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As I've reached the one-month anniversary of placing this order, and it is still listed as "pending", I thought I'd ask if there as anything I need to be informed of.

--VanDeBeast


Without a doubt both settings are great pieces of work. The art and setting of Planescape is truly amazing. However, I prefer Spelljammer.

Crazy swash-buckling fantasy in space with Neogi and Illithids hoping to find the illusive Spelljammer, and take a shot at controlling that amazing vessel. Maybe Spelljammer just fits my pizza and a beer tongue firmly lodged in cheek gameplay style.


I'd like to cancel the remaining products on backorder in order 1088153.

Thank you,
Van


Why is this order still pending? Has the warehouse been closed for the last week? (My curiosity is getting to me.)

--Van


Joey Virtue wrote:
IF death is not around every corner at high levels why play

Every so often it is nice to just be the biggest bad-ass on the block. But generally I'd agree you should be challenged.


I'm getting ready to start running RotRL in the next few weeks, and was wondering what optional rules other people were using/allowing.

My first thought is that I want to use crafting points, reputation, and maybe contacts out of Unearthed Arcana. Anyone have any experience with these rule sets, or thoughts about their application to RotRL?

Second, I'm intending to restrict access to the various Complete books, Races of Books and Compendiums. Right now I'm thinking permission on a spell-by-spell and feat-by-feat basis. I've just seen things go so far over the top in the past, and I'd like to avoid reworking each individual encounter to challenge the PCs.

Any other suggestions are welcome.


Cosmo wrote:

I gotcha in that thread. I haven't stopped responding (faaaar from it), I've just let several build up so I can do them in big bunches. :)

Thanks,
cos

That's cool, just wanted to make sure it wasn't slipping off of your radar. (Which proved quite unnecessary.)

--VanDeBeast


Order #935440 didn't have my Gazetteer in it. Thanks in advance for your assistance. Feel free to bundle it with my next issue of Pathfinder if that is more convenient.

--Van Butler

PS: I'd mentioned this in the "GAZETTEER MISSING FROM ORDER 935588" thread, but you appear to have stopped responding to that thread.
--V


Order #935440 didn't have my Gazetteer in it. Thanks in advance for your assistance. Feel free to bundle it with my next issue of Pathfinder if that is more convenient.

--Van Butler


Wyvern wrote:
On the topic of people buying the book at their FLGS and not getting a PDF version; I'm pretty sure something like an insert with a serial number is a logistics nightmare. I say don't do anything about it. Nobody goes to a brick and mortar store to buy a PDF. People buying online are probably more inclined to use a PDF.

Maybe I'm just weird, but I'd usually prefer to purchase RPG products at my FLGS. I'm not looking for the PDF version were I to purchase Pathfinder at my FLGS, just the supplemental material equivalent to what is already available for Dungeon, and I think that is the desire of earlier posters in this thread as well.

Wyvern wrote:

It doesn't seem unfair to me at all, it's a "bonus". You pay for the book, anything extra is exactly that. If you still can't sleep well at night, reinforce the idea that it is a perk for subscribers.

If you want the PDF for free, subscribe!

Sure, that is Paizo's prerogative, and I understand that decision. I'm going to subscribe through the first AP. However, I'd like the option of supporting my FLGS by purchasing Pathfinder there, but still be able to get a PDF with the maps and relevant illustrations for the module which I could print from to use as players' aids.


James Jacobs wrote:
That's certainly something that we'll need to discuss here in the weeks/months to come. I don't have an answer right now.

I'm glad to hear you are going to discuss this. I find the Dungeon supplements to be very helpful in the Age of Worms campaign I am running at the moment.


James Jacobs wrote:
A full PDF of each volume of Pathfinder goes up for sale the same day that the volume in question releases. If you have a subscription to Pathfinder, the PDF is free for you.

It is my understanding that there is no current way to provide this access to people who pick up the books at their FLGS. Is there a way the maps and art can be made available online like they were for Dungeon for those who do not subscribe, and would rather not buy the PDFs in addition to the books?


EP Healy wrote:
Bulmahn Question, the First: Who all here is going to GenCon or Origins?

Nope.

EP Healy wrote:
Bulmahn Question, the Second: Who here uses the Critical Hit Deck (or plans to)? Who here would use a Fumble Deck (if we made one)?

I'm planning on trying the Critical Hit Deck out once it arrives (my account says it shipped Wednesday). But I'm not entirely sure about fumbles. I tried the 3.0 mechanic, but ultimately wasn't satisfied. I'll want to know if (a) it is equally punitive to creatures using natural weapons as it is to creatures using manufactured weapons, and (b) if there is a large or small chance of damaging PC equipment. I find some players deal better with PC loss the having the PC's best weapon broken.

EP Healy wrote:
THE MOST IMPORTANT CHAT NEWS: It was announced that the only authorized tool for punishing players is the upcoming GameMastery Cattle Prod.

I NEED one of these for when I DM at conventions...


I'm all for adding having guns available. They shouldn't be too prevalent, but having them there gives me options. Also, don't make the rules too realistic or punitive, if firearms are an option it should be fun to use them. They don't need to be better than the longbow, but don't make a rifleman impossible to play either. I like fun and fantasy, not playing a historical simulation.


deClench wrote:

OOOH, rum magic! Will this be an opposing or a complementary school to sin magic? (*hic* I say opposing!)

Of course, you'll have to detail the great sages--Mojito, Hurricane, and Zombie (and the prodigal Daiquiri).

Common reagents: sugar and lime

:)

Don't forget the lesser sage Grog.


Not much of a planes guy, myself, but I have a suggestion. Keep it vague. One thing that gets to me about most D&D worlds is the unified pantheons and cosomlogies. Why? There are dozens of pantheons and associated cosmologies in the real world, why not in D&D?

But, how to do that? Looking back to how I remember the planes from Basic D&D, the outer planes were not limited by a wheel, tree or anything else. They were infinite in number and variable in size. Why not have it this way for the new setting? Sure, specific schools of arcane or religious thought can describe the planes as a tree, wheel, or cosmic bagel, but would not be able to prove themselves right or others wrong because of the infinite nature of the planes. Two PCs may not even be able to agree to which plane they are on, even though they can agree on all of the properties of the plane.

Ultimately, leave enough space for cultural disagreements, or for DMs to deifine their planar preferances.


The ship looks great, and I can't wait for a thin excuse to use it. The mast kit looks like it should be a great addition, however I am finding that the dowels (masts), both 6" and 8", are a little too think for both the holes in the masts and crows nests, as well as the metal mast anchors. Does anyone have a suggestion for narrowing the dowels?


Falchieyan wrote:
What's the campaign setting? There might be other minion flavors for the 'flayer in various settings.

I'm running this in Greyhawk. I'm partial to the view that Drow are rare and largely unknown in Greyhawk.


I'd prefer to keep drow rare and mysterious in my game, so I'm thinking about changing all of the drow except the cleric of Lloth into enthralled surface elves. Initially I was thinking that the lack of darkvision could be covered with permanent darkvisions, but I read the spell and found that darkvision cannot be made permanent on creatures other than the caster.

Any idea on other ways to get around this?


Vendle wrote:
My players haven't gotten very far yet, but one encounter stands out. In Drakthar's Way, the vampire discovered the party heading for his throne room. He created 5 swarms of bats and sent them ahead, while trying to sneak up to the party. If he had stayed out of the fight and let the bats have all the fun, he might've lived, but that wasn't in his tactics. Long story short, one lucky hit from the paladin's Smite made him go poof.

This sounds like it is from a Shackled City adventure, rather than an Age of Worms adventure.


Chris Manos wrote:
Hmm, as the SB is sort of a racial purity group wanting to bring back the Suel empire, perhaps the Eberron version could be a cult of goblinoids driven to bring back the Dhakaani empire?

I'd probably play up the sneaky, foriegn expansionists angle and look at a Quori (the bad dream guys) conspiracy (sp?) from that other continent.


Stebehil wrote:

I remember some idea that made using the four "free" skill points humans recieve at first for race-specific skills mandatory, to enhance the flavour of the race in question. But it might also have been more specific to the area of origin.

There was something like this in the Wheel of Time RPG, where humans had to spend thier bonus skill points and bonus feat on a short list of skills and feats dependant upon thier starting region.


I'm looking at the map with the planks over water, and unable to tell which ones are "shaded" and which ones aren't. Am I the only one with this problem, or am I "shade" blind?


Peruhain of Brithondy wrote:
Oh, and in answer to TK's original question, I don't think there are any game stat related racial traits listed anywhere for Greyhawk human races. The older edition gazetteers did have brief discussions of their dress, culture, appearance, etc.--a bit more extensive than the current LGG does.

I'd need to check, but the Player's Guide to Greyhawk (or whatever it was called, a 2e piece) may have had minor differences in sub-races. That said, I wouldn't use them.


I once played an interesting Living Greyhawk module that took place on a voyage crossing the Nyr Dyv where one of the encounters was the Ship of Fools (iirc). An insane, highly-magical ship full of crazy people/things flying under the flag of Zagyg. I'm not sure if it is Greyhawk cannon, or just a neat nautical themed encounter with followers of Zagyg, but it was a wild experience in a trip otherwise harried by sea hags, scrags and orc pirates.

We swam towards it, then quickly decided to retreat, but you might be able to have fun with something totally wild and non AoW.


Someone other than Alustan to act as a goad would be very helpful. Thanks, I think your ideas can help this build up nicely. Now I need to decide who besides Smenk and his Dire Apes the party will face off against.


Cpt_kirstov wrote:
my groups know that anyone with that profession HAS to be of evil alignment though, so he woud be attacked on principle by the good clerics....

That could make sailing anywhere difficult, needing the profession(sailor) skill to operate a boat.


Okay, so at the end of 3FoE my crew of five (at that point) came back to the surface with evidence Smenk and Rangolin (sp?) had been aiding an evil temple. Confronted with clear evidence the Mayor put the two in jail and called for a magistrate from the free city. The party, meanwhile, set about resting for a while before Alustan requested thier company on the way to EBK. Early on in the down-time Smenk used his connections to escape captivity. After that time the party "hired" on 3 more members (a merger of two AoW groups when the other one fell apart).

So, I figure Smenk wants revenge against the nosy PCs who got him removed from such a nice perch atop Diamond Lake's mining community. I need to review some notes, but Kullen and at least one other member of his gang are dead, so I figure Smenk will need to call in some of his connections from Greyhawk. I'm thinking of a small probing attack with an assassin (ROG 5/ Assassin 3) hidden amongst the reinforcements from Diamond Lake headed to Blackwall Keep. He'll be employed to kill and return with the heads of the five PCs that foiled Smenk.

During thier trip into the swamp the party had its first death. One of the five original PCs is dead and being carried out of the swamp. When the party arrives at Blackwall Keep I intend to have the reinforcements from Diamond Lake arrive with the assassin (disguised as a militia man) and the replacement PC, a paladin of Mayahien (sp?), just setting up camp and learning of the monster in the basement, having only arrived a short time earlier. Oh, and the replacement PC is the dead PC's half brother. Now, the assassin, wanting to get his money, will liekely try to steal the head of the dead PC at ther earliest opportunity, before it is burried. Hey, bounty on a guy he didn't have to kill, how much easier can this get? I also figure that the assassin will attempt to pick off one or two "easy" targets and leave when it looks like the going will be too tough.

How does this sound as an early vengful Smenk encounter? Are there any glaring holes I'm overlooking?


Hagen wrote:
I'm attempting to compile knowledge check charts for Age of Worms.

There's one for lizardfolk in the ecology article in Dragon #335 or #337. It would be useful for EBK.


LordRo wrote:
My PCs had an easy time with the swarm killing it in a single round. With the two rounds of warning while the swarm climbed the shaft they spread oil in two squares and then lit them with an alchemist fire that they had. The smell of charred acid beetles was pretty revolting though.

My crew use oil ignited my a torch. Even when facing the second swarm after not choosing to buy/make alchemist's fire when they resed for a day.


Peruhain of Brithondy wrote:
Belfur is right about Ray of Frost not being effective against the beatles according to RAW.
Callum wrote:
I must respectfully disagree. All the ray spells have no 'Target' entry, and the SRD also says "You aim a ray as if using a ranged weapon... You don’t have to see the creature you’re trying to hit, as you do with a targeted spell."

I'm afraid you are misinterpreting the SRD. According to the SRD:

"A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects) if the swarm has an Intelligence score and a hive mind. A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells."

While a ray isn't quite the same as a spell that has "Target: One Creature", it is still only able to effect one creature. In fact, disintegrate, specifically called out by the SRD, is a ray and thus unable to effect any swarm signifiacntly.


erian_7 wrote:
Of course, the player is already thinking about a portable hole full of water to allow long-distance trips...

Small amounts of water, like small volumes of air, contain a limited quantity of oxygen. You may want to consider what size of a body of water a creature needs to "breathe" in. As a point of reference, a portable hole only holds enough air to keep a medium sized creature alive for 10 minutes.


Olmac wrote:
Some evil dudes, on par level wise, with The Circle of Eight (there has to be some or good would always win the day), compete for control of the city.

I don't disagree with most of your post, but I'd like address something here. The Circle of Eight is a neutral organization. It is led by a wizard who espoces a strict philosophy of balance. Now, there is enough evil in Greyhawk that the circle often works for the good, but this organization would never intentionally unbalance the world towards good. Individual members may not adhere to the same goals.

The one additional effect I see happening in the Greyhawk campaign setting if the City of Greyhawk falls, is much of the Domain of Greyhawk falling to Turrosh Mak from the Promarj, possibly forces of Iuz, Rary the Traitor, or the lucky ones might be annexed by the Duchy of Urnst.


behemoth wrote:

Whenever the character sees an illision or disguise spell of any sort, he immediately makes a Will save to see through it. He need not interact, or touch, the illusion, visual contact is enough to grant the Will Save.

So...my question is: Does the Doppleganager's ability to assume my PCs form count as either a Illusion or Disguise Spell?

I'd say it isn't an illusion or disguise spell. It is the ability to physically change the doppleganger's shape, combined with its skill at disguise.


Heathansson wrote:

So I read the weapon descriptions of the Nine Swords, and it says each sword has 3 rituals, each of which unlocks the least, lesser, and greater abilities of the sword respectively.

But I can't tell which ability is which. Am I missing something, or does one have to buy Weapons of Legacy to be able to figure this out? I tried looking at the DMG, but it has no guidance, as far as I can tell.

This information is covered in Weapons of Legacy. Basically, until your PC has completed the first (easiest) ritual the weapon is essentially whatever the basic form is (like a +1 scimitar). Each of the rituals grants a free feet (Least, Lesser and Greater Legacy Item, or whatever) and opens up additional levels of powers. The first ritual unlocks character levels 5-10 powers, the second character levels 11-16 powers, and the third character levels 17-20 powers. I believe these are correct.


James Jacobs wrote:
Trust me. We'd love to do a hardcover Age of Worms. But the simple fact is that we cant until Wizards of the Coast approves the project. Which, at this point, they have not. Once it's approved, it'll take close to a year to get it out on shelves (we might be able to pull it of in 9 months... MAYBE).

Reading between the lines, it appears that Paizo has already requested approval for an Age of Worms hard cover. Am I "reading" this correctly?


I got mine yesterday in Colorado Springs, Colorado.


Heathansson wrote:

Eternal blades--do you think they should have to be elves?

Don't get it.

They have no more reason to be elves than dwarven defenders do to be dwarves. Basically, all I see is that it is an elven order and doesn't admit non-elves. It could just as easily be completely open, or an order of any other races you'd care to make it without having to change very much fluff.


Heathansson wrote:

I had a race I was working on getting around to making up, a third race of gith, that were so mysterious that noone knew they existed. They live on the plane of shadow.

The shadow hand style kinda aces the deal in my mind.

Githyanki, githzerai, and githninja?


Small Attention Span wrote:

Secondly, what then happens to the Hand?

A dedicated group of good PCs could always research a manner in which to destroy this artifact. I don't have any solid information, but maybe make them find the Eye and then hunt down and destroy Vecna. Give them somethin to do after AWAP.


PC Name: Kai (Cillian), half-elf (high) ROG 3 / RNG 3
Adventure: Encounter at Blackwall Keep
Location of Death: Lair of the Lizard King
Catalyst: Spurning Rudd's gift, and standing next to Shukak when the Lizard King confirmed a crit.

Long Description: Kai tempted fate first during negotiations with Hishka when he, not trusting the shaman, tried to sneak behind Hishka around another hallway. This led him within the reach of an assassin vine. Barely escaping this encounter with his life, by the luck of Rudd (and the grace of the DM), the party hid in a rope trick to prepare to confront Shukak. The next day, when trying to defeat Shukak, Kai tumbled into a flanking position. Shukak, seeing Kai as the weakest character in reach, attacked Kai with his flaming greatsword (I swapped weapons to something a PC could make use of) scoring a couple of hits, at least one critical, and sending Kai to his eternal reward.


- Greyhawk : 27
- Forgotten realms : 17
- Eberron : 11
- Dark sun : 3
- Spelljammer :
- Ravenloft : 3
- Dragonlance : 4
- Al-Qadim : 1
- Maztica :
- Kara-Tur :
- Oriental adventures / settings : 1
- Mystara :
- Midnight :
- Ptolus : 4
- Iron kingdoms : 2
- Scarred lands :
- Homebrew : 8
- Wilderlands of High Fantasy/City State of the Invincible Overlord: 2
- Birthright : 3
- The Styes: 1
- Council of Wyrms (v.3.5): 1
- Planescape: 1
- Freeport: 2

1 to Greyhawk, and 1 to Birthright (a long-time favorite)


Lord Vile wrote:
Isn’t the Isle of Dread only in the AP 1/3 of the adventures. I know you shouldn’t judge a book by it’s cover but I would have thought you would want to have a cover that would have encompassed the whole AP.

It's got Danger, Exotic Locales, and a Homage to a classic adventure. What's missing? An explicit call-out of who the big badguy is? The Whispering Cairn cover works because it doesn't make the ultimate baddy that obvious. I'd rather not have the big D on the cover of the first adventure, let the PCs find out over time as they learn what their in for.


behemoth wrote:
The side bar states that when drinking the potion, the PC's can make a Spot check (DC dependant on whether the liquid, or container is clear or not) to see if they notice they've swallowed something. How do I know what the potions look like to determine the DC?

There's an article in Dungeon 125 (the one with three faces) that has random tables for what potions look like. I use this when generating what a particular spell's potion looks like. (I should note I intend to generate a different appearance for a significantly different type of magic.) As to the vials, I'd either make it random, or assume they are clay (cheap and hard to see through).

behemoth wrote:
Also, if infected the worms do some CON damage every day (If they fail their Fortitude save). How do I explain this to the PC affected? WOuld they have to make a check to notice they aren't as healthy (as their HP and Con decline, or would they know something was up the first time they fail their saves?

They know they feel bad. I'd say, "Make a Fort. save. You feel sick, take 1d4 Con damage. Maybe it is food poisoning." Treat it like a disease, but no number of successful saves will make it go away. I'm planning to allow a Heal check at the save DC to determine there is some type of parasite, and a check at the save DC + 5 to know it is an infestation similar to Kyuss worms. So no check to know there's something wrong, but a check to know what is wrong.


In a home-game I play in teh Great Library is members-only. And membership is pricey. Furthermore, it should take some time, and a few exasperated librarians, to even begin to understand the layout of the library. There's nothing to say that the library is neatly catalogued and organised, after all the sages have to do something to protect thier income.


A warrior-type or cleric is my prefered fifth character. Now being unique, and not redundant as a fighter depends alot on what the other fighter is. If you have access to it look into the Tome of Battle: Book of Nine Swords, particularly a crusader or a warblade. I think these classes are interesting enough to be unique from a PHB fighter-type. Look them over, and see if your DM would allow them.


jon wrote:
My question is this: Does anyone know of any Knowledge check tables for Greyhawk similar to the "What do you know?" sidebars in the Player's Guide to Eberron?

Unfortunately, I don't know of them. One of the recent additions to WotC products (and to Dungeon and Dragon magazines) which I most appreciate is the tables to which you refer. However, WotC hasn't published anything for Greyhawk since they started including knowledge tables.


Eltanin wrote:
Grimlocks can't attack lights which they can't sense. Fix: Grimlocks won't attack continual flame, everburning torches, or light spells. All else should be fair game.

If carried as a normal torch, it'd be fine for grimlocks to attack an everburning torch.

Full Name

Kaladin Stormblessed

Race

Kellid

Classes/Levels

Shaman 8 / MT2 | HP 80 | AC 21 (17ff 18tch) | +6 fort +4 ref +13 will | +0 init +16 perc | Resource Tracker

Gender

M

Size

5' 8"

Age

35

Alignment

CG

Deity

Pulura

Languages

Common, Dwarven, Hallit

Occupation

Shamanic rituals for hire, no air daemon too big, no healing gig too small

Strength 8
Dexterity 12
Constitution 16
Intelligence 13
Wisdom 23
Charisma 14

About Kaladin Stormblessed

Background:

From humble beginnings sometimes a legend grows. A legend from the frigid spine of the world where a simple shepherd was caught out by a sudden storm. A tempest so violent that the thunder split the rock he was cowering under, and the winds so fierce they ripped the clothes off his back. A legend of a man who should have died, but by some quirk of fate survived to witness strange and vast entities in the sky acting out some unfathomable cosmic drama. A man who saw all of the aurora and understood when it spoke to him.

Nobody could have such an experience and remain unscathed. The legend has it, the man Kaladin woke up changed, his senses were awakened. Spirits of the land and stranger beings talked to him. They warned him that his village was in danger, that strange alien presences were prowling the steppes. He ran back to his tiny village only to find it ransacked, the people slaughtered. All but his brother Jacob, who was alive but in a piteous state, impaled on a barbed spear. The spirits whispered that he could save him, if only he had the courage to share his pain. Trembling Kaladin linked the essence of his life to guttering candle that was his brother and breathed new life into his battered body and was rewarded with pain.

Together they laboured in the first light of the morning to bury the dead and to track the otherworldly beings who had lain waste to their nameless village. Across months and in and out of years they tracked the demons. One by one they slaughtered them until only the most powerful was left. Kaladin’s resistance to pain had multiplied and his brother fought with a berserker frenzy, heedless of the terrible wounds he received. Wounds that would have killed any normal man despite the Kaladin sharing the pain. High up in a lonely mountain, the brothers and the demon fought themselves to an exhausted stalemate. They had given everything, it wasn’t enough.

Jacob had a plan, they would lead the demon further up the mountain, to a precipice. Jacob would grapple the demon and throw it and himself off the void. To fall three thousand feet to their doom. Kaladin protested, he wouldn’t see his brother throw his life away. In the end bad luck prevented the plan. Jacob twisted his ankle and fell badly on some rocks and broke his thigh mere yards from the edge. The demon laughed evilly and with renewed strength moved to slay it’s tormentor. In a fit of grief, Kaladin poured out his anger and the spirits answered. A wall of wind, like the hand of god swatted them clean off the mountain.

The legend says that rather than fall, Kaladin floated gently down to the boreal forest far below. As he floated he dreamed of stars and faces in the sky and of a brilliant aurora. He awoke to a sacred dell lit by dancing fireflies with the name Pulura on his lips. One of the fireflies turned out to be something stranger still, a tiny woman with wings and a musical laugh, named Auri. Perhaps it was Pulura’s will that bound their fates together. It was certainly Pulura’s will that unlocked strange abilites in his mind and drove them onwards, with a new mission. A mission that would become legend. A mission to track down a daemon and save a band of heroes and perhaps the very world itself...

Description:

At first glance Kaladin looks unremarkable, save the strange shamanistic feather tokens woven into his hair an clothing. He carries no armor or weapons of any kind. Yet there is an intensity to his presence that hints of strange and unknowable powers. A susurration in the very air that seemingly bound to his will...

He's 5' 8", short brown windswept hair, brown eyes, pale skin in simple shepherds robes.

Kaladin Stormblessed Crunch:

Kaladin Stormblessed
Male human (Kellid) shaman 8/Hierophant 2 (Pathfinder RPG Advanced Class Guide 35)
CG Medium humanoid (human)
Init +3; Senses Perception +16
--------------------
Defense
--------------------
AC 21, touch 13, flat-footed 20 (+6 armor, +1 Dex, +2 luck, +2 natural)
hp 80 (8d8+32)
Fort +6, Ref +4, Will +13
Defensive Abilities hard to kill
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks channel positive energy 3/day (DC 16, 4d6), hexes (healing, life link, misfortune), mythic power (7/day, surge +1d6), wandering hex (air barrier)
Shaman Spells Prepared (CL 8th; concentration +14)
. . 4th—ball lightning[APG] (DC 22), cure critical wounds[M], holy smite (DC 22); restoration[S] or river of wind[S,APG] (DC 22)
. . 3rd—chain of perdition[UC], cure serious wounds, dispel magic, magic circle against evil; cloak of winds[S,APG] (DC 19) or neutralize poison[S]
. . 2nd—barkskin, cure moderate wounds, spear of purity[UM] (3, DC 20); gust of wind[S] (DC 20) or lesser restoration[S]
. . 1st—cure light wounds (3), heightened awareness[ACG], obscuring mist, shield of faith; alter winds[S,APG] (DC 17) or detect undead[S]
. . 0 (at will)—guidance, light, resistance, stabilize
. . S spirit magic spell; Spirit Life Wandering Spirit Wind
. . M mythic spell
--------------------
Statistics
--------------------
Str 8, Dex 12, Con 16, Int 13, Wis 23, Cha 14
Base Atk +6; CMB +5; CMD 19
Feats Alertness, Improved Familiar, Spell Focus[M], Spell Specialization[UM], Spirit Talker[ACG], Unsanctioned Knowledge[UM], Unsanctioned Knowledge[UM]
Traits fate's favored, touched by divinity
Skills Acrobatics +4, Diplomacy +13, Heal +10, Knowledge (religion) +12, Perception +16, Sense Motive +8, Spellcraft +12, Survival +17, Use Magic Device +10
Languages Common, Dwarven, Hallit
SQ amazing initiative, healer's touch, shocking touch, spirit animal (azata, lyrakien named Navi)
Combat Gear jingasa of the fortunate soldier, wand of cure light wounds; Other Gear amulet of natural armor +2, belt of mighty constitution +2, cloak of resistance +1, headband of inspired wisdom +2, 150 gp
--------------------
Special Abilities
--------------------
Air Barrier +6 (8 hours/day) (Ex) As a standard action, gain +6 armor bonus to AC.
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
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.
Faith's Reach (Su) Your touch divine spells have a range of 30 ft.
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Fate's Favored Increase luck bonuses by 1.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Healer's Touch (Su) As a standard action, move up to half speed & touch up to 6 people to auto-stabilize them.
Healing (2d8+8) (Su) Heal touched creature, but each target can only benefit once per 24 hrs.
Inspired Spell (Su) Use 1 power, cast one divine spell from your class spell list at +2 CL, it doesn't need to be known/memorized.
Jingasa of the fortunate soldier (1/day) Activate to negate a critical hit or sneak attack as an immediate action.
Life Link (8 max bonds, 100 feet) (Su) As a standard action, establish bond that drains your HP to heal other below -5 hp.
Misfortune (2 rounds, DC 20) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Mythic Power (7/day, Surge +1d6) Use this power to perform your mythic abilities.
Shaman Channel Positive Energy 4d6 (3/day, DC 16) (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.
Shocking Touch (5/day) (Su) As a standard action, melee touch deals electricity damage.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus [Mythic, Evocation] Use 1 power to force any of the spell's targets to save twice, taking lower roll.
Spell Specialization (Holy Smite) Pick one spell and cast it as if you were higher level
Spirit Talker (1/day) Gain hex from shaman spirt for 24 hours.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Navi Crunch:

Navi
Lyrakien azata (Pathfinder RPG Bestiary 2 38)
CG Tiny outsider (azata, chaotic, extraplanar, good)
Init +8; Senses darkvision 60 ft., low-light vision; Perception +14
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Defense
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AC 20, touch 16, flat-footed 16 (+4 Dex, +4 natural, +2 size)
hp 40 (3d10+3); fast healing 1
Fort +3, Ref +7, Will +9
DR 5/evil; Immune electricity, petrification; Resist cold 10, fire 10
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Offense
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Speed 30 ft., fly 80 ft. (perfect)
Melee slam +5 (1d2-3)
Space 2½ ft.; Reach 0 ft.
Special Attacks starlight blast
Spell-Like Abilities (CL 3rd; concentration +8)
. . Constant—detect evil, detect magic, freedom of movement
. . At will—dancing lights, daze (DC 15), summon instrument, ventriloquism (DC 16)
. . 1/day—cure light wounds, lesser confusion (DC 16), silent image (DC 16)
. . 1/week—commune (6 questions, CL 12th)
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Statistics
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Str 5, Dex 19, Con 12, Int 21, Wis 17, Cha 20
Base Atk +6; CMB +8; CMD 15
Feats Agile Maneuvers, Improved Initiative
Skills Acrobatics +10, Appraise +6, Bluff +11, Diplomacy +16, Fly +16, Knowledge (Planes) +11, Perception +14, Perform (Alchemy) +11, Sense Motive +9, Spellcraft +13, Stealth +18, Survival +11, Use Magic Device +13
Languages Auran, Celestial, Draconic, Dwarven, Elven, Infernal; truespeech
SQ improved evasion, traveler's friend
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Damage Reduction (5/evil) You have Damage Reduction against all except Evil attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Fast Healing 1 (Ex) Heal damage every round unless you are killed.
Flight (80 feet, Perfect) You can fly!
Immunity to Electricity You are immune to electricity damage.
Immunity to Petrification You are immune to Petrification.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Starlight Blast (DC 12) (Su) As a standard action once every 1d4 rounds, a lyrakien can tap into the divine power of Elysium, unleashing a blast of holy starlight in a 5-foot burst. All creatures in this area take 1d4 points of holy damage, plus 1 point for each step their align
Traveler's Friend (1/day) (Su) The performances and company of a lyrakien ease the burden of travel. Once per day, a creature may spend a minute listening to a lyrakien's performance - doing so removes the effects of exhaustion and fatigue from the listener.
Truespeech (Su) Speak with any creature that has a language.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

House Rules:

1. Shaman has the oracle version of life link
2. Shaman can pick unsanctioned knowledge