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No posts. Alias of Vaite Belleran.


About Juju Mabuu

Juju Mabuu
NG Male Tengu
Shaman 8
Init +10; low-light vision, darkvision 60ft, see in darkness; Perception +20
DEFENSE
AC 21, Touch 14, flat footed 17 (+7 armour, +4 Dex)
hp 73 (8d8 +16 Con +8)
Fort +7, Ref +8, Will +13
Endure elements, no need to breathe
OFFENSE
Speed 30 ft
Bite +15 (1d6+9/x2 and 1 point of bleed)
Claws +15 (1d6+9/x2)
Space 5ft.; Reach 5ft.
STATISTICS
Str 10, Dex 18, Con 14, Int 12, Wis 20, Cha 14 [20 Point Buy]
Base Attack +6; CMB +6; CMD 22

CLASS ABILITIES:

Shaman
- Spirit (Heavens):
Stardust -3 (4 rounds): 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 1 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 1). 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.

Void Adaptation (Su): The shaman gains darkvision 60 feet. If she already possesses darkvision, the range instead increases by 30 feet. In addition, the shaman can see in supernatural darkness, is constantly under the effects of endure elements, and doesn’t need to breathe.
- Spirit Animal: At 1st level, 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.
- Deliver Touch Spells: If a shaman is 3rd level or higher, her spirit animal can deliver touch spells or hexes for her. If the shaman and the spirit animal are in contact at the time the shaman casts a touch spell, she can designate her animal as the “toucher.” The spirit animal can then deliver the touch spell just as the shaman would. If the shaman casts another spell before the touch is delivered, the touch spell dissipates. If the shaman activates a hex, her spirit animal can be used to make the touch; she doesn’t have to be in contact with the animal to use this ability with hexes.
- 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).
- Hex (DC19): A shaman learns a number of magical tricks, called hexes, which grant her powers or weaken foes. A shaman can select from any of the following hexes or from any of the hexes listed in the description of her chosen spirit. A shaman cannot select a hex more than once unless noted otherwise. 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 equal to 10 + 1/2 the shaman’s level + the shaman’s Wisdom modifier.
- Wandering Hex:At 6th level, a shaman can temporarily gain the use of one of the hexes possessed by either one of her spirits. She must make this selection each day when she prepares her spells. For the purposes of this ability, she can select any hex possessed by her spirit or wandering spirit. If she selects it from her wandering spirit, she loses the hex immediately if she bonds with another spirit, although she can then select a different hex to gain using this ability, from either her spirit or her new wandering spirit.

Chant (Su): 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. A shaman cannot select both this hex and the witch’s cackle hex.

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. This is a mind-affecting effect.

Hampering Hex (Su): The shaman causes a creature within 30 feet to take a –2 penalty to AC and CMD for a number of rounds equal to the shaman’s level. A successful Will saving throw reduces this to just 1 round. At 8th level, the penalty becomes –4. Whether or not the save is successful, a creature affected by a hampering hex cannot be the target of this hex again for 24 hours.

Heaven’s Leap (Su): The shaman is adept at creating tiny tears in the fabric of space, and temporarily stitching them together to reach other locations through a limited, one-way wormhole. As a standard action, the shaman can designate herself or a single ally that she can see who is within 30 feet of her. She can move that creature as if it were subject to jester’s jaunt. Once targeted by this hex, the ally cannot be the target of this hex again for 24 hours.
- Wandering Spirit (Battle): 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.

Battle Spirit 6 rounds/day (+2): A shaman surrounds herself with the spirit of battle. Allies within 30 feet of the shaman (including the shaman) receive a +1 morale bonuson attack rolls and weapon damage rolls. At 8th level and 16th level, these bonuses increase by 1. The shaman can use this ability for a number of rounds per day equal to 3 + her Charisma modifier. These rounds do not need to be consecutive.


FEATS
Familiar: Alertness
1st Level: Weapon Finesse
3rd Level: Bloody Beak
5th Level: Hex Strike
7th Level: Improved Natural Attack (claws)
CLASS SKILLS:

Craft (Int), Diplomacy (Cha), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), and Survival (Wis)

Skill Points Total: 25
Fly +15 (8 ranks +4 Dex +3)
Kn. (planes) +12 (8 ranks +1 Int +3)
Kn. (religion) +12 (8 ranks +1 Int +3)
Perception +20 (8 ranks +5 Wis +2 racial +2 Alertness +3)
Spellcraft +12 (8 ranks +1 Int +3)


TRAITS:

1st : Reactionary
Gain a +2 trait bonus to initiative checks
2nd: Resilient
Gain a +1 trait bonus to Fortitude saves

LANGUAGES:

Common,Tengu

RACIAL TRAITS:

- Sneaky: Tengus gain a +2 racial bonus on Perception and Stealth checks.
- Glide: Some tengus can use their feathered arms and legs to glide. Tengus with this racial trait can make a DC 15 Fly check to fall safely from any height without taking falling damage, as if using feather fall. When falling safely, a tengu may make an additional DC 15 Fly check to glide, moving 5 feet laterally for every 20 feet he falls. This racial trait replaces gifted linguist.
- Claw Attacks: Tengus with this racial trait have learned to use their claws as natural weapons. They gain two claw attacks as primary natural attacks that deal 1d3 points of damage, and are treated as having the Improved Unarmed Strike feat for the purpose of qualifying for other feats. This racial trait replaces swordtrained.
- Natural Weapon: A tengu has a bite attack that deals 1d3 points of damage.

GEAR:

Combat Gear
amulet of mighty fists (agile), +1 mithral breastplate, belt dex/con +2, headband wis +2, cloak of resistance +2, permanencied greater magic fang +5, pearl of power (6th)
Survival Gear
The usual

SPELLS:

Concentration bonus +13
SR bypass bonus +8

- 0th (DC 15): Detect Magic, Create Water, Know Direction, Light,

- 1st (DC 16): Bless (2), Cheetah’s Sprint, Chill Touch (2), Hex Vulnerability
Spontaneous: Color Spray or Enlarge Person

- 2nd (DC 17): Barkskin (+3), Cure Moderate Wounds, Visualization of the Body, Visualization of the Mind
Spontaneous: Hypnotic Pattern or Fog Cloud

- 3rd (DC 18): Call Lightning (2), Shield of Darkness, Stricken Heart
Spontaneous: Daylight or Magic Vestment

- 4th (DC 19): Cure Critical Wounds, Masochistic Shadow, Restoration
Spontaneous: Rainbow Pattern or Wall of Fire

FAMILIAR:

Rhamphorhynchus
NG Tiny animal
Init +3; Senses low-light vision, scent; Perception +7

DEFENSE
AC 19, touch 15, flat-footed 16 (+3 Dex, +4 natural +2 size)
hp x/2 (8d8)
Fort +2, Ref +7, Will +8
improved evasion

OFFENSE
Speed 10 ft., fly 50 ft. (good)
Melee bite +9 (1d3)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks sudden swoop

STATISTICS
Str 10, Dex 17, Con 11, Int 9, Wis 14, Cha 11
Base Atk +6; CMB +1; CMD 9
Feats Lightning Reflexes, Weapon Finesse
Skills Fly +18, Perception +13, Stealth +16

SPECIAL ABILITIES
Sudden Swoop (Ex)
If a rhamphorhynchus makes a charge attack while flying, it does not provoke attacks of opportunity when it enters an opponent’s space to make a melee attack. It also gains a +2 bonus on damage rolls with its bite attack when it makes a sudden swoop.

Divine Guidance (Su)
An emissary can cast guidance at will.

Share Will (Su)
Whenever an emissary or its master fails a saving throw against a mind-affecting effect that affects only one of them, the other can attempt the saving throw as well. If this second saving throw is a success, treat the original result as a success, and the emissary and its master can’t use this ability again for 24 hours. On a failure, both the emissary and its master suffer the effects of the failed saving throw, even if one of them wouldn’t ordinarily be a valid target.

Domain Influence (Sp)
At 3rd level, the emissary gains a spark of divine power from the deity its master worships. Choose one of that deity’s domains that grants a 1st-level domain power usable a number of times per day equal to 3 + the user’s Wisdom modifier. The emissary can use that power once per day.
Luck Domain: for 1 round you can roll any d20 check twice and take the best result.

Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Speak with Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, monkeys with other simians, rats with rodents, toads with amphibians, and weasels with ermines and minks. Such communication is limited by the Intelligence of the conversing creatures.