Thousand Bones

Uwatay Talks-To-Spirits's page

No posts. Alias of Black Dow.


About Uwatay Talks-To-Spirits

SHOANTI: Uwatay (Oo-Wha-Tay) - meaning "Ancient One".

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Male Human (Shoanti) Shaman 3 (Speaker For The Past archetype)

Neutral Medium Humanoid (Human)

Favoured Class: Shaman

Favoured Class Options:

+1 HP (Selected @ Level -)
+1 Skill Point (Selected @ Level 1)
+1 Spell from the cleric spell list that isn’t on the shaman spell list to the list of spells the shaman knows. This spell must be at least 1 level below the highest spell level the shaman can cast. (Selected @ Level -)

Speed: 30ft Unarmoured/30ft Armoured
Init: +2
Senses: Perception +X

DEFENCE:

AC 17 (10 Base, +5 Defensive Bonus, +2 DEX, +X)
Touch AC 17 (10 Base, +5 Defensive Bonus, +2 DEX, +X)
Flat Footed AC 15 (10 Base, +5 Defensive Bonus, +X)

HP 21 (Shaman 3d8 [18], +3 Con)

SAVES: Fort +2 Ref +3 Will +7

CMD: 12 (10+BAB+STRMod+DEXMod+SizeMod+MiscMods)

OFFENSE:

BAB +2
Melee: Club +0 [1d6+4B/x2] or Rusty Metal Klar +5 [1d6+4S/x2] or Crude Punching Dagger +5 [1d4+4P/X3]
Ranged: Club +2 [1d6+4B/x2] Range 10ft. (Thrown)
Touch Attack: +0
Ranged Touch Attack: +2
CMB: +4 (BAB+STRMod+SizeMod)

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STATS: STR 10 (+0); DEX 14 (+2); CON 13 (+1); INT 12 (+1); WIS 18 (+4); CHA 10 (+0)

20 PT STAT BUILD:

0 Points - STR (10) = 10
5 Points - DEX (14) = 14
3 Points - CON (13) = 13
2 Points - INT (12) = 12
10 Points - WIS (16) +2 = 18
0 Points - CHA (10) = 10

+2 Racial Bonuses to WIS


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FEATS:

Additional Traits (General - 1st Level Character Feat)You have more traits than normal.
Benefit: You gain two character traits of your choice. These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. You must meet any additional qualifications for the character traits you choose — this feat cannot enable you to select a dwarf character trait if you are an elf, for example.

Totem Spirit (General - Bonus Racial Feat)You are mystically tied to your tribe’s sacred totem.
Prerequisites: Member of a Shoanti tribe.
Benefit: The benefit granted by this feat depends on which Shoanti tribe you belong to - Skoan-Quah (Skull Clan): You gain a +2 bonus on weapon damage against undead and a +2 bonus on Heal checks.

Ironhide (General)Source Advanced Player's Guide pg. 16Your skin is thicker and more resilient than that of most of your people.
Prerequisites: Con 13; dwarf, half-orc, or orc (NB: Allowed by GM)
Benefit: You gain a +1 natural armor bonus due to your unusually tough hide.

TRAITS:

Bad Medicine (Region): Your sacred power over life and death causes fear in your enemies.
Requirement(s): Varisia (Cinderlands)
Benefit(s): Once per day as an immediate action when you cast a spell of the healing subschool or a hex that produces the effect of such a spell, you can attempt an Intimidate check to demoralize your target or anyone who can see you within 30 feet. You gain a +2 trait bonus on this check.

Oral Historian (Race): You learned numerous mnemonic devices to more easily recall information imparted by your quah’s master storyteller.
Requirement(s): Human - Shoanti
Benefit(s): You gain a +1 trait bonus on Knowledge (History) and Perform (Oratory) checks, and one of those skills (Knowledge chosen) is always a class skill for you.

Spirit Sense (Faith): You are so attuned to the spiritual world that it is hard to get the jump on you.
Benefit(s): You gain a +2 trait bonus on Perception checks to avoid being surprised and to detect invisible or incorporeal creatures.

Spirit Touched (Return of the Runelords Campaign Trait): As a child, you were influenced by overwhelming emotional trauma associated with death or undeath, and that influence marked you for the rest of your life. You may have been possessed by a ghost, had strange dreams in a haunted house, or suffered from an affliction from an undead source. You might even have had a near-death experience, or actually died and been returned to life. Work with your GM to determine the details of how you became spirit touched; she may have suggestions for you to tie your experience more tightly into the themes of the Return of the Runelords Adventure Path.
Benefit(s): You gain a +2 trait bonus on all saving throws made against supernatural attacks, spells, or spell-like abilities from undead creatures. Once per adventure, you may automatically succeed at a Constitution check to stabilise or a saving throw to remove a negative level.

SKILLS:

The shaman’s class skills are Craft (Int), Diplomacy (Cha), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (Nature) (Int), Knowledge (Planes) (Int), Knowledge (Religion) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), and Survival (Wis). Knowledge (History) added from trait.

Shaman Adventuring Skill [AS] Ranks per Level: 5 (4 + 1 Int modifier) & 2 Background Skill (BS) Ranks per level.

*LVL 1-3: +1 Skill Point from Favoured Class bonus.

Craft (Fetish) +0: 1 BS Rank; +1 INT; +3 Class
Diplomacy +0: 1 AS Rank; +0 CHA; +3 Class

Handle Animal +0: 1 BS Rank; +4 WIS; +3 Class
Heal +0: 1 AS Rank; +4 WIS; +3 Class

Knowledge (History) +0: 1 BS Rank; +1 INT; +3 Class
Knowledge (Nature)+0: 1 AS Rank; +1 INT; +3 Class
Ride +0: 1 AS Rank; +2 DEX; +3 Class
Spellcraft +0: 1 AS Rank; +1 INT; +3 Class
Survival +0: 1 As Rank; +4 WIS; +3 Class

Acrobatics +8: 1 AS Rank; +3 DEX; +3 Class; +1 Trait
Climb +6: 2 AS Ranks; +1 STR; +3 Class
Disable Device +9: 2 AS Ranks; +3 DEX; +3 Class; +1 Trait
Handle Animal +7: 1 BS Rank; +3 WIS; +3 Class
Intimidate +5: 1 AS Rank; +1 CHA; +3 Class
Lore (Masala Chai) +5: 1 BS Rank; +1 INT; +3 Class
Lore (Sikh Regiments) +5: 1 BS Rank; +1 INT; +3 Class
Knowledge (Dungeoneering) +5: 1 AS Rank; +1 INT; +3 Class
Knowledge (Engineering) +5: 2 AS Ranks; +1 INT; +3 Class
Knowledge (History) +2: 1 BS Rank; +1 INT
Knowledge (Religion) +7: 2 AS Ranks; +1 INT; +3 Class; +1 Trait
Perception +4: 1 AS Rank; +3 WIS
Profession (Soldier) +8: 2 BS Ranks; +3 WIS; +3 Class
Ride +7: 1 AS Rank; +3 DEX; +3 Class
Stealth +4: 1 AS Rank; +3 DEX

Languages: British Imperial Common & Punjabi

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GEAR/EQUIPMENT:

Combat Equipment:

Magic Items:

Mundane Equipment:

BACKGROUND - Skoan-Quah (The Skull Clan):

All six of the other quahs still shudder on occasion when they deal with the enigmatic Skull Clan and its impenetrable skull shamans. Warriors of the Skoan-Quah cake their bodies with a mixture of mud and ash, making their skin smoky white. This ritual is said to give them protection against the walking dead, whom they are sworn to destroy. Territory: The Skull Clan keeps to the ancestral burial lands of their people, primarily surrounding the Kallow Mounds of the southeastern Cinderlands and the Life Falls northeast of the Stony Mountains.