Occultist

Tally PBP's page

595 posts. Alias of miteke.


Full Name

Tally

Race

| H Anim +3, Heal +7, Intim +11(9), Kn Nat,Pln,Rlg +5, Perc +8, Scraft +5, Surv +7

Classes/Levels

| Active Conditions: Barkskin

Gender

Male L/N Human Shaman(Spirit Warden)/4 | HP: 35/35 (3/4 sun-blessed temp HP) | AC/T/FF: 20 (+2 if law) 18/17/11 | CMD: 17 17 | F/R/W: +3/3/8 | Init: +1 | Speed 30ft

Strength 16
Dexterity 12
Constitution 13
Intelligence 12
Wisdom 16
Charisma 14

About Tally PBP

Resource Tracking:

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  • Loot:
  • Channel 2d6 (3/day, DC 14): 2
  • Channel to harm 2d6 (5/day, DC 14):
  • Battle Spirit +1/+1 (5/day):
  • Goblin Fire Drum (Pyrotechnics, 1/day):
  • Level 1 Spell uses: Produce Flame, bless
  • Level 2 Spell uses: communal protection from law, barkskin, bull's strength
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  • Tally grew up in Rosslar's Coffer, son of a Samurai guard with deep roots in Tian Xiu culture. As the eldest son he was driven pretty hard and the family always expected him to take on the duties of his father. To that end he was trained to be a Samurai, but it was never in his heart. Though a man driven by duty, the responsibilities grew burdensome and the whispers nearly drove him mad. It is said that the whispers of Tar-Baphon invade even the most righteous man's dreams and it seemed for a while, at least to Tally, that he was being tormented by the Lich King himself. Loath to let his family or anyone close to him know, he took his troubles to the church of Iomadae where he discovered that he was, indeed, hearing spirits, just not those of the Whispering Tyrant. His problems diagnosed, the solution was simple and he was apprenticed to a shaman, finally leaving his home for a life of adventure. And for a while, it was exciting, at least once the training was completed. He did well providing for himself and providing services for those in need of a shman's blessings, knowledge, or healing. Until the broken nail orcs attacked, killed his father, and destroyed their home leaving his mother and brothers and sisters destitute. Out a sense of duty, and the burden of family, he returned to support his family, begrudgingly. It was after falling asleep complaining to himself that he did not want to be there, that he was transported... elsewhere.

    Tally is a man of many internal struggles. The longing for freedom bumping up against the duty to family. The guilt for not following in his fathers footsteps and abandoning him to be killed by orcs. The need for companionship vs. the desire for the freedom of living off of the wild by himself. At 21 he has a lot to work through before he figures out his place in the world.

    Main Stats:

    Tally L/N Male Human Shaman(Spirit Warden)/4

    Str 16, +3 {12[race] +4[5 points spent]}
    Dex 12, +1 {10[race] +2[2 points spent]}
    Con 13, +1 {10[race] +3[3 points spent]}
    Int 12, +1 {10[race] +2[2 points spent]}
    Wis 16, +3 {12[race] +4[5 points spent]}
    Cha 14, +2 {10[race] +3[3 points spent] +1[level 4]}

    Init +1 {+1[dex]};
    Senses Normal
    Speed 30 ft.
    Base Attack +3
    Languages Common, Taldan, Tien, Varisian, Necril
    Religion Gorum

    Defense:

    HP 35 {+27[4d6: 8,7,6,6] (+4[lvl] * +1[con]) +4[favored class]}

    AC 18, flat-footed 17, touch 11 {10 +1[dex] +6[mithril breastplate +1[familiar/Armadillo/NA]}
    - Current Additional AC Bonuses +2[barkskin]
    - Potential Additional AC Bonuses +2[barkskin]

    CMD 17 {10 +3[BAB] +3[str] +1[dex]}
    - Current Additional CMD Bonuses

    Saving Throws:

    Fort +3 {+1[con] +1[class] +1[cloak]}
    - Current Additional Fort Bonuses

    Ref +3 {+1[dex] +1[class] +1[cloak]}
    - Additional Ref Bonuses

    Will +8 {+3[wis] +4[class] +1[cloak]}
    - Current Additional Will Bonuses

    Special Saving Throw Bonuses:

  • Offense:

    Normal CMB +6{+3[BAB] +3[str]}
    - Current Additional CMB Bonuses
    - Potential Additional CMB Bonuses

    Normal Attack
    +5/1d8+5 Morning Star Attack [crit x2; B & P] {+3[BAB] +3[str] -1[power attack] / 1d8 +3[str] +2[power attack]}
    [dice=To Hit Morning Star]1d20+5[/dice] (+1 trait bonus if target did damage to an ally last round)
    [dice=Damage Morning Star]1d8+5[/dice] (+1 trait bonus if target did damage to an ally last round)

    +5/1d4+5 Dagger Attack [crit x2; S] {+3[BAB] +3[str] -1[power attack] / 1d4 +3[str] +2[power attack]}
    [dice=To Hit Dagger]1d20+5[/dice] (+1 trait bonus if target did damage to an ally last round)
    [dice=Damage Dagger, cold iron]1d8+5[/dice] (+1 trait bonus if target did damage to an ally last round)

    +5/1d6+5 Thorn Javelin Attack [crit x3; P] {+3[BAB] +3[str] -1[power attack] / 1d6 +3[str] +2[power attack]}
    [dice=To Hit Thorn Javelin]1d20+5[/dice] (+1 trait bonus if target did damage to an ally last round)
    [dice=Damage Thorn Javelin]1d6+5[/dice], DC 14 Fort ST or sickened (+1 trait bonus if target did damage to an ally last round)

    Ranged
    +4/1dd6+3 Thorn Javelin [rng: 30 ft;crit x2; P] {+3[BAB] +1[dex] / 1d6 +3[str]}
    [dice=To Hit Thorn Javelin]1d20+4[/dice] (+1 trait bonus if target did damage to an ally last round)
    [dice=Damage Thorn Javelin]1d6+3[/dice], DC 14 Fort ST or sickened (+1 trait bonus if target did damage to an ally last round)

    Special

  • Spells:

    Special
  • Concentration +7 {+4[shaman level], +3[stat]}

    Spells Available per day:

  • Level 0: 4
  • Level 1: 5 {3 +1[stat] +1[spirit magic]}
  • Level 2: 4 {2 +1[stat] +1[spirit magic]}

    Orisons DC 13 {10 +0[spell level] +3[wis]}

  • Detect Magic: Detects all spells and magic items within 60 ft. 1 min/lvl
  • Detect Poison: Detects poison in one creature or object.
  • Light: Object shines like a torch.
  • Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
  • Touch of Fatigue: Touch to fatigue for 1 round per level.

    Level 1 DC 14 {10 +1[spell level] +3[wis]}

  • Spirit Magic spontaneous casting from Restless Magic or Wandering Spirit (detect undead)
  • Bless
  • Magic Weapon
  • Produce Flame
  • Thorn Javelin: 1 min/lvl, conjuration (creation) [poison], unlosable javelin may be thrown, save or sickened, each use uses up 1 min of duration
  • Unbreakable Heart

    Level 2 DC 15 {10 +2[spell level] +3[wis]}

  • Spirit Magic spontaneous casting from Restless Magic or Wandering Spirit (command undead or lesser restoration)
  • Barkskin: +2 NA, 10 minutes/level, touch
  • Flame Blade: 1 min/lvl, evocation [fire] 1 minute/level (D)
  • Bull's Strength: +4 strength, 10 min/lvl, touch
  • Protection from Law, Communal
  • Summon Swarm

  • Skills:

    Skill Ranks 20 {(4[shaman] +1[int]) * 4[class level]}

    Acrobatics +0 {+0 ranks, +1[dex], -1[ACP]}
    Appraise +1 {+0 ranks, +1[int]}
    Bluff +2 {+0 ranks, +2[cha]}
    Climb +3 {+1 ranks, +3[str], -1[ACP]}
    Craft +1 {+0 ranks, +1[int], +3[class]}
    Diplomacy +2 {+0 ranks, +2[cha], +3[class][um]}
    Disable Device N/A {+0 ranks, +1[dex], -1[ACP]}
    Disguise +2 {+0 ranks, +2[cha]}
    Escape Artist +0 {+0 ranks, +1[dex], -1[ACP]}
    Fly +3 {+0 ranks, +1[dex], +3[class], -1[ACP]}
    Handle Animal +3 {+1 ranks, +2[cha], +3[class][um]}
    Heal +7 {+1 ranks, +3[wis], +3[class]}
    Intimidate +11(+9) {+4 ranks, +2[cha], +3[class][um] +2[um]}
    Knowledge
    - arcana +2 {+1 ranks, +1[int]}
    - dungeoneering N/A {+0 ranks, +1[int]}
    - engineering N/A {+0 ranks, +1[int]}
    - geography N/A {+0 ranks, +1[int]}
    - history N/A {+0 ranks, +1[int]}
    - local N/A {+0 ranks, +1[int]}
    - nature +5 {+1 ranks, +1[int], +3[class]}
    - nobility N/A {+0 ranks, +1[int]}
    - planes +5 {+1 ranks, +1[int], +3[class]}
    - religion +5 {+1 ranks, +1[int], +3[class]}
    Linguistics +3 {+2 ranks, +1[int] - Varisian, Necril}
    Perception +7 {+2 ranks, +3[wis] +2[alertness]}
    Profession
    - XX N/A {+0 ranks, +3[wis], +3[class]}
    Ride +4 {+1 ranks, +1[dex], +3[class], -1[ACP]}
    Sense Motive +5 {+0 ranks, +3[wis] +2[alertness]}
    Sleight of Hand N/A {+0 ranks, +1[dex], -1[ACP]}
    Spellcraft +5 {+1 ranks, +1[int], +3[class]}
    Stealth +0 {+0 ranks, +1[dex], -1[ACP]}
    Survival +7 {+1 ranks, +3[wis], +3[class]}
    Swim +3 {+1 ranks, +3[str], -1[ACP]}
    Use Magic Device +3 {+1 ranks, +2[cha]}

    Notes:

  • [alertness] familiars provide alertness
  • [um] Unnatural Mien (Ex): At 1st level, the spirit warden’s dealings with the spirit world give her an unsettling demeanor. Diplomacy and Handle Animal are not class skills for a spirit warden. Intimidate is added as a class skill, and she gains a +2 bonus on Intimidate checks to demoralize a foe.

  • Gear:

    Explorer's Outfit
    Weapon Cord
    Morning Star
    Dagger, cold iron
    Whetstone
    Mithral Breastplate. It is emblazoned with a red-winged rapier, the symbol of Arazni. Engraved on the interior "Ervin Roslar Commander Red Shrikes". AC +6, ACP -1, 15 lbs
    Cloak of Resistance +1
    Goblin Fire Drum
    Ring of Feather Falling
    2 Spell Component Pouch
    Wooden holy symbol
    Backpack
    Bedroll
    Belt pouch
    Brush
    Shaving kit
    Flint and steel
    Mess kit
    Mirror
    Pot
    Soap
    Torch (10)
    Trail rations (5)
    Waterskin
    Spring-loaded Wrist Sheath
    Deck of illusions (used: all jacks, Two of clubs, Joker)
    5 Darkwood Alch Pow Comp (5 doses each), +1 CL creation (10 gp)
    5 Salt Alch Pow Comp (20 doses each), +1 CL necromancy (1 gp)
    Wand of Create Water (28)
    Potion of CLW (2)
    Scroll of Lesser Restoration (2)
    Scroll of Fire Shield
    Scroll of Halt Undead
    Healer's Kit (8 charges)

    14 gp
    5 sp

    Traits:

    Racial Traits
  • +2 to One Ability Score Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
  • Medium Humans are Medium creatures and have no bonuses or penalties due to their size.
  • Normal Speed Humans have a base speed of 30 feet.
  • Bonus Feat Humans select one extra feat at 1st level.
  • Skilled Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.
  • Languages Humans begin play speaking Common and their ethnic language. Humans whose ethnic language is Common (or Taldane, in the case of Chelaxians or Taldans) do not receive an additional ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
  • Dual Talent Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.

    Starting Traits

  • The Reclaimer (campaign) : You lost something precious in the destruction of Roslar’s Coffer 12 years ago—a home, a legacy, perhaps even family—but returned because a soul shouldn’t run from pain, but heal from it. Rebuilding your life and preventing that same hurt from dragging down others drives you to serve and protect, perhaps as a politician, charity worker, healer, or soldier, but that same loss fills you with an uncharitable anger that is often difficult to reconcile. Your wary eyes grant you a +1 trait bonus on Perception checks. You gain a +1 trait bonus on attack and damage rolls against any opponent that dealt hit point damage to one of your allies in the previous round.
  • Sun-Blessed (magic) Whenever you’re affected by a healing effect that would heal more hit points than your maximum hit point total, you gain the excess healing as temporary hit points. You can gain up to a number of temporary hit points per day equal to your character level in this way. These temporary hit points last for 1 minute.

  • Class Abilities:

    Shaman Abilities
    Spirit Magic +1 spell per spell level cast spontaneously from spirit spell lists.
    Main Spirit
  • Battle Spirit
  • Spirit Magic Spells enlarge person (1st), fog cloud (2nd), magic vestment (3rd), wall of fire (4th), righteous might (5th), mass bull's strength (6th), control weather (7th), earthquake (8th), storm of vengeance (9th) Replaced by Restless Magic (Su)
  • Extra Hexes Battle Master (Ex), Battle Ward (Su), Curse of Suffering (Su), Eyes of Battle (Su), Hampering Hex (Su)
  • Spirit Animal The shaman’s spirit animal looks like a fiercer version of its species, with rippling muscles and a stockier frame. It gains a +2 natural armor bonus to AC. If it already has a natural armor bonus, the bonus increases by 2 instead.
  • Spirit Ability - Battle Spirit (Su): A shaman surrounds herself with the spirit of battle. Allies within 30 feet of the shaman (including the shaman) receive a +1 morale bonus on attack rolls and weapon damage rolls. At 8th level and 16th level, these bonuses increase by 1. The shaman can use this ability for a number of rounds per day equal to 3 + her Charisma modifier. These rounds do not need to be consecutive.
    Wandering Spirit
  • Gains spells and spirit ability of spirit chosen when spells are selected
  • 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)
  • Spirit Ability - Channel (Su): The shaman can channel positive energy like a cleric, using her shaman level as her effective cleric level when determining the amount of damage healed (or dealt to undead) and the DC. The shaman can use this ability a number of times per day equal to 1 + her Charisma modifier. DC = 14 {10 + 1/2 the cleric’s level + the cleric’s Charisma modifier}
    Hexes
  • 2) Hex replaced by Spirit Warden's Rebuke Spirits
  • 4) Intimidating Display: The shaman can call upon some of the majesty and power of dragons to cow her enemies. The shaman gains Dazzling Display as a bonus feat, even if she does not meet the prerequisites, and she can use it even when not wielding a weapon.
  • 6) Wandering Hex
  • 8) Wings
  • 10) Hex replaced by Spirit Warden's Laugh at Death (Su)

    Spirit Warden Archetype Abilities
    Unnatural Mien (Ex) At 1st level, the spirit warden’s dealings with the spirit world give her an unsettling demeanor. Diplomacy and Handle Animal are not class skills for a spirit warden. Intimidate is added as a class skill, and she gains a +2 bonus on Intimidate checks to demoralize a foe.
    Restless Magic (Su) The spirit warden adds the following spells to the list of spells she can cast using spirit magic: detect undead (1st), command undead (2nd), halt undead (3rd), death ward (4th), possess object (5th), undead to death (6th), ethereal jaunt (7th), control undead (8th), foresight (9th). This ability replaces the spirit magic spells gained from the shaman’s spirit.
    Rebuke Spirits (Su) At 2nd level, the spirit warden gains the ability to channel positive energy as a cleric of her level. Regardless of her alignment, she can only use this ability to harm undead creatures. The spirit warden can use this ability a number of times per day equal to 3 + her Charisma modifier. This ability replaces the hex gained at 2nd level. DC = 14 {10 + 1/2 the cleric’s level + the cleric’s Charisma modifier}
    Laugh at Death (Su) At 10th level, the spirit warden’s familiarity with the dead has filled her with contempt for death itself. She gains a +4 insight bonus on saving throws against death effects and to avoid or remove negative levels. This ability replaces the hex gained at 10th level.

  • Feats:

    1) Fey Foundling
    1F) Alertness: Gained from familiar. You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
    3) Power Attack

    Armadillo Familiar:

    Ho
    N Tiny animal
    Init +2; Senses scent; Perception +8 (+0 on sight-based Perception checks)
    AC 20, touch 14, flat-footed 16 (+2 Dex, +2 natural, +2 size, +2 battle spirit, +2 NA familiar bonus)
    HP 17 (half of Tally's, same number of hit die)
    Fort +2, Ref +4, Will +4 [use Tally's base, add Ho's bonuses]
    Speed 30 ft., burrow 5 ft.
    Melee claw –1 (1d2–3)
    Space 2-1/2 ft.; Reach 0 ft.
    Str 4, Dex 15, Con 11, Int 7[familiar], Wis 12, Cha 9
    Base Atk +0; CMB +0; CMD 7 (11 vs. trip)
    Feats: Skill Focus (Perception)
    Skills: Perception +8 (+0 on sight-based checks), Swim +1; Racial Modifiers +4 Swim, –8 on sight-based Perception checks SQ natural diver - An armadillo can hold its breath underwater for up to 6 minutes.
    Protective Ball (Ex) - An armadillo can roll up into a ball as a swift action, increasing its natural armor bonus to +3 but decreasing its speed to 0 feet. Unrolling is a move action.
    Evasion
    Share spells
    Empathic link
    Deliver touch spells