HP: 46 (7d8)Current HP: 46
STR 10(+0) DEX 14(+2) CON 10(+0) INT 12(+1) WIS 18(+4) CHA 14(+2)
BAB:+5 CMB:+5 CMD: 18
AC:15 (10+2 armor +2 dex +1 Nat)
Flat footed 13
Armor: Leather armor
Fort: +5 Reflex:+7 Will:+13
Spirit Animal (Ioun Wyrd)
Spirit Ability (Stardust (Sp): As a standard action, the shaman causes stardust to materialize around one creature within 30 feet. This stardust causes the target to shed light as a candle, and it cannot benefit from concealment or any invisibility effects. The creature takes a –1 penalty on attack rolls and sight-based Perception checks. This penalty to attack rolls and Perception checks increases by 1 at 4th level and every 4 levels thereafter, to a maximum of –6 at 20th level. This effect lasts for a number of rounds equal to half the shaman's level (minimum 1). Sightless creatures cannot be affected by this ability. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier.
Hex: Heaven's Leap (Su): The shaman is adept at creating tiny tears in the fabric of space, and temporarily stitching them together to reach other locations through a limited, one-way wormhole. As a standard action, the shaman can designate herself or a single ally that she can see who is within 30 feet of her. She can move that creature as if it were subject to jester's jaunt. Once targeted by this hex, the ally cannot be the target of this hex again for 24 hours.
Hex: Guiding Star (Su): Whenever the shaman can see the open sky at night, she can determine her precise location and can add her Wisdom modifier to her Charisma modifier on all Charisma-based skill checks. In addition, once per night while outdoors, she can cast one spell as if it were modified by the Empower Spell, Extend Spell, Silent Spell, orStill Spell feat without increasing the spell's casting time or level. The shaman doesn't need to possess the feat to use this ability.
Wandering Spirit (Life)
Wandering Spirit Ability: Channel (Su): 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.(3/day, 4d6) Used: 3
Wandering Hex: Life Sight (Ex): The shaman can see the states of life, death, and general health of those around her. When she uses this ability, she can tell whether or not creatures within 30 feet of her that she can see are living, wounded, dying, or dead. She can also tell if those creatures are confused, disabled, diseased, nauseated, poisoned, sickened or staggered. At 12th level, when using life sight she is able to sense all nearby living creatures; this functions similar to blindsight, but only for living creatures within 30 feet of her. The shaman can use this ability a number of rounds per day equal to her shaman level, but these rounds do not need to consecutive.
Skills: 4+ 1 Int +1 human bonus=6 per level:
Acrobatics +4, *Craft (Alchemy) +10, *Diplomacy +3, *Heal +10, Intimidate +3
Prerequisite(s): Int 13, Knowledge (engineering) 2 ranks
Benefit(s): When you take this feat, select two metamagic feats you do not yet have (Maximize spell/ Empower spell). When casting a spell, you can perform the steps below to spontaneously apply the effects of either or both of these metamagic feats, as well as any other metamagic feats you have, to the spell without expending a higher-level spell slot. Using a feat in this way increases the spell's casting time to the casting time it would take if the character were a sorcerer or bard (sorcerers and bards using this ability increase the spell's casting time by two categories); applying the Quicken Spell metamagic effect negates the increased casting time but still contributes to the modified spell's effective spell level. You can take this feat more than once; each time, select two additional metamagic feats, adding their effects to the list of possible effects you can apply to spells with this ability.
When casting a spell using Sacred Geometry, first determine the effective spell level of the modified spell you are attempting to cast (calculated as normal for a spell modified by metamagic feats). You can apply any number of metamagic effects to a single spell, provided you are able to cast spells of the modified spell's effective spell level.
Refer to the Prime Constants table to determine the prime constants that can be used to cast a spell of the desired effective spell level. Then roll a number of d6s equal to the number of ranks you possess in Knowledge (engineering). Perform some combination of addition, subtraction, multiplication, and division upon the numbers rolled that gives rise to one of the relevant prime constants. If you can produce one of the relevant prime constants, the spell takes effect with the declared metamagic effects, and you expend a spell slot of the unaltered spell's level. If you are unsuccessful, you fail to cast the spell, the action used to cast the spell is lost, and the spell slot is used up. The DC of any concentration check to cast a spell affected by this feat uses the effective spell level used to determine the prime constants, even though a successful casting of the spell does not expend a higher-level spell slot.
Table: Prime Constants
Since the wizard has 5 ranks in Knowledge (engineering), he rolls 5d6. The results of his dice pool are 6, 6, 4, 3 and 1.
He then performs the following operations to give rise to one of the prime constants he needs: (6 × 6) + (4 – 3) × 1 = 37.
Note that he could also combine the numbers as follows: ([6 + 6] × 3) + 4 + 1 = 41. He has produced one of the prime constants for the desired effective spell level, so his empowered enlarged magic missile takes effect after the full-round casting time, and uses only a 1st-level spell slot.
If the result of his dice pool were 1, 1, 2, and 5, he would have been unable to produce any of the relevant prime constants. His attempt would have been unsuccessful, and he would have expended a full-round action and his prepared 1st-level magic missile spell with no effect.
Wisdom in the Flesh
Your hours of meditation on inner perfection and the nature of strength and speed allow you to focus your thoughts to achieve things your body might not normally be able to do on its own.
Growing up, you were exposed to everyday miracles performed by your half-celestial friends, and some of this magic rubbed off.
0-level Per Day: 4
Create Water, Disrupt Undead, Purify food and drink, Detect Magic
1st-level Per day: 4 +1
Burning Hands, Bless, Bane, Chill Touch, Touch of Blindness
2nd –level Per day :3 +1
Burning Gaze,Bear’s Endurance, Barkskin, Flame blade
3rd –level Per day :2+1
Bestow Curse, Dispel Magic, Fly
4th –level Per day :1 +1
Spirit magic: 4/day 1 of each level.
Spirit Magic Spells: Color spray (1st), hypnotic pattern (2nd), daylight (3rd), rainbow pattern (4th), overland flight (5th), chain lightning (6th), prismatic spray (7th), sunburst (8th), meteor swarm (9th).
healer's Kit, 5 days rations, explorer's outfit, 50 ft rope, Masterwork silver sickle, Bow, soap, sponge, tooth powder, waterskin, Cloak of resistance +2, potion of CMW, potion of Lesser Restoration,2 scrolls invisibility, 2 scrolls of mirror image, Goggles of night,
Spirit Animal: Ioun Wyrd Moldovina:
This creature is made of dozens of continually shifting shiny rocks and gemstones. Its centermost stone is larger than the others and occasionally pulses with dim light.
IOUN WYRD CR 1/3
N Tiny construct
Init +2; Senses blindsight 30 ft.; Perception +7
AC 19, touch 15, flat-footed 17 (+2 Dex, +1 dodge, +2 size +4 nat)
hp 23 (7 HD)
Fort +2, Ref +4, Will +7
Immune construct traits
Speed fly 40 ft. (average)
Melee slam +4 (1d4–3)
Space 2-1/2 ft.; Reach 0 ft.
Str 4, Dex 15, Con —, Int 9, Wis 14, Cha 5
Base Atk +5; CMB +5; CMD 13
Skills Fly +10, Perception +7
Languages Common (can't speak)
SQ ioun affinity, share iouns
Ioun Affinity (Su)
An ioun wyrd may integrate a number of ioun stones into its body up to 1 + 1/2 its Hit Dice. (4)
Because an ioun wyrd sees all ioun stones as equal and gains no benefits from them, the wyrd's ioun stones can be swapped out by any creature the wyrd trusts.
Share Iouns (Su)
A character with an ioun wyrd familiar gains the benefits of its ioun stones as long as he's within 30 feet of the ioun wyrd.
The flesh of the shaman's spirit animal accurately reflects the stars that would be visible in the night sky, no matter where the animal is or the time of day. Due to this, it can be used as a star map. In addition, it gains a fly speed of 5 feet; if the animal already has a fly speed, instead its fly speed increases by 10 feet. While the animal is flying, a small nimbus of light surrounds it.
Vishanti radiates a supernatural presence, straddling both the physical and spirit realms, her aura one of wisdom and subtle power. Tall and lean, her figure possesses a natural grace that appears almost unbound by the physical world, radiating a vibrancy that makes her seem more alive than most mortals.
Her body is adorned by mystic patterns, whorls and sigils tattooed across the canvas of her flesh, representing the paths of celestial bodies and the mysteries contained within.
Her long dark hair, shimmering in wan light, falls free, lending an air of primal wildness to her presence.
PP-4, GP-1,010, SP-223, and CP-423
Looking at the many beautiful rings, Vishanti's eyes are suddenly drawn to what feels like a perfect representation of her beloved. Coiling dragon scales accented with delicately patterned leaves, etched in glimmering white gold and intertwining around a pair of beautiful gems.
"This one!" she says breathlessly turning to Derika with glittering moist eyes.