Shaman 6. HP 49/52, AC 13, T 11, FF 12; Fort 5, Ref 4, Will 11; Perception +6, initiative +5: Active Effects: False Life 14/14, +4 Survival checks
Hallit, Common, Draconic, Giant, Goblin
About Kellen Spirittalker
Male human (Kellid) shaman 6 (Pathfinder RPG Advanced Class Guide 35)
CG Medium humanoid (human)
Init +5; Senses Perception +8
AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex)
hp 59 (6d8+21)
Fort +5, Ref +4, Will +11
Speed 30 ft.
Melee +1 cold iron longspear +4 (1d8/×3) or
. . spiked gauntlet +5 (1d4-1)
Ranged sling +5 (1d4-1)
Space 5 ft.; Reach 5 ft. (10 ft. with +1 cold iron longspear)
Special Attacks channel positive energy 4/day (DC 16, 3d6), hexes (evil eye, flight[APG], ward[APG], wisdom of the ages), wandering hex (life link[ACG])
Shaman Spell-Like Abilities (CL 6th; concentration +11)
. . At will—feather fall (self only), fly (self only)
. . 1/day—levitate (self only) Shaman Spells Prepared (CL 6th; concentration +11)
. . 3rd—bestow curse (DC 18), cure serious wounds, sleet storm; heroism[S] or neutralize poison[S]
. . 2nd—cure moderate wounds, false life, fog cloud, resist energy; lesser restoration[S] or spiritual weapon[S]
. . 1st—cause fear (DC 16), deadeye's lore[UC], entangle (DC 16), hex vulnerability[ACG] (DC 16), obscuring mist; detect undead[S] or unseen servant[S]
. . 0 (at will)—detect poison, guidance, resistance, stabilize
. . S spirit magic spell; Spirit Ancestors Wandering Spirit Life
Str 8, Dex 12, Con 14, Int 13, Wis 20, Cha 16
Base Atk +4; CMB +5; CMD 14
Feats Agile Maneuvers, Alertness, Combat Expertise, Deadly Aim, Extra Hex[APG], Extra Hex[APG], Improved Initiative, Power Attack, Spirit Talker[ACG]
Traits brigand, storied scars
Skills Appraise +6, Craft (leather) +9, Diplomacy +9 (+10 with Kellids), Fly +13, Handle Animal +7, Heal +13, Intimidate +5 (+6 with non-Kellids), Knowledge (geography) +6, Knowledge (nature) +11, Knowledge (religion) +11, Linguistics +8, Perception +8, Profession (medium) +11, Ride +5, Sense Motive +7, Spellcraft +14, Survival +15 (You do not have to move at half your speed while tracking.), Swim +3, Use Magic Device +6; Racial Modifiers brigand
Languages Common, Draconic, Giant, Goblin, Hallit, Orc
SQ ancestor's council, finesse weapon attack attribute, spirit animal (flying squirrel named Ryllia)
Combat Gear pearl of power (1st level), scroll of deadeye's lore, wand of bless (50 charges), wand of cure light wounds (50 charges), wand of infernal healing (50 charges), wand of mage armor (50 charges), wand of shield of faith (50 charges); Other Gear lamellar cuirass[UC], +1 cold iron longspear, sling, spiked gauntlet, cloak of resistance +1, headband of inspired wisdom +2, ioun torch ioun stone[APG], pathfinder pouch, ring of sustenance, bell, belt pouch, chalk, charcoal, flint and steel, scroll case, sewing needle, signal whistle, tindertwig (5), wooden holy symbol, wrist sheath, spring loaded, wrist sheath, spring loaded, light horse (combat trained), bedroll, bit and bridle, candle, cold iron sling bullets, compass, handy haversack, hemp rope (50 ft.), magnet, masterwork leatherworking tools, military saddle, pot, powder, saddlebags, soap, spell component pouch, waterskin, 1,538 gp, 4 sp, 8 cp
Agile Maneuvers Use DEX instead of STR for CMB
Ancestor's Council (6/day) (Su) As a standard action, grant ally within 30 ft. +2 to attack/save/ability/skill check made before next turn.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
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.
Evil Eye -2 (8 rounds, DC 18) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Familiar Bonus: +3 to Fly checks You gain the Alertness feat while your familiar is within arm's reach.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Life Link (6 max bonds, 100 feet) (Su) Bond drains your HP to heal others.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Shaman Channel Positive Energy 3d6 (4/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spirit Animal (spirit animal (flying squirrel named Ryllia)) If spirit animal is slain, cannot use spirit magic or prepare new spells.
Spirit Talker (Arcane Enlightement, 1/day) Gain hex from shaman spirit for 1 hour.
Ward +2 (1 at a time) (Su) Ward another, granting +2 to AC and saves until hit or fail a save.
Wisdom of the Ages (Su) Use Wisdom modifier instead of Intelligence for Int-based skills.
Kellen is a thirty year old shaman of the Frost Fox tribe. They originally lived in the western areas of Brevoy and down into the stolen lands, being nomadic as many Kellid tribes are. They nominally worshipped an amalgam of Gorum and the Frost Fox spirit, which is manifested for the shaman in his flying fox familiar, Ryllia.
About seven years ago, Kellen was following the spirits to a place shown to him by Ryllia, and left his tribe for several days. When he returned to them he found destruction everywhere – and the only clue was a weapon marked with the tribal images of the Red Tiger Tribe, he carries that magical spear to this day. His wife, Arkai, and young son, Karki, were missing, along with several other members of the tribe, but Kellen long assumed they were dead.
He tried to follow the tracks, but lost them in a snowstorm. Despondent, he set into the stolen lands and existed for a time near some ruins. Always seeking answers for the Red Tigers who destroyed his family, he carries a grudge even this many years later. His nomadic lifestyle caused him to encounter a half-Kellid, half-elf named Levn, and they together bonded about their past as men on the edges of the law, and lacking a real place of belonging. Together they enter the kingdom of Paza, where the new lords of the land had overthrown the Stag Lord (whom Kellen had met very briefly, and didn’t think highly of) to seek what new adventures take them.
Kellen will likely react poorly if he encounters the Red Tiger tribe, but he knows he isn’t enough of a warrior to exact the vengeance he thinks is due to them (BTW- its totally cool if his assumption is incorrect, but I ran with it for the background).
Kellen is accepting of outcasts, and is always willing to provide others a second chance. He knows he was in a bad place living on the edges of even tribal society, but has come back from that. He credits Levn with helping to pull him from his funk with Levn’s seemingly easy nature and wit; of course he gets frustrated with Levn’s levity at times, but appreciates the other man as a good friend.