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About Ssetheenpics of spirit animal 'Raziel' racial information:
Raptorians Raptorians are reptillian creatures descended from various species of raptor dinosaurs, such as Velociraptors. They have evolved specialized hands with three fingers, one in opposition to the other two. They have thick skin and are natural runners. They have lived underground for many hundreds of generations, and have adapted to life in a cave environment. Physical Description: Raptorians are bipedal, with a long tail, taloned feet, a large mouth with sharp teeth, thick skin, and vestigal feathers that are ornamental in addition to providing some warmth. Their hide varies in color from black to gray to green and occassionally dark blue. Raptorians are warm blooded reptiles, and find the cold uncomfortable but not deadly. Society: Raptorians have an oral tradition, and do not understand the concept of reading and writing. Their leaders are the oldest and wisest among them, and they revere those who are older than them. Typical lifespans for a Raptorian are comparable to humans. They are generally peaceful, unless provoked. Relations: Raptorians are generally between two semi hostile forces, the humans of the surface world and the Phaitai, a race of four armed mushroom type creatures. With hostiles on all sides, the Raptorians have learned not to go find trouble, it will instead find them. Alignment and Religion: Raptorians do not discuss their religion with outsiders, although it seems to be something akin to ancestor worship. Generally Raptorians tend toward lawful and neutral alignments, although Raptorians of any alignment can be found, especially among those who don't conform to their brethren (the most likely to be adventurers or travellers). Adventurers: Raptorians are not pre-disposed toward being adventurers by nature, but there is always some small number of them that do travel either the underpassages or the surface world. Those that do are considered mildly insane by their fellows, and not overly bright. Names: Azure Streak Upon Wind, Blue Haze In Song, Black Spray In Dance Raptorian Racial Traits:
+2 Dexterity, +2 Constitution, -2 Intelligence: Raptorians are fast and hardy, but not always the brightest in the room. Monstrous Humanoid: Raptorians are Monstrous Humanoids with the Reptile subtype. Medium: Raptorians are Medium sized, with no bonuses or penalties for their size. Speed: Raptorians have a movement speed of 40ft, as their bodies are built for running. Darkvision: Raptorians have Darkvision out to 60 ft. Natural Armor: Raptorians thick hide grant them a +2 Natural Armor bonus. Skilled: Raptorians gain a +1 Racial bonus on Knowledge(Dungeoneering) and Survival Checks. Cave Stalker: Raptorians can move unhindered through difficult terrain while underground. In addition, members of this race with a Dexterity score of 13 or higher gain Nimble Moves as a bonus feat. Natural Predator: Raptorians are natural predators, and have a Bite (1d4 damage), as well as two Talon attacks (1d4 damage). These are primary attacks. Raptor Charge: When making a charge attack with a Talon attack, a Raptorian doubles damage dice with that attack, and gains a damage bonus of 1 1/2 it's strength, instead of it's strength as normal. If the Raptorian can make more than one attack at the end of a charge, only the first talon attack gains this benefit. Light Blindness: Abrupt exposure to bright light blinds raptorians for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area. Oral Tradition: Raptorians can never learn to read and write. However, their natural ability to remember grants them a +2 to all INT checks to remember something they have heard or seen, and a +1 to any Knowledge checks to identify creatures. Stonesinger: Some Raptorians have a natural affinity for the stone they live in, and a natural magical connection to it. Such Raptorians are found early and trained in magic from an early age. Such Raptorians add +2 to the caster level of any spells with the earth descriptor they cast. They also gain the following spell-like abilities: constant—nondetection; 1/day each—magic stone, stone shape, stone tell. The caster level for these spell-like abilities is equal to the Raptorian's character level. Additionally, the Raptorian is treated as 1 level higher when using powers of the Earth domain, bloodline powers of the earth elemental bloodline, and revelations of the oracle's stone mystery. This trait does not give members of this race early access to level-based powers; it only affects powers they could already use without this trait.
Weak Hands: Raptorians hands are not designed for manual dexterity, and they receive a -2 penalty on all crafting checks. Raptors cannot wield manufactured weapons in their hands. Scent: Raptorians have the scent trait. Languages: Raptorians start with Raptorian language. Raptorians with high Int bonuses may learn Surfacer, Phaitai, and Terran languages. Ancestors Shaman:
Weapon and Armor Proficiency A shaman is proficient with all simple weapons, and with light and medium armor. Spell Casting A shaman casts divine spells drawn from the shaman spell list. A shaman must choose and prepare her spells in advance. To prepare or cast a spell, a shaman must have a Wisdom score equal to at least 10 + the spell's level. The saving throw DC against a shaman's spell is 10 + the spell's level + the shaman's Wisdom modifier. Shamans commune with their spirit animals to prepare their spells. Each shaman must choose a time when she must spend 1 hour each day in quiet contemplation with her spirit animal to regain her daily allotment of spells. A shaman can prepare and cast any spell on the shaman spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily communion. 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. At 1st level, a shaman's spirit animal gains specific abilities, depending upon the type of spirit selected by the shaman using her spirit class feature. These abilities affect the animal's appearance and grant it special abilities that can aid it in serving the shaman and the spirit it represents and is connected to. These abilities are described in the spirit animal section of each individual spirit description. Wandering Spirit (Su) At 4th level, 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. At 12th level, she gains the abilities listed in the greater version of her wandering spirit. At 20th level, she gains the ability listed in the true version of her wandering spirit. wandering spirit:
currently life hexes:
healing Effect: This acts as a cure light wounds spell, using the witch’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds. flight Effect: At 1st level, the witch can use feather fall at will and gains a +4 racial bonus on Swim checks. At 3rd level, she can cast levitate once per day. At 5th level, she can fly, as per the spell, for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects the witch. Wisdom of the Ages (Su) The shaman can call upon her ancestors for lore and guidance. She can use her Wisdom modifier instead of her Intelligence modifier on all Intelligence-based skill checks. spirit animal:
"Raziel" Rhamphorhynchus
XP 135
AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
Speed 10 ft., fly 40 ft. (good)
Str 6, Dex 17, Con 11, Int 2, Wis 14, Cha 11
If a rhamphorhynchus makes a charge attack while flying, it does not provoke attacks of opportunity when it enters an opponent’s space to make a melee attack. It also gains a +2 bonus on damage rolls with its bite attack when it makes a sudden swoop. traits:
Eyes and Ears of the City +1 perception and it's a class skill Friend in Every Town You have no problem making friends and learning information from them wherever you go. Benefits: You gain a +1 trait bonus on all Knowledge (local) checks and Diplomacy checks. One of these skills (your choice) is always a class skill for you. feats:
Deepsight Your senses are especially keen in the utter darkness. Benefit: Your darkvision has a range of 120 feet. Extra Hex Spiritual Guardian Your spiritual guardians are more powerful than those of most others. Benefit: Whenever you cast spiritual weapon, spiritual ally, or a similar spell that grants you a spiritual guardian, that guardian uses your shaman level instead of your base attack bonus to determine its base attack bonus, potentially granting it multiple attacks. Additionally, it gains a +2 bonus on caster level checks to overcome spell resistance as well as on damage rolls. equipment:
backpack bedroll belt pouch firestarter, tinderbox mess kit rope 1 week trail rations waterskin 2x alchemist fire snapleaf (invis/featherfall) 1x use cloak of resistance+1 cracked dk blue rhomboid ioun stone +1 perception +1 sense motive 92 gp spells:
lvl 0 dc 13 4/day: create water, daze, mending, stabilize lvl 1 dc 14 4/day: burning hands, summon nature's ally 1, obscuring mist, entangle lvl 2 dc 15 3/day: spiritual weapon, alter self, CMW lvl 3 dc 16 2/day: stinking cloud, deep slumber |