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About Inkita SpiritfriendInkita Spirit-Friend
Defense:
-------------------- AC 25, touch 16, flat-footed 22 (+6 armor, +1 deflection, +3 Dex, +1 natural; +2 shield) hp 107 (13d8+39) Fort +14, Ref +13, Will +21; +2 resistance vs. evil -------------------- Offense:
-------------------- Speed 30 ft. Melee dagger +10/+5 (1d4/19-20) or spear +10/+5 (1d8/×3) Ranged light crossbow +12 (1d8/19-20) [dice=LtCB]1d20+11[/dice]..[dice=DMG]1d8[/dice] [dice=+2 Adm. Spear]1d20+13[/dice]..[dice=DMG]1d8+4[/dice]
-------------------- Shaman Spells:
-------------------- Shaman Spells Prepared (CL 10th; concentration +18) 0=4/1=9+1/2=6+1/3=6+1/4=6+1/5=4+1/6=3+1/7=2+1 7th *Regenerate: *CSW-Mass: ** Restoration, Greater: 6th *Raise Dead: *Banishment: *CMW-Mass **Heal 5th- *Life Bubble: *Overland Flight: *Spell Resistance: *Grove of Respite: **Breath of Life: 4th— *Death Ward *Mnemonic Enhancer: *Flase Life, Greater: *Greater Magic Weapon +3;active on Inkita *Restoration; *Dimension Door: **legend lore; 3rd— *haste: 9 creatures/9 rounds. *haste: 9 creatures/9 rounds. *searing light; You must succeed on a ranged touch attack to strike your target. A creature struck by this ray of light takes 1d8 points of damage per two caster levels (maximum 5d8). An undead creature takes 1d6 points of damage per caster level (maximum 10d6), and an undead creature particularly vulnerable to bright light takes 1d8 points of damage per caster level (maximum 10d8). ST=None; SR=Y *Heroism: +2 morale bonus on attack rolls, skill checks and saves for 90 minutes. *Magic Vestment: +3 active on Inkita *Magic Vestment: +3 active on X **neutralize poison[S]: Caster level check vs DC of poison. / locate object 2nd— *barkskin x2: +5 NA enhancement bonus for 130 minutes. cast on X *remove paralysis: Cast on 1 effect is negated; cast on 2 both receive a +4 to saving throw to shed effect. *resist energy: grants 20 energy resistance to selected type for 90 minutes. *Spiritual weapon x2 **lesser restoration/tongues 1st— *ant haul, active on Inkita *mage armor *CLW x4 *shield of faith +4; x3 **identify/detect undead 0 (at will)—create water, detect magic, guidance, stabilize spirit magic spell; Spirit Lore Wandering Spirit Life -------------------- Active Buffs:
-------------------- * Mage Armor: 0/13 hours * Ant Haul: 26/26 hours * Barkskin: 0/130 minutes * Prot. Energy: 0/70 minutes * Life Bubble: 26/26 hours, 13 pax max * Magic Vestment: 13/13 hours * Grt Mgk Wpn: 13/13 hours * Grt False Life: 13/13 hours -------------------- Statistics:
-------------------- Str 12*, Dex 16*, Con 16*, Int 14*, Wis 26*, Cha 20* Base Atk +9; CMB +10; CMD 26 Class Bns:+6 skill points// 7 spells from Cleric List (Ant Haul, Life Bubble, Death Ward, Planetary Adaptation, Searing Light, Shield of Faith, Spell Resistance) -------------------- Feats/Traits:
FEATS 1st- Fey Foundling: whenever you receive magical healing, you heal an additional 2 points per die rolled. You gain a +2 bonus on all saving throws against death effects. Unfortunately, you also suffer +1 point of damage from cold iron weapons (although you can wield cold iron weapons without significant discomfort). 3rd- Extra Hex: Benefit of Wisdom 5th- Extra Hex: Chant 7th- Accursed Hex 9th- Spiritual Guardian 11- Channel Ray: 13- Extra Hex:Fortune Bns: Selective Channel: *Alertness: (from familiar) Traits *Seeker=+1 to Perception, class skill *Reactionary= +2 to initiative -------------------- Skills=84:
-------------------- Acrobatics: 4/+10 Climb: 1/+2 Diplomacy: 13/+21, Fly: 1/+7 Handle Animal 1/+9, Heal 1/+18, Knowledge (nature) 12/+24, Knowledge (religion): 12/+24, Knowledge (planes): 12/+24, Linguistics*: 13/+21 Perception 10/+26 (+29 to sight-based checks in shadows), Ride 1/+7 Sense Motive: 1/+11 Spellcraft 9/+20 Survival 1/+12 Swim 1/+2 Profession:Herbalist:1/+12 Languages Abyssal, Ancient Osiriani, Celestial, Common, Draconic, Druidic, Elven, Giant, Hallit, Infernal, Necril, Shoanti, Sylvan, Thassilonian, Tien -------------------- Gear:
-------------------- pearl of power (1st level x2), air crystal, antiplague[APG], antitoxin, healer's kit, holy water (3), holy weapon balm[ACG], poison ward salve[ACG], soul stimulant[UE]; MW darkleaf cloth lamellar (leather) armor[UC], crossbow bolts (20), dagger, light crossbow, spear, belt of physical perfection +2, cloak of resistance +4, headband of mental prowess (WIS/CHA) +6, Ioun Stone (INT+2-Linguistics), Extend Metamagic Rod (lesser, 3/day), ghostvision gloves, goggles of night, hex nail, ring of protection +3, ring of force shield, animal glue[UE], backpack, bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), mess kit[UE], pot, scroll case, sewing needle, soap (2), spell component pouch, torch (10), trail rations (5), vial, waterskin, wooden holy symbol of Green Faith, Familiar Satchel 6407 gp, 9 sp, 9 cp Magic gear: Wand CLW: 40 charges, Vestments of War, -------------------- Special Abilities:
-------------------- *Arcane Enlightenment (Su) Add Charisma bonus wizard spells to your spells known list. 5 Spells: Mage Armor, Haste, Heroism, Mnemonic Enhancer, Dimension Door. *Automatic Writing (1/day) (Su) Meditate for 10 min, creating writings which function as divination (90% success). *Benefit of Wisdom (Ex):The shaman relies on wisdom rather than intellect to gain and retain knowledge. She can use her Wisdom modifier instead of her Intelligence modifier on all Intelligence-based skill checks. *Chant (Su) As a move action, extend the duration of other hexes by 1 rd. A shaman can chant as a move action. Any creature that is within 30 feet that is under the effects of the shaman’s charm, evil eye, fortune, fury, or misfortune hex has that effect’s duration extended by 1 round. *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. *Enhanced Cures (+12 cap) (Su) For cure spells, any level caps in the spell become oracle or shaman level. *Evil Eye -4 (11 rounds, DC 24) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part). 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. This is a mind-affecting effect. *Familiar Bonus: +3 to sight-based Perception checks in shadows You gain the Alertness feat while your familiar is within arm's reach. *Fey Foundling Magical healing works better on you *Healing (2d8+10) (Su) Heal touched creature, but each target can only benefit once per 24 hrs. *Misfortune (2 rounds, DC 24) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg). *Monstrous Insight (8/day) (Su)[/b] he shaman can identify creatures and gain insight into their strengths and weaknesses. As a standard action, the shaman can attempt a Knowledge skill check to identify a creature and its abilities (using the appropriate skill for the monster’s type) with an insight bonus equal to her shaman level. Whether or not the check is successful, she also gains a +2 insight bonus for 1 minute on attack rolls made against that creature and a +2 insight bonus to her AC against attacks made by that creature. These bonuses last for 1 minute. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. *Shaman Channel Positive Energy 6d6 (6/day, DC 20) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect. 0 used *Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch. *Speak with Animals (Ex) Your familiar can communicate with animals similar to itself. *Speak with Familiar (Ex) You can communicate verbally with your familiar. *Spirit Animal (spirit animal (owl (sage) named Osspithikus)) If spirit animal is slain, cannot use spirit magic or prepare new spells. *Slumber Hex DC 24, 12 rounds *Fortune Hex: Ally within 30 ft can roll 2d20 for an attack, save, ability check for that round. Barkskin +5 Magic Vestment +3 GMW +3 SoF +4 --------------------- Osspithikus:
Osspithikus Male owl (sage) (Pathfinder RPG Bestiary 132) N Tiny magical beast (animal) Init +5; Senses low-light vision; Perception +10 -------------------- Defense -------------------- AC 22, touch 15, flat-footed 19 (+3 Dex, +2 natural, +2 size, +4 Mage Armor) hp 53 (1d8) Fort +4, Ref +7, Will +10 Spell Resistance 17 -------------------- Offense -------------------- Speed 10 ft., fly 60 ft. (average) Melee 2 talons +14 (1d4-2) Space 2 ft.; Reach 0 ft. -------------------- Statistics -------------------- Str 6, Dex 17, Con 11, Int 18, Wis 15, Cha 6 Base Atk +9; CMB +10; CMD 18 Feats: Weapon Finesse Tricks Come, Defend, Down, Fetch, Heel, Seek Skills Acrobatics +7 (-1 to jump), Fly +11, Knowledge (arcana) +24, Knowledge (Dungeoneering) +14, Knowledge (Engineering) +14, Knowledge (geography) +15, Knowledge (history) +20, Knowledge (local) +18, Knowledge (nobility) +14, Knowledge (planes) +10, Knowledge (Religion) +10, Perception +10, Stealth +23; Racial Modifiers +4 Perception, +4 Stealth Languages Celestial, Auran, Terran, Abyssal SQ improved evasion, Spell Resistance 17 -------------------- Special Abilities -------------------- *Fly (60 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 dim light, distinguishing color and detail. *Spell Resistance 17 ------------------- Background:
------------------- Inkita was born among the Shoanti Hawk Clan tribe under a star sign of good omen. This was attributed to traces of fey blood in her families past. She grew up to be a wise women and shaman skilled in uncovering the mysteries of the world and in the healing arts. Eventually she joined the Pathfinder society to expand her knowledge. She was made a member of the Sun, Moon and Bone Clans. ------------------- Misc:
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Magic Items Placement:
-------------------- Head: Headband: Headband of Mental Prowess +6 Shoulders: Cloak of Resistance +2 Torso: Vestments of War Chest: Belt: Belt of Physical Perfection +2 Eyes: Goggles of Night Hands: Ghostvision gloves Neck: Wrists: Ring: Ring of Protection +3 Ring: Feet: Unslotted: Ioun Stone INT(Linguistics) -------------------- Planned Progression:
-------------------- All Shaman for now... -------------------- PP=50/ Spent=14:
-------------------- Gear Purchase=4 PP Rebuild=5pp Caravan Purchase=5pp -------------------- |