Arcadian Tribesman

Siral Harthliss's page

62 posts. Alias of Shieldknight.


About Siral Harthliss

SIRAL HARTHLISS
Male Human (Shoanti) Witch 2
CG Medium Humanoid (Human)

Siral Harthliss is the seventh son of the seventh son of the greatest leader Throws Two Bears of the Shriikirri-Quah. Many great things were expected of him. However when Siral reached the age of adulthood, he had not yet received his spirit totem. All of his siblings had received theirs, some becoming great warriors and others mighty shaman. The pressure put upon Siral to be great was too much for him, and in a fit of self-pity and depression he left his quah. He traveled alone for weeks before he finally succumbed to weariness, malnutrition, and loneliness. Far from his quah, lost in the Cinderlands and on the edge of death Siral had a vision. In his delirium, Siral watched as a fox brought him food and nursed him back to health. In gratitude, Siral named the fox Ralyip. It didn’t take long and the two were close friends. It was at this time that runes appeared on the fox’s pelt. Rune's that Siral could understand. After spending time to read them and memorize them, Siral realized that he could cast different spells. Excited that he finally reached adulthood, Siral began to search for his quah. But it didn’t take long before he realized that there were no members of his quah that spoke to animals in the same way. Siral longed to be with and more like the members of his quah, especially now that he had found his way. So before finally leaving the Cinderlands, Siral found a Shoanti shaman who gave him a tattoo of a hawk, it gives him confidence and strength of mind. Siral travels the world afraid of returning to his quah, fearful of what his brothers and sisters would say, or even do, to him.

Init +2; Senses Perception +2
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DEFENSE
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AC 12, touch 12, flat-footed 10. . (+2 Dex)
hp 9 (2d6+2)
Fort +1, Ref +2, Will +4
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OFFENSE
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Spd 30 ft.
Melee Boar Spear +3 (1d8+3/20/x2) and
. . Unarmed Strike +3 (1d3+2/20/x2)
Ranged Blowgun +3 (1d2/20/x2)
Special Attacks Misfortune (DC 15)
Witch Spells Known (CL 2, 3 melee touch, 3 ranged touch):
1 (3/day) Ray of Enfeeblement (DC 15), Icicle Dagger
0 (at will) Stabilize, Read Magic (DC 14), Detect Magic, Guidance (DC 14)
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STATISTICS
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Str 14, Dex 14, Con 12, Int 18, Wis 10, Cha 8
Base Atk +1; CMB +3; CMD 15
Feats Accursed Hex, Extra Hex
Traits Auspicious Tattoo (Shoanti)
Skills Knowledge (Arcana) +9, Knowledge (History) +9, Knowledge (Nature) +9, Knowledge (Planes) +9, Perception +2, Spellcraft +9, Survival +2, Use Magic Device +4
Languages Common, Draconic, Orc, Shoanti, Skald, Terran
SQ +2 bonus on Reflex saves, Cackle, Empathic Link with Familiar (Su), Fortune (1 round(s)) (Su), Ioun Torch, Share Spells with Familiar
Combat Gear Blowgun, Boar Spear, Darts, Blowgun (20); Other Gear Backpack (8 @ 14.5 lbs), Bedroll, Chalk, 1 piece, Fishhook, Flint and steel, Ioun Torch, Potion of Cure Light Wounds, Rope, silk (50 ft.), Sewing needle, Spell component pouch, String (50'), Waterskin
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GP - 847
SP - 2
CP - 8
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TRACKED RESOURCES
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Darts, Blowgun - 0/20
Potion of Cure Light Wounds - 0/1
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SPECIAL ABILITIES
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+2 bonus on Reflex saves You gain the Alertness feat while your familiar is within arm's reach.
Accursed Hex Target a creature with a hex a second time that day if it made its save the first time
Cackle Extend the duration of other hexes.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Fortune (1 round(s)) (Su) Target may reroll 1d20/round.
Ioun Torch This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on).
Misfortune (1 round(s)) (DC 15) (Su) Target must take the lower of 2d20 for rolls.
Share Spells with Familiar 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).

RALYIP - ARCANE FAMILIAR
Male Fox
CG Tiny Magical Beast
Init +2; Senses Low-Light Vision, Scent; Perception +9
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DEFENSE
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AC 15, touch 14, flat-footed 13. . (+2 Dex, +2 size, +1 natural)
hp 4 (1d10+1)
Fort +3, Ref +4, Will +4
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OFFENSE
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Spd 40 ft.
Melee Bite (Fox) +2 (1d3-1/20/x2) and
. . Unarmed Strike +2 (1-1/20/x2)
Space 2.5 ft.; Reach 0 ft.
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STATISTICS
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Str 9, Dex 15, Con 13, Int 6, Wis 12, Cha 6
Base Atk +1; CMB +1; CMD 10 (14 vs. Trip)
Feats Skill Focus: Perception
Tricks Attack [Trick], Down [Trick], Fetch [Trick], Heel [Trick], Hunting [Trick], Perform [Trick], Stay [Trick]
Skills Climb +2, Fly +6, Perception +9, Spellcraft +0, Stealth +10, Survival +3, Swim +2, Use Magic Device +0 Modifiers +4 to Survival when tracking by Scent, Acrobatics (Jump) +4
Languages
SQ Hunting [Trick], Improved Evasion (Ex)

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TRACKED RESOURCES
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. . -none-
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SPECIAL ABILITIES
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+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Acrobatics (Jump) +4 (Ex) You gain the specified bonus to acrobatics checks made to jump.
Hunting [Trick] The animal has been trained for hunting.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

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