Krosh Stag-Helm
Male Half-Orc Shaman (Animist) 8
N Medium Humanoid (Orc)
Init:+1; Senses: Darkvision 60 ft., Perception +12 (-2 w/o familiar)
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DEFENSE
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AC 16 Touch 11 Flat-Footed 15 (10 +1 dex +5 armor
HP 60
Fort +6, Ref +6, Will +10 (+2 will vs effects on dreaming mind/subconscious, +2 save vs fear)
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OFFENSE
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Speed: 30 ft.
Melee
-- MW Boar Spear +9/+4 (1d8+3/x3, piercing)
-- Club +7/+2 (1d6+2/x2, bludgeoning)
Ranged
-- Club +6 (1d6+2/x2, bludgeoning, 10 ft.)
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STATISTICS
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Str 14 Dex 12 Con 14 Int 10 Wis 17 Cha 14
Base Atk +6/+1; CMB +8; CMD 19 (+1 vs grapple)
Feats Selective Channel, Extra Channel, Alertness (B), Bless Equipment, Extra Hex (Enhanced Cures)
Traits
-Northern Ancestry +1 Fortitude, Cold Resist 2
-Lucid Dreamer +1 Knowledge (Planes), +2 Will saves against effects on your dreaming mind or subconscious, such as a night hag’s dream haunting ability, the nightmare spell, and illusions of the phantasm subschool.
Skills
Languages Common, Orc, Skald, Sylvan, Giant
Equipment MW Boar Spear, Club, +1 Hide Armor, Cloak of Resistance +1, Wand of Cure Light Wounds (50 charges), Scroll of Lesser Restoration, Boots of the Winterlands
Gear Cold Weather Outfit, Backpack, MW Survival Kit (2x Waterskin, Flint & Steel, Mess Kit, Maps), Healer's Kit (10 charges), 28 GP. (57 lbs)
Carrying Capacity Light - 58, Med - 116, Heavy - 175, Lift Over Head - 175, Lift Off Ground, 350, Push/Drag - 875
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SPECIAL ABILITIES
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RACIAL
Darkvision 60 ft. Bestial +2 Perception (Replaces Orc Ferocity)
Unflinching Valor +2 saves vs fear, +1 CMD vs grapple. (Replaces Intimidating)
Fey Thoughts Perception & Sense Motive are class skills (Replaces Weapon Familiarity)
CLASS
Favored Class Bonus +7 Skill Ranks, +1 HP
Spell Slots 4/5/4/4/2
Spirit Animal Ermine (Weasel) - Grants +2 bonus on Reflex saves.
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
-Animist Spirit Magic Uses the following spells for Spirit Magic - Speak With Animals (1st), Skinsend (2nd), Speak with Plants (3rd), Malfunction (4th), Dream (5th), Speak with Stone (6th), Control Construct (7th), Trap the Soul (8th), Soul Bind (9th).
Spirit Life
-Channel Energy 5/day - 4d6 (DC 15)
-Fast Healing 1 granted to Spirit Animal
-Healer's Touch +4 bonus on Heal checks. As a standard action, the shaman can move up to half her speed and touch up to six dying creatures. Each creature is automatically stabilized without the need of a Heal check.
-Wrangle Condition 5/day - 30 ft. range.
--Can use Diplomacy to exorcise negative conditions from others. Success removes the condition. Failure by 5 or less transfers the condition from the target to the Shaman for its duration. Failure by 10 or more does not remove condition AND causes the Shaman to gain it as well.
---Minor Conditions (DC 15) - Fatigued, Shaken, Sickened. Major Conditions (DC 20) - Dazed, Staggered. Severe Conditions (DC 25) - Exhausted, Frightened, Nauseated. Dire Conditions (DC 30) - Blinded, Deafened, Paralyzed, Stunned. At 5th level, can remove Minor without a check. 9th - Remove Major without check. 13th - Severe. 17th - Dire.
-Exorcism Can attempt to end effects that control a creature or object, such as magic jar, possess object, dominate person, and dominate monster, or possessing entities such as ghosts. This is a full-round action that requires the animist to touch the target. The possessing or dominating creature must attempt a Will save with a DC equal to 10 + 1/2 the shaman level + her Wisdom modifier. Failure means that the controlling effect ends or the entity is immediately cast out of the target, as appropriate. If the possessing entity is exorcised, it cannot attempt to dominate or possess that target again for 24 hours. The animist can exorcise the same entity out of different targets, but once the entity successfully saves against the animist’s exorcism, it cannot be affected by this ability again for 24 hours.
Hexes
-Healing - As cure moderate wounds. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours.
-Enhanced Cures - When the shaman casts a cure spell, the maximum number of hit points healed is based on her shaman level, not the limit imposed by the spell.
Wandering Spirit At 4th level, a shaman can form a temporary bond with a spirit other than the one selected using her spirit class feature. She must make this selection each day when preparing her spells. While this feature is active, she gains the spirit ability granted by the spirit. She also adds the spells granted by that spirit to her list of spells that she can cast using spirit magic.
Wandering Hex At 6th level, a shaman can temporarily gain the use of one of the hexes possessed by either one of her spirits. She must make this selection each day when she prepares her spells. For the purposes of this ability, she can select any hex possessed by her spirit or wandering spirit.
Khikezh, Spirit Animal:
Khikezh
Male Ermine Spirit Animal
N Tiny Outsider (Native)
Init:+2; Senses: Low-Light Vision, Scent, Perception +2
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DEFENSE
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AC 19 Touch 14 Flat-Footed 17 (10 +2 size +2 dex +5 natural
HP 26
Fort +2, Ref +4, Will +6
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OFFENSE
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Speed: 20 ft., 20 ft. climb
Melee
-- Bite +9 (1d3-4 plus attach)
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STATISTICS
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Str 3 Dex 15 Con 10 Int 9 Wis 12 Cha 5
Base Atk +3; CMB +3; CMD 9 (+13 vs trip)
Feats Weapon Finesse
Skills Acrobatics +10, Climb +10, Escape Artist +3, Stealth +14
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SPECIAL ABILITIES
----------------- Attach When a weasel hits with a bite attack, it automatically grapples its foe, inflicting automatic bite damage each round.
Fast Healing 1 Improved Evasion When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar’s type (outsider).
Empathic Link The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Deliver Touch Spells If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Speak With Master Speak with Kind