Full Name |
Morsha Kemik |
Race |
Human |
Classes/Levels |
Shaman (Bones) 2 | HP: 25/25| AC: 17 | T: 11 | FF: 16 | CMD: 13| Fort: +3 | Ref: +2| Will: +7 | Init: +3 | Perc: +6 | Sense Motive: +5 | |
Gender |
Male |
Strength |
12 |
Dexterity |
12 |
Constitution |
14 |
Intelligence |
9 |
Wisdom |
17 |
Charisma |
14 |
About Morsha Kemik
--------------------
Description
--------------------
TO COME
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 25 (1d8 +4 CON +2 FC +3 Feat +3 Familiar)
Fort +3, Ref +2, Will +7
--------------------
Offense
--------------------
Speed 20 ft.
Melee Masterwork CI Longspear +3(1d8+1/20/x3) reach
------------ Silver Dagger +2(1d4/19-20/x2)
------------ Club +2 (1d6+1/x2)
Ranged Masterwork Crossbow, Light +3 (1d8/19-20/x2) 80ft and Dagger +2 (1d4+1/20/x2) 10ft[COLOR=#FF0000][/COLOR]
Spells:
0- Detect Magic, Guidance, Read Magic, Touch of Fatigue
1- Bane, Doom, Cause Fear, Touch of Blindness
--------------------
Statistics
--------------------
Str 12, Dex 12, Con 14, Int 9, Wis 17, Cha 14
Base Atk +1; CMB 1; CMD 13
Feats Toughness, Spell Focus (Necromancy)
Traits Inured to Death: +2 to saves vs Death effects, Reactionary +2 INIT
Skills Acrobatics -2, Appraise -1, Bluff +2 Climb -3, Craft (alchemy) +3, Craft (armor,bows,trapmaking ,weapons) -1, Diplomacy +7, Disguise +2, Escape Artist -2, Heal +3, Intimidate +2, , Knowledge (nature, planes religion) +3, Perception +4/+6, Perform (Act) +2, Ride -2, Sense Motive +3/+5 if familiar within arm's reach, Spellcraft +3, Stealth -2, Survival +3, Swim -2
Languages Common
Combat Gear Masterwork Cold Iron Longspear, Club, Silver Dagger (in spring-loaded wrist sheath), Masterwork Light Crossbow, Bolts-Normal (18), Bolts - Cold Iron (20), Masterwork Breastplate Other Gear Antitoxin, Antiplague, Backpack, Belt pouch, Cloak of Resistance +1, Earplugs, Familiar Satchel, Chalk(10), Outfit (traveller's), Rope, Smelling Salts, Smoked Goggles, Vermin repellent, Wayfinder, Wand of CLW (50) in Spring Loaded Wrist Sheath, Weapon Cord 299gp 2sp 7cp
--------------------
Special Abilities
--------------------
Spirit familiar Toad (see stats below). +3 hit points.
Spirit Bones. Cadaverously thin. Sunken eye sockets with eyes that stare off into the distance. Bodies have faint smell of the grave. When use special ability a strange ghostly wind seems to whip their hair and their clothes about and their unpleasant stench becomes more prominent.
Proficiencies Proficient with simple weapons. Proficient with light and medium armor.
Touch of the grave Standard action, make a melee touch attack. Deals 1d4+1 for every two shaman levels. Can instead touch an undead creature to heal same amount of damage. Use 3+CHA mod/day.
HexUsing a hex is a standard action that doesn’t provoke an attack of opportunity unless otherwise noted. The saving throw DC to resist a hex is equal to 10 + 1/2 the shaman’s level + the shaman’s Wisdom modifier
Evil Eye (Su): Foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (shaman’s choice): ability checks, AC, attack rolls, saving throws, or skill checks. This hex lasts a number of rounds equal to 3 + the shaman’s Wisdom modifier. A successful Will saving throw reduces this to just 1 round. At 8th level, the penalty increases to –4. This is a mind-affecting effect.
Boons
Confirmed Field Agent Receive Wayfinder for free. Reduce the Prestige Point cost of any wayfinder enhancement vanities to modify this wayfinder by 1 (minimum 1).
Explore, Report, Cooperate Free or immediate action, you may consider whether a particular action you name would help realise the goals of the Pathfinder Society. The GM then informs you whether the action's impact would be positive (contributes to meeting secondary success condition), negative (opposes the secondary success condition) or negligible (neither contributes or opposes the secondary success condition) otherwise GM may respond in five words or less. Once you use this boon cross it off the chronicle sheet.
Friend of Janira Gavix Grant a +1 bonus on Knowledge Checks attempted while you are in the Grand Lodge.
House Thrune's Favour +3 circumstance bonus on Diplomacy checks to influence high standing members of House Thrune, members of the Chelish government, or a Hellknight order in good standing.
River Kingdom Notoriety Opportunity to claim Land Rush. Hex A.
Goblin Bane +2 bonus on Intimidate checks against humanoids with goblinoid subtype.
[COLOR=#009933]Vaba[/COLOR]
Toad 2
Neutral Male Tiny Outsider (native)
Init +1; Senses Perception +9
--------------------
Defense
--------------------
AC 16, touch 15, flat-footed 15 (+1 nat armour, +1 Dex, +4 size)
hp 12
Fort +0, Ref +3, Will +5
--------------------
Offense
--------------------
Speed 5 ft.
Melee
--------------------
Statistics
--------------------
Str 1, Dex 12, Con 6, Int 6, Wis 15, Cha 4
Base Atk +1; CMB -1; CMD 4
Feats Skill Focus (Perception)
Skills Acrobatics +1, Climb +1, Fly +1, Intimidate +1, Perception +9, Sense Motive +2, Stealth +21, Swim +1
Combat Gear ; Other Gear
--------------------
Special Abilities
--------------------
Bones Spirit Familiar Gives off a ghostly glow and seems nearly transparent. Under the constant effects of a blur spell with a caster level equal to shaman's caster level.
Alertness When a familiar is within arm's reach, the master gains the alertness feat
Improved evasion When subjected to an attack that allows a reflex saving throw for half damage, a familiar takes no damage if it makes a succesful saving throw and only half damage if the saving throw fails.
Share spells Witch may cast a spell with a target of 'you' on this familiar. Witch may cast spells on this familiar even if the spells normally do not affect familiar type.
Emphatic link The master has an empathic link with her familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Becauses of the the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that her familiar does.
Master bonus The master of a toad familiar gains a +3 hp.