![]()
About HuxwrenI woke up this morning, and it’s like I’m a whole new person! Halfling Relic Channeler Medium 8
Melee +1 Dagger *+18/+13 (*1d3+14 P or S, 19-20/x2)
Ranged Sling *+16 (*1d3+7 B)
Non-Standard Skill Bonuses
Special Abilities:
------------------------------
SPECIAL ABILITIES ------------------------------ Creepy Doll: Glassy eyes and porcelain skin make some halflings look more like dolls than living creatures. If they cease moving and pretend to be a doll while they aren’t being observed, they can use the Stealth skill without cover or concealment. A successful Stealth check still allows other creatures to notice the halfling; they just believe the halfling is a doll, similar to the freeze universal monster ability (without being able to take 20). In addition, they take no size penalty on Intimidate checks against larger humanoids. The racial trait replaces keen senses and sure-footed. Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck. Halfling Luck: Halflings receive a +1 racial bonus on all saving throws. Slow Speed: Halflings have a base speed of 20 feet. Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon. Spirit: A medium serves as a vessel to channel spirits - astral echoes of powerful souls from ages past that live on in myth and legend. Each day, a medium can channel a spirit through a ritual known as a seance. Seances take 1 hour to perform and require the medium’s concentration. At the end of a seance, the medium invites a local spirit to inhabit him and serve as his spirit for that day. Each spirit arises from one of six legends. Though the medium can choose the legend to which the spirit he channels belongs, he must channel that spirit from an appropriate location. Each spirit has a favored location it usually inhabits, though spirits may also be present at other locations appropriate to their legends; such locations are listed in each legend’s Favored Locations entry. The medium gains the spirit’s listed seance boon and lesser spirit power for 24 hours. The medium also gains the spirit’s intermediate spirit power at 6th level, its greater spirit power at 11th level, and its supreme spirit power at 17th level. After 24 hours, the medium loses contact with the channeled spirit and can perform another seance. A medium can invite his allies to participate in his seance and certain spirit powers affect other participants. A character counts as participating so long as she maintains physical contact with another participating character and willfully opens herself to the spirit; unlike the medium, other participating characters can take other actions during this time. Only creatures with an Intelligence score of at least 3 can participate in a seance. In addition to granting power to the medium, a channeled spirit can influence the medium. By channeling a spirit, the medium allows the spirit to gain 1 point of influence over him. If the medium loses that 1 point of influence, he loses contact with the spirit, though he is still unable to perform a new seance until the normal 24 hour period has elapsed since his last seance. When the spirit leaves after the 24-hour duration and before the next seance, the spirit’s influence over the medium resets to 0. Certain abilities allow the medium to gain additional power in exchange for allowing the spirit more influence over him. When a spirit gains at least 3 points of influence over the medium, the dual impulses housed within the same body cause the medium to meld with his spirit’s consciousness. The resulting muddled sense of self and struggle for control causes the medium to take a –2 penalty on initiative checks as well as a specific additional penalty listed in each spirit’s entry. However, the spirit’s mental presence grants the medium a +4 bonus against possession effects and a +2 bonus on saving throws against mind-affecting effects that are not related to possession. If a spirit ever attains 5 or more points of influence over the medium, the medium completely loses control to the spirit. He effectively becomes an NPC under the GM’s control until after he awakens the next day with the spirit gone. Relics: A relic channeler begins with one relic for each of the six spirit legends. Each relic corresponds to a specific spirit, and could be any type of psychically resonant item—from a runestone with a symbol related to that spirit to a bone remnant from a legendary hero. Once a relic channeler selects a choice for taboos and spirit powers (such as archmage arcana and legendary champion), those choices remain in effect every time she channels that legend; unlike normal mediums, she can’t select a different option each time. A relic channeler can’t choose to channel a weaker spirit to reduce her influence from spirit surge. She doesn’t need to find an appropriate location to channel her spirits, since she can simply use her relics. If she loses one of her relics, she is incapable of channeling that legend until she recovers the relic. If the relic is destroyed, the relic channeler can use her strong bond with the spirit of that relic to forge a new relic for that spirit from her own essence. The process takes 1 week of intense seances and 500 gp per medium level she possesses. This ability alters spirit. Powerful Bond: Because of habitually channeling the same spirits and possessing physical links to the spirits’ former lives and legends, a relic channeler possesses a strong bond with her spirits. She receives the benefit of the Alertness feat whenever she is suffering a spirit’s influence penalty. She chooses two spells of each level with the archmage arcana and divine surge spirit powers instead of one, two exotic weapon proficiencies with champion’s prowess instead of one, three combat feats with legendary champion instead of two, and three skills with trickster’s edge instead of two. This ability alters spirit. Spirit Bonus: When a medium channels a spirit, he gains a bonus on certain checks and to certain statistics, depending on the spirit. A 1st-level medium’s spirit bonus is +1; it increases by 1 at 4th level and every 4 levels thereafter. Spirit Surge: After failing a d20 roll that was modified by his spirit bonus, a medium can allow his spirit to gain 1 additional point of influence over him in order to add 1d6 to the check’s result without taking an action. This can cause the check to succeed instead of fail. The medium must be conscious and aware to use this ability, and he can use this ability at most once per round. Shared Seance: At 2nd level, a medium can share his channeled spirit’s aid with his allies. All allies who participate in the medium’s seance gain the channeled spirit’s seance boon for 24 hours. Taboo: At 2nd level, during his daily seance, a medium can accept a taboo in order to appease his spirit. Each spirit lists example taboos, and the GM may allow additional taboos as well. Accepting a taboo allows the medium to use his spirit surge ability twice without incurring influence. The medium can select only a single taboo. The medium is not magically prevented from breaking his taboo, but if he breaks the taboo for any reason, he takes a –2 penalty on attack rolls, damage rolls, ability checks, skill checks, and saving throws for 1 hour and his spirit gains 1 point of influence over him. If the medium continues violating the taboo while taking the penalty, the duration of the penalty extends, but the spirit doesn’t gain additional influence over the medium. If a spirit attains 5 points of influence because of a violated taboo, instead of possessing the medium, the spirit leaves the medium’s body entirely, and the medium loses access to his spirit powers, spirit bonus, and spirit surge abilities until the next time he can perform a seance. Banishing a spirit in this way damages the medium’s connection to that spirit’s legend; the medium cannot channel spirits of that legend for 1 week, and the next time the medium channels a spirit of that legend, it starts with 2 points of influence over him instead of 1. Object Reading: At 3rd level, a relic channeler gains the occultist’s object reading ability, substituting her medium level for her occultist level for this ability. This ability replaces haunt channeler. An occultist learns how to read information from items he examines. Examining an item in this way requires him to spend 1 minute handling the item. If the item is a magic item, the occultist learns its properties and command word as if he had successfully examined the item using detect magic and succeeded at a Spellcraft check. This ability does not reveal whether the item is cursed unless the occultist’s class level is equal to or greater than the caster level of the item. If the item has any historical significance, the occultist learns one piece of information about its past (as determined by the GM). Finally, if the item was last used no longer than 1 day ago per the occultist’s class level, the occultist learns one piece of information about the last creature to use the item. This information might be a glimpse of the creature’s appearance, a brief vision of what it saw while using the item, or perhaps its emotional state when it last used the item. The GM determines what information is gained in this way. This functions like the psychometry occult skill unlock, but doesn’t require a skill check and can be used at will. Apport Relic: At 5th level, a relic channeler can call one of her relics to her once per day as though she had cast apport object on it and was mentally completing the spell. Furthermore, if the relic channeler gains the apport object spell, she can use it to receive her relics without casting it on them in advance in the same way. The range at which the relic channeler can apport her relics (both with this ability and the spell) increases by an additional 5 feet for every 2 levels she possesses beyond 5th. This ability replaces location channel. Connection Speciality: At 7th level, a relic channeler gains connection channel and can use that ability as a normal medium, despite not possessing location channel. She requires familiarity to use this ability, even if she is in an appropriate location. This ability alters connection channel. A medium can perform a special seance at any location - so long as he possesses some connection to the deceased - to call forth that person’s spirit into the medium’s body so his allies can ask it questions. The effects are similar to the spell call spirit, except that the duration is 1 round per medium level and the spirit possesses the medium’s body instead of appearing in a wispy form. The other participants of the seance must ask the questions. Once the medium attempts to call a spirit, he cannot attempt to call the same spirit again for 24 hours. Once per round, the medium can attempt to end the seance early by succeeding at a Will save (DC = 20 + 1/2 the medium’s class level). If another participant in the seance is more familiar with the deceased than the medium, the medium can substitute that participant’s familiarity in place of his own to determine the DC of the call spirit effect. Spirits:
------------------------------
SPIRITS ------------------------------ Archmage Spoiler:
There’s always more to learn, you know. Or perhaps you don’t. Hmph. Just goes to show that you’ll never have a spell named after yourself. After all, everyone’s heard of Garglafex the Great - haven’t they?
Spirit Bonus: When you channel an archmage, your spirit bonus applies on concentration checks, Intelligence checks, and Intelligence-based skill checks. Seance Boon: Your damaging spells deal an additional 2 points of damage of the same type that they would normally deal to each target. Influence Penalty: Your body begins to respond as if you were a frail, aged scholar. You take a penalty equal to your spirit bonus on Strength checks, Strength-based skill checks, Constitution checks, attack rolls, and non-spell damage rolls. Legendary Influence: (Arcane Armor Training) As a swift action, reduce the arcane spell failure chance due to the armor you are wearing by 10% for any spells you cast this round. Taboo: You must not pass up the opportunity to learn something new and significant (a nontrivial piece of information with a Knowledge check of DC 20 or higher) when that opportunity is directly present. Lesser Spirit Power: (Archmage Arcana) Instead of your normal spells per day for your medium level, you gain the same number of spells per day as a Mesmerist. For each level of spell you can now cast (including level 0), select two spells of that level from the sorcerer/wizard spell list to add to your medium spell list and spells known until you lose contact with the archmage. When you cast these spells, they count as arcane (though not for the purpose of fulfilling prerequisites), and thus you must provide verbal and somatic components instead of thought and emotion components. 0th: Ray of Frost, Read Magic
Intermediate Spirit Power: (Arcane Surge) You can allow the archmage spirit to gain 1 point of influence over you in order to cast one of your medium spells known without expending a spell slot. When you do so, the caster level and DC of the spell increase by 1, and you can’t apply metamagic to the spell. Champion Spoiler:
Hah! Did you see that! Put my knife right where I said I would, and not an inch deeper. That’ll show them not to mess with Bloodsong, the fastest blade this side of the Inner Sea!
Spirit Bonus: When you channel a champion, your spirit bonus applies on attack rolls, non-spell damage rolls, Strength checks, Strength-based skill checks, and Fortitude saves. Seance Boon: You gain a +2 bonus on all non-spell damage rolls. Influence Penalty: You are quick to violence and prefer a weapon to spells or contemplation. You take a penalty equal to your spirit bonus on Intelligence checks and Intelligence-based skill checks, and to your caster level (to a minimum of caster level 0); as usual, a reduced caster level may render you unable to cast spells. You can’t benefit from effects that increase your caster level. Legendary Influence: (Combat Reflexes) You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed. Taboo: You must accept any challenge to prove your prowess in battle, including challenges to single combat - if you or an ally breaks the rules of the challenge, you break this taboo. Lesser Spirit Power: (Champion’s Prowess) You gain proficiency in all martial weapons and in two exotic weapons of your choice (Estoc, Spiked Chain). Intermediate Spirit Power: (Sudden Attack) Whenever you take a full-attack action, you gain one additional attack at your highest base attack bonus. This ability stacks with the extra attack from haste, but it doesn’t stack with special actions that grant extra attacks, such as flurry of blows or spell combat. Sudden attack works as normal with full-attack options such as two-weapon fighting. Guardian Spoiler:
They could come from anywhere, you know. Anywhere. Like right behind you! Oh, looks like it’s not them this time. But it could be next time! And sure as my name’s Spitfoot, they won’t catch me by surprise - not again, they won’t! I’ll be ready!
Spirit Bonus: When you channel a guardian, your spirit bonus applies to AC and on Constitution checks, Fortitude saves, and Reflex saves. Seance Boon: You gain a +1 bonus to CMD. Influence Penalty: You are incredibly cautious and guarded in all things, and your caution sometimes gets in the way. When attacking, you always fight defensively, and when casting a spell, you always cast defensively. Because of your focus on defense, you take a penalty on damage rolls equal to your spirit bonus. Legendary Influence: (Shield Focus) Increase the AC bonus granted by any shield you are using by 1. Taboo: You must always protect others from danger when you can (including defeated enemies, but not enemies that are an active threat to you and others). Lesser Spirit Power: (Guardian’s Shield) You gain proficiency in heavy armors and shields (including tower shields). Intermediate Spirit Power: (Absorb Blow) You gain DR/- and resistance to acid, cold, electricity, fire, and sonic equal to 1/2 your medium level. Add paladin’s sacrifice to your medium spells known as a 2nd-level spell. Heirophant Spoiler:
This unworthy one has no name besides that of a Penitent Seeker, though by the grace of the Inheritor we might all one day cast off these material bonds that bind us to this world of sin and ascend to reside by Her side in Heavenly perfection!
Spirit Bonus: When you channel a hierophant, your spirit bonus applies on Wisdom checks, Wisdom-based skill checks, and Will saves. Seance Boon: Your healing spells and abilities heal an additional 2 points of damage to each target. This does not affect healing conferred by magic items, nor does it add to fast healing or similar effects. Influence Penalty: Whether the spirit hopes to offer a chance for redemption or to sacrifice foes later on a dark altar, you must strike for nonlethal damage in combat whenever possible. You take a penalty equal to your spirit bonus on all Charisma checks and Charisma-based skill checks involving worshipers of faiths other than the spirit’s, except checks to convince others to convert to the spirit’s faith. Legendary Influence: (Selective Channeling) When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy. Taboo: You may not deliberately speak any lies, including bluffing, exaggerating, stating half-truths with intent to deceive, lies by omission, and so on, and if you know the answer to a question that someone asks you, you must give the answer. Lesser Spirit Power: (Divine Surge) Instead of your normal spells per day for your medium level, you gain the same number of spells per day as a Mesmerist. For each level of spell you can now cast (including level 0), select two spells of that level from the cleric spell list to add to your medium spell list and spells known until you lose contact with the hierophant. When you cast these spells, they count as divine (though not for the purpose of fulfilling prerequisites), and thus you must provide verbal and somatic components instead of thought and emotion components (as well has a holy symbol if the spell requires one). 0th: Create Water, Detect Poison
Intermediate Spirit Power: (Energy Font) You can channel positive energy a number of times per day equal to 1 + your Charisma modifier. Additionally, add cure spells of each level you can cast from the cleric list to your medium spell list and spells known. These spells count as divine, as in the divine surge spirit power. Marshal Spoiler:
Of course you can get a story from His Graceful Lordship Sir Gallant Hallospire! No no, there’s no need to be shy or pretend to protest - I know what you want, and I’m happy to give it to you!
Spirit Bonus: When you channel a marshal, your spirit bonus applies on Charisma checks and Charisma-based skill checks, as well as on spirit surge rolls. This allows the bonus to apply twice to the total result if you use a spirit surge on a Charisma check or on a Charisma-based skill check. Seance Boon: Choose a seance boon from any of the other legends to benefit from. When using the shared seance class feature, each participant can choose a different boon. Influence Penalty: The time you spend concentrating on your allies prevents you from attending to other important matters. You take a penalty equal to your spirit bonus on Wisdom checks and Wisdom-based skill checks. Additionally, if you are not at least nominally in charge of your present allies, you lose the marshal’s spirit bonus and seance boon. Legendary Influence: (Spirit Focus) Select a legend of spirits (Marshal). Your spirit bonus from spirits of that legend increases by 1. Taboo: You may not allow yourself or your allies to prevent a fleeing enemy from escaping, since an at-large villain makes a better tale (this applies only to enemies seeking to escape, not to those retreating to alert others or fight again from a better position). Lesser Spirit Power: (Marshal’s Order) You can use your spirit surge on attack rolls, saving throws, ability checks, concentration checks, and skill checks rolled by you or any allies who participated in your seance as long as you have line of sight and line of effect, and are within 30 feet of the chosen ally. You can still use spirit surge only once per round. Intermediate Spirit Power: (Inspiring Call) As a standard action, you can grant all allies who can see and hear you a competence bonus equal to your spirit bonus on either saving throws or attack and damage rolls. You choose which bonus to grant each time you use inspiring call. This ability lasts for 1 round. Trickster Spoiler: Cloak ‘n’ dagger, cut ‘n’ run. Ol’ Six-Finger’s ne’er been caught before, ‘n’ they’re not ‘bout t’ change that now!
Spirit Bonus: When you channel a trickster, your spirit bonus applies on Dexterity checks, skill checks, and Reflex saves. Seance Boon: Choose one skill when you gain this seance boon. You gain a +1 bonus on skill checks using that skill, and that skill counts as a class skill for you. Influence Penalty: The trickster within you is a protean manipulator, and you begin to see the possibility that everyone around you might have ulterior motives as well. You never count as an ally for the purpose of gaining benefits from another creature’s abilities, nor do you count as a willing target for spells. Anyone attempting to target you with a touch range spell, even a beneficial spell, must succeed at a melee touch attack, though you need not attempt saving throws against harmless spells. You gain no benefit from another creature’s aid another attempts, as you are too busy making sure they aren’t secretly tricking or sabotaging you. Legendary Influence: (Dazzling Display) While wielding the weapon in which you have Weapon Focus, you can perform a bewildering show of prowess as a full-round action. Make an Intimidate check to demoralize all foes within 30 feet who can see your display. Taboo: You can never tell the truth. Lesser Spirit Power: (Trickster’s Edge) Choose any three skills (Disable Device, Sleight of Hand, Stealth). These skills count as class skills for you, and you are treated as if you had an additional number of ranks in those skills equal to your medium level (to a maximum of your character level). Intermediate Spirit Power: (Surprise Strike) When you attack an opponent that’s denied its Dexterity bonus to AC, you deal 1d6 points of extra precision damage for every 3 medium levels. Your target counts as flat-footed against the first attack you make against that target in a day, regardless of abilities like uncanny dodge. After your first attack, that target is immune to being made flat-footed by your surprise strike for 24 hours. Spells:
------------------------------
SPELLS ------------------------------ 0th Detect Magic Dancing Lights Ghost Sound (Will 13) Guidance Mage Hand Prestidigitation 1st (2/day)
2nd (2/day)
Traits:
------------------------------
TRAITS ------------------------------ Memorable: When you modify a character’s attitude with the Diplomacy or Intimidate skill, the attitude change lasts 1-1/2 times longer than it otherwise would. Whenever you create a fear or mind-affecting effect that imposes a penalty or bonus with a duration of at least 2 rounds, it lasts 1 additional round after it would normally end. For example, if you demoralize a foe with an Intimidate check and beat the DC by 5, the victim is shaken for 3 rounds instead of the usual 2 rounds. Reactionary: You gain a +2 trait bonus on initiative checks. Feats:
------------------------------
FEATS ------------------------------ Legendary Influence: Immediately select one feat (other than an item creation feat) for each spirit you can channel. Whenever you perform a seance to channel a spirit, you can allow the spirit to gain 1 point of influence over you to gain access to that spirit’s Legendary Influence feat for as long as you channel that spirit. You can use this bonus feat as a prerequisite for any feats granted by a spirit power (such as the champion’s legendary champion ability), but not for any other feats. Slashing Grace (Dagger): When wielding your chosen weapon one-handed, you can treat it as a one-handed piercing melee weapon for all feats and class abilities that require such a weapon (such as a swashbuckler’s or a duelist’s precise strike) and you can add your Dexterity modifier instead of your Strength modifier to that weapon’s damage. The weapon must be one appropriate for your size. You do not gain this benefit while fighting with two weapons or using flurry of blows, or any time another hand is otherwise occupied. Weapon Finesse: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. Weapon Focus (Dagger): You gain a +1 bonus on all attack rolls you make using the selected weapon. Gear/Possessions:
------------------------------
GEAR/POSSESSIONS ------------------------------ Current Wealth: 2779 gp Carrying Capacity Light 0-25 lb. Medium 26-50 lb. Heavy 51-75 lb. Current Load Carried 24 lb. +1 Dagger (2302 gp) (1 lb) Dagger x3 (6 gp) (3 lb) Sling (0 gp) (0 lb) Sling Bullet x10 (0.1 gp) (5 lb) +1 Buckler (1155 gp) (3 lb) +1 Mithral Chain Shirt (2100 gp) (6 lb) Circlet of Persuasion (4500 gp) (1 lb) Belt of Dexterity +2 (4000 gp) (1 lb) Cloak of Resistance +2 (4000 gp) (1 lb) Handy Haversack (2000 gp) (5 lb) *Acid Flask x 2 (20 gp) (2 lb) *Antiplague (50 gp) (1 lb) *Chalk x10 (0.1 gp) (0 lb) *Charcoal x4 (2 gp) (0 lb) *Paper x4 (1.6 gp) (0 lb) *Parchment x6 (1.2 gp) (0 lb) *Stored in Handy Haversack Bot Me!:
Background:
Appearance and Personality:
|