![]() About Juju MabuuJuju Mabuu
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.
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.
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
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
- 2nd (DC 17): Barkskin (+3), Cure Moderate Wounds, Visualization of the Body, Visualization of the Mind
- 3rd (DC 18): Call Lightning (2), Shield of Darkness, Stricken Heart
- 4th (DC 19): Cure Critical Wounds, Masochistic Shadow, Restoration
FAMILIAR:
Rhamphorhynchus NG Tiny animal Init +3; Senses low-light vision, scent; Perception +7 DEFENSE
OFFENSE
STATISTICS
SPECIAL ABILITIES
Divine Guidance (Su)
Share Will (Su)
Domain Influence (Sp)
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.
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