Classes/Levels |
Female Human Shaman (Deep) 3 |HP: 32/32 | AC:14 (current 16), T 14, FF 10 | Fort: +3 Ref:+4 Will:+6 |CMB +4, CMD 16 | Init+3 | Perc +11 | Wave Strike 3/3 |
Gender |
Nahuatl ti |
Strength |
14 |
Dexterity |
16 |
Constitution |
14 |
Intelligence |
10 |
Wisdom |
16 |
Charisma |
10 |
About Nahuatl ti
Max HP:32 (3d8+3+3FCB) Current HP:32 Non Lethal:
STR 14(+2) DEX 16(+3) CON 14(+2) INT 10(+0) WIS 16(+3) CHA 10(+0)
Defense
AC: 14 (10+ Armor + Natural +3 Dex +1 Dodge)
Touch: 14
Flat footed: 10
Resistance:
SQ: Breathe Water
Armor none Max Dex + ACP: 0
Speed: 30 Swim speed: 30 (can use Run action while swimming)
Saves:
Fort: +3 Reflex: +4 Will: +6
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Offense
BAB:+2 CMB:+4 Initiative +3
Combat:
Melee: Spear +4 1d8+2 x3
Ranged: Spear +6 1d8+2 x3
Ranged: Wave strike (3/day. Used: ) +6 1d6+2 non lethal (DC 15 Fort or knocked prone) / Underwater +6 1d6+2 lethal push back 5ft
Spells
Spirit Magic 1/day: Hydraulic push (1ST), slipstream (2nd)
o-level per day: 4 Unlimited
Dancing lights, Detect Magic, Create Water, Know Direction
1st level per day: 2+1 Cast:
Frostbite, Protection from Evil, Sleep
2nd level per day: 1+1 Cast:
Cure Moderate Wounds, Spiritual weapon
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Special Abilities
Orisons, spirit, spirit animal, spirit magic, wave strike, Hexes
Spells: A shaman casts divine spells drawn from the shaman spell list. A shaman must choose and prepare her spells in advance.
To prepare or cast a spell, a shaman must have a Wisdom score equal to at least 10 + the spell's level. The saving throw DC against a shaman's spell is 10 + the spell's level + the shaman's Wisdom modifier.
Like other spellcasters, a shaman can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Shaman. In addition, she receives bonus spells per day if she has a high Wisdom score.
Shamans commune with their spirit animals to prepare their spells. Each shaman must choose a time when she must spend 1 hour each day in quiet contemplation with her spirit animal to regain her daily allotment of spells. A shaman can prepare and cast any spell on the shaman spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily communion.
Spirit (Su) Deep
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
Deep Spirit
A shaman who selects the waves spirit has a fluid grace that exhibits itself whenever she moves. When she calls upon one of this spirit’s abilities, floating orbs dance about her, sublimating between icy crystals, misty vapors, and globules of water.
A deep shaman must choose the waves spirit. The deep shaman must choose a spirit animal with the aquatic subtype, and it gains the amphibious special quality instead of gaining the ability to breathe in water. A deep shaman gains Swim as a class skill
Hex: Deep Heart (Su)
The deep shaman gains the ability to breathe underwater and gains a swim speed equal to her unmodified base land speed. At 8th level, she takes only half the normal amount of pressure damage and she adjusts to a new pressure all at once after succeeding at five Fortitude saves, rather than 100 feet at a time.
Hex: Crashing Waves (Su):
The force of a waves shaman’s water spells can bring even the mightiest of foes to the ground. When the shaman casts a spell with the water descriptor, she does so at 1 caster level higher. If that spell deals damage, the target must succeed at a Fortitude saving throw or be knocked prone. At 8th level, the shaman casts water spells at 2 caster levels higher. At 16th level, her ability to knock creatures prone extends to any spell that deals damage.
Deep Shaman (special):
Her crashing waves hex applies to her spirit abilities that deal damage as if they were spells with the water descriptor, raising her effective shaman level for those abilities.
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 (see Spontaneous Casting and Metamagic Feats).
Spirit Magic Spells: Hydraulic push (1st), slipstream (2nd), water breathing (3rd), wall of ice (4th), geyser (5th), fluid form (6th), vortex (7th), seamantle (8th), tsunami(9th).
Spirit Ability: Aquatic Spirit Abilities (Su)
A shaman who chooses the waves spirit as her spirit or wandering spirit gains the following ability.
Wave Strike (Su): As a standard action, the shaman can perform a melee touch attack that drenches a creature and pushes it away. The opponent takes 1d6 points of nonlethal damage + 1 point for every 2 shaman levels they possess and is pushed 5 feet directly away from the shaman. This movement does not provoke attacks of opportunity. A shaman can use this ability a number of times per day equal to 3 + her Charisma modifier.
When used underwater, a deep shaman’s wave strike deals lethal bludgeoning damage and pushes the target away 5 feet + an additional 5 feet for every 6 shaman levels she has.
At 11th level, whenever the deep shaman is underwater, all weapons she holds are treated as if they had the impact special ability instead of quenching. Instead of a swim speed and the ability to breathe underwater, fluid mastery provides tremorsense with a range of 30 feet while in the water, and when underwater, fluid mastery’s torrent deals 1d6 points of damage per shaman level in a 30-foot cone.
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Languages: Common, Aquan
Skills:
Acrobatics +5
Climb +2
*Craft +
*Diplomacy +
*Fly +
*Handle Animal +9
*Heal +3
Intimidate +
Knowledge Arcana +
*Knowledge Religion+
*Knowledge Planes+
*Knowledge Nature+4
Knowledge Nobility +
Linguistics +1
Perception +11 (Alertness)
*Ride +3
Sense motive +3
Stealth +4
*Spellcraft +5
Swim +9 (+17 on any Swim check to perform a special action or avoid a hazard; can move forward without making a check/ take 10 on any swim check)
*Survival +7
*UMD +
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Feats:
Point blank shot, Aquatic Combatant (+2 swim/no melee penalties underwater), Extra Hex
Traits:
Pearl Diver
You were a pearl harvester and you know just what clues to look for when searching for a worthwhile haul in the briny shallows.
Benefit: You gain a +1 trait bonus on Appraise and Swim checks.
Touched by the Sea
You’ve always felt the call of the sea and your blood surges with the ebb and flow of the tides. Perhaps one of your parents was a sailor or pirate, or maybe one of your ancestors had a bit of aquatic elf or undine blood in them. Whatever the reason, you’re as comfortable in the water as you are on land.
You came to port in search of your destiny, and after a few drinks at a tavern you went down to the docks to take in a view of the sea. The last thing you remember is a blow to the back of your head and the waves rushing up to meet you.
Benefit You gain a +1 trait bonus on Swim checks and Swim is a class skill for you. In addition, penalties on attack rolls made underwater are lessened by 1.
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Equipment/Gear (lbs)
Traveler's outfit (free)
Jewelry (50 gp)
Shaman's kit :includes a backpack, a bedroll, a belt pouch, candles (10), a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.
Spear
Waterproof bag
Potions:
CLW
Lesser Restoration
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Personality
Background
Description
Nahuatl ti
Wealth
pp 455 gp 307sp 50cp
gems
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Spirit Animal Hapalochlaena
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 animal Blue-Ringed OctopusCR 1/2
XP 200
N Tiny animal (aquatic, amphibious)
Init +5; Senses low-light vision; Perception +1
DEFENSE
AC 18, touch 17, flat-footed 13 (+5 Dex, +2 size, +1 Nat)
hp 11 (1d8)
Fort +2, Ref +7, Will +1
Defensive Abilities ink cloud, Improved Evasion
OFFENSE
Speed 20 ft., swim 30 ft., jet 60 ft.
Melee bite +7 (1d2–1 plus poison), tentacles +5 (grab)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 8, Dex 21, Con 10, Int 6, Wis 13, Cha 3
Base Atk +0; CMB +3 (+7 grapple); CMD 12 (can’t be tripped)
Feats MultiattackB, Weapon Finesse
Skills Escape Artist +15, Stealth +25, Swim +13; Racial Modifiers +10 Escape Artist, +8 Stealth
Special Attacks poison
SPECIAL ABILITIES
Familiar
The master of a blue-ringed octopus familiar gains a +3 bonus on Swim checks.
Ink Cloud (Ex)
While within water, an octopus can emit a 5-foot-radius sphere of ink once per minute as a swift action. This ink provides total concealment and persists for 1 minute.
Jet (Ex)
The octopus can jet 60 feet in a straight line as a full-round action. This does not provoke attacks of opportunity.
Poison (Ex)
Bite—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect 1 Str; cure 1 save.
Natural Armor Adj.: The number noted here is in addition to the familiar’s existing natural armor bonus.
Int: The familiar’s Intelligence score.
Alertness (Ex): While a familiar is within arm’s reach, the master gains the Alertness feat.
Improved Evasion (Ex): 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 (magical beast).
Empathic Link (Su): 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.
ECOLOGY
Environment temperate or cold aquatic
Organization solitary
Treasure none
Blue-ringed octopuses are aquatic animals capable of a surprising amount of cunning.
Spirit Animal (Ex)
The skin of the shaman’s spirit animal constantly distorts, much as a pond’s surface ripples when drops of water fall gently into it. The animal gains Mobility as a bonus feat. The animal doesn’t need to meet the prerequisites for this feat. In addition, the animal can breathe underwater
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Class Skills
The shaman’s class skills are Craft (Int), Diplomacy (Cha), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), and Survival (Wis), Swim (Dex) +3