Blue Dragon

Livyathan Coretin's page

40 posts. Alias of Dragonborn3.

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::Hello, miss.::

About Livyathan Coretin

Put your backstory here.

Male Coral Dragon, Hedge Witch/Druid(Shark Shaman Archetype) 7
CN Tiny Dragon(aquatic)
Init +3
AC 14, touch 12, flat-footed 14
hp XX
Fort +7, Ref +5, Will +9
Spd 15 ft., 60ft swim.
Bite +7 (1d2/20x2) BPS
Tail Sting +7 (1d3/20x2) P
Spell + 10 (20x2)
10 Str, 16 Dex, 14 Con, 10 Int, 18 Wis, 10 Cha
Base Atk +5; CMB +3; CMD 16


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.


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.

Handle Animal +6 (3 + 0 Cha + 3 CS)
Swim +9 (3 + 3 Dex + 3 CS)
Spellcraft +6 (3 + 0 Int + 3 CS)
Knowledge(Nature) +6 (3 + 0 Int + 3 CS)
Knowledge(Arcana) +6 (3 + 0 Int + 3 CS)
Knowledge(Religion) +6 (3 + 0 Int + 3 CS)
Stealth +19 (3 + 3 Dex + 3 CS + 2 Racial + 8 Size)
Survival +9 (3 + 4 Wis + 3 CS)
Perceptionl +9 (3 + 4 Wis + 3 CS)

Languages Aquan, Common, Draconic

Hedge Witch:
Brew Potion
At 1st level, a hedge witch gains the Brew Potion feat as a bonus feat.

All hedge witches begin their career with a broom. A hedge witch's broom is more than just a simple housekeeping tool, though.

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.

Though she is a divine spellcaster, a hedge witch refers to her 0-level spells as cantrips and not orisons. The hedge witch learns a number of cantrips as noted on Table: Hedge Witch Spells Known. Her cantrips can be cast like any other spell the hedge witch knows, but they do not use up any spell slots and she can cast as many of them as she needs during a day.

Cast Circle (Sp)
At 1st level, a hedge witch can perform the rite to cast a circle. This is the basic rite that all hedge witches learn first, regardless of their tradition. The circle acts as a protection from evil/good spell up to one full hour. The circle's duration increases by one hour at 3rd level and every two levels after, that to a maximum of 10 hours at 19th level.

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.

Beginning at 2nd level, a hedge witch chooses the specific tradition she wishes to follow. The traditions are Black Magic, Healer, Protector, and Seer.

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.

Upon choosing her tradition, the hedge witch is either presented with a large, leather-bound book known as a grimoire (if she belongs to a coven) or makes her own (if she is a solitary hedge witch). The grimoire contains the fundamental teachings of her tradition, but most of the pages are blank. The hedge witch inscribes her own take on her powers as she gains them, and must spend at least one hour each day writing in or studying her grimoire in order to be able to access her tradition powers the following day.

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.

At 2nd level, a hedge witch can call a 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.
Rites: Protector rites offer protection for others and for the hedge witch herself. For some of the rites, the hedge witch and others she protects must remain within the hedge witch's circle, but for other rites, the hedge witch can leave the circle after the rite and still benefit from the rite's power. All of a protector hedge witch's rites must be performed inside a circle she has already cast, and multiple rites can be performed, one after another, within the same circle, until the circle's duration expires. If the circle's duration will expire before another rite can be completed, the hedge witch must break her current circle and cast a new one.

Protecting Circle (Su)
At 5th level, the protector hedge witch learns the protecting circle rite. With this rite, the hedge witch is able to increase the type of protection that she and others within her circle benefit from.
The hedge witch begins by casting her circle, then while inside the circle she chants softly for 15 minutes, repeating incantations and prayers. At the end of the 15 minute period, the hedge witch and anyone within her circle with her receives a +2 divine bonus to all saving throws.
The bonus increases to +4 at 10th level. The bonus lasts for as long as the circle remains in place. If the duration of the circle expires or if the circle is broken, the save bonus ceases.

Battle Rite (Su)
At 9th level, the hedge witch learns the battle rite. While most hedge witches tend to avoid hand-to-hand combat, the protector hedge witch recognizes that she often must enter melee combat in order to protect those in need.
She begins by casting her circle. While inside her circle, the hedge witch chants softly for 30 minutes, seeking guidance from the spirits and her god and goddess. At the end of the rite, the protector gains a +4 bonus to Dexterity and to Constitution, with all the accompanying increases in initiative, armor class, ranged attacks, melee attacks (if she has the Weapon Finesse feat), saving throws and hit points. The bonus lasts for 1 hour per hedge witch level, even if the hedge witch leaves her circle.

Protect from Afar (Su)
At 13th level, the protector learns the rite to protect from afar. This rite allows the protector hedge witch to keep those far away from her from harm.
The hedge witch first casts her circle, then, while inside the circle begins to recite incantations that direct the spirits to seek out and protect the one she names. As the hedge witch performs the rite, she subtly manipulates a lock of hair or scrap of clothing from the one she wishes to protect.
The rite requires 45 minutes to perform, but at the end of that time the creature she named for protection receives a +4 deflection bonus to armor class and a +4 divine bonus to saving throws. The beneficiary of the hedge witch's protection can be any distance from her, so long as both the hedge witch and her target are on the same plane of existence. The benefits of the rite stay with the target for 24 hours.

Rite of Righteousness (Su)
At 17th level, the hedge witch learns the rite of righteousness. As with the battle rite, the rite of righteousness grants the hedge witch power she can use in melee combat.
The hedge witch casts her circle, then while inside the circle she prays fervently for her god and goddess to guide her arm and smite her enemies so that she may protect those in her charge. Over the course of 1 hour, the hedge witch is filled with the power of her god and goddess — power which she can take with her after she leaves the circle or it expires.
For the next 24 hours, the hedge witch can smite her enemies up to 5 times. Good protectors smite evil while evil protectors (rare, but they do exist) will smite good. Neutral protectors can choose to smite evil or good while performing the rite, but once chosen cannot be changed until the rite is performed again. A neutral hedge witch that follows even one good deity cannot choose to Smite Good. Likewise, a neutral hedge witch that follows even one evil deity cannot choose to smite evil.
When the hedge witch uses her Smite ability, she designates a target and receives a bonus to attack equal to her Wisdom bonus and a bonus to damage equal to her hedge witch level. The hedge witch also receives a deflection bonus to her armor class equal to her Wisdom bonus that applies only to the target of her Smite. If the target of her Smite is not of an alignment that would be affected, the attempt is wasted.

Keep Me from Harm (Su)
At 20th level, the hedge witch learns the keep me from harm rite. With this rite, the hedge witch is able to protect herself to a great extent, allowing her to better function as a protector of others.
The hedge witch first casts her circle and then sits within the circle as she softly recites prayers and incantations, drawing power to her from the earth and from her god and goddess. For 2 hours, the hedge witch chants as she performs the rite and at the end of the rite she gains DR 10/evil/good (depending on the hedge witch's alignment, in similar fashion to the rite of righteousness). The protector also becomes immune to all mind-affecting spells, so she cannot be charmed, tricked with illusions, or otherwise mentally influenced. Both effects last for 1 full month.

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's bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.

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
A shark shaman who chooses an animal companion must select a shark. If choosing a domain, a shark shaman may choose the Animal, Death, War, or Water domain.

Nature Sense (Ex)
A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Wild Empathy (Ex)
A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result.

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)
senses (scent 30 feet, scent 90 feet in water)
natural weapons (bite 1d6 for a Medium shaman), or shark skin (+2 natural armor, creatures grappling the shaman take 1 point of slashing damage per round of grapple)
While using totem transformation, the shark shaman may speak normally and can cast speak with animals (fish only) at will.

Woodland Stride (Ex)
Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.

[/b]Trackless Step (Ex)[/b]
Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Resist Nature's Lure (Ex)
Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that target plants, such as blight, entangle, spike growth, and warp wood.

Totemic Summons (Su)
At 5th level, a shark shaman may use summon nature’s ally I to summon a stingray and summon nature’s ally II to summon a manta ray. She may cast summon nature’s ally as a standard action when summoning rays and sharks, and summoned rays and sharks gain a number of temporary hit points equal to her druid level. This ability otherwise functions as the dragon shaman’s totemic summons ability.

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.


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).



-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.
Lv1 Domain: Obscuring Mist

Lv2(DC 16): Barkskin(+ ), Divine Trident(1d8+3 electricity), Tar Ball, Unshakable Chill
Lv2 Domain: Make Whole

Lv3(DC 17): Aqueous Orb, Ice Spears, Resinous Skin, Sheet Lightning
Lv3 Domain: Water Breathing

Lv4(DC 18): Explosion of Rot(7d6), Echolocation
Lv4 Domain: Control Water


Items Worn:

Ring 1:
Ring 2:


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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.