Primal Companion Hunter

Tak and Nail's page

214 posts. Organized Play character for Grandlounge.


Full Name

Tak

Race

Half Orc Shaman | AC20 T11 F19 | HP 61/61 | CMD:15 | F:+7 R:+6 W:+15 | Init:+6 | Perception: +24, Darkvision 60ft.

Strength 7
Dexterity 12
Constitution 12
Intelligence 16
Wisdom 23
Charisma 14

About Tak and Nail

Male half-orc (kellid) shaman 8
NG Medium humanoid (orc, human)
Init +6; Senses darkvision 60 ft., Perception +24
DEFENSE
AC 20, touch 11, flat-footed 19 (+1 Dex, +2 shield, 7 armor)
hp 54 (7d8+16)
Fort +7, Ref +6, Will +14

OFFENSE
Speed 20 ft.

Melee gauntlet (spiked) +3 (1d4-2)
Melee darkwood shield (shield spikes/throwing) -1 (1d6-2)

Special Attacks misfortune (DC 21), evil eye (DC 21), slumber (DC 22) stardust

Shaman Spells Prepared (CL 7th, concentration +13):
4th (3): Dimension door, Masochistic Shadow,
3rd (5): Dispel Magic (DC 2o), fly, Haste 2, Sand Whirlwind
2nd:(5) Hold person (20), spiritual weapon 2, grace
1st: (6) Charm Person, Chill touch (DC 18), hydraulic push, protection from evil, Barbed Chains, Barbed Chains
0 —create water, detect magic, guidance, read magic

Heavens (Spirit) Spirit Magic Spells: color spray (1st), hypnotic pattern (2nd), daylight (3rd), rainbow pattern (4th)

Lore (Wandering Spirit) Spirit Magic Spells: identify (1st), tongues (2nd), locate object (3rd), legend lore (4th)

STATISTICS
Str 7, Dex 12, Con 14, Int 14, Wis 24, Cha 14
Base Atk +5; CMB +3; CMD 14
Feats Extra Hex (2), Improved Familiar, Improved Initiative, Spiritual Guardian, Accursed Hex

Skills: Diplomacy +18, Fly +5, Heal +10, Intimidate +2, Knowledge (Nature) +12, Knowledge (Planes) +12, Knowledge (Religion) +12, Perception +23, Sense Motive +15, Spellcraft +14, Stealth +2, Survival +12

Traits: fate's favored, honeyed words, observant

Spoiler:
The Paths We Choose: New Recruit

Languages Abyssal, Common, Draconic, Hallit, Orc

SQ arcane enlightenment, chant, darkvision, evil eye familiar's alertness ability inactive, heavens (spirit), hex, burning assurance, lore (wandering spirit), monstrous insight, orc blood, orisons, sacred tattoo, slumber, spirit, spirit animal, spirit magic, wandering hex, wandering spirit, weapon and armor proficiency, weapon familiarity, witch hex

Combat Gear: scroll (comprehend languages), scroll (disguise self) (2), scroll (endure elements) (2), scroll (invisibility purge) (2) scroll (obscuring mist), scroll (align weapon), scroll (protection from evil), scroll (tongues)(2) acid (flask), alchemist's fire (flask), antiplague (2), antitoxin (2), scroll (remove fear), potion (touch of the sea/wizard/1st), scroll (monkey fish/shaman/1st/divine/minor), scroll (remove paralysis), scroll (resist energy), potion of gaseous form, Scarlet and blue Sphere

Other Gear: darkwood shield (shield spikes/throwing), +1 agile breastplate, acid (flask), alchemist's fire (flask), crossbow (light), scythe, dagger, eyes of the eagle, headband of inspired wisdom +4, cloak of resistance +1, belt of mighty constitution +2, wand of bless, dusty rose prism - cracked, wand (heightened awareness), handy haversack, wand of endure elements, vibrant purple prism - cracked (bless), Magenta Prism - cracked, wand of cure light wounds, holy symbol (tattoo), spell component pouch, grappling bolt, hammock, rope (silk/50 ft.), flint and steel, 2 oil of daylight, specialty smoke pellet, smog (3), waterproof bag, wrist sheath, spring loaded 2, pathfinder chronicles (all), persistent rod familiar satchel

SPECIAL ABILITIES:

Arcane Enlightenment (Su) The shaman's native intelligence grants her the ability to tap into arcane lore. The shaman can add 2 spells from the sorcerer/wizard spell list to the list of shaman spells she can prepare. To cast these spells she must have an Intelligence score equal to at least 10 + the spell's level, but the saving throw DCs of these spells are based on her Wisdom rather than Intelligence. When she casts these spells, they are treated as divine rather than arcane. Each time the shaman gains a level after taking this hex, she can choose to replace one of these spells for a new spell on the wizard/sorcerer spell list.

Arcane Enlightenment (Wandering)
Chant (Su) A shaman can chant as a move action. Any creature that is within 30 feet that is under the effects of the shaman's charm, evil eye, fortune, fury, or misfortune hex has that effect's duration extended by 1 round. A shaman cannot select both this hex and the witch's cackle hex.

Misfortune (Su) The shaman causes a creature within 30 feet to suffer grave misfortune for 1 rounds. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A successful Will saving throw (DC 19) negates this hex. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, the creature cannot be the target of this hex again for 24 hours.

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 +7 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.

Slumber (Su) If the creature fails a will save, it falls into a deep, magical sleep for 7 rounds. This hex can affect a creature of any HD.

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 -2 penalty on attack rolls and sight-based Perception checks. This effect lasts for 3 rounds level. Sightless creatures cannot be affected by this ability. The shaman can use this ability 5/day.

Paracletus, Aeon, Outsider:

TN Small outsider (aeon, extraplanar, aeon)
Init +2; Senses Darkvision (60 ft.), Perception +7,
Aura Aura of Empathy/Apathy (DC 14,30 ft.),
DEFENSE

AC 16, touch 14, flat-footed 13 (+2 Dex, +1 deflection, +3 natural, +1 size , )
hp 27 
Fort +6, Ref +7, Will +11
Immunities Cold, Critical Hits, Poison,
Resistances Electricity 10, Fire 10,
Spell Resistance 7

OFFENSE
Speed Fly 40 ft. (Good)
Melee slam +8 (1d3-1)
Special Attacks Electricity (slam,1d6),
Spell-Like Abilities: calm emotions (DC 13, 2/day) commune (DC, 1/week) sanctuary (DC 12, at will)

STATISTICS
Str 9, Dex 14, Con 9, Int 13, Wis 13, Cha 12
Base Atk +6; CMB +5; CMD 19 (can't be tripped)

Feats Great Fortitude, Iron Will, Martial Weapon Proficiency, Simple Weapon Proficiency

Skills Fly +9, Intimidate +7, Knowledge (All) +14, Perception +7, Sense Motive +7, Stealth +12
Languages Common, Envisaging,
SQ Aura of Hope/Despair: The aura gives creatures a +2 morale bonus on Will saving throws or a –2 penalty on Will saving throws, Can't Be Tripped, Darkvision, Extension of All, Void Form