathic Link (Su) The master has an empathic link with his familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does. Fast Healing (Ex) You regain hit points at 1 hit points per round. You regain hit points at 1 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately. Improved Evasion (Ex) When subjected to an attack that normally allows a Reflex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails. Improved Initiative Before rolling initiative, you can spend 10 stamina points to use 20 as the number rolled. Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day. Mod Empathic Link Mod Familiar ~ Alertness Mod Improved Evasion Mod Share Spells Poison (Ex) Bite - injury; save Fort DC 12; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save. Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility. Share Spells (Ex) The master may cast a spell with a target of "You" on her animal companion (as a spell with a range of touch) instead of on herself. A master may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells. Spirit Animal (Su) The spirit animal appears to be a beautiful and very healthy version of its species, and seems especially vibrant and full of life. PFS CAREER:
5-10 The Confirmation - 2PP (GM Credit)
3 XP, 3 PP, 5 Fame |
