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About MalziiMalzii
Favored Class Bonus:
1st: +1 Skill Point 2nd: +1 HP 3rd: +1 HP 4th: +1 HP -------------------- Defense -------------------- AC 15, touch 10, flat-footed 15 (+4 armor, -1 Dex, +1 natural, +1 size) HP 39 Fort +3, Ref +0, Will +8 Resist Electricity 5 Weaknesses Light Sensitivity -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armor) Melee +1 Dagger +6 (1d3+2/19-20) Heavy Mace +5 (1d6+1) Ranged Sling +3 (1d3+1) Shaman Spells Prepared (CL 4th; concentration +7) 2nd - Cure Moderate Wounds, Lesser Restoration 1st - Bless, Magic Weapon, Produce Flame 0 (at will) — Create Water, Daze (DC 13), Guidance, Stabilize Shaman Hexes Fortune (Su) - The shaman grants a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing it to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. The target creature must to decide to use this ability before the first roll is made. At 8th and 16th levels, the duration of this hex increases by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours. Healing (Su) - A shaman soothes the wounds of those she touches. This acts as cure light wounds, using the shaman's caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this acts as cure moderate wounds. Flight (Su) - The shaman grows lighter as she gains power, eventually gaining the ability to fly. At 1st level, the shaman can use feather fall at will and gains a +4 racial bonus on Swim checks. At 3rd level, she can cast levitate once per day. At 5th level, she can fly, as per the spell, for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects the shaman. Spirit Ancestors Spirit Ability Ancestor's Council (Su) - As a standard action the shaman can call upon her ancestors to provide advice and assistance to one ally within 30 feet. The ally gains a +2 bonus on any attack roll, saving throw, ability check, or skill check made before the beginning of the shaman's next turn. The shaman can use this ability a number of times per day equal to 3 + her Charisma bonus. -------------------- Statistics -------------------- Str 13, Dex 8, Con 15, Int 13, Wis 18, Cha 15 Base Atk +3; CMB +3; CMD 12 Feats Draconic Aspect (Blue) Extra Hex Traits Bully Possessed Skills Heal +9 - (2 rank, 3 class, 4 Wis) Intimidate +7 - (1 rank, 3 class, 2 Cha, 1 trait) Knowledge: Nature +7 - (3 rank, 3 class, 1 Int) Knowledge: Planes +8 - (4 rank, 3 class, 1 Int) Knowledge: Religion +8 - (4 rank, 3 class, 1 Int) Perception +7 - (1 rank, 4 Wis, 2 racial) Spellcraft +8 - (4 rank, 3 class, 1 Int) Stealth +6 - (2 rank, 3 class, -1 Dex, +4 Size, -2 ACP) Racial Modifiers +2 Perception Languages Common, Draconic Other Gear Armored Coat, Sling bullets (20), Backpack, Bedroll, Belt Pouch, Candle (10), Flint and Steel, Hemp Rope (50 ft.), Mess Kit, Pot, Soap, Torch (10), Trail Rations (5), Waterskin, 31 gp, 8 sp Consumables CLW Potion x1 -------------------- Special Abilities -------------------- Darkvision (60 feet) - You can see in the dark (black and white vision only). Empathic Link with Familiar (Su) - You have an empathic link with your Arcane Familiar. Familiar Bonus: +3 bonus on Climb checks - You gain the Alertness feat while your familiar is within arm's reach. Light Sensitivity (Ex) - You are dazzled as long as you remain in bright light. Share Spells with Familiar - You can cast spells with a target of "You" on the familiar with a range of touch. 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 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 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. Wandering Spirit (Su) - 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. She does not add the hexes from her wandering spirit to her list of hexes that she can choose from with the hex class feature. At 12th level, she gains the abilities listed in the greater version of her wandering spirit. At 20th level, she gains the ability listed in the true version of her wandering spirit. Background:
Born into the Nightmoon tribe of kobolds, it seemed from the beginning that Malzii was destined for greatness, at least as far as she was concerned. Her scales were a deep blue, which was unusual among the more common shades of black and gray, but not entirely unheard of. More significantly, it was determined early on that she had been born as a spirit talker, able to commune with the spirits of the natural world. In Malzii's case, she found herself with a special affinity for the spirits of her kobold ancestors, which would often whisper their words of wisdom or warning into her ear. As expected, Malzii has enjoyed a relatively high status amongst the Nightmoon tribe so far. Her abilities as a spirit talker have proven a boon to her tribe and some of her fellow kobolds have whispered that one day soon, Malzii will surely rise to a position on the chieftain's council...or even become chieftain herself. However, her status has come at a price and there are rivals that vie for those same positions. Biggest among them is another spirit talker, a large black-scaled kobold named Nyktok who had been born with an affinity for the spirit of the very stones beneath his feet. When the Nightmoon tribe received word that one of their own was to be sent forth in service of a great devil to battle against Orcus, it was Nyktok who whispered into the chieftain's ear, naming Malzii as the perfect representative to be assigned such a task and hoping that when she set out, it would be the last he would see of her.
Personality:
Malzii is pushy and more than happy to do whatever she feels is necessary to be heard by others, though she also displays immense confidence in her own abilities as is typical for kobolds. However, Malzii isn't stupid - the longer her fellow kobolds live (or other allies) then the longer she's likely to live as a result. As a general rule, Malzii respects rank as well as those that prove themselves to be strong leaders. Appearance:
Malzii stands a mighty 3 feet tall and weighs a sturdy 28 pounds, with pale yellow reptilian eyes and deep blue scales. In addition to her pack, she wears a small coat of leather armor reinforced with metal plating and carries a mace at her side. A tiny spider with a bright red body and black legs can often be seen sitting on her shoulder or riding on the top of her head. Tactics:
Spellcasting tactics will vary depending on what spells Malzii has loaded at any given time, but as of right now, her general SOP for battles: (1) Cast available buffing spells if she has not already done so
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