Keeper Myre

Pakiru Tamrat's page

19 posts. Alias of Sundakan.


Classes/Levels

HP: 144/144| AC: 31 FF: 22 Touch: 22 CMD: 35 | Init: +12|Fort +14, Ref +17, Will +23| Perception +22, Sense Motive +22| Scent, Blindsense, and Blindsight when eyes are closed

Strength 13
Dexterity 28
Constitution 14
Intelligence 10
Wisdom 24
Charisma 12

About Pakiru Tamrat

Character sheet.

Forum Format Character Sheet:

Feats, Skills, and Traits :

Feats:

Upbringing: Totem Spirit (Hawk)
1.) Power Attack
1.) Two-Weapon Fighting
2.) Weapon Finesse
2.) Martial Focus
3.) Weapon Focus (Ectoplasmic Lash)
4.) Combat Reflexes
4.) Blind Fight
5.) Advanced Weapon Training (Focus Weapon)
6.) Cut From The Air
6.) Improved Two-Weapon Fighting
7.) Blinded Blade Style
8.) Pin Down
8.) Improved Blind Fight
9.) Lunge
10.) Blinded Competence
10.) Greater Blind Fight
11.) Smash From The Air
12.) Greater Two Weapon Fighting
12.) Blinded Master

Teamwork Feats:

4.) Bonded Mind
8.) Paired Opportunists
12.) Lookout

Skills:

Kn. History +27
Kn. Nature +22
Linguistics +15
Perception +22
Survival +22
Sense Motive +22
Heal +14
Kn. Geography +14

Languages (24): Common, Mwangi Pidgin, Celestial, Draconic, Infernal, Abyssal, Sylvan, Aquan, Auran, Terran, Ignan, Undercommon, Protean, Goblin, Orc, Elf, Dwarven, Necril, Halfling, Giant, Aklo, Aboleth, Sphinx, Cyclops, Dark Folk, Treant

Traits:

Fragments of Someone Else: All skills are Class Skills, +1 saves vs mind control and mind reading.

Forbidden Knowledge: Use Kn. History or Religion for Kn. Planes.

Ghost Sight: +2 trait bonus to Perception checks when trying to locate undead, and can attempt to locate ethereal undead (though they are still considered invisible, +20 to Stealth).

Alternate Racial Traits:

Truespeaker: +2 Linguistics/Sense Motive, 2 languages per Linguistics rank

Scion of Humanity: Count as Human for spells and effects.

Deathless Spirit: Resist 5 Negative energy, no HP loss from negative
levels, +2 saves vs death stuff

Incorruptible: Corruption Resistance 1/day, 1 hour/level

Hexes, Revelations, and Mythic Abilities:

Hexes (Lore Spirit):

2.) Feral Speech
4.) Secret (Extend Spell)
6.) Arcane Enlightenment
8.) Benefit of Wisdom
10.) Shapeshift
12.) Share Knowledge

Revelations:

Temporal Celerity: Roll 3 times for Initiative, take the best. Always act in Surprise round.

Time Sight: True Seeing 1 min/level. Moment of Prescience at 15th and Foresight at 18th.

Spirit Shield: +8 armor AC. +2 more at 15th and 19th. 50% miss vs ranged attacks at 13th.

Mythic Abilities:

Fleet Charge: Swift and 1 MP to move up to speed and make a single attack that ignores DR.

Inspired Spell: 1 MP to cast any spell on my list at +2 CL.

1.) Sustained By Faith
2.) Mythic Spellcasting
3.) Fleet Warrior
4.) Enduring Blessing

Mythic Feats:

1.) Mythic Weapon Finesse
3.) Mythic Combat Reflexe

Shaman Spells Prepared:

Cantrips (4): Create Water, Purify Food and Drink, Mending, Arcane Mark

1st (6): Twisted Futures, Nature's Paths, Pass Without Trace, Spirit Call, Ant Haul, Open Slot

2nd (6): Barkskin, Wild Instinct, Lesser restoration, Resist Energy, Open Slot x2

3rd (6): Stinking Cloud, Cure Serious Wounds, Heroism, Open Slot x3

4th (4): Divine Power, Restoration, Open Slot x2

5th (4): Breath of Life, Mask From Divination, Overland Flight, Echolocation

6th (3): Greater Dispel Magic, Open Slot x2

Spirit Magic Options:

Lore: Identify, Tongues, Locate Object, Legend Lore, Contact Other Plane, Mass Owl's Wisdom, Vision, Moment of Prescience, Time Stop

Battle: Enlarge Person, Fog Cloud, Magic Vestment, Wall of Fire, Righteous Might, Mass Bull's Strength, Control Weather, Earthquake, Storm of Vengeance

Arcane Enlightenment spells: Echolocation

Mythic Spells: Heroism, Breath of Life, Regenerate, Vampiric Touch

Spiritualist Spells Known:

Knacks:
Detect Magic
Read Magic
Detect Psychic Significance
Mending
Telekinetic Projectile
Light

1st level (7):
Mindlink
Unseen Servant
Shield
Expeditious Retreat
Featherfall
Anticipate Peril

Used: 0/7

2nd level (7):

Ghoul Touch
Resist Energy
Stricken Heart
Blur
Purge Spirit

Used: 0/7

3rd level (6):

Invisibility Purge
Haste
Heroism
Vampiric Touch

Used: 0/6

4th level (4):

Dimension Door
Greater False Life
Death Ward
Freedom of Movement

Used: 0/4

Class Features:

Fighter (Sensate):

Guarded Senses (Su): +3 to saves vs figments, glamers, paterns, gaze attacks, and scent based attacks. Increases to +4 at 14th and +5 at 18th.

Uncanny Dodge (Su): cannot be caught flat-footed, nor do I lose my Dex bonus to AC if the attacker is invisible. I still loses my Dexbonus to armor class if immobilized. I can still lose her Dexterity bonus to armor class if an opponent successfully uses the feint action against me.

Improved Uncanny Dodge (Su): I can no longer be flanked. This defense denies a rogue the ability to sneak attack me by flanking me, unless the attacker has at least four more rogue levels than I have Fighter levels (Minimum Rogue level 16 for Sneak Attack).

Centered Senses (Su): As a Move action, I can center myself to gain a +2 Insight bonus to attack, weapon damage rolls, and Will saves. This bonus increases to +3 at 13th, and +4 at 17th. I lose this centered state if I gain the confused, dazed, fascinated, staggered, or stunned condition; fall unconscious; or fail a Will save.

Evasion (Su): I take no damage on a successful Reflex save versus an attack that deals half damage on a successful save. This works regardless of my encumbrance or type of armor worn.

Shaman (Speaker for the Past):

Lore Spirit (Su):

Monstrous Insight (Su): As a standard action, I can attempt a Knowledge skill check to identify a creature and its abilities (using the appropriate skill for the monster's type) with an insight bonus equal to my shaman level (12). Whether or not the check is successful, I also gain a +2 insight bonus for 1 minute on attack rolls made against that creature and a +2 insight bonus to my AC against attacks made by that creature. These bonuses last for 1 minute. I can use this ability 4 times per day.

Automatic Writing (Su): Once per day, I can spend 10 minutes in uninterrupted meditation to tap into greater understanding. During this period, my hands produce mysterious writings pertaining to the future. This writing takes the form of divination with 90% effectiveness. I can use this ability an additional time per day at 12th, 16th, and 20th levels.

Hexes: I gain a Hex every 2 levels, from either the general Shaman Hexes or my Spirit.

Revelations: I gain a Revelation from the Ancestor or Time Mysteries at 4/6/12/14/16/20.

Spiritualist (Ectoplasmatist):

Ectoplasmic Lash (Su): As a Full-Round Action manifest a pair of +3 Ghost Touch Keen lashes that deals 1d6 (19-20/x2) at a base level and have 15 ft. Reach. Zeal emotion.

Spiritual Combat (Su): Spell combat with Spiritualist spells and only works with my lash.

Ectoplasmic Armor: +6 armor bonus, Ghost Touch. Always on, but generally irrelevant with my Spirit Shield Revelation.

Detect Undead (Sp): Can cast Detect Undead at-will.

Calm Spirit (Sp): Can cast Calm Spirit 2/day.

See Invisibiity (Sp): Cast See Invisibility 1/day, but it only lasts 10 minutes.

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Background: Pakiru is (or was, as he's now traveling) the shaman of a small Mwangi village. All his life the spirits spoke to him, his ancestors urging him to learn magic, learn to call the spirits, learn anything that might be useful. One day, they told him why: He was destined to do something great. But what...that was never clear.

For nearly 30 years of life, his purpose remained a mystery. Pakiru tended to his village, protected it from harm by all outside forces, be they mundane or supernatural. Until finally the spirits whispered to him "It's time. Two forces stand poised to destroy everything. You are to stop it. Seek the dead god in the lost city."

As he always had, Pakiru listened to the spirits. He dropped everything, bid farewell to his village, and traveled out into the wider world to investigate.

There he met with his new companions, travelers brought together by shipwreck. They journeyed to the ruined city of Saventh-Yi, and slowly Pakiru came to see the error of his ways, meddling with forces most sane mortals dare not, and for good reason.

They stopped the awakening of the snake god and returned home, triumphant...only to be greeted by a world much changed by even larger, more dangerous forces. The spirits led him to stop the dead god rising, and he assumed this was his purpose...but that was merely training for the larger challenges which lay beyond.

Personality: Pakiru was, to his perspective, a good man, though his morals may not perfectly mesh with that of other civilized peoples. He had always taken a more pragmatic view of reality, and did not see the inherent wrongness in things such as Necromancy or even cannibalism that are universally shunned by others. While they were never his first resort, should necessity dictate the use of such powers he would not hesitate to utilize them.

He still endeavored to do good, and save the world, though his proposed methods sometimes clashed with the morals of others.

Over the years this has changed, since he was taught such methods often strain the fabric of the world, allowing more evil to bleed in regardless of intent. Pakiru still reveres his ancestors, but does so in ways that do not invoke the darker powers. At first he believed this weakened him, but time has shown that over-reliance on such things may have stunted his spiritual growth.

Appearance: Slender, long of arm and leg, and dark-skinned. Pakiru wears his hair in braids, knotted with the bones of the honored dead. He likewise is bedecked with jewelry of the same, and some animal bones thrown in. He favors wearing the minimal clothing required for decency and protection, preferring to feel the wind on his skin and feel closer to the natural order.