Rogeif Yharloc

Tykent Life-Friend's page

169 posts. Alias of Hawthwile.


Race

| HP 43/43 | AC 14 T 11 FF 13 | CMB +2, CMD 14 | F: +3, R: +2, W: +10 | Init: +5 | Perc: +19, SM: +8, Darkvision 60 ft

Classes/Levels

| Speed 30ft | Spells: 1st 4/5 2nd 2/4 3rd 1/2 | Spirit Magic: 1st 1/1 2nd 1/1 3rd 1/1 | Channel: 0/3 | Active conditions: None

Gender

M NG Aasimar Life Shaman 5

About Tykent Life-Friend

Why, they’re my friends of course! If history teaches us one thing, it’s that the lone wolves tend to die sooner rather than later - often from a lack of decent medical attention.

Male Aasimar Shaman 5
NG Medium humanoid (human), outsider (native)
Init +5; Senses Perception +19, Sense Motive +8, Darkvision 60 ft
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DEFENCE
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AC 14, touch 11, flat-footed 13 (+2 armor, +1 shield, +1 dex)
hp 43
Fort +3, Ref +2, Will +10
Resistances Acid 5, Cold 5, Electricity 5
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OFFENSE
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Speed 30 ft.

Melee Hanbo +2 (1d6-1)
Dagger +2 (1d4-1, 19-20/x2)

Ranged Light Crossbow +4 (1d8)
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STATISTICS
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Str 8, Dex 12, Con 14, Int 10, Wis 22, Cha 14
Base Atk +3; CMB +2; CMD 14
Traits Scholar of the Great Beyond, Seeker
Feats Extra Hex, Toughness
Skills (27 points; 16 class, 8 background, 2 FCB, 1 bonus)
ACP -0
(1) Diplomacy +8
(1) Handle Animal +6
(1) Heal +10
(5) Knowledge (history) +9
(1) Knowledge (nature) +4
(4) Knowledge (planes) +8
(4) Knowledge (religion) +7
(5) Perception +19
(5) Profession (herbalist) +14
(1) Ride +6
(4) Spellcraft +7
(1) Survival +10
*ACP applies to these skills

Non-Standard Skill Bonuses
+2 Diplomacy, Perception (race)
+2 Perception, Sense Motive (familiar)
+1 Knowledge (history, planes) (trait)
+1 Perception (trait)
Languages Common

Special Abilities:
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SPECIAL ABILITIES
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Darkvision: Aasimars can see in the dark up to 60 feet.

Skilled: Aasimars have a +2 racial bonus on Diplomacy and Perception checks.

Spell-Like Ability: Aasimars can use daylight once per day as a spell-like ability (with a caster level equal to the aasimar’s character level).

Celestial Resistances: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Scion of Humanity: An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.

Scholar of the Great Beyond: You gain a +1 trait bonus on Knowledge (history) and Knowledge (planes) checks, and one of these skills (history) is always a class skill for you.

Seeker: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Spirit: A shaman forms a mystical bond with the spirits of the world. She forms a lasting bond with a single spirit (Life), 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.

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.

A life shaman’s spirit animal appears to be a beautiful and very healthy version of its species, and seems especially vibrant and full of life. Her animal companion gains fast healing 1; if the spirit animal already has fast healing, instead its fast healing increases by 1.

Tykent's spirit animal is a rhamphorhynchus he calls Dawn's Hope, or Hope for short.

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.

Channel Energy: 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.

Tykent currently can channel 2d6 points of positive energy (Will 14 to halve).

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.

Hexes:
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HEXES
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Chant: 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.

Evil Eye: 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 (9 rounds currently). A successful Will saving throw (DC 18) reduces this to just 1 round. This is a mind-affecting effect.

Fortune: 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.

Misfortune: 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 (DC 18) 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.

Spells:
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SPELLS
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Orisons (4/day)
(*) Create Water
(*) Detect Magic
(*) Guidance
(*) Stabilize

1st (5/day)
(2) Bless
(1) Hex Vulnerability Will 17)
(1) Monkey Fish
(1) Remove Fear

2nd (4/day)
(1) Barkskin
(1) Bull’s Strength
(1) Resist Energy (Fortitude 16)
(1) Spiritual Weapon

3rd (2/day)
(1) Dispel Magic
(1) Fly

Spirit Magic:
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SPIRIT MAGIC
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1st
Detect Undead
Liberating Command
Shield of Faith

2nd
Grace
Lesser Restoration

3rd
Neutralize Poison Will 19

Feats:
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FEATS
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Extra Hex: You gain one additional hex (Chant). You must meet the prerequisites for this hex. If you are a shaman, it must be a hex granted by your spirit rather than one from a wandering spirit.

Extra Hex: You gain one additional hex (Fortune). You must meet the prerequisites for this hex. If you are a shaman, it must be a hex granted by your spirit rather than one from a wandering spirit.

Toughness: You gain +3 hitpoints, and an additional hitpoint every level past 3rd.

Gear/Possessions:
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GEAR/POSSESSIONS
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Wealth 606 GP
Carrying Capacity
Light 0-30 lb. Medium 31-60 lb. Heavy 61-90 lb.
Current Load Carried 29 lb.
Hanbo (2 lb)
Dagger (1 lb)
Light Crossbow (4 lb)
Bolt x10 (1 lb)
Lamellar Cuirass (8 lb)
Masterwork Buckler (5 lb)
Headband of Wisdom +2 (1 lb)
Spring-Loaded Wrist Sheath (1 lb)
Masterwork Backpack (4 lb)
*Healer’s Kit (10 charges) (1 lb)
*Alchemist’s Fire (1 lb)
*Scroll: Comprehend Languages
*Scroll: Cure Light Wounds x2
*Scroll: Remove Fear
*Scroll: Calm Emotions
*Scroll: Lesser Restoration
*Scroll: Resist Energy

*Stored in Backpack

Bot Me!:
In combat, Tykent prefers to stay towards the back and help his friends through liberal use of Evil Eye. In a pinch, he’ll take his walking stick and act as a flanking partner by fighting defensively.

Outside of combat, Tykent is happy to observe his surroundings (always keeping an eye out for new herbal ingredients) and regale his companions with humorous stories from the past (such as the militia of Bellspire invading a neighboring town and returning home with one more soldier than they left with).

Background:
Tykent is always happy to make new friends. He’s been on the road for longer than he can remember (or, in his words, “longer than a man my age should have to remember anything”), travelling from town to town with only a small pterodactyl as a consistent companion for more than a journey or two. He pays for passage with herbal remedies and stories of civilizations long since crumbled beneath the onward tread of progress, and his keen eyes have saved his companions from trouble on more than a few occasions.

Appearance and Personality:
This older man sports a wide grin as he leans heavily on his walking stick. He is clad simply, carrying a well-worn backpack filled to the brim with dried plants and travelling supplies. On his shoulder, a small winged dinosaur preens red and gold feathers before taking to the skies.