About Usawoti- 2 INT, WIS, CHA Male Human Ranger/Soul Weaver 16 Spell Pool: 22/31 | Channel: 7/20 @ 8d6 DC@23: Ray:180 ft. DC@25 | Martial focus @ 1/1 | fatal thrust 3d6 | sneak attack 5d6 | dark slaughter 2d6 | Studied Target 4@+4 | Quarry 1/1 | CLW @ 13/50 | BUFFS: Darkvision and Bless on Torsten | HP (90) [90/180] | AC 32/T19/FF28 | F+19/R+19/W+16 | CMB+26 CMD 45 | PBS 27 PSD 30 | Init+4 /+6| Perc + 26/33 | Influence + 30 | disable device + 27/+34 | Initiative: 4/6 = 4 [dex] + 2 Favored terrain Desert, underground, urban
AC: 32 = 10 + 6 [celestial armor] + 2 [Klar (shield expert) ] + 1 [two weapon fighting] + 4 [dexterity] + 5 [deflection(ABP)] + 4 [Attunement (ABP)]
Fort: + 19 = 8 [base] + 4 [con] + 2 [1 st lvl good saves/ABP] + 5 [Resistance/ABP]
Base Atk + 16/11/6
Melee: + 26/20/16 = 16/11/6 [base] + 6 [strength] + 4 [Attunement (ABP)]
Stats: Str. 22, Dex. 18, Con. 18, Int. 10, Wis. 10, Cha. 24,
Abilities:
Race: Human Bonus Feat: Humans select one extra feat at 1st level. Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Background: Descended from Heroes
Traits:
Feats & Talents:
Feats Feat Tax Power Attack, Combat Expertise, Deadly Aim, Human Feat: Weapons focus: Earthbreaker Class Feat Versatile Channeler 1st lvl: Weapons focus: Klar 3rd lvl: Thunder and Fang @ 4th lvl Ranger talent Combat feat: Two Weapon Defense 5th lvl: Talent: Fast Feint 7th lvl:Talent: Expert feint 9th lvl: Selective Channeling 11th lvl: Channel Ray 13th lvl: Sphere talent: Divine Force (consecration) 15th lvl: Channel Surge Background Feats Beginning Background Feat: Additional Traits @ 2nd lvl: Cunning @ 4th lvl: Alertness @ 6th lvl: Persuasive @ 8th lvl: Deft Hands @ 10th lvl: Fleet @ 12th lvl: Skill Focus: perception @ 14th lvl: Robustness: @ 16th lvl: Ghostslayer Combat Talents: Martial Tradition: Shoanti WarriorOutrider Training Martial Tradition: Shoanti Warrior Shield expert Martial Tradition: Shoanti Warrior Dual Attack Martial Tradition: Shoanti Warrior Dual Wield bonus talents: Mercurial Flow 2nd lvl: Fencing sphere: Fatal Thrust 4th lvl: Nature's Allies Beast-mastery sphere: Drawback: Companionship: Animal Companion: Horse Beast-mastery bonus talent: Pet: Raven 6th lvl: Feint Strike 8th lvl: Focusing Feint 10th lvl: Dual Opportunity 12th lvl: unlikely feint 14th lvl: Asynchronous Swing 16th lvl:Balanced Blows Magic Talents: Casting Tradition: Skoan-Quah Bone Caster Casting tradition: drawbacks: Focus casting: Bone Ring. Casting tradition:: drawbacks: Magical Signs Face Tattoo glows, sound of undead howling Casting tradition: drawbacks: Verbal Casting Grave Tongue Casting tradition: Beginning Sphere: Dark Drawbacks: Personal Meld, Shadow Aura Boons: Quick Meld, Clinging Darkness Casting tradition: Beginning sphere: Destruction @ 8d6 Master of Life and Death: Life: Drawback Regenerate Boon: Self Renewal Master of Life and Death: Death: Drawback Necromantic Limit uses Ghost Strike: Boon: Gravetongue 1st lvl: Bleeding Wounds @ 16 2nd lvl: Extended Range 3rd lvl: Sustained Vitality + 2 AC/saves 16 min. 4th lvl: Feed on Darkness+ 2 Fast healing 16 min. 5th lvl: Deeper Healing 5d8+16 6th lvl: Gloom Blast negative energy 7th lvl: Dark Slaughter 2d6 8th lvl: Mass Death Magic 9th lvl: Vampiric Strike @ 8d6 10th lvl: Focused Blast 11th lvl: Crafted blast 12th lvl: Drain (ghost strike) @1d4 13th lvl: Fate Sphere (Good) Serendipity, Hallow From Feat @ 13th lvl: Divine Force (consecration) 14th lvl: Enmity (word) 15th lvl: Echoing Word 16th lvl: Enervation: Automatic Bonus Progression & Other Benefits:
1st lvl: Good Saves + 2 Fort, Reflex, Will 3rd lvl: +1 resistance bonus 4th lvl:Deflection +1 4th lvl: Ability boost x3, + 2 Str, Dex, Cha, 5th lvl:+ 1 attunement: Enhancement bonus to weapons (attack rolls, damage rolls), CMB/CMD, PSB/PSD, and AC 6th lvl: +2 resistance bonus 7th lvl: + 2 deflection 8th lvl: Ability boost x3: Str,.Dex, Cha 8th lvl:+ 2 attunement 9th lvl: + 3 resistance bonus 10th lvl: + 3 deflection 11th lvl: + 3 attunement 12th lvl: Ability boost x3: 12th lvl: + 4 Resistance 13th lvl: Deflection +4 14th lvl: Attunement +4 15th lvl: Resistance +5 Ranger:
Dungeon Rover
Weapon and Armor Proficiency: A ranger is proficient with simple weapons, as well as light armor and bucklers. In addition, if this is the character’s first level in any class, he may select a martial tradition of his choice. Martial Tradition: Shoanti Warrior Combat Training (Ex): A ranger is considered a Proficient practitioner, gaining spheres and talents as appropriate. Rangers use Wisdom as their practitioner modifier. Class Skills: A dungeon rover gains Disable Device and Knowledge (engineering) as class skills and loses Ride as a class skill. Studied Target @ 4: + 4(Ex): A ranger can study an opponent he can see as a move action. The ranger then gains a +1 bonus on Influence, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of ranger class abilities against that opponent increase by 1. A ranger can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the ranger studies a new target. If a ranger deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll). At 5th, 10th, 15th, and 20th levels, the bonuses on weapon attack, damage rolls, and skill checks and to ranger DCs against a studied target increase by 1. In addition, at each such interval, the ranger is able to maintain these bonuses against an additional studied target at the same time. The ranger may discard this connection to a studied target as a free action, allowing him to study another target in its place. At 7th level, a ranger can study an opponent as a move or swift action. Stone Scouting (Ex): A dungeon rover gains a +2 bonus on Perception checks to notice underground environmental hazards, including traps, potential cave-ins, and dangerous flora. A dungeon rover receives a check to notice these hazards whenever he passes within 10 feet of them, whether or not he is actively looking. This ability replaces track. Vermin Affinity (Ex): A dungeon rover gains the ability to improve the attitude of mindless subterranean creatures. This ability functions as the wild empathy class feature, except a dungeon rover can influence any vermin (even those without Intelligence scores) instead of animals. Additionally, a dungeon rover can influence oozes with a –4 penalty on his vermin affinity check. This ability replaces wild empathy. Sneak Attack: 5d6 ranger talent: Improved Sneak Attack + 1 d. If a ranger of 2nd level or higher can catch an opponent when he is unable to defend himself effectively, the ranger can deal extra damage. A sneak attack is possible only when a ranger is wearing medium, light, or no armor. This attack deals extra damage any time the target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the ranger flanks the target. This extra damage is 1d6 at 2nd level, and it increases by 1d6 every four ranger levels thereafter. Should the ranger score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. Nature’s Healing (Ex): Beginning at 3rd level, a ranger’s extensive knowledge regarding the flora and fauna of his favored terrains gives him a +2 bonus to all Heal skill checks made when in one of those favored terrains. In addition, as long as he is in one of his favored terrains when using the Heal skill, he also gains the following benefits: Long-Term Care: If the ranger’s Heal check is successful, the patient recovers hit points or ability score points lost to ability damage at three times the normal rate: 3 hp per character level for a full 8 hours of rest in a day, or 6 hp per character level for each full day of complete rest; 3 ability score points for a full 8 hours of rest in a day, or 6 ability score points for each full day of complete rest. The various items and supplies necessary (bandages, salves, and so on) are easy to come by in the ranger’s favored terrains. Treat Deadly Wounds: When treating deadly wounds in any of his favored terrains, a ranger can restore an additional 1d6 hp, plus 1 hp for every three ranger levels he possesses. A ranger does not need a healer’s kit to treat wounds when in one of his favored terrains and receive no penalties for not having such an item. Treat Poison: If a ranger’s Heal check exceeds the DC of the poison by 5 or more, the patient receives a +8 competence bonus on his saving throw against the poison. Treat Disease: If a ranger’s Heal check exceeds the DC of the disease by 5 or more, the patient receives a +8 competence bonus on his saving throw against the disease. Favored Terrain (Ex): At 3rd level, a ranger may select a type of terrain from the Favored Terrains table. The ranger gains a +2 bonus on initiative checks and Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked @ 3rd lvl: Desert (sand and wastelands) @ 8th lvl: Underground (caves and dungeons) @ 13th lvl: Urban (buildings, streets, and sewers) Nature's Allies (Ex): At 4th level, a ranger expands his combat training by gaining either the Beastmastery Ranger Talents: As a ranger gains experience, he learns a number of talents that aid him in combat and help him survive in the wilds. At 4th level, he gains one ranger talent. He gains additional ranger talents as he increases in level. Except where specified, he cannot select an individual talent more than once. @ 4th lvl: Combat feat: Two Weapon Defense @ 7th lvl: Trap finding @ 10th lvl: Scent @ 13th lvl: Favored Attack (Ex): When you make an attack in a favored terrain, the critical threat range of your weapon is doubled. @ 16th lvl. Improved Sneak Attack: Subterranean Stride (Ex): At 7th level, a dungeon rover is never slowed by difficult terrain while underground. However, areas that are enchanted or magically manipulated to impede motion still affect him. This ability replaces woodland stride. Improved Stone Scouting (Ex): At 8th level, a dungeon rover’s bonus on Perception checks to notice underground environmental hazards increases to +4. Additionally, the rover receives a check to notice these irregularities whenever he passes within 15 feet of them. This ability replaces swift tracker. Evasion (Ex): When he reaches 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor, medium armor, or no armor. A helpless ranger does not gain the benefit of evasion. Quarry (Ex): At 11th level, a ranger can, as a standard action, denote one target within his line of sight as his quarry. Whenever he is following the tracks of his quarry, a ranger can take 10 on his Survival skill checks while moving at normal speed, without penalty. In addition, he receives a +2 insight bonus on attack rolls made against his quarry, and all critical threats are automatically confirmed. A ranger can have no more than one quarry at a time. He can dismiss this effect at any time as a free action, but he cannot select a new quarry for 24 hours. If the ranger sees proof that his quarry is dead, he can select a new quarry after waiting 1 hour. Camouflage (Ex): A ranger of 12th level or higher can use the Stealth skill to hide in any of his favored terrains, even if the terrain doesn't grant cover or concealment. Improved Evasion (Ex): At 16th level, a ranger's evasion improves. This ability works like evasion, except that while the ranger still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless ranger does not gain the benefit of improved evasion. Soul Weaver:
Dual Channeler
Casting Tradition: Skoan-Quah Bone Caster Casting: A soul weaver may combine spheres and talents to create magical effects. A soul weaver is considered a High-Caster and uses Charisma as her casting ability modifier. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.) Spell Pool 31 = 16 [+ 1 per level] + 8 [+1 per odd level in a casting class] + 7 [charisma] A soul weaver gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her level + her Charisma modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest. Magic Talents A soul weaver gains a magic talent every level, according to Table: Soul Weaver. Channel Energy (Su): 8d6 A dual channeler gains Channel Energy as the cleric class feature, but can channel both positive and negative energy. The dual channeler must choose each time she channels energy if she will channel positive or negative energy, as well as whether to target living or undead creatures as normal. This counts as possessing the Versatile Channeler feat. This modifies channel energy Master of Life and Death: A dual channeler gains both the Life and Death spheres at 1st level. This alters master of life and death. Potent Channeler: 20 = 3 [class] + 7 [Cha] + 10 [2 + 8 (every other level) from archetype]: The dual channeler gains 2 additional uses of channel energy per day. This number increases by 1 for every 2 soul weaver levels possessed. In addition, the dual channeler counts as worshiping any deity and possessing any alignment when meeting the prerequisites for channeling feats. This replaces bound nexus. Blessing/Blight (Su): At 2nd level, the dual channeler may grant both blessings and blights, and gains access to both sets of abilities as she gains levels. The dual channeler counts as having the Blessing/Blight Versatility feat. This modifies blessing/blight. @ 2nd lvl: Blight @ 6th lvl: Lesion @ 10th lvl: Mind Blight @ 14th lvl: Consume @ 2nd lvl: Blessing @ 6th lvl: Heal @ 10th lvl: Restore @ 14th lvl: Revive Peerless Channeler (Su): The dual channeler’s mastery of energy grants her the following abilities. Grand Channel: At 4th level, when the dual channeler uses the channel energy class feature, she may spend an additional use of channel energy to increase the die size to d8s instead of d6s. At 8th level, this increases the die size to d10s instead of d8s. Channel Mastery: At 8th level, when channeling energy, the dual channeler may spend an additional use of channel energy to add the benefits of any one feat which has channel energy as a prerequisite to that channeling, even if she does not possess that feat. She must meet all other prerequisites of the feat to gain its benefits in this manner. Simultaneous Channeling: At 12th level, when channeling energy, the soul weaver may spend an additional use of channel energy to affect each creature in the area of effect individually. This means the dual channeler may affect both living and undead creatures, and may choose whether each target is affected by positive or negative energy. You may not affect a single creature more than once with a single channeling. Channel Blessing/Blight: At 16th level, when channeling energy, the dual channeler may spend an additional use of channel energy to apply a blessing, blight, or another applicable blessing/blight ability to one creature that was affected by her channeling. This creature is allowed a saving throw (if applicable) as usual. If the dual channeler possesses the Blessing/Blight Mastery feat, she may use this ability to apply a blessing or a blight without spending an additional use of channel energy. Skills:
144 = 16( 6 [Ranger] + 1 [Human] + 1 [Fencing] + 1 [Cunning]) Usawoti's class skills are Athletics (Str), Craft (Int), Disable Device (Dex), Fly (Dex), Handle Animal (Cha), Heal (Wis), Influence (Cha), Knowledge (arcane; Int), Knowledge (divine; Int), Knowledge (dungeoneering) (Int), Knowledge (engineering) Knowledge (history; Int), Knowledge (martial) (Int), Knowledge (nature) (Int), Knowledge (planes; Int), Linguistics (Int), Profession (Wis), Perform (Cha), Sense Motive (Wis),Spellcraft (Int), Stealth (Dex), and Survival (Wis). Acrobatics 14 = 4 [Dex] + 9 [rank] + 3 [class skill] - 2 [armor] Athletics 16 = 6 [Str] + 9 [rank] + 3 [class skill] - 2 [armor] Disable Device 27 = 4 [Dex] + 16 [rank] + 3 [class skill] + 4 [Deft Hands] + 2 [MW tools] - 2 [armor] Disguise + 6 [Cha] Escape Artist 2 = 4 [Dex] - 2 [armor] Handle Animals 17 = 7 [Cha] + 7 [rank] + 3 [class skill] Heal 10 = 0 [Wis] + 7 [rank] + 3 [class skill] Influence 30 = 7 [Cha] + 16 [rank] + 3 [class skill] + 4 [Persuasive] Knowledge (divine) 11 = 0 [Int] + 8 [rank] + 3 [class skill] Knowledge (dungeoneering) 10 = 0 [Int] + 7 [rank] + 3 [class skill] Knowledge (martial) 11 = 0 [Int] + 8 [rank] + 3 [class skill] Knowledge (nature) 10 = 0 [Int] + 7 [rank] + 3 [class skill] Linguistics 10 = 0 [Int] + 7 [rank] + 3 [class skill] Ride 2 = 4 [Dex] - 2 [armor] Sense Motive 23 = 0 [Wis] + 16 [rank] + 3 [class skill] + 4 [Alertness] Sleigh of Hand 6 = 4 [Dex] + 4 [Deft Hands] - 2 [armor] Stealth 14 = 4 [Dex] + 9 [rank] + 3 [class skill] - 2 [armor] Survival 19 = 0 [Wis] + 16 [rank] + 3 [class skill] Gear:
Mundane Items Explorers outfit: N/A, N/A Sell: Elven Chain: 5,150 gp. 20 lbs. + 6, + 4, - 2, MW Cold Iron broadsword: 324 gp. 5 lbs. 1d8, x3, S short sword: 10 gp. 2 lbs. 1d6, 19-20/x2, P sling/bullets @ 10: 1 sp. 5 lbs. 1d4, x2, 50 ft. B Bola: 5 gp. 2 lbs. 1d4, x2, 10 ft. B, nonlethal, trip Lasso: 1 sp. 5 lbs. sub-total 5,489.2 gp. 39 lbs. Consumables: In the Handy Haversack
Magical Items:
Mondane items in the Handy Haversack
Total expenditure: 19,980.2 gp. Total weight of all gear: 65 lbs, wealth 19 gp. 8 sp. Carry Capacity
Background:
Normal shoanti upbringing, when he goes through his adulthood 'trials' out in the wilderness alone he kills a giant, probably an ogre. So, they give him the adult name of one of his ancestors "Usawoti" the name means 'salt' which was appropriate for his ancestor, but he is named after the ancestor because the original 'Usawoti' killed giants.
So, young and arrogant, marries his childhood sweetheart Yeye. Soon they have a son named Inarus. Being young and overconfident he takes his family along with him when he travels, whether into the desert to hunt or going to other shoanti camps. He leaves Yeye and Inarus alone one morning to hunt and comes back to find them dead and ... fill in the R rated version of this. Again, One of the characters I'm basing him on is the outlaw josey wales... He hunts down the five chelish Korvosans outlaws who did this and kills all of them. It takes a couple of years, the last two he tracked to Kaer Maga. When he returns to the tribe he's alone and humbled. Its then that he begins to study the traditions of the Skoan-Quah Bone Caster.
Appearance:
: Around 30, average height, and wide shouldered. His hair would be long and unkept (like the icon image), his facial hair thin enough that he doesn't shave but wears the traditional skull mask, which in his case is a tattoo. He wears traditional shoant garb, covered by the mithril armor, which is covered by the Robe of Infinite Twine. The robe would be belted, shortsword on left hip, heavy blade on right hip, the Klar practically glued to his right hand and the Hammer tucked through the belt horizontal across his back (Like the picture, I really liked it) Handy haversack high on his shoulders. Everything else in it. languages:
using Malayalam for Necril Common commands Send the death energy and save the dwarf=മരണ ഊർജ്ജം അയയ്ക്കുക, കുള്ളനെ രക്ഷിക്കുക Destructive Blast=വിനാശകരമായ സ്ഫോടനം Spell point= സ്പെൽ പോയിന്റ് Negative energy=നെഗറ്റീവ് ഊർജ്ജം Positive energy=പോസിറ്റീവ് എനർജി Ghost Strike =പ്രേത സമരം Vampiric = വാംപിരിക് Channel Ray = ചാനൽ റേ add a spell point = ഒരു സ്പെൽ പോയിന്റ് ചേർക്കുക Deeper Healing ഡീപ്പർ ഹീലിംഗ് NPC's:
mentor- Thousand Bones Harrow Bonus from Zellara locations loot:
palanquin Serithtial scrolls and potions minus one dust of disappearance and 8,881.5 gp. in gems and coins Raiding the castle shock sawtooth saber x2, 555gp Dead maiden's gear flaming composite longbow (STR +5) Large unholy spiked chain Fat man's stuff scrolls and such |
