Full Name |
Barry |
Race |
| Diplomacy: +5, Knowledge: Arcana+6, Nature+5, Perception: +10, Sense Motive: +5, Survival: +8, Swim: +5, UMD: +6 |
Classes/Levels |
| Machette: d6+1, Light Crossbow: d8 80' 20 bolts |
Gender |
Human Deep Shaman 1 | Init: +8, MAB: +1, RAB: +2 | Fort: +3, Reflex: +2, Will: +5 | HP: 9 (of 9) | AC: 15, FF: 13, T: 12 |
Strength |
12 |
Dexterity |
14 |
Constitution |
12 |
Intelligence |
12 |
Wisdom |
17 |
Charisma |
12 |
About Shaman Barry
Character Name: Barry
Character Race: Human
Alignment: CG
Deity: Gozreh
Current Moderator: GM Azal
Adventure:
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Gender: Male
Age: 23
Height: 6' 2"
Weight: 225 lbs
Eyes: Blue
Hair: Blond
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Character Level: 1 - Deep Shaman (Shaman Archetype)
EXP Points Gained: 0
EXP Needed For Next Level:
Known Languages
Common, Aquan
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Strength: 12 (2 points)
Dexterity: 14 (5 points)
Constitution: 12 (2 points)
Intelligence: 12 (2 points)
Wisdom: 17 (7 points & Racial +2)
Charisma: 12 (2 points)
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Hit Points: (d8+1): 9
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Armor Class: 15 (Base: 10, Dex +2, Armor +3)
Flatfooted Armor Class : 13
Touch Armor Class: 12
Armor: Studded Leather (ACP-1) 20 lbs/25 GP
Special Armor Class Notes: None
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Save vs. Fortitude: +3 (Base: +0, Con: +1, Spirit Animal +2)
Save vs. Reflex: +2 (Base: +0, Dex:+2)
Save vs. Will: +5 (Base: +2, Wis: +3)
Special Save Notes: None
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Initiative Modifier: +8 (DEX +2, Feat +4, Trait +2)
Base Attack Bonus: +0
Melee Attack Bonus: +1
Ranged Attack Bonus: +2
Special Combat Notes: None
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Weapons:
Machete d6 | 19-20 x2 | slashing | 2 lbs/10 GP
Light Crossbow d8 | 19-20/x2 | 80' | 4 lbs/35 GP
20 Bolts 2 lb/2 GP
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Skills
Total skill points earned: 7/level (4 + Int(1) + Human(1) + Favored Class(1))
Shaman's class skills are Craft (Int), Diplomacy (Cha), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (nature)(planes)(religion) (Int),
Profession (Wis), Ride (Dex), Spellcraft (Int), and Survival (Wis)
Trait: Know-Arcana, Perception, UMD
Class: Swim
Acrobatics: = +2 (Dex 2)
Appraise: = +1 (Int 1)
Bluff: = +1 (Cha 1)
Climb: = +1 (Str 1)
Craft: = +1 (Int 1)
Diplomacy: = +5 (Cha 1) 1 Ranks +3 [Class Skill]
Disguise: = +1 (Cha 1)
Escape Artist: = +2 (Dex 2)
Fly: = +2 (Dex 2)
Heal: = +3 (Wis 3)
Intimidate: = +1 (Cha 1)
Knowledge (arcana): = +6 (Int 1) 1 Ranks +3 [Class Skill] Trait Bonus +1
Knowledge (nature): = +5 (Int 1) 1 Ranks +3 [Class Skill]
Perception: = +10 (Wis 3) 1 Ranks +3 [Class Skill] Alertness Feat Bonus +2, Trait Bonus +1
Perform(Cantor): = +1 (Cha 1)
Ride: = +2 (Dex 2)
Sense Motive: = +5 (Wis 3) Alertness Feat Bonus +2
Stealth: = +2 (Dex 2)
Survival: = +8 (Wis 3) 1 Ranks +3 [Class Skill] Trait Bonus +1
Swim: = +5 (Str 1) 1 Ranks +3 [Class Skill]
Use Magic Device: = +6 (Cha 1) 1 Ranks +3 [Class Skill] Trait Bonus +1
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Feats:
1st Level: Improved Initiative
Human Bonus: Extra Traits
Familiar Bonus: Alertness: +2 Perception and Sense Motive
Traits:
:Campaign: Expert Explorer: +1 to Knowledge(Arcana) and Survival. Know-Arcana is Class skill.
- Machete counts as a simple weapon. 10 GP 2 lbs d6 slashing 19-20 x2, +1 to Survival in wilderness
:Social: Seeker: You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
:Combat: Reactionary: +2 Init
:Magic: Dangerously Curious: +1 to UMD and it is Class Skill
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Racial and Class Skills, Abilities & Features:
Race: Human
Class: Deep Shaman (Shaman Archetype)
Orisons
Spirit: Waves
Spirit Animal: 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.
Tardigrade, giant
Name: Bug: Giant Tardigrade
N Diminutive vermin (aquatic)
Init +1; Senses: Darkvision 60 ft.
AC 17, touch 16, flat-footed 16 (+1 Dex, +1 natural, +4 size, +1 Familiar)
hp 7 (or half mine)
Fort +5, Ref +3, Will +2 (Base:2/2/2)
Defensive Abilities: Hardy; Immune mind-affecting effects; Resist acid 2, cold 2, fire 2
Speed 20 ft., climb 20 ft., swim 20 ft.
Statistics: Str 2, Dex 12, Con 17, Int 6, Wis 10, Cha 2
BAB +0; CMB –3; CMD 3 (15 vs. trip)
Skills: Class skills: Acrobatics, Climb, Perception, Stealth, Swim
Acrobatics: (DEX+1)
Climb: +9 (Racial: Has climb speed 20)
Perception: +4 (Ranks+1, Class Skill+3)
Stealth: +17 (Ranks+1, Class Skill+3, Dex+1, Size+12)
Swim: +9 Race: Can take 10.
SQ amphibious
Ecology
Environment: Any
Special Abilities
Hardy (Ex) A giant tardigrade is able to endure extreme conditions for extended periods of time. It is unharmed by extreme cold, extreme heat, and less extreme temperatures. It takes no damage from decompression (such as in the vacuum of space) or high-pressure environments (such as in extremely deep water).
Bonus Feat: Mobility: +4 AC vs AoO caused by moving in threat area.
Alertness to me if within reach
+2 to my Fort Saves
Improved Evasion
Share Spells
Empathic Link, range 1 mile
Spirit Magic: Hydraulic Push (1st), Slipstream (2nd), Water Breathing (3rd), Wall of Ice (4th),
Geyser (5th), Fluid Form (6th), Vortex (7th), Seamantle (8th), Tsunami (9th)
Deep Spirit: A deep shaman must choose the waves spirit. A deep shaman gains Swim as a class skill.
Spirit 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. At 11th level, any melee weapon she wields is treated as if it had the quenching weapon special ability.
Aquatic Spirit Abilities (Su): 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 tremor sense 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.
Waves Spirit
Deep Shaman Archetype
Favored class options: 1 HP, 1 Skill Rank, or Add cleric spells to list. 1 spell, 1 level below current max.
Level 1: Skill Rank
Level 2: Skill Rank
Level 3+: Cleric Spells
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Equipment:
Backpack 2 lbs/2 GP (Total Weight: 19 lbs)
Bedroll 5 lbs/1 SP
Rope (silk 50') 5 lbs/10 GP
Waterskin 4 lbs/1 GP
Rations (3 days) 3 lbs/1 GP 5 SP
Belt Pouch 1/2 lbs/1 GP
Flint & Steel -/1 GP
Acid Flasks (2) 2 lbs/20 GP
Alchemist's Fire (2) 2 lbs/40 GP
Total weight carried: 52.2
Weapons: 8
Armor: 20
Equipment: 22.5
Money: .7
Carrying capacity : Light Load->43, Medium Load->86, Heavy Load->130
Starting Gold: 180 GP
Weapons: 47 GP
Armor: 25 GP
Equipment: 76 GP 6 SP
Remaining Gold: 31 GP 4 SP
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Movement:
Base Speed: 30 ft. (20 with Medium Encumbrance)
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Magic:
Level 0: 3: Dancing Lights, Daze, Guidance
Level 1: 2 (1 + WIS 1)
: Cure Light Wounds
: Bless
Spirit: Hydraulic Push
Save DC: 10 + Spell Level + WIS(3)
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Character History :
Barry Johanant, or Shaman Barry to his.... Well, Barry doesn't really have many friends. More like acquaintances? Even his spirit animal is more of a bug than an animal. But that is getting ahead of things!
Growing up in the city of Almas can have certain advantages, especially as the son of a sailor and a priestess of Gozreh. When your father is a sailor that pretty much translates to a usually absent father. And while my mother was primarily devoted to her deity, she did have time for me and I was also tended by the other devotees of the temple. While I didn't follow the path of either parent, I took a similar path to the attendees and learned to call upon divine magic.
Actually my father's life intrigued my fantasies in my younger years, which is possibly what drew me from the formal existence of a cleric. I was interested in the sea and the depths below what was visible. I learned to swim at an early age, and while I didn't have the strength to be great at it, it was while swimming and diving in the harbor that I met.... well, encountered would be a better word, my spirit creature. Similar to the familiar for a witch or wizard, my spirit helps me to focus and learn my magical abilities. While most creatures like him have no actual intelligence, the magical connection between us gives mine a very simple mind. It can understand me, sometimes, at least being able to share emotions.
As I reached adult age and learned the basics of my craft I worked the dock area of the city, looking for paying work or adventure. When I heard that the Bountiful Venture Company was outfitting an expedition, I focused on hiring aboard both to get away from here and to seek my fortune.