![]() About ShamanitaName: Shamanita Halforcington
Background:
Shamanita is the sister of Falcatania. She certainly has a background. It’s mysterious. *spooky music here*
Shamanista revels in chaos, and while not vindictive in nature, is always happy to get the upper hand in a battle of practical jokes. Although she can use direct force when necessary, she’s much more likely to try to think her was around a problem. What she lacks in focus she makes up for in a reckless willingness to try the unexpected.
Spells:
Orisons (4): Create Water, Detect Magic, Guidance, Resistance Level 1 (3/3 +1): Cheeta's Sprint, Sleep, Sleep + Color Spray Daily Resources:
Stardust 5/5 Defense:
AC 10 + 2 Dex +5 Armor = 17 TAC 12 FF 15 HP 8 + 5 +2 Con + 2 FCB = 17 Fort +3 Ref +4 Will +8 Special Defenses: Offense:
Melee Standard Attack: Great Axe (S) +3 (1d12 + 3/ x3) To Hit Modifiers: +1 BAB +2 STR Damage Modifiers: +2 STR x 1.5 Ranged
Statistics:
-------------------- STR 14 (+2); 14 DEX 14 (+2); 14 CON 12 (+1); 12 INT 13 (+1); 13 WIS 16 (+3); 14 +2 R CHA 14 (+2); 14 BAB +0 CMB +2 CMD 14 Move 20 feet Powers and Abilities:
Stardust: As a standard action cause 1 creature within 30 feet to glow for 1 round. -1 to attack and sight based perception, cannot benefit from cover or invisibility. Feats:
Endurance Half-orc Racial (1) Improved Initiative Level One (1) Craft Wondrous Items[b] Shaman Hex Level Two (2) Traits:
[b]Magical Lineage (Battering Blast) Magict: One of your parents was a gifted spellcaster who not only used metamagic often, but also developed many magical items and perhaps even a new spell or two—and you have inherited a fragment of this greatness. Benefit: Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell’s final adjusted level. Fate’s Favored Faith: The fates watch over you. Benefit: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Skills:
10 ranks = 5
Acrobatics -2: +2 Dex -4 ACP Appraise +1: +1 Int Bluff +2: +2 Cha Climb -2: +2 Str -4 ACP *Craft (Alchemy) +5: +1 Int + 3 Class +1 Rank (1) *Diplomacy +2: +2 Cha Disable Device NA Disguise +2: +2 Cha Escape Artist -2: +2 Dex -4 ACP *Fly NA *Handle Animal NA *Heal +3: +3 Wis Intimidate +2: +2 Cha Knowledge (Arcana) NA Knowledge (Dungeoneering) NA Knowledge (Engineering) NA Knowledge (Geography) NA Knowledge (History) NA Knowledge (Local) +2: +1 Int +1 Rank (1) *Knowledge (Nature) NA Knowledge (Nobility) NA *Knowledge (Planes) NA *Knowledge (Religion) +6: +1 Int +3 Class +2 Ranks (2) Linguistics NA Perception +5: +3 Wis +2 Ranks (2) Perform +2: +2 Cha *Profession NA *Ride -2: +2 Dex -4 ACP Sense Motive +3: +3 Wis Sleight of Hand -2: +2 Dex -4 ACP *Spellcraft +6: +1 Int +3 Class +2 Ranks (2) Stealth -2: +2 Dex -4 ACP *Survival +3: +3 Wis Swim -2: +2 Str -4 ACP Use Magic Device +4: +2 Cha +2 Ranks (2) Languages:
Abyssal, Common, Orc Racial Traits:
Weapon Familiarity: Half-orcs are proficient with great axes and falchions and treat any weapon with the word “orc” in its name as a martial weapon. Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity. Shaman’s Apprentice: Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait. Darkvision: Half-orcs can see in the dark up to 60 feet. Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Shaman Class Features:
Weapon and Armor Proficiency: A shaman is proficient with all simple weapons, and with light and medium armor. Spirit (Heavens) (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. 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. Spirit Ability: A shaman who chooses the heavens spirit as her spirit or wandering spirit gains the following ability. Stardust (Sp): As a standard action, the shaman causes stardust to materialize around one creature within 30 feet. This stardust causes the target to shed light as a candle, and it cannot benefit from concealment or any invisibility effects. The creature takes a –1 penalty on attack rolls and sight-based Perception checks. This penalty to attack rolls and Perception checks increases by 1 at 4th level and every 4 levels thereafter, to a maximum of –6 at 20th level. This effect lasts for a number of rounds equal to half the shaman’s level (minimum 1). Sightless creatures cannot be affected by this ability. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. 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. By communing with the incredible powers of her spirit, the shaman forges a cherished bond with one specific servant of that spirit—known as a spirit animal. A spirit animal is a creature chosen by a shaman to serve as a conduit, allowing her to more fully access the magic of her spirit on a daily basis. The shaman’s spirit animal also grants her special powers. This ability uses the same rules as the wizard’s arcane bond class feature and is treated as a familiar, except as noted below. A shaman uses her level as her effective wizard level when determining the abilities of her spirit animal. A shaman can select any familiar available to wizards to serve as her spirit animal, although her spirit animal is augmented by the power of her chosen spirit. Once selected, the spirit animal cannot be changed. Although a shaman’s spirit animal uses the statistics of a specific animal, it is treated as an outsider with the native subtype for the purposes of spells and abilities that affect it. Levels of different classes that are entitled to familiars stack with shaman levels for the purpose of determining any spirit animal abilities that depend on the shaman’s level. If a shaman possesses such levels in other classes, her spirit animal always uses the shaman rules for spirit animals, not those used by familiars of other classes (such as witches, wizards, or sorcerers with the arcane bloodline). If the shaman has witch levels, her spirit animal also serves as the conduit to her patron and stores her witch spells. The shaman’s spirit animal is treated as a familiar for the purposes of all spells, effects, and abilities that affect familiars.
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). Hex:A shaman learns a number of magical tricks, called hexes, which grant her powers or weaken foes. At 2nd level, a shaman learns one hex. At 4th, 8th, 10th, 12th, 16th, 18th, and 20th level, the shaman learns new hexes. A shaman can select from any of the following hexes or from any of the hexes listed in the description of her chosen spirit. A shaman cannot select a hex more than once unless noted otherwise. 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 equal to 10 + 1/2 the shaman’s level + the shaman’s Wisdom modifier. Level 2 Hex: Evil Eye (Su): The shaman causes doubt to creep into the mind of a 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. Favored Class Bonus: +1 Hp x2.
Equipment:
Armor: Scale Mail (+5 Armor, Max Dex +3, ACP -4, 50 gp) Weapons: Great Axe (20 gp), Sling w/20 bullets (2 sp) Mundane Items: 100 feet of silk Rope (20 gp), Grappling Hook (1 gp), Masterwork Backpack (50 gp) Hireling: + Sling w/20 bullets (2sp)
Familiar:
Bitey, Compsognathus Tiny Animal, Outsider (Native) Init +6; Senses low-light vision, scent; Perception +4 Defense
Spirit Animal: The flesh of the shaman’s spirit animal accurately reflects the stars that would be visible in the night sky, no matter where the animal is or the time of day. Due to this, it can be used as a star map. In addition, it gains a fly speed of 5 feet; if the animal already has a fly speed, instead its fly speed increases by 10 feet. While the animal is flying, a small nimbus of light surrounds it.
Hireling:
Guy Smitey Medium Humaniod (Human), Outsider (Native) Init +6; Perception +1 Defense
Ranged
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