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About The GrandfroggerOld, I might be, but much left of this world still left to experience, there is. Plan to taste everything it has to offer before I croak, I do. PFS # 264524-23
Familiar: Cherry-Blossom-Tender Grippli Shaman 6
Melee Hanbo +8 (1d4-2)
Ranged Light Crossbow +8 (1d6)
Non-Standard Skill Bonuses
Special Abilities:
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SPECIAL ABILITIES ------------------------------ Natural Climber: Gripplis have a climb speed of 20 feet. Darkvision: Gripplis can see in the dark up to 60 feet. Toxic Skin: Once per day as a swift action, a grippli can create a poison that can be applied to a weapon or delivered as a touch attack. Alternatively, the grippli can smear the poison on its own body as a standard action, affecting the first creature to hit it with an unarmed strike or natural weapon. The poison loses its potency after 1 hour. The grippli is immune to its own poison. This racial trait replaces swamp stride and camouflage. Grippli Poison: Skin or weapon - contact or injury; save Fort DC 10 + 1/2 the grippli’s Hit Dice plus its Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dexterity damage; cure 1 save. Weapon Familiarity: Gripplis are proficient with nets. Observant: Choose either Perception or Sense Motive. You gain a +1 trait bonus on all checks for the chosen skill, and the chosen skill becomes a class skill for you. Outcast’s Intuition: You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you. In addition, your caster level is treated as 1 level higher for the purposes of any attempts to dispel your magic. Spirit: 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 Animal: 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. 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. 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. Wandering Spirit: 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 Hex: At 6th level, a shaman can temporarily gain the use of one of the hexes possessed by either one of her spirits. She must make this selection each day when she prepares her spells. For the purposes of this ability, she can select any hex possessed by her spirit or wandering spirit. If she selects it from her wandering spirit, she loses the hex immediately if she bonds with another spirit, although she can then select a different hex to gain using this ability, from either her spirit or her new wandering spirit. At 14th level, a shaman can select two wandering hexes each day instead of one. This ability otherwise functions as the hex class feature. Spirit Abilities:
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SPIRITUAL ABILITIES ------------------------------ *Monstrous Insight: 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 an insight bonus equal to her shaman level. 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 a number of times per day equal to 3 + her Charisma modifier. Tribal Cooperation: The shaman gains a teamwork feat as a bonus feat. She must meet the feat’s prerequisites. As a standard action, the shaman can grant one of her teamwork feats to all allies within 30 feet who can see and hear her. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every 2 levels the shaman has. Allies do not need to meet the prerequisites of this bonus feat. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. *Wandering Spirit abilities Hexes:
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HEXES ------------------------------ *Benefit of Wisdom: The shaman relies on wisdom rather than intellect to gain and retain knowledge. She can use her Wisdom modifier instead of her Intelligence modifier on all Intelligence-based skill checks. Evil Eye: 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 (DC = 10 + 1/2 the shaman’s level + the shaman’s Wisdom modifier) reduces this to just 1 round. At 8th level, the penalty increases to -4. This is a mind-affecting effect. Touch of Succor: The shaman can touch a willing creature as a standard action to remove one of the following conditions: fatigued, shaken, or sickened. At 8th level, she adds confused and frightened to the list of conditions she can remove. At 12th level, she also adds dazed, nauseated, and panicked. The shaman can use this ability a number of times per day equal to her shaman level. *Wandering Hex Spells:
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SPELLS ------------------------------ Orisons (4/day) (*) Create Water (*) Detect Magic (*) Guidance (*) Read Magic 1st (5/day)
2nd (5/day)
3rd (3/day)
Spirit Magic:
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SPIRIT MAGIC ------------------------------ 1st: Bless Faerie Fire *Identify Will 17 Liberating Command 2nd:
3rd:
* Wandering Spirit spells Feats:
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FEATS ------------------------------ Agile Tongue: You have a prehensile tongue with a range of 10 feet. You can pick up items weighing no more than 5 pounds, make Sleight of Hand checks, perform the steal or disarm combat maneuvers, or make melee touch attacks with your tongue. Escape Route: An ally who also has this feat provokes no attacks of opportunity for moving through squares adjacent to you or within your space. Improved Familiar: Weapon Finesse: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. Gear/Possessions:
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GEAR/POSSESSIONS ------------------------------ Carrying Capacity Light 0-15 lb. Medium 16-30 lb. Heavy 31-45 lb. Current Load Carried 15 lb Hanbo (1 gp) (1 lb) +1 Mithral Chain Shirt (2100 gp) (6 lb) Headband of Wisdom +2 (4000 gp) (1 lb) Eyes of the Eagle (2500 gp) (1 lb) Cloak of Resistance +2 (4000 gp) (1 lb) Handy Haversack (2000 gp) (5 lb) *Acid Flask x 1 (20 gp) (1 lb) *Backpack (2 gp) (1 lb) *Dagger (2 gp) (0.5 lb) *Light Crossbow (35 gp) (2 lb) *Bolts x 10 (1 gp) (1 lb) *Scroll: Remove Paralysis (150 gp) (0 lb) *Wand: Cure Light Wounds (47 charges) (- gp) (0 lb) *Wand: Comprehend Languages (50 charges) (- gp) (0 lb) *Wand: Faerie Fire (49 charges) (- gp) (0 lb) *Wand: Endure Elements (48 charges) (- gp) (0 lb) *Stored in Handy Haversack Bot Me!:
The Grandfrogger prefers to stay back from the front lines, assisting with spells such as guidance.
Outside of combat, the Grandfrogger will always keep an eye out for something tasty - or someone who might be hiding a tasty treat in their pockets. Boons:
Inheritor of Ghol-Gan: You may play a grippli character.
Legacy of a Princess: As a swift action, you may cross off this boon to gain a +2 bonus to your AC against the first creature you hit each round until the beginning of your next turn for 1 minute. [ ] [ ] [ ] Sun Shogun Talismans: You may purchase a talisman of freedom (900 gp), talisman of good fortune (1,680 gp), or talisman of warrior’s courage (450 gp). When you purchase a talisman in this way, note that it is a Sun Shogun talisman and mark off one box. Sun Shogun talismans function as normal except that you may, as an immediate action, prevent a talisman from activating when it would otherwise do so, allowing you to save its magic for later. When you have purchased a total of 3 Sun Shogun talismans of any type, cross this boon off your Chronicle sheet. Inside Knowledge: You gain a +2 bonus on Knowledge (local) checks about the Aspis Consortium and can roll such checks untrained. You can cross this boon off the Chronicle sheet to take 20 on a single Knowledge (local) check about the Aspis Consortium. Lord Avid’s Recommendation: You gain a +2 circumstance bonus on all Charisma-based skill checks against nobility while on the Isle of Kortos. You can cross the boon off your Chronicle sheet to lean heavily upon your connection to Lord Avid. If you do so, the circumstance bonus on one such Charisma-based skill check increases to +4, and you can apply it while interacting with anyone on the Isle of Kortos.
[ ] Infernal True Name: Check the box that precedes this boon as a swift action to give one devil you can see within 60 ft the sickened condition for 1 hour. Alternatively, you may check the box that precedes this boon to give one creature of the devil subtype you have summoned the effects of a heroism spell for 1 minute. Once this box is checked, you have earned the enmity of devils everywhere. This may have a specific effect in later scenarios. Masterful Performance: You gain one of the following benefits, chosen at the time you use this ability as a swift action:
When you use this ability, cross it off your Chronicle sheet. Clockwork Spy: You recovered a broken clockwork creation, but without extensive repairs it will never function again. You may spend 50 gp to attempt to repair the construct. If you then succeed at a DC 30 Craft (clockwork) or Disable Device check, you may spend an additional 325 gp to restore the clockwork spy to full working condition, after which it follows your simple commands. You may take 10 on this check, but may not take 20 (as the 50 gp is consumed whether or not you succeed at your skill check). You may substitute spending 2 PP for either of these skill checks, but must still pay the requisite gold for the repair. The clockwork spy cannot be repaired if it uses its self-destruct ability anytime thereafter. Air Affinity: Your connection to elemental air has grown stronger over the course of your recent adventures. This boon has no mechanical effect on its own, but it may interact with other boons or play a role in future adventures - especially those set on the elemental planes. Genie Heritage: Your ifrit, oread, sylph, and undine characters have a stronger connection to their genie forebears. Characters only gain access to these options if they do not trade out the air, earth, fire, or water affinity racial traits. Oread’s Favor: This boon may be used in conjunction with other boons to grant one or more of your characters access to oread-related options. Air Affinity: Your connection to elemental air has grown stronger over the course of your recent adventures. This boon has no mechanical effect on its own, but it may interact with other boons or play a role in future adventures - especially those set on the elemental planes. Uneasy Alliance: You have accepted an offer of alliance. This boon may play a role in future adventures. Air Affinity: Your connection to elemental air has grown stronger over the course of your recent adventures. This boon has no mechanical effect on its own, but it may interact with other boons or play a role in future adventures - especially those set on the elemental planes. [ ] [ ] [ ] Foe of All Winds: You gain a +2 circumstance bonus on all Diplomacy and Intimidate checks made against natives of the Plane of Air. In addition, once per adventure you can check a box that precedes this boon to cast gust of wind (CL 6) as a spell-like ability. If you have two or more Air Affinity boons, you can instead cast wind wall (CL 8). If you have three or more Air Affinity boons, you can instead choose to cast wind walk (CL 10). Partner to Elemental Balance: During any adventure taking place on an elemental plane, you may cross this boon off your Chronicle Sheet to gain the following ability associated with your planar destination for the next 24 hours:
Magic Boon: As a standard action, you may recall one spell that you have already prepared and then cast that day. The spell is then prepared again, just as if it had not been cast. You may only use this ability once. On using this ability, cross this boon off your Chronicle sheet. Adaptable Blades: When you would purchase a specific magic weapon in the fighter’s light blades or heavy blades weapon group, you may check the box before the boon to replace the weapon with a different weapon in the same group. To determine the price, use the difference in price between the standard base weapon and the new base weapon. For example, a short sword of venom, based off a dagger of venom, would cost 8,310 gp. To perform this substitution, the weapon’s total price must be less than 25,000 gp, and it cannot be a unique weapon from another Chronicle sheet. [ ] [ ] [ ] [ ] Wavemaster: Your experience beneath the waves has greatly strengthened your ability to function underwater. You can check a box next to this boon as a swift action to gain a 30-foot swim speed and the ability to use bludgeoning and slashing weapons underwater without penalty for 1 minute. Whenever you would need to attempt a Constitution check to continue holding your breath, you can instead check a box next to this boon as an immediate action to automatically hold your breath for an additional 4 rounds.
Background:
Appearance and Personality:
Large red eyes peer out from beneath a heavy woolen robe. A knobbled grey hand clutches a gnarled walking stick of dark wood, while its partner is nowhere to be seen. |