Thog Grogsplit

Khasos Sky-talker's page

49 posts. Alias of Dodekatheon.


Full Name

Khasos Sky-talker

Race

Skills:
Craft Jewelry 6, Diplomacy 6, Handle Animal 6, Heal 10, Knowledge Nature 6, Perception 10, Spellcraft 6, Survival 8

Classes/Levels

Prepared Spells:
0-Level: Create Water, Detect Magic, Prestidigitation | 1st-Level: Bless, Cure Light Wounds

Gender

Male Half-Orc Shaman 1 | HP 10/10 | AC 16 Touch 11 Flat-Footed 15 | Fort +4 Ref +3 Will +8 | Init +9 Perc +10 |

Size

Medium

Age

22

Alignment

CG

Languages

Common, Orc, Goblin, Northern

Strength 8
Dexterity 12
Constitution 14
Intelligence 14
Wisdom 18
Charisma 14

About Khasos Sky-talker

Statistics:
Khasos Sky-talker
Shaman 1
CG Medium humanoid (orc, human)
Init +9; Perception +10; darkvision 60'

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Defense
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AC 16, touch 11, flat-footed 15 (Armor +5, Dex +1)
HP 10 (1d8+2)
Fort +4, Ref +3, Will +8

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Offense
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Ranged Light crossbow +1 (1d8/19-20x2)

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Statistics
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Ability Scores: Str 8
Dex 12
Con 14
Int 14
Wis 18
Cha 14

Feats: Alertness (Familiar), Endurance, Improved Initiative
Traits: Fate's Favored, Sacred Tattoo
Skills: Craft Jewelry 6 (1), Diplomacy 6 (1), Handle Animal 6 (1), Heal 10 (1), Knowledge Nature 6 (1), Perception 10 (1), Spellcraft 6 (1), Survival 8 (1)
Equipment: Cold-weather outfit (Free), Shaman's Kit (15), Light Crossbow (35), Bolts x20 (2), Scale Mail (50), Healer's Kit (50)
28 GP remaining.

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Special Abilities
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Favored Class Bonus: Add one spell from the cleric spell list that isn’t on the shaman spell list to the list of spells the shaman knows. This spell must be at least 1 level below the highest spell level the shaman can cast.
Spell added- Prestidigitation

Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.

Shaman's Apprentice: Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.

Fey Thoughts: Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. This trait replaces racial weapon familiarity.

Skills chosen: Perception, Use Magic Device

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.

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 chosen: Heavens

Spirit Animal (Ex): 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.

Spirit Animal

By communing with the incredible powers of her spirit, the shaman forges a cherished bond with one specific servant of that spirit—known as a spirit animal. A spirit animal is a creature chosen by a shaman to serve as a conduit, allowing her to more fully access the magic of her spirit on a daily basis. The shaman’s spirit animal also grants her special powers. This ability uses the same rules as the wizard’s arcane bond class feature and is treated as a familiar, except as noted below.

A shaman uses her level as her effective wizard level when determining the abilities of her spirit animal. A shaman can select any familiar available to wizards to serve as her spirit animal, although her spirit animal is augmented by the power of her chosen spirit. Once selected, the spirit animal cannot be changed. Although a shaman’s spirit animal uses the statistics of a specific animal, it is treated as an outsider with the native subtype for the purposes of spells and abilities that affect it.

Levels of different classes that are entitled to familiars stack with shaman levels for the purpose of determining any spirit animal abilities that depend on the shaman’s level. If a shaman possesses such levels in other classes, her spirit animal always uses the shaman rules for spirit animals, not those used by familiars of other classes (such as witches, wizards, or sorcerers with the arcane bloodline). If the shaman has witch levels, her spirit animal also serves as the conduit to her patron and stores her witch spells. The shaman’s spirit animal is treated as a familiar for the purposes of all spells, effects, and abilities that affect familiars.

If a spirit animal is lost or dies, it can be replaced after 24 hours through a special ritual that consumes material components worth 500 gp per shaman level. The ritual takes 8 hours to complete. The new spirit animal must be of the same sort of creature as the previous one.

Spirit animal- Artic hare.

Spirit Animal (Ex): At 1st level, a shaman’s spirit animal gains specific abilities, depending upon the type of spirit selected by the shaman using her spirit class feature. These abilities affect the animal’s appearance and grant it special abilities that can aid it in serving the shaman and the spirit it represents and is connected to. These abilities are described in the spirit animal section of each individual spirit description.

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).

Spirit:
A shaman who selects the heavens spirit has eyes that sparkle like starlight, exuding an aura of otherworldliness to those she is around. When she calls upon one of this spirit’s abilities, her eyes turn pitch black and the colors around her drain for a brief moment.

Spirit Magic Spells: Color spray (1st), hypnotic pattern (2nd), daylight (3rd), rainbow pattern (4th), overland flight (5th), chain lightning (6th), prismatic spray (7th), sunburst (8th), meteor swarm (9th).

Hexes: A shaman who chooses the heavens spirit can select from the following hexes.

Enveloping Void (Su): The shaman curses one creature with the dark void. As a standard action, the shaman can cause one enemy within 30 feet to treat the light level as two steps lower: bright light becomes dim light, normal light becomes darkness, and areas of dim light and darkness become supernaturally dark (like darkness, but even creatures with darkvision cannot see). This effect lasts for a number of rounds equal to the shaman’s level. A successful Will saving throw negates this effect. Whether or not the save is successful, the creature cannot be the target of this hex again for 24 hours.

Guiding Star (Su): Whenever the shaman can see the open sky at night, she can determine her precise location and can add her Wisdom modifier to her Charisma modifier on all Charisma-based skill checks. In addition, once per night while outdoors, she can cast one spell as if it were modified by the Empower Spell, Extend Spell, Silent Spell, or Still Spell feat without increasing the spell’s casting time or level. The shaman doesn’t need to possess the feat to use this ability.

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.

Lure of the Heavens (Su): The shaman’s connection to the skies above is so strong that her feet barely touch the ground. At 1st level, she no longer leaves tracks. At 5th level, she can hover up to 6 inches above the ground or liquid surfaces. At 10th level, the shaman gains the ability to fly (as the spell) for a number of minutes per day equal to her shaman level—the duration does not need to be consecutive, but it must be used in 1-minute increments.

Starburn (Su): As a standard action, the shaman causes one creature within 30 feet to burn like a star. The creature takes 1d6 points of fire damage for every 2 levels the shaman possesses and emits bright light for 1 round. A successful Fortitude saving throw halves the damage and negates the emission of bright light. The shaman can use this hex a number of times per day equal to her Charisma modifier (minimum 1), but must wait 1d4 rounds between uses.

Spirit Animal: The flesh of the shaman’s spirit animal accurately reflects the stars that would be visible in the night sky, no matter where the animal is or the time of day. Due to this, it can be used as a star map. In addition, it gains a fly speed of 5 feet; if the animal already has a fly speed, instead its fly speed increases by 10 feet. While the animal is flying, a small nimbus of light surrounds it.

Spirit Ability: A shaman who chooses the heavens spirit as her spirit or wandering spirit gains the following ability.

Stardust (Sp): 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.

Appearance and Personality:
Khasos is a handsome young half-orc with dark medium length hair, seemingly always with a kind (and sometimes knowing) smile on his face. His eyes seem to sparkle with starlight. Khasos normally wears a simple set of furs over some simple armor. His body is covered in sacred tattoos that are markings of dedication to the goddess Selune.

Khasos is community minded, and tries to see the good in everyone he meets. As a devotee of She Who Guides, he attempts to be caring and accepting of every person he encounters, and aid whoever he may.
Khasos is more likely to look at an adventure as an opportunity to aid his community or improve himself than an opportunity to gain wealth and prestige.

Character Background:
When a marauding group of lycanthropes threatened the Thunderbeast Uthgardt, it was only natural that two of her Silverstars be dispatched to deal with them.

What was far more unusual was that they decided to stay.

Czolgosz and Aela Sky-talker were already husband and wife at the time, and once they had dealt with the threat to the Thunderbeast time, they felt a clear message from Selune; this was where they should be. The Thunderbeast were certainly grateful, making them honorary members and giving them honored places in their tribe.

After several years, they welcome their firstborn, Khasos, to the world.

He was born under a full moon, the night sky replete with stars, and Czolgosz and Aela could feel Selune's presence, marking the boy as hers as he was welcome into the world. The heavenly canopy was not the only omen that night; a pregnant hare wandered into their tent, and gave birth right there. Unusually, she did not produce a large litter; there were only two kits born that night. One was taken with the mother; the other, the mother placed next to the infant Khasos.

When Khasos next opened his eyes, the stars themselves were in them, and they reflected off of the kit, illuminating the room. From that time, Khasos and Mirala, as he called the doe, were inseparable.

From as early as he could walk and talk, Khasos was clearly not like other children. He consulted the skies, spoke to Mirala as if she were a person, and perceived far more than was natural for a child of his age. From an early age he proved capable of magic, and his abilities and insight were prized amongst the Thunderbeast, who were far less barbaric than other Uthgardt tribes.

Khasos took up carving scrimshaw as a hobby. Once, when he was twelve, his parents had a sudden wanderlust and visited all the nearby Uthgardt tribes. While visiting the Black Raven, he found a companion in Tuva, a young girl even better at carving scrimshaw than Khasos was. The two bonded; though she spoke little of it, Tuva had clearly just been through an ordeal that marked her with strangeness, and Khasos had been marked as strange his entire life.

Their time together was brief, but to Khasos, the omens were clear; they would meet again, more than once, and he would help her.

The years passed. Khasos continued to develop his magical powers and is slowly developing knowledge of creatures of all types. A few months ago, he was given a dream; he had to go to Luskan.

Khasos traveled to the city, far larger than any he had been to before, and simply let his feet guide him. He found the market...and saw a beautiful young woman hawking scrimshaw. He might not have recognized her as an adult, but there was no mistaking those eyes and her complexion. Khasos fished out a piece of scrimshaw that the two had carved together as children, a trinket he'd kept on him for the last decade, and Khasos and Tuva were reunited.

After speaking with Tuva a bit, and hearing of her tribulations, Khasos knew that Luskan could not be where they parted ways. He felt deep in his breast that they would need to travel North. A return to Icewind Dale would give Tuva closure...and if it was of a negative nature, Khasos was resolved to be there to help her through it.