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About Livyathan CoretinBackground:
Put your backstory here. Male Coral Dragon, Hedge Witch/Druid(Shark Shaman Archetype) 7 CN Tiny Dragon(aquatic) Init +3 -------------------- DEFENSE -------------------- AC 14, touch 12, flat-footed 14 hp XX Fort +7, Ref +5, Will +9 -------------------- OFFENSE -------------------- Spd 15 ft., 60ft swim. Melee Bite +7 (1d2/20x2) BPS Tail Sting +7 (1d3/20x2) P Ranged Spell + 10 (20x2) -------------------- STATISTICS -------------------- 10 Str, 16 Dex, 14 Con, 10 Int, 18 Wis, 10 Cha Base Atk +5; CMB +3; CMD 16 Feats Spoiler:
Traits
Beacon of Faith:
Source Ultimate Campaign pg. 54 You wield the might of your faith with power and clarity. Once per day as a free action, you may treat your caster level as if it were 2 levels higher when using one of the granted powers of your domain or inquisition, or when casting one of your domain spells. Collector:
Source Gnomes of Golarion pg. 15 Requirement(s) Gnome You have a small, bizarre collection of apparently worthless items, such as rusty nails, animal droppings, clockwork cogs, or bent spoons. You find this strange menagerie useful in ways no non-gnome could understand. Seeking new items to add to this collection is endlessly fascinating to you, and while no one else may understand why a Chelish horsenail is worthy to add to your collection when a dwarven wheelbarrow nail is not, it all makes sense to you. Select one of the following skills: Craft (any one), Disable Device, Escape Artist, Perform (any one), or Spellcraft. Whenever you have your collection within 5 feet of you, you gain a +2 trait bonus on all checks made with the selected skill. Once this skill has been selected, it cannot be changed, nor can you gain it for any other collection you begin amassing. Skills
Languages Aquan, Common, Draconic
Hedge Witch:
Brew Potion
At 1st level, a hedge witch gains the Brew Potion feat as a bonus feat. Broom
At 1st level, a hedge witch can use her broom to cast housewifery (housewifery is the name hedge witches use for the prestidigitation cantrip). She can do this once per day per 2 hedge witch levels. At 3rd level, a hedge witch can use her broom to protect her dwelling from evil or good (depending on her alignment). The hedge witch must spend 15 minutes sweeping the floor of her home, shop, tent, inn room, etc. At the end of this period up to 3 different entrances (doors, windows, fireplaces, etc) are protected as if by a protection from evil/good spell. The number of entrances a hedge witch can protect increase by 3 every 3 hedge witch levels (6 at 6th level, 9 at 9th level, etc). A hedge witch must spend another 15 minutes sweeping for every 3 entrances she protects. The protection lasts for 1 hour per 3 hedge witch levels. At 5th level, a hedge witch can use her broom to fly through the air. Her broom essentially becomes a broom of flying that only works for her (or another hedge witch). The broom cannot be used to fly by anyone but a hedge witch of at least 5th level; anyone else attempting to do so finds the broom does not respond. Even a rogue using the Use Magic Device skill cannot make the broom fly. At 10th level, a hedge witch can use her broom to “sweep away” outsiders. By making a melee touch attack against an outsider while chanting or intoning prayers and words of power, the hedge witch can banish (as the spell banishment) an outsider of 10 HD or less. The hedge witch can use this ability once per day. Cantrips
Cast Circle (Sp)
The hedge witch uses her athame (a special knife with a blunt edge, used for ceremonial purposes only, never for actual cutting) to draw the circle, praying to her god and goddess as she draws. Casting the circle requires one full minute of time, and the hedge witch can cast her circle a number of times per day equal to 2 + her Wisdom bonus. The hedge witch's circle is a 5 ft. radius circle at 1st level, increasing to 10 ft. radius at 3rd level, 15 ft. radius at 5th level and 20 ft. radius at 7th level. The circle can never be larger than 20 feet in radius. Once cast, a faint glow — red if protecting from good, blue if protecting from evil — reveals the boundaries of the circle. The glow is visible to all, without the aid of magic. At 5th level, the hedge witch's circle also acts as a nondetection spell in addition to the protection from evil/good. At 10th level, the circle also acts as a protection from spells spell. Both effects have duration equal to the duration of the hedge witch's circle. If the hedge witch is forced out of her circle before the duration is up, the circle is broken and all effects immediately end. Anyone within the circle with the hedge witch must remain within the circle for its duration or until the hedge witch breaks the circle; leaving the circle breaks it and ends all effects. Likewise, any creature outside the circle that enters it automatically breaks the circle and ends all effects. The hedge witch can break her circle and end its effects voluntarily at any time; the circle is not required to exist for its full duration. If the hedge witch's circle is broken by someone other than the hedge witch, the spirits and powers the circle holds at bay can harm the hedge witch. The hedge witch must make a DC 20 Will save or suffer 1 point of temporary Wisdom and Charisma damage. In addition to these powers, each hedge witch also gains a special power to her circle based on the tradition she chooses to follow at 2nd level. See the Tradition descriptions for details on each. Tradition
Each tradition has different rites, grants some bonus spells, and grants bonus feats. Once a hedge witch chooses her tradition, she cannot change it. A hedge witch can follow only one tradition. Grimoire
Should the hedge witch lose her grimoire or have it destroyed, she is unable to access her tradition powers until she recovers or replaces it. If she must replace her grimoire, the hedge witch can create a new grimoire, costing 50 gp + 1 gp for each hedge witch level. It takes the hedge witch 2d4 days to create her new grimoire. The hedge witch may also be presented with a replacement for her lost grimoire. If this is the case, the hedge witch must spend 1d3 days reading through it and making notes of her own before she can use it. The hedge witch can only use a replacement grimoire if it comes from a hedge witch of the same tradition. Familiar
She casts a special circle upon the ground and then calls her familiar. The type of familiar a hedge witch can call depends upon the tradition she chooses to follow. See the tradition descriptions for a list of the familiar types available to a hedge witch. In all other respects, this power is identical to a wizard's ability to summon a familiar, including special familiar abilities and improvements as described in the Familiars entry of the Wizard class description. Hedge Witch Tradition:
Some hedge witches hear the call to protect and defend — be it a specific person or group of people, a specific place or sacred object, or simply to guard anyone or anything in need. Such driven individuals follow the protector tradition.
Familiar Types: A hedge witch who follows the protector tradition can choose a cat, golden eagle or weasel as her familiar. Bonus Spells: endure elements (4th), shield other (6th), protection from energy (8th), hold monster (10th), wall of thorns (12th), summon nature's ally VI (14th), mass hold person (16th), protection from spells (18th), mass hold monster (20th). Bonus Feats: Alertness, Dodge, Extend Spell, Improved Initiative, Simple Weapon Proficiency, Weapon Finesse. Circle Power: Deflecting Circle- Whenever you are within a circle you have cast, you and anyone else within the circle with you receives a +2 deflection bonus to armor class. This bonus increases to +4 at 8th level and +6 at 14th level.
Protecting Circle (Su)
Battle Rite (Su)
Protect from Afar (Su)
Rite of Righteousness (Su)
Keep Me from Harm (Su)
Shark Shaman Druid:
Orisons (Sp)Druids can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Druid under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
Bonus Languages
A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn't take up a language slot. Druids are forbidden to teach this language to nondruids. Druidic has its own alphabet. Nature Bond
Nature Sense (Ex)
Wild Empathy (Ex)
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check. A shark shaman can use wild empathy with fish as a full-round action with a +4 bonus. Totem Transformation (Su)At 2nd level, a shark shaman may adopt an aspect of the shark while retaining her normal form. This ability functions as the dragon shaman’s totem transformation ability, but the druid may select from the following bonuses: movement (can breathe water, swim speed 30 feet)
Woodland Stride (Ex)
[/b]Trackless Step (Ex)[/b]
Resist Nature's Lure (Ex)
Totemic Summons (Su)
This ability replaces a thousand faces. Wild Shape (Su) At 6th level, a shark shaman’s wild shape ability functions at her druid level –2. If she takes on the form of a shark, she instead uses her druid level +2. Water(Flotsam):
Granted Powers: You can manipulate water and mist and ice, conjure creatures of water, and resist cold. Icicle (Sp): As a standard action, you can fire an icicle from your finger, targeting any foe within 30 feet as a ranged touch attack. The icicle deals 1d6 points of cold damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. Sift (Su): At 6th level, once per day you can reach into water as a standard action and pull out an object with a maximum gp value of up to 50 gp × your cleric level. This object always has the broken condition upon being withdrawn from the water. The water you reach into must be at least deep enough to fully immerse yourself in it. At 12th level, objects you retrieve are not broken. At 20th level, you can retrieve objects worth up to 5,000 gp. If retrieving an object that would not normally float, assume it rests on top of or is entwined with debris that does float. Objects retrieved in this manner disappear after 24 hours, if not already used up or otherwise destroyed before then. Domain Spells: 1st—obscuring mist, 2nd—make whole, 3rd—water breathing, 4th—control water, 5th—major creation, 6th—animate object, 7th—elemental body IV (water only), 8th—horrid wilting, 9th—elemental swarm (water spell only). ---------------------------
Spoiler:
-2 Strength, +2 Dexterity: Coral Dragons are fast and maneuverable, but fairly weak. Tiny: Coral Dragons are Tiny creatures and gain a +2 size bonus to their AC, a +2 size bonus on attack rolls, a -2 penalty to their CMB and CMD, and a +8 size bonus on Fly and Stealth checks. They also have a 0 ft. reach, with the exception of their tails, which have a 5 ft. reach. Slow Movement: Coral Dragons have a base speed of 15 ft. on the ground. Flight: Coral Dragons swim naturally with a 60 ft. Swim speed, which gives them a +8 bonus on Swim checks to avoid hazards and obstacles. Tough Hide: Coral Dragons gain a +2 natural bonus to Armor Class. Senses: Coral Dragonss have blindsense 60 ft., darkvision 60 ft., and low-light vision. Stealthy: Coral Dragonss gain a +2 racial bonus on Stealth checks; this improves to a +4 bonus in water deep enough to submerge in. Draconic Immunities: Coral Dragons are immune to magic paralysis and sleep effects. Spell Resistance: Coral Dragons have SR equal to 11 + class levels. Natural Attacks: Coral Dragons have a bite attack (1d2 damage) and a tail sting attack (1d3 damage). Once per day per Con bonus (minimum 1/day), as a free action, the tail can inject a mild poison (injury; save Fort 1/2 class levels + Con bonus + 2; frequency 1/minute for 10 minutes; effect sleep for 1 minute; cure 1 save). Languages: Coral Dragonss begin play understanding aquatic, Draconic, and Common. While they can communicate telepathically to a range of 60 feet, they are limited to communicating in languages they understand. Those with high Int scores can choose from the following bonus languages: Elven, Gnome, Halfling, or Sylvan. --------------
Hedge Witch Spells Known/per Day:
Lv0(DC 14]: Alleviate, Analyze Fertility, Dancing Lights, Depilatory, Housewifery, Mending, Settle Stomach. Lv1(DC 15, 7/7): Bless, Cure Light Wounds(1d8+5), Healing Stones, Sleep, Unseen Servant Lv2(DC 16, 6/6): Cure Moderate Wounds(2d8+7), Lesser Restoration, Status Lv3(DC 17, 5/5): Good Hope, Neutralize Poison, Remove Curse Lv4(DC 18, 4/4): Break Enchantment, Repel Vermin Druid Spells Prepared:
Lv0(DC 14): Read Magic, Detect Magic, Stabilize, Guidance Lv1(DC 15): Entangle, Frostbite, Hydraulic Push, Keen Senses.
Lv2(DC 16): Barkskin(+ ), Divine Trident(1d8+3 electricity), Tar Ball, Unshakable Chill
Lv3(DC 17): Aqueous Orb, Ice Spears, Resinous Skin, Sheet Lightning
Lv4(DC 18): Explosion of Rot(7d6), Echolocation
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Items Worn:
Head: Neck: Body: Shoulders: Arms: Ring 1: Ring 2: Waist: Feet: Gear:
( ) ( ) Potions/Wands/etc/:
Wealth:
XX GP, XX SP, XX CP Here Be Dragons!, a background:
Livyathan is from a small colony of sea dragons that resides inside a large assortment of underwater caves close to a port city. Livy was mostly ignored once he could swim on his own for a while without getting tired, unless he was needed for something. So, left to his own devices, Livyathan spent most of his time a a nestling going deep into the caves of the colony.
It wasn't until he started talking to the dragons that weren't there that the elders took interest. One in particular, an old drake with the blood of a bronze dragon in his veins, was a bit more traveled than the others and decided to ask where he had met these new friends, instead of thinking the poor nestling was deranged or diseased. So Livy took him down to the deepest cave in the colony where he had discovered a large and forgotten graveyard where dragons came to die. He led the elder to a an area that had caved in, leaving only a gigantic skull uncovered. Sitting between two horns more than five times his own length from snout to tail, Livy introduced the skull as his 'too-many-times-great-grandwyrm Annecalogone' with far more enthusiasm than one would think his tiny frame could contain. He had been talking to hear and a lot of others ever since he first started coming here, he explained, and had learned a lot from his ancestors. Realizing the nestling had been given a gift, the elder swam back to the others and calmly explained what had happened. Excited by the elder's words, many more nestlings tried to find the graves. None succeeded. Even when Livyathan helped, the site remained lost. Only when Livyathan was alone would he be able to make his way back there to talk to his grandwyrm. As the decades past and Livy grew, so did his abilities. Magic flowed from his claw tips, healing or protecting or fighting those he wished. No longer did he have to visit the graves to talk to the spirits either, for they could follow him now wherever he went. Except for the pair of trickster drakes that hassle him, Livyathan doesn't mind the extra company. What he did mind was the stories they told him, for he had never been farther than a day's travel from the colony, and they talked of amazing places and creatures. So he left. One thing Livyathan had never told anyone about was the hoard his grandwyrm had been laying on when she died. It was hidden under the rocks with her, and she had given him permission to take what he could with him. It took weeks of magic working and physical labor, but eventually he had everything she suggested he take. He traveled for weeks before meeting anyone. Turns out the landmarks his ancestors used weren't around anymore. But he survived, and his time in Atlantis, when he finally found it, was enough to fascinate him for a very long time. He learned the two-legs(gillmen and the like) and the half-scaled(merfolk) called people like him 'oracle', and were sometimes priests. He didn't like the thought of being a priest, so he paid it no mind. His life was his own, no matter who many spirits he carried with him, and he was going to use it seeing everything he could. |