About Shaman ValeVALE ORELD
AC 16, touch 10, flat-footed 16 (+6 armor)
Speed 20 ft.
Prepared Spells
STATISTICS Str 11, Dex 10, Con 14, Int 12, Wis 20, Cha 14
Feats Alertness, Cosmopolitan (Knowledge (Arcana), Knowledge (Dungeoneering)), Extra Channel, Extra Hex Skills Acrobatics -5, Acrobatics (When Jumping) -9, Appraise +1, Bluff +2, Climb -5, Craft (Alchemy) +6, Craft (Leather) +5, Craft (Untrained) +1, Diplomacy +2, Disguise +2, Escape Artist -5, Fly -5, Heal +13, Intimidate +2, Knowledge (Arcana) +5, Knowledge (Dungeoneering) +5, Knowledge (Engineering) +2, Knowledge (Geography) +2,Knowledge (history) +2, Knowledge (Nature) +6, Knowledge (Nobility) +2,Knowledge (Planes) +5, Knowledge (Religion) +5, Perception +18, Perform (Untrained) +2, Profession (Gardener) +10,Profession (Herbalist) +12, Profession (Tanner) +10, Ride -5, Sense Motive +7, Stealth -5, Survival +12, Swim -5, Languages Common, Draconic, Orc, Sylvan, Varisian SQ Bonus Feat, Channel (2d6, DC 14, 5/day), Familiar's Alertness ability Active, Healing, Hex, Life (Spirit), Life Link, Lore (Wandering Spirit), Monstrous Insight, Orisons, Skilled, Slumber, Spirit, Spirit Animal, Spirit Magic, Wandering Spirit, Weapon and Armor Proficiency, Witch Hex, Possessions headband of inspired wisdom +2; chainmail; muleback cords; bolts, crossbow (10); waterskin, filled; morningstar, cold iron; dagger; Crossbow, Light ; Backpack, Carrier [ Bedroll; Mess Kit; Sack; Soap; Chunk of Meat (x6); Rations, Trail (x3); ]; Sack [ Grappling Hook, Common; Rope (50 ft.); ]; Spell Component Pouch ; Waist Pouch [ Flint and Steel; Candle; String (50 ft.); Twine (50 ft.); Chalk; ]; Bandolier ; Wrist Sheath, Spring Loaded [ Wand of Cure Light Wounds; ];
Add Spoken Language (Draconic, Orc) Bonus Feat Humans select one extra feat at 1st level. Channel (Su) You can unleash a wave of positive energy. You must choose to deal 2d6 points of positive energy damage to undead creatures or to heal living creatures of 2d6 points of damage. Creatures that take damage from channeled energy receive a DC 14 Will save to halve the damage. You can use this ability 5 times per day. Familiar's Alertness ability Active (Ex) PC has a familiar that has the Alertness (Ex) ability and it is within arms' reach, the master gains the Alertness feat. Frontier Healer (Heal) You gain a +1 trait bonus on all Heal and Knowledge (nature) checks, and one of these skills is always a class skill for you. Any time you restore hit points using the Heal skill or a cure spell (but not with channeled energy, lay on hands, or a magic device such as a potion or wand), you restore 3 additional hit points. 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. Hex A shaman learns a number of magical tricks, called hexes, which grant her powers or weaken foes. Using 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 17. Language Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). Life (Spirit) Spirit Magic Spells: detect undead (1st), lesser restoration (2nd), neutralize poison (3rd), restoration (4th), breath of life (5th), heal (6th), greater restoration (7th), mass heal (8th), true resurrection (9th) Life Link (Su) The shaman creates a bond between herself and another creature within 30 feet. Each round at the start of the shaman's turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and the shaman takes 5 points of damage. The shaman can have 4 bonds active. The bond continues until the bonded creature dies, the shaman dies, the distance between her and the bonded creature exceeds 100 feet, or the shaman ends it as an immediate action. If the shaman has multiple bonds active, she can end as many as she wants with the same immediate action. Lore (Wandering Spirit) Spirit Magic Spells: identify (1st), tongues (2nd), locate object (3rd), legend lore (4th), contact other plane (5th), mass owl's wisdom (6th), vision (7th), moment of prescience (8th), time stop (9th) Monstrous Insight (Su) The shaman can identify creatures and gain insight into their strengths and weaknesses. As a standard action, the shaman can attempt a Knowledge skill check to identify a creature and its abilities (using the appropriate skill for the monster's type) with a +4 insight bonus. Whether or not the check is successful, she also gains a +2 insight bonus for 1 minute on attack rolls made against that creature and a +2 insight bonus to her AC against attacks made by that creature. These bonuses last for 1 minute. The shaman can use this ability 5/day. Orisons Shamans can prepare a number of orisons, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. 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. Shaman Extra Channel Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Slumber (Su) DC 17 If the creature fails a will save, it falls into a deep, magical sleep for 4 rounds. This hex can affect a creature of any HD. 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. 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) 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) 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. Weapon and Armor Proficiency A shaman is proficient with all simple weapons, and with light and medium armor. Witch Hex The shaman selects any one hex normally available through the witch's hex class feature. She treats her shaman level as her witch level when determining the powers and abilities of the hex. She uses her Wisdom modifier in place of her Intelligence modifier for the hex. She cannot select major hexes or grand hexes using this ability. The shaman cannot select a witch hex that has the same name as a shaman hex. Every day, he can make 1dose of bloodroot poison, one tanglefoot bag, or one vial of antitoxin. |
