Vigliv

Tural Ardas's page

694 posts. Alias of Dinuci.


Full Name

Tural Ardas

Race

(HP 83/83 | AC:21 | T:12 | FF:19 | DR5/magic | Fire resistance 10 | Electricity/Cold/Acid resistance 5 | CMB:5 | CMD:17 | Fort:+5 | Ref:+7 | Will:+15 | Init:+8 | Perc:+25 | Speed 20)

Classes/Levels

spells:
PoP level 1: 2/2 | Battle spirit: 6/6 rounds | Channels 4/4 | Flight 9/9 min | Beastshape 9/9 min

Size

Medium (6ft. 6in.)

Age

86

Alignment

Neutral Good

Languages

Common, Celestial

Strength 8
Dexterity 14
Constitution 10
Intelligence 11
Wisdom 22
Charisma 17

About Tural Ardas

Character sheet:

NG Medium Native Outsider (Aasimar)
PFS#: 131682
Init +8 (+2 Dex +2 Trait +4 familiar)

Defense
AC 21 (10 +8 Armor Bonus +2 Dex +1 AonA); Touch 12 (10 +2 Dex); Flat-Footed 19 (10 +8 Armor Bonus +1 AonA)
HP 83 (8 +9x5 +10x1HP Favored Class Bonus + 10x1 Belt +10x1 toughness)
Fort Save +5 (+3 Class +2 cloak); Ref Save +7 (+2 Dex +3 Class +2 cloak); Will Save +15 (+6 Wis +7 Class +2 cloak)

Offense
Speed: Medium (30 ft) 20 ft. with armor
Melee: Morningstar
[one-handed] Atk: 1d20 + 6 (-1 str +7 BAB) (19x2)| Dmg: 1d8 -1
Ranged: Light crossbow
Atk: 1d20+9 (+2 Dex +7 BAB) (19x2)| Dmg: 1d8

Statistics
Str 8, Dex 14, Con 10, Int 11, Wis 22, Cha 17
Base Atk +7/+2; CMB +5 (-4 Str +6 BAB); CMD 18 (10 -4 Str +2 Dex +7 BAB)
Feats (Other): Extra Hex(Evil eye); Extra Hex(Chant); selective channeling; Extra Hex (Flight); Toughness
Traits (Racial): Celestial Resistance(acid resistance 5, cold resistance 5, and electricity resistance 5);
Skilled(+2 racial bonus on Diplomacy and Perception checks); Incorruptible (cast corruption resistance against evil once per day as a spell-like ability. If an aasimar uses this ability on herself, the duration increases to 1 hour per level.); Darkvision 60 ft.
Traits (Other): Drug addict(Addicted friend, +2 knowledge local); Reactionary (+2 Ini)

Skills (Untrained):
Acrobatics -1 (-3 Armor Penalty +2 Dex)
Bluff +3/5 (+3 Cha +2 vs citizens)
Climb -4 (-1 str -3 ACP)
Ride -1 (-3 Armor Penalty +2 Dex)
Sense Motive +8 (+6 Wis +2 Familiar)
Stealth -1 (-3 Armor Penalty +2 Dex)
Swim -0 (-1 str -3 ACP +4 Flight)

Skills (Trained):
Perception +25 (+10 Rank +6 wis +2 trait +2 Familiar +5 EotE)
Diplomacy +13/15 (+5 Rank +3 Class +3 Cha +2 trait +2 vs citizens)
Heal +9 (+1 Rank +3 Class +5 Wis)
Intimidate +10 (+7 Rank +3 cha)
knowledge (Local) +6 (+4 Rank +2 Trait)
Knowledge (Nature) +5 (+2 Rank +3 Class)
Knowledge (Religion) +5 (+2 Rank +3 Class)
Knowledge (Planes) +5 (+2 Rank +3 Class)
Spellcraft +8 (+5 Rank +3 Class)
Survival +9 (+2 Rank +3 Class +5 Wis)
Fly +6 (+1 Rank +3 class +2 dex)

Languages: Common, Celestial

Equipment:
Combat gear:
- light crossbow (35gp, 4lbs.);
- Morningstar (8gp, 6 lbs.);

Wearing:
- +2 Agile breastplate (4550gp, 25lbs.);
- Patchwork cload (5gp, 0.5lbs.)
- Handy haversack (2000gp, 5lbs.)
- Belt pouch (1gp, 0.5lbs.)
- spell component pouch (5gp, 2lbs.)
- Pearl of power I x3 (1000gp, -lbs.)
- Pearl of power II x2 (4000gp, -lbs.)
- Earring for the pearl x4 (10gp, -lbs.)
- Headband of mental prowess (Cha & Wis +2) (10k gp)
- Belt of mighty constitution (Con +2) (4k gp)
- Eyes of the eagle (2500gp, -lbs.)
- Ring of sustenance (2500gp, -lbs.)
- Cloak of resistance +2 (4000gp, 1lbs.)
- Amulet of natural armor +1
- Lesser quicken metamagic rod (17,500gp)

Inventory backpack:
- Bedroll (1sp, 5lbs.)
- Candle [x10] (0.01 gp., -)
- Chalk [x10] (each 1cp, -)
- Flint and steel (1gp, -)
- sack (empty) (1sp, 0.5lbs.)
- Rations [8x] (0.5gp, 1lbs.)
- Torch [x10] (0.01gp, 1lbs.)
- Ink (8gp, -lbs.)
- Ink pen (1sp, -lbs.)
- Potion of monkeyfish
- Healer's Kit
- Wand of hex vulnerability (750gp, -lbs | 42/50)
- Potion of CMW x4
- Potion of Remove Disease x3
- Potion of CSW x3
- Potion of Lesser Restoration x3
- Potion of Remove Disease x2
- Wand of CLW [46 charges]
- Wand of CLW [50 charges]
- Wand of CLW [50 charges]
- Wand of CMW [21 charges]
- Wand of CMW [30 charges]
- Wand of CSW [37 charges]
- Wand of Lesser Restoration [41 charges]
- Wand of Remove Disease [7 charges]
- Wand of Remove Disease [2 charges]

Encumbrance: 44lbs.; Medium load, (Light Load up to 23lbs., Medium up to 46lbs., Heavy up to 70lbs.)
Money: 4104gp 7sp 9cp

2574.54
+12346.25
----------
14920.79gp
-2500gp Eyes of the eagle
-2500gp Ring of Sustenance
-450gp CLW wand
-4000gp Cloak of resistance +2
----------
5470.79gp
165gp
----------
5635.79gp
-2000gp Handy haversack
+25 backback
-10 furniture
+250 gifts
+200 agile breastplate
+515 +1 tower shield
----------
4615.79gp
+5000gp from the Queen
----------
9615.79
-8000 2x Pearl of Power level 2
-10gp earrings pearls of power
----------
1605.79gp
+20k
21605.79
----------
-1 Inn
21604.79
-17500 magic rod
----------
4104.79
-3000 armor +2 upgrade

Class Info
Favored class: Shaman
Favored class bonus: Shaman (+1HP/SP)

Hexes:
- Evil Eye (Su): The shaman causes doubt to creep into the mind of a foe within 30 feet that she can see. 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 reduces this to just 1 round. At 8th level, the penalty increases to –4.
- Chant (Ex): 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 round. 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 negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. 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.
- Fortune (Su): The shaman grants a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing it to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. The target creature must to decide to use this ability before the first roll is made. At 8th and 16th levels, the duration of this hex increases by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.
- Flight (Su): 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.
- Shapeshift (Su): The shaman transforms herself into another form for a number of minutes per day equal to her level, as alter self. This duration does not need to be consecutive, but must be spent in 1-minute increments. Changing form (including changing back) is a standard action that doesn’t provoke an attack of opportunity. At 8th level, this ability works as beast shape I. At 12th level, this ability works as beast shape II. At 16th level, this ability works as beast shape III. At 20th level, this ability works as beast shape IV.
- Murksight (Su): The witch can see through natural fog, mist, and rain without penalty, ignoring any concealment bonuses gained from such effects. If the effect is created by magic, the witch can see up to 15 feet without penalty, with normal penalties and effects applying beyond that distance. This ability functions underwater as well, allowing the witch to see in murky water as though it were clear. This does not allow the witch to see anything she could not see otherwise, such as an invisible creature.

Saving throw DC:
10 + 1/2 the shaman's level + Wisdom modifier.

Battle spirit shaman:

Hex:
- Battle Ward (Su): The shaman touches a willing creature (including herself) and grants a battle ward. The next time a foe makes an attack roll against the target, the ward activates and grants a +3 deflection bonus to the warded creature's AC. Each subsequent time she's attacked, the defection bonus reduces by 1 (to +2 for the second time she's attacked and +1 for the third). The ward fades when the bonus is reduced to +0 or after 24 hours, whichever comes first. At 8th level, the ward's starting bonus increases to +4. At 16th level, it increases to +5. A creature affected by this hex cannot be affected by it again for 24 hours.

Wandering Hex:
- Life Link (Su): The shaman creates a bond between herself and another creature within 30 feet. Each round at the start of the shaman's turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points it heals 5 hit points and the shaman takes 5 points of damage. The shaman can have one bond active per shaman level. The bond continues until the bonded creature dies, the shaman dies, the distance between her and the bonded creature exceeds 100 feet, or the shaman ends it as an immediate action. If the shaman has multiple bonds active, she can end as many as she wants with the same immediate action.

Spirit Ability:
Bonus spells:
- Detect undead (1st)
- lesser restoration (2nd)

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.

Enemies’ Bane (Su): As a swift action, the shaman imbues a single weapon she’s wielding with the bane weapon special ability, choosing the type of creature affected each time she does. The effect lasts for 1 minute. If the weapon already has the bane weapon special ability of the type chosen, the additional damage dealt by bane increases to 4d6. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier.

Spirit animal bonus:
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.

Life spirit:

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.

Spells prepared:

At Will: Feather fall

1/day: Levitate, resistance against evil

9 minutes/day: Fly

Cantrips:
- Detect magic
- Mending
- Stabilize
- Create water

Level 1 spells:
- Cure light wounds
- Cure light wounds
- Cure light wounds
- Stone shield
- Burning hands
- Shadow trap
- Pearl of power
- Pearl of power

Level 1 spontaneous spells:
- Enlarge person*
- Detect undead*

Level 2 spells:
- Cure moderate wounds
- Barkskin
- Darkness
- Bull's strength
- Hold person
- Bear's endurance
- Pearl of power
- Pearl of power
- Pearl of power

Level 2 spontaneous spells:
- Fog cloud*
- Lesser restoration*

Level 3 spells:
- Cure serious wounds
- Fly
- Blindness, deafness
- Trial of fire and acid

Level 3 spontaneous spells:
- Magic vestment*
- Neutralize poison*

Level 4 spells:
- Cure critical wounds
- Spike stone (When in base)
- Conditional curse (When venturing)
- Firewalker's meditation (always on)
- Claim identity

Level 4 spontaneous spells:
- Wall of fire*
- Restoration*

Level 5 spells:
- True seeing
- Ancestral memory
- Flame strike

Level 5 spontaneous spells:
- Righteous might*
- Breath of life*

Saving throw DC:
10 + Spell level + Wisdom modifier.

* Bonus spells from mystery

Spirit animal:

Name: Belfin
Location: Belt pouch

Greensting Scorpion
N Tiny vermin (Treated as Native Outsider)
Init +3; Senses darkvision 60 ft.; Perception +4

DEFENSE
AC 30, touch 15, flat-footed 20 (+3 Dex, +3 natural, +4 Adj natural, +2 natural spirit animal bonus, +2 size, +6 armor)
hp 16
Fort +2, Ref +3, Will +2

OFFENSE
Speed 30 ft.
Melee sting +8 (1d2–4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks poison

STATISTICS
Str 3, Dex 16, Con 10, Int 7, Wis 10, Cha 2
Base Atk +3; CMB +1; CMD 7 (19 vs. trip)
Feats: Weapon Finesse
Skills: Climb +7, Perception +4, Stealth +15; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth

SPECIAL ABILITIES
- A greensting scorpion familiar grants a +4 bonus on Initiative checks so long as the familiar is within 1 mile of the spellcaster.
- When the familiar is within arms reach 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.

EQUIPMENT
Tiny Breastplate Barding (200gp, 3lbs.)

Poison (Ex)
Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. The save DC is Constitution-based.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Background:

A secluded village near Korvosa is the home of Tural. He grew up as the son of a village shaman and has taken up the trade of his father. Long has he traveled from village to village around Korvosa as shaman to the good people. Many of the people he tended to came from Korvosa itself. Over the years he made many friends and foes within the villages he visited. One day after roaming about for several years he came back to his own village and learned that one of his dear friends died. He had obtained drugs from the city and overdosed. His father was unable to help his friend at the time. He decided then and there that the cities influence has gotten too big on the small villages around it. He left for Korvosa to try and make a difference.

Personality & appearance:

Tural is quite a sight. He towers above all other people and with his forest green hair, jewel toned golden eyes and lustrous skin he looks like the offspring of a forest god. He is a good natured man with a loud booming voice. He does never fight directly, if possible he tries to avoid fights at all. If he does get in a fight he batters his opponents defenses down until they are weak as newborn pups. He likes a good laugh and is ever optimistic.

Party items:

- Potion of CMW x4
- Potion of Remove Disease x3
- Potion of CSW x3
- Potion of Lesser Restoration x3
- Potion of Remove Disease x2
- Wand of CLW [50 charges]
- Wand of CLW [50 charges]
- Wand of CLW [50 charges]
- Wand of CMW [21 charges]
- Wand of CMW [30 charges]
- Wand of CSW [37 charges]
- Wand of Lesser Restoration [42 charges]
- Wand of Remove Disease [7 charges]
- Wand of Remove Disease [2 charges]

Favor:

Dozens of families recognize you for saving the lives of family members or neighbors. You each gain a favor from a skilled craftsman, local artist, or other member of an NPC class. This favor might be the gift of an item worth no more than 1,000 gp, a place to hide out for a night, help researching a topic, or any of a variety of useful services