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Male Dwarf Shaman (Speaker of the Past) 8
Neutral Medium Humanoid
Init +0;
Senses Darkvision 60ft Perception +9
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Defense
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AC 21, touch 11, flat-footed 21 (+7 armor, +2 Shield, +0 Dex, +1 natural, +0 Dodge, +0 Luck, +1 Deflect +0 Size)
hp 93 (8d8+24) (Favored +3) (Toughness +8)
Fort +5, Ref +3, Will +11
Resist None
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Offense
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Offenses
Speed 20 ft.
Ranged NA +6 (1d6 20/x3) (100ft)
Melee Adamantine Heavy Pick +10/+5 (1d6+3 20/x4)
Melee Mwk Alchemical Silver Warhammer +10/+5 (1d8+3 20/x3)
Melee Mwk Cold Iron Battle Axe +10/+5 (1d8+3 20/x3)
Melee Ancestral Weapon: Dwarven Waraxe+1 +11/+6 (1d10+4 20/x3)
Special Attacks
Spell-Like Abilities Chant, Tongues 8mins/day, Evil Eye (DC 19), Monstrous Insight 2/day, Knowledge of the Ages 5/day, Ancestral Weapon 8mins/day, Time Hop 80feet/day
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Statistics
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Str 16, Dex 10, Con 16, Int 14, Wis 20, Cha 8
Base Atk +6; CMB +9; CMD 19
Languages Common, Dwarven, Terran, Tien, Osirion, Draconic, Aklo, Celestial
SQ None (dc XX)
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Feats
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Breadth of Experience (1)
You get a +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained.
Extra Hex (3)
You gain one additional hex. You must meet the prerequisites for this hex. If you are a shaman, it must be a hex granted by your spirit rather than one from a wandering spirit.
Cunning (5)
You gain 1 additional skill point per Hit Die. When you take this feat, you gain a number of skill points equal to your Hit Dice right away, and every time your Hit Dice increase in the future, you will gain an additional skill point as well..
Toughness (7)
You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
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Traits
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Grounded (Race)
You are well balanced, both physically and mentally. You gain a +2 trait bonus on balance-related Acrobatics checks, and a +1 trait bonus on Reflex saves.
Perseverance (Region)
Your time in the Five Kings Mountains has taught you that any obstacle can be endured and overcome. When you have more than one Will saving throw to overcome an effect (such as from greater command or hold person, or by using the good fortune ability of the Luck domain), you receive a +3 trait bonus on the extra Will saves against that effect.
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Class Features
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Weapon and Armor Proficiencies:
A shaman is proficient with all simple weapons, and with light and medium armor.
Spells:
A shaman casts divine spells drawn from the shaman spell list (see page 48). A shaman must choose and prepare her spells in advance.
To prepare or cast a spell, a shaman must have a Wisdom score equal to at least 10 + the spell’s level. The saving throw DC against a shaman’s spell is 10 + the spell’s level + the shaman’s Wisdom modifier.
Like other spellcasters, a shaman can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 1–9. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–3 in the Pathfinder RPG Core Rulebook).
Shamans commune with their spirit animals to prepare their spells. Each shaman must choose a time when she must spend 1 hour each day in quiet contemplation with her spirit animal to regain her daily allotment of spells. A shaman can prepare and cast any spell on the shaman spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily communion.
Orisons:
Shamans can prepare a number of orisons, or 0-level spells, each day as noted on Table 1–9. These spells are cast like any other spell, but they are not expended when cast and may be used again.
Spirit (Su):
A shaman forms a mystical bond with the spirits of the world. She forms a lasting bond with a single spirit (see Spirits on page 37), which grants a number of abilities and defines many of her other class features.
At 1st level, a shaman gains the spirit ability granted by her chosen spirit. She adds the spells granted by that spirit to the list of spells that she can cast using spirit magic. She also adds the hexes possessed by that spirit to the list of hexes that she can use with the hex and wandering hex class features.
At 8th level, the shaman gains the abilities listed in the greater version of her selected spirit. At 16th level, the shaman gains the abilities listed for the true version of her selected spirit.
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 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 on page 113 of the Core Rulebook).
Hex:
A shaman learns a number of magical tricks, called hexes, which grant her powers or weaken foes. At 2nd level, a shaman learns one hex. At 4th, 8th, 10th, 12th, 16th, 18th, and 20th level, the shaman learns new hexes. 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.
Mysteries of the Past:
A speaker for the past gains Linguistics, Knowledge (history), Knowledge (local), Perception, and Use Magic Device as class skills. She also adds the spells from the ancestorUM and timeUM oracle mysteries to her class spell list (as the cleric level for those spells).
This ability replaces the shaman’s familiar. The speaker for the past must choose a time when she must spend 1 hour each day in quiet contemplation to regain her daily allotment of spells, but does not need to commune with a familiar during this time. Because she has no familiar, she does not gain a spirit familiar feature from any spirit she bonds with.
Revelations of the Past:
At 4th, 6th, 12th, 14th, and 20th levels, the speaker for the past can select a revelation from the ancestor or time mysteries. She uses her shaman level as her oracle level for these revelations, and uses her Wisdom modifier in place of her Charisma modifier for the purposes of the revelation. This ability replaces wandering spirit and wandering hex.
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Skills
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Acrobatics -2 (+3 Rank, +0 trained, +0 Ability, -5 Armor)
Appraise +5 (+0 Rank, +0 trained, +5 Ability)
Bluff -1 (+0 Rank, +0 trained, -1 Ability)
Climb -2 ((+0 Rank, +3 trained, +3 Ability, -5 Armor)
Craft +5 (+0 Rank, +0 trained, +5 Ability)
Diplomacy +3 (+1 Rank, +3 trained, -1 Ability)
Disguise -1 (+0 Rank, +0 trained, -1 Ability)
Escape Artist -5 (+0 Rank, +0 trained, +0 Ability, -5 Armor)
Fly -5 (+0 Rank, +0 trained, +0 Ability, -5 Armor)
Handle Animal -1 (+0 Rank, +0 trained, -1 Ability)
Heal +9 (+1 Rank, +3 trained, +5 Ability)
Intimidate -1 (+0 Rank, +0 trained, -1 Ability)
Knowledge (Nature) +15 (+5 Rank, +3 trained, +5 Ability, +2 Feat)
Knowledge (History) +15 (+5 Rank, +3 trained, +5 Ability, +2 Feat)
Knowledge (Planes) +15 (+5 Rank, +3 trained, +5 Ability, +2 Feat)
Knowledge (Religion) +15 (+5 Rank, +3 trained, +5 Ability, +2 Feat)
Knowledge (Local) +15 (+5 Rank, +3 trained, +5 Ability, +2 Feat)
Knowledge (others) +7 (+0 Rank, +0 trained, +5 Ability, +2 Feat)
Linguistics +12 (+4 Rank, +3 trained, +5 Ability)
Perception +13 (+5 Rank, +3 trained, +5 Ability)
Profession (Libarian) +15 (+5 Rank, +3 trained, +5 Ability, +2 Feat)
Ride -5 (+0 Rank, +0 trained, +0 Ability, -5 Armor)
Sense Motive +5 (+0 Rank, +0 trained, +5 Ability)
Spellcraft +13 (+5 Rank, +3 trained, +5 Ability)
Stealth -5 (+0 Rank, +0 trained, +0 Ability, -5 Armor)
Survival +13 (+5 Rank, +3 trained, +5 Ability)
Swim -2 (+0 Rank, +0 trained, +3 Ability, -5 Armor)
Use Magic Device +7 (+5 Rank, +3 trained, -1 Ability)
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Magic
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Bonus Spells (1st: 2, 2nd: 1, 3rd:1, 4th:1, 5th:1)
Caster Level: 8
Spells Prepared (4) Level 0 DC 15
Create Water: Creates 2 gallons/level of pure water.
Detect Magic: Detects spells and magic items within 60 ft.
Guidance: +1 on one attack roll, saving throw, or skill check.
Read Magic: Read scrolls and spellbooks.
Spells Prepared (4+2+Spirit Magic) Level 1 DC 16
Identify: Gives +10 bonus to identify magic items.
Protection from EvilY: +2 to AC and saves, plus additional protection against selected alignment.
Protection from EvilY: +2 to AC and saves, plus additional protection against selected alignment.
Bane: Enemies take –1 on attack rolls and saves against fear.
Dream FeastR: Feed someone while they sleep.
Frostbite: Target takes cold damage and is fatigued.
Frostbite: Target takes cold damage and is fatigued.
Spells Prepared (3+1+Spirit Magic) Level 2 DC 17
Tongues: Speak and understand any language.
Spiritual Weapon: Magic weapon attacks on its own
Delay Poison: Stops poison from harming target for 1 hour/level.
Resist EnergyY: Ignores 10 (or more) points of damage/attack from specified energy type.
Resist EnergyY: Ignores 10 (or more) points of damage/attack from specified energy type.
Spells Prepared (3+1+Spirit Magic) Level 3 DC 18
Locate Object: Senses direction toward object (specific or type)
Air Breathing: Allow creatures to breathe air
FlyY: Subject flies at speed of 60 ft
Soothing Mud: Create restorative mud that heals hit point and ability damage
Call LightningY: Calls down lightning bolts (3d6 per bolt) from sky
Spells Prepared (2+1+Spirit Magic) Level 4 DC 19
Legend Lore: Lets you learn tales about a person, place, or thing
Phantasmal Reminder: Creature re-lives an injury, taking 1d6 damage/level
hantasmal Reminder: Creature re-lives an injury, taking 1d6 damage/level
RestorationM: Restores level and ability score drains.
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Special Abilities
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Lore Spirit And Hexes
saving throw DC to resist a hex is equal to 10 + 1/2 the shaman’s level + the shaman’s Wisdom modifier
DC 10+4+5 = 19
Chant (Su): (Hex 2)
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.
Benefit of Wisdom (Ex): (Extra Hex)
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.
[bTongues (Su): (Hex 4)[/b]
The shaman understands any spoken language for a number of minutes per day equal to her level, as comprehend languages.
This duration does not need to be consecutive, but it must be spent in 1-minute increments. At 5th level, a shaman can use this ability to speak any language, as tongues.
Evil Eye (Su): (Hex 8)
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.
Fortune (Su): (Hex 10)
The shaman grants a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing it to reroll any ability check, attack roll, saving throw, or skill check, taking the better result.
The target creature must to decide to use this ability before the first roll is made. At 8th and 16th levels, the duration of this hex increases by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.
Spirit Abilites
Monstrous Insight (Su):
The 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.
Automatic Writing (Su):
Once per day, the shaman can spend 10 minutes in uninterrupted meditation to tap into greater understanding. During this period, her hands produce mysterious writings pertaining to the future. This writing takes the form of divination with 90% effectiveness. The shaman can use this ability an additional time per day at 12th, 16th, and 20th levels.
Spirit Magic Spells:
identify (1st), tongues (2nd), locate object (3rd), legend lore (4th), contact other plane (5th), mass owl's wisdom (6th), vision (7th), moment of prescience (8th), time stop (9th)
Ancestor Bonus Spells:
unseen servant (2nd), spiritual weapon (4th), heroism (6th), spiritual ally (8th), telekinesis (10th), greater heroism (12th), ethereal jaunt (14th), vision (16th), astral projection (18th)
Time Bonus Spells:
memory lapse (2nd), gentle repose (4th), sands of time (6th), threefold aspect (8th), permanency (10th), contingency (12th), disintegrate (14th), temporal stasis (16th), time stop (18th).
Relevations of the Past Abilities
(Uses shaman level as her oracle level for these revelations, and uses her Wisdom modifier in place of her Charisma modifier for the purposes of the revelation. )
Knowledge of the Ages (Su):
You can search through time to recall some bit of forgotten lore or information. You can retry any Knowledge skill check you have made within the past minute, gaining an insight bonus on the check equal to your Charisma modifier. You can use this ability a number times per day equal to your Charisma modifier.
Ancestral Weapon (Su):
You can summon a simple or martial weapon from your family's history that is appropriate for your current size. You are considered proficient with this weapon. At 3rd level, the weapon is considered masterwork. At 7th level, 15th level, and 19th level, the weapon gains a cumulative +1 enhancement bonus. At 11th level, the weapon gains the ghost touch weapon property. You can use this ability for a number of minutes per day equal to your oracle level. This duration does not need to be consecutive, but it must be used in 1-minute increments. The weapon disappears after 1 round if it leaves your grasp.
Time Hop (Su):
As a move action, you can teleport up to 10 feet per oracle level that you possess per day. This teleportation must be used in 5-foot increments. This movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought. You must be at least 7th level to select this revelation.
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Equipment
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Equipment list]
Melee Weapons Adamantine Heavy Pick, Mwk Alchemical Silver Warhammer, Mwk Cold Iron Battle Axe
Ranged Weapons
ArmorAdamantine Breastplate +1, Light Wooden Shield+1, Ring of Protection +1
Other Gear Shaman's kit: This kit includes a backpack, a bedroll, a belt pouch, candles (10), a flint and steel, an iron pot, a mess kitUE, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.
Explorer's Clothes
Magic Item
Wand of Cure Light Wounds (43/50 Charges)
Headband of Inspired Wisdom (+4)
This simple bronze headband is decorated with an intricate pattern of fine green etchings. The headband grants the wearer an enhancement bonus to Wisdom of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn.
Cloak of the Yeti
This heavy cloak is crafted from shaggy white yeti fur. When the cloak’s hood is pulled up over the wearer’s head, it takes on a semblance of its arctic namesake’s fearsome visage. Northern warriors value its ability to ward against the chill of winter, as well as the protection it provides in combat. The cloak of the yeti provides a constant endure elements effect in cold weather (it has no effect in hot weather). In battle, the cloak wraps around the wearer, granting a +1 natural armor bonus. In addition, with the hood drawn over the wearer’s head, the cloak grants a +2 competence bonus on Intimidate skill checks.
Traveler's Any-Tool
This implement at first seems to be nothing but a 12-inch iron bar lined with small plates and spikes. It can be folded, twisted, hinged, and bent, to form almost any known tool. Hammers, shovels, even a block and tackle (without rope) are possible. It can duplicate any tool the wielder can clearly visualize that contains only limited moving parts, such as a pair of scissors, but not a handloom. It cannot be used to replace missing or broken parts of machines or vehicles unless a mundane tool would have done the job just as well.
The any-tool counts as a set of masterwork artisan’s tools for most Craft or Profession skills (although very specialist crafts such as alchemy still require their own unique toolset). It is an ineffective weapon, always counting as an improvised weapon and never granting any masterwork bonus on attack rolls.
Wealth 1008gp