Aspis Agent

Kegdrainer's page

338 posts. Organized Play character for Ed Birnbryer.


Full Name

Altavan Kegdrainer

Race

AC 17/FF15/T12, +4/+4/11 (+1 Will vs Enchantment) 48/48 BAB +3

Classes/Levels

Shaman (Speaker of the past) 5/Harrower 1, Perception+9, Init+2

Gender

Male Human (Shoanti)

Size

M

Age

19

Alignment

CG

Deity

Chucaro

Languages

Common, Shoanti, Thassilonian, Varsian

Occupation

Harrower

Strength 10
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 21
Charisma 10

About Kegdrainer

Altavan Kegdrainer
Male Human (Shoanti) shaman 5 / harrower 1
CG medium humanoid (human)
Init +2; Senses Perception +9,
Languages Common, Shoanti
AC 17, touch 12, flat-footed 15
hp 48 (6HD)
Fort +4, Ref +4, Will +11, +1 Will vs. enchantment
Speed 30 ft. (6 squares)
Melee masterwork morningstar (cold iron) +4 (1d8)
Face 5 ft. by 5 ft. Reach 5 ft.
Base Atk +3; CMB +3; CMD 15
Special Actions Evil Eye,
Prepared Spells Prepared Spell List
Shaman (CL 6th):
3rd - blindness/deafness (DC 18), stinking cloud (DC 18)
2nd - hold person (DC 17) , levitate , spiritual weapon
1st - bless , comprehend languages (DC ) , endure elements (DC 16) , magic weapon (DC 16) , protection from evil (DC 16)
0th - dancing lights , detect magic , light , read magic (DC )
Abilities Str 10, Dex 14, Con 14, Int 10, Wis 21, Cha 10

Special Qualities Benefit of Wisdom, Blessing of the Harrow, Bonus Feat, Healing, Hex, Lore (Spirit), Monstrous Insight, Mysteries of the Past, Orisons, Revelations of the Past, Skilled, Slumber, Spirit, Spirit Magic, Temporal Celerity, Weapon and Armor Proficiency, Witch Hex,
Feats Extra Hex (2x), Fortune Teller (Harrow Deck), Harrowed

Skills Acrobatics +2, Appraise +5, Craft (Untrained) +5, Escape Artist +2, Fly +2, Heal +9, Knowledge (Arcana) +9, Knowledge (Dungeoneering) +6, Knowledge (Engineering) +6, Knowledge (History) +9, Knowledge (Local) +9, Knowledge (Nature) +9, Knowledge (Nobility) +14, Knowledge (Planes) +9, Knowledge (Religion) +14, Linguistics +9, Perception +9, Perform (Wind Instruments) +9, Ride +2, Sense Motive +5, Spellcraft +9, Stealth +2, Survival +9, Use Magic Device +4,

Possessions headband of inspired wisdom +2; ring; sleeves of many garments; cloak of resistance +1; explorer's outfit; mithral shirt +1; Handy Haversack [ Bedroll; Cold-Weather Outfit; Courtier's Outfit; Entertainer's Outfit; Whetstone; Sack; Flint and Steel; Waterskin; Hot Weather Outfit; Mess Kit; Ink; Inkpen; Journal; Gear Maintenance Kit; Trail Ration (x4); Torch (x3); Soap; Pan Pipes; Twine (50 ft.); Belt Pouch; Masterwork Morningstar (Cold Iron); ]; Sack [ Grappling Hook, Common; Silk Rope (50 ft.); Piton (x6); Hammer; ]; Belt Pouch [ Sunrod; Signal Whistle; Earplugs; Gold Piece (x3); ]; Spell Component Pouch ; Bandolier [ Harrow Deck; ]; Wrist Sheath, Spring Loaded ;

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.

Blessing of the Harrow (Ex) 1/day, you may perform a harrowing for yourself and all allies within 20 ft. This harrowing takes 10 minutes, and allies to be affected by it must remain within 20 ft. for the entire time. This harrowing provides an insight bonus for 24 hrs based upon the suit with the most cards showing (in case of a tie, choose one). The suit bonuses are as follows. Strength: +1 on attack rolls; Dexterity: +1 to AC; Constitution: +1 on weapon damage rolls; Intelligence: +1 on all skill checks; Wisdom: +1 on all saving throws; Charisma: +1 on caster level and concentration checks.

Bonus Feat Humans select one extra feat at 1st level.

Child of the Temple (Knowledge (Nobility)) You have long served at a temple in a city, where you picked up on many of the nobility's customs in addition to spending much time in the temple libraries studying your faith. You gain a +1 trait bonus on Knowledge (nobility) and Knowledge (religion) checks, and one of these skills (your choice) is always a class skill for you.

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 8 rounds. A successful Will saving throw (DC 17) reduces this to just 1 round. This is a mind-affecting effect.

Healing (Su) A shaman soothes the wounds of those she touches. This acts as cure moderate wounds, using the shaman's caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours.

Hex A shaman learns a number of magical tricks, called hexes, which grant her powers or weaken foes. 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 17.

Language Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Lore (Spirit) 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)

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 a +5 insight bonus. 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 3/day.

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.

Orisons Shamans can prepare a number of orisons, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.

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.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Slumber (Su) DC 17 Will save. If the creature fails a will save, it falls into a deep, magical sleep for 5 rounds. This hex can affect a creature of any HD.

Spirit (Su) A shaman forms a mystical bond with the spirits of the world. She forms a lasting bond with a single spirit, which grants a number of abilities and defines many of her other class features. 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.

Temporal Celerity (Su) Whenever you roll for initiative, you can roll twice and take either result.

Varisian Wanderer (Perform (Wind Instruments)) You were raised among or have spent time with a group of Varisian nomads, whether travelers, Sczarni criminals, or entertainers, and have learned their ways. Choose one of the following skills: Perform (choose one type), Profession (fortune-teller), or Sleight of Hand. You gain a +1 trait bonus on this skill, and it is always a class skill for you.

Weapon and Armor Proficiency A shaman is proficient with all simple weapons, and with light and medium armor.

Witch Hex The shaman selects any one hex normally available through the witch's hex class feature. She treats her shaman level as her witch level when determining the powers and abilities of the hex. She uses her Wisdom modifier in place of her Intelligence modifier for the hex. She cannot select major hexes or grand hexes using this ability. The shaman cannot select a witch hex that has the same name as a shaman hex.