Swampwalker

Untir Jonrot's page

517 posts. Organized Play character for kuey.


Full Name

Untir Jonrot

Race

Human (Garundi) Shaman L5 | HP: 38/38 | AC:20 T:11 FF:20 | CMB:+2 CMD:13 | Saves F:4 R:3 W:11 | Init:+7 | Per:+16 | Spd: 20+10 |

Classes/Levels

Reroll: 1/1 | channel energy 2/4 | stardust 6/6 | spirit magic: 3/3 | Condition: longstrider (1h)

Age

32

Deity

Erastil

About Untir Jonrot

Player Name: Yu Kee Lim
Character Name: Untir Jonrot
Chronicles Completed: 14
Fame: 28
PP: 17
XP: 14
GP: 2700
Society ID: 215076-10
Faction: Scarab Sages

Bought this scenario:

Untir Jonrot
Human (Garundi) shaman 5 (Pathfinder RPG Advanced Class Guide 35)
NG Medium humanoid (human)
Init +7; Senses Perception +16
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Defense
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AC 20, touch 11, flat-footed 20 (+6 armor, +1 deflection, +3 shield)
hp 38 (5d8+10)
Fort +4, Ref +3, Will +11
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee shortspear +2 (1d6-1)
Ranged dart +3 (1d4-1)
Special Attacks channel positive energy 4/day (DC 15, 3d6), hexes (chant, evil eye, misfortune[APG], slumber[APG])
Shaman Spells Prepared (CL 5th; concentration +10)
. . 3rd—earth tremor (DC 18), stinking cloud (DC 18); daylight{S} or neutralize poison{S}
. . 2nd—barkskin, spiritual weapon (2); hypnotic pattern{S} (DC 17) or lesser restoration{S}
. . 1st—barbed chains (DC 16), burning hands (2, DC 16), entangle (DC 16), unbreakable heart[ISWG]; color spray{S} (DC 16) or detect undead{S}
. . 0 (at will)—create water, detect magic, guidance, mending
. . S spirit magic spell; Spirit Life Wandering Spirit Heavens
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Statistics
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Str 8, Dex 10, Con 12, Int 14, Wis 21, Cha 16
Base Atk +3; CMB +2; CMD 13
Feats Alertness, Extra Hex[APG], Extra Hex[APG], Selective Channeling
Traits reactionary, tomb raider
Skills Acrobatics -6 (-10 to jump), Diplomacy +11, Handle Animal +7, Heal +9, Knowledge (nature) +8, Knowledge (planes) +7, Knowledge (religion) +7, Perception +16, Profession (fortune-teller) +13, Sense Motive +10, Spellcraft +7, Survival +9 (+11 to avoid becoming lost), Use Magic Device +5
Languages Ancient Osiriani, Celestial, Common, Osiriani
SQ spirit animal (greensting scorpion named Arcane Familiar), stardust
Combat Gear scroll of comprehend languages, scroll of cure serious wounds (x2), scroll of touch of the sea, wand of bless (45 charges), wand of cure light wounds (26 charges), wand of heightened awareness (41 charges), wand of longstrider (44 charges), wand of protection from evil (50 charges), alchemist's fire (2); Other Gear mwk agile breastplate[APG], +1 mithral heavy steel shield, dart (4), shortspear, cloak of resistance +2, cracked dusty rose prism ioun stone, headband of inspired wisdom +2, ring of protection +1, wayfinder[ISWG], backpack, belt pouch, cold weather outfit, flint and steel, furs[APG], masterwork tool, scroll case, waterskin, 2,700 gp
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Special Abilities
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Chant (Su) As a move action, extend the duration of other hexes by 1 rd.
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.
Evil Eye -2 (8 rounds, DC 17) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Misfortune (1 round, DC 17) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Selective Channeling Exclude targets from the area of your Channel Energy.
Shaman Channel Positive Energy 3d6 (4/day, DC 15) (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.
Slumber (5 rounds, DC 17) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg).
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spirit Animal (spirit animal (greensting scorpion named Arcane Familiar)) If spirit animal is slain, cannot use spirit magic or prepare new spells.
Stardust (6/day) (Sp) Foe in 30 ft sheds light, can't be invisible/conceal & -2 to att & perception checks for 2 rds.
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Da'e
Greensting scorpion (Pathfinder RPG Ultimate Magic 232)
N Tiny magical beast (vermin)
Init +3; Senses darkvision 60 ft.; Perception +12
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Defense
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AC 21, touch 15, flat-footed 18 (+3 Dex, +6 natural, +2 size)
hp 19 (1d8); fast healing 1
Fort +2, Ref +4, Will +4
Defensive Abilities improved evasion; Immune mind-affecting effects
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Offense
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Speed 30 ft.
Melee sting +8 (1d2-4 plus poison)
Space 2½ ft.; Reach 0 ft.
Special Attacks deliver touch spells
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Statistics
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Str 3, Dex 16, Con 10, Int 8, Wis 10, Cha 2
Base Atk +3; CMB +4; CMD 10 (22 vs. trip)
Feats Weapon Finesse
[b]Skills
Climb +7, Diplomacy +1, Handle Animal -3, Heal +1, Perception +12, Sense Motive +3, Spellcraft +1, Stealth +15, Survival +1, Use Magic Device -2; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
Languages speak with master
SQ empathic link
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells (Su) Deliever master's touch spells.
Empathic Link (Su) You have an empathic link with your master.
Fast Healing 1 (Ex) Heal damage every round unless you are killed.
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 (DC 10) (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.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Speak with Master (Ex) You can communicate verbally with your master.

bot me:

1. If significant number of allies are injured, Untir will channel energy, excluding up to 3 enemies.: [dice=channel energy]3d6[/dice]
2. Otherwise, he would use one of his hexes and maintain them with chant. Which target depends on which ones his allies need most help with. He'll usually use misfortune, evil eye (AC, attack, saves), in that order. Will DC17.