Kob-Kog

Theleb Ka'arna's page

269 posts. Organized Play character for The.Dragon.Reborn.


Full Name

Theleb Ka'arna 147934-7

Race

CN Half-Orc (Mystic) |

Classes/Levels

Shaman (Spirit Warden) 3 | +1 Great Axe (+6); 1d12+5 (x3) | sheet

Gender

HP 28/28 | AC16 T10 FF16 | Init +4 Perc +5 CMB +5 CMD 15 | F+5 R+2 W+5 |

Strength 16
Dexterity 11
Constitution 16
Intelligence 14
Wisdom 12
Charisma 12

About Theleb Ka'arna

Male half-orc (mystic) shaman (spirit warden) 3 (Pathfinder RPG Advanced Class Guide 35, 112)
CN Medium humanoid (human, orc)
Init +0; Senses darkvision 60 ft.; Perception +6

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Defense
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AC 16, touch 10, flat-footed 16 (+6 armor)
hp 28 (3d8+10)
Fort +5, Ref +2, Will +5

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Offense
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Speed 30 ft. (20 ft. in armor)
Melee +1 greataxe +6 (1d12+5/×3)
Ranged cold iron javelin +2 (1d6+3)
Special Attacks channel positive energy 2/day (DC 12, 2d6), channel positive energy 4/day (DC 12, 2d6)

Magic:
Shaman (Spirit Warden) Spells Prepared (CL 3rd; concentration +4)
. . 2nd—spiritual weapon; command undead[S] (DC 13)
. . 1st—magic stone, produce flame (2); detect undead[S]
. . 0 (at will)—detect magic, detect poison, guidance, stabilize
. . S spirit magic spell; Spirit Life Wandering Spirit

Statistics:
Str 16, Dex 11, Con 16, Int 14, Wis 12, Cha 12
Base Atk +2; CMB +5; CMD 15
Feats Alertness, Channel Smite, Endurance, Totem Spirit - Skoan-quah (skull Clan)[ISWG]
Traits soul drinker, undead slayer
Skills Acrobatics -5 (-9 to jump), Bluff +4, Handle Animal +2, Heal +10 (+12 to treat poison), Intimidate +5 (+7 to demoralize foes), Knowledge (arcana) +3, Knowledge (dungeoneering) +3, Knowledge (history) +3, Knowledge (local) +3, Knowledge (nature) +6, Knowledge (planes) +6, Knowledge (religion) +6, Perception +6, Profession (medium) +5, Ride -1, Sense Motive +3, Spellcraft +6, Survival +5 (+7 to avoid becoming lost)
Languages Common, Orc, Osiriani, Shoanti
SQ orc blood, spirit animal (snake, viper named Mystic Venom), unnatural mein

Equipment:
Combat Gear wand of cure light wounds, armor ointment[UE], bladeguard[APG], healer's kit, holy water;
Other Gear chainmail, +1 greataxe, cold iron javelin (2), sling, sling bullets (10), wayfinder[ISWG], bandolier[UE], bandolier[UE], belt pouch, belt pouch, flint and steel, leeching kit[APG], trail rations (5), waterskin
870 gp, 1 sp, 1 cp
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Tracked Resources
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Armor ointment - 0/1
Bladeguard - 0/1
Cold iron javelin - 0/2
Healer's kit - 0/10
Holy water - 0/1
Light (At will) - 0/0
Shaman Channel Positive Energy 2d6 (2/day, DC 12) (Su) - 0/2
Sling bullets - 0/10
Soul Drinker (1/day) (Su) - 0/1
Spirit Warden Channel Positive Energy 2d6 (4/day, DC 12) (Su) - 0/4
Trail rations - 0/5
Wand of cure light wounds - 1/50

Special Abilities:
Channel Smite Channel energy can be delivered through a Smite attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Familiar Bonus: +3 to Bluff checks You gain the Alertness feat while your familiar is within arm's reach.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Shaman Channel Positive Energy 2d6 (2/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spirit Animal (spirit animal (snake, viper named Mystic Venom)) If spirit animal is slain, cannot use spirit magic or prepare new spells.
Spirit Warden Channel Positive Energy 2d6 (4/day, DC 12) (Su) Can only channel positive energy to harm undead, not to heal the living.
Totem Spirit - Skoan-Quah (Skull Clan) +2 weapon damage vs. undead, +2 Heal
Unnatural Mein (Ex) +2 bonus to Intimidate checks made to demoralize foes.

Boons:

Soothsayer: There are countless traditions of folk divination on Golarion, and you have recruited a reliable soothsayer into your service. Once per adventure, this mystic can predict imminent events and grant you a +4 insight bonus on one skill check, a +2 insight bonus to your Armor Class against one attack, or a +2 insight bonus on one attack roll or saving throw. You must use this ability before you roll the attack, check, or save or before you hear the final result of the attack against you. Dreadful portents accompany the soothsayer’s insights, and you are shaken for 1 round after using this ability. This does not cause you to become frightened or panicked if you were already shaken. The soothsayer otherwise follows all of the rules for follower vanities on pages 60–61 of the Pathfinder Society Field Guide.

Haunt Specialist: You gain a +2 bonus on all saving throws to resist effects created by a haunt. You also gain a +2 bonus on skill checks made to notice a haunt and on initiative checks made to act in the surprise round when a haunt manifests. You may cross this boon off your Chronicle sheet to reroll such a initiative check, saving throw, or skill check with an additional +2 bonus.


Familiar:

Mystic Venom
Male greensting scorpion (Pathfinder RPG Ultimate Magic 232)
N Tiny magical beast (vermin)
Init +3; Senses darkvision 60 ft.; Perception +10
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Defense
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AC 20, touch 15, flat-footed 17 (+3 Dex, +5 natural, +2 size)
hp 14 (1d8); fast healing 1
Fort +2, Ref +4, Will +3
Immune mind-affecting effects
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Offense
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Speed 30 ft.
Melee sting +7 (1d2-4 plus poison)
Space 2½ ft.; Reach 0 ft.
Special Attacks poison
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Statistics
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Str 3, Dex 16, Con 10, Int 8, Wis 10, Cha 2
Base Atk +2; CMB +3; CMD 9 (21 vs. trip)
Feats Additional Traits, Weapon Finesse
[b]Traits
sacred touch, vagabond child (urban)
Tricks Attack, Attack Any Target, Come, Down, Guard, Seek
Skills Climb +7, Escape Artist +8, Handle Animal -3, Heal +2, Intimidate -3, Perception +10, Ride +4, Spellcraft +0, Stealth +15, Survival +1;
Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
SQ attack any target, come, down, guard, improved evasion, seek
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Tracked Resources
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. . -none-
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Special Abilities
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Attack Any Target [Trick] The animal will attack any creature on command.
Come [Trick] The animal will come to you on command.
Darkvision (60 feet) You can see in the dark (black and white only).
Down [Trick] The animal will break off combat on command.
Fast Healing 1 (Ex) Heal damage every round unless you are killed.
Guard [Trick] The animal stays in place and prevents others from approaching.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison: Sting - Injury (DC 10) (Ex) Sting—Injury; save Fort DC 10; freq 1/rd for 6 rds; effect sicken for 1 rd; cure 1 save.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.

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