Ezren

Wadreskus Hall's page

205 posts. Organized Play character for MichaelCullen.


Full Name

Wadreskus Hall

Race

HP: 80/105 , Init +2, AC: 21, T: 10, FF: 21, CMB: 17, F: +12, R: +8, W: +20 Move 30', Perception +34 <Darkvision 60ft, See in Darkness, Tremorsense 20'>, TN Male Human Shaman (Animist) 11,

Classes/Levels

Hawk 40/52 HP

Gender

Male

Size

Medium

Age

45

Alignment

TN

Deity

Spirits

Location

Golarion

Languages

Celestial, Common, Draconic, Ancient Osiriani, Skald, Sylvan, Thassilonian

Strength 8
Dexterity 10
Constitution 18
Intelligence 14
Wisdom 26
Charisma 12

About Wadreskus Hall

Wadreskus #2
Human (Kellid) shaman (animist) 11 (Pathfinder RPG Advanced Class Guide 35, 110)
N Medium humanoid (human)
Init +2; Senses darkvision 60 ft., see in darkness, tremorsense 20 ft.; Perception +34
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Defense
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AC 21, touch 10, flat-footed 21 (+7 armor, +4 shield)
hp 105 (11d8+47)
Fort +12, Ref +8, Will +20
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Offense
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Speed 30 ft. (20 ft. in armor)
Special Attacks hexes (chant, enveloping void, fortune, heaven's leap, misfortune, scar), wandering hex (erosion curse)
Shaman Spell-Like Abilities (CL 11th; concentration +19)
Constant—endure elements
Shaman (Animist) Spells Prepared (CL 11th; concentration +19)
6th—fire seeds, wall of stone; stone tell[S] or stone tell[S]
5th—breath of life (DC 23), breath of life (DC 23); animal growth[S] (DC 23) or dream[S]
4th—fear (DC 22), slowing mud[ACG] (DC 22), wandering star motes[APG] (DC 22); grove of respite[S,APG] or malfunction[S,UM] (DC 22)
3rd—blindness/deafness (DC 21), fly, magic vestment, nauseating trail[ACG] (DC 21), stone shape, greater stunning barrier[ACG] (DC 21), greater stunning barrier[ACG] (DC 21); speak with plants[S] or speak with plants[S]
2nd—barkskin, barkskin, cure moderate wounds, eagle's splendor, false life, shield other; barkskin[S] or skinsend[S,UM]
1st—ant haul[APG] (DC 19), heightened awareness[ACG], heightened awareness[ACG], heightened awareness[ACG], heightened awareness[ACG], shield of faith; charm animal[S] (DC 19) or speak with animals[S]
0 (at will)—detect magic, mending, mending, purify food and drink (DC 18)
S spirit magic spell; Spirit Heavens Wandering Spirit Nature
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Statistics
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Str 8, Dex 10, Con 18, Int 14, Wis 26, Cha 12
Base Atk +8; CMB +7; CMD 17
Feats Alertness, Divine Interference[UM], Extra Hex[APG], Extra Hex[APG], Extra Hex[APG], Extra Hex[APG], Skill Focus (Diplomacy), Spirit Talker[ACG]
Traits observant, reactionary
Skills Acrobatics -3 (-7 to jump), Bluff +6, Craft (painting) +5, Diplomacy +28, Disguise +4, Fly +4, Handle Animal +10, Heal +12, Intimidate +4, Knowledge (arcana) +3, Knowledge (dungeoneering) +3, Knowledge (history) +3, Knowledge (nature) +7, Knowledge (planes) +6, Knowledge (religion) +6, Linguistics +4, Perception +34, Profession (soothsayer) +14, Ride +1, Sense Motive +30, Sleight of Hand -2, Spellcraft +12, Survival +23, Use Magic Device +10
Languages Common, Hallit, Polyglot, Senzar, Shoanti, Skald
SQ bracelet of bargaining, dominate spirit, exorcism, no breath, spirit animal (hawk named Arcane Familiar), stardust, storm burst, wrangle condition
Other Gear +3 darkleaf cloth lamellar (leather) armor, lion's shield, amulet of the spirits (heavens), belt of mighty constitution +4, bracelet of bargaining, circlet of persuasion, cloak of resistance +5, cracked mulberry pentacle ioun stone, eyes of the eagle, headband of inspired wisdom +6, marvelous pigments, rod of potent hexes, tremor boots, calumet, masterwork tool, masterwork tool, masterwork tool, masterwork tool, ring of seven lovely colors, survival kit, masterwork, 100 gp
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Special Abilities
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Bracelet of bargaining (DC 16) When shake hand to seal deal, sense if deciet is involved (Will neg).
Chant (Su) As a move action, extend the duration of other hexes by 1 rd.
Circlet of persuasion +3 competence bonus to CHA-based checks (skills already included).
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Divine Interference Sacrifice a spell to force an enemy to reroll a successful attack against your ally
Dominate Spirit (1/day) (Sp) Can use possess object or magic jar (with familiar as receptacle) (Will neg).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enveloping Void (DC 23) (Sp) As a standard action, foe in 30 ft treats light as 2 steps lower for 11 rds (Will neg).
Erosion Curse (5d6, DC 23) (Su) As a standard action, deal 5d6 dam (ignore DR/hardness) to object/construct in 30 ft (Ref half).
Exorcism (DC 23) (Su) As a full-rd action, touch ends possession or controlling magic effect (Will neg).
Familiar Bonus: +3 to sight-based Perception checks in bright light You gain the Alertness feat while your familiar is within arm's reach.
Fortune (2 rounds) (Su) Ally in 30 ft can roll 2d20 for an attack, save, ability, or skill check (and take higher) once/rd.
Heaven's Leap (Su) As a standard action, ally in 30 ft moves as jester jaunt.
Misfortune (2 rounds, DC 23) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
No Breath (Ex) The monster doesn't breathe and is immune to effects that require breathing.
Scar (8 at a time, DC 23) (Su) This hex curses a single target touched with horrible scars of the witch's choosing, whether something as simple as a single letter on the target's forehead or blotchy, burnlike scars on his body. The target may make a Will save to resist this hex. T
See in Darkness See perfectly in darkness of any kind, including magical darkness.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spirit Talker (1/day) Gain hex from shaman spirt for 24 hours.
Stardust (4/day) (Sp) Foe in 30 ft sheds light, can't be invisible/conceal & -4 to att & perception checks for 6 rds.
Storm Burst (4/day) (Su) As a standard action, foe in 30 ft treats all others as concealed for 3 rd. Wielded weapons are thundering.
Tremorsense (20 feet) Sense things and creatures without seeing them.
Wrangle Condition (13/day) (Su) As a standard action, Diplomacy check transfers condition from ally to self.

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Hawk:

Arcane Familiar
Hawk (Pathfinder RPG Bestiary 131)
N Tiny magical beast (animal)
Init +3; Senses blindsense 60 ft., blindsight 5 ft., low-light vision; Perception +24
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Defense
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AC 24, touch 15, flat-footed 21 (+3 armor, +3 Dex, +6 natural, +2 size)
hp 52 (1d8)
Fort +3, Ref +6, Will +9
SR 16
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Offense
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Speed 10 ft., fly 70 ft. (average)
Melee 2 talons +13 (1d4-2)
Space 2 ft.; Reach 0 ft.
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Statistics
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Str 6, Dex 17, Con 11, Int 11, Wis 14, Cha 7
Base Atk +8; CMB +9; CMD 17
Feats Weapon Finesse[B]
Skills Acrobatics +3 (-5 to jump), Diplomacy +9, Fly +14, Handle Animal +1, Heal +3, Linguistics +2, Perception +24, Ride +4, Sense Motive +13, Sleight of Hand +4, Spellcraft +7, Stealth +15, Survival +12, Use Magic Device +4; Racial Modifiers +8 Perception
SQ improved evasion
Other Gear +1 sensing darkleaf cloth lamellar (leather) armor
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Special Abilities
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Blindsense (60 feet) (Ex) Sense things and creatures without seeing them.
Blindsight (5 feet) Sense things and creatures without seeing them.
Flight (70 feet, Average) You can fly!
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.
Spell Resistance (16) You have Spell Resistance.

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.

glorymane:

Aura moderate conjuration; CL 10th
Slot shield; Price 12,370 gp; Weight 15 lbs.
Alignment neutral; Senses 30 ft.
Intelligence 10, Wisdom 10, Charisma 13; Ego 4; Language empathy (Common)
Description:
Glorymane is a bronze lion’s shield specially enchanted by an entity known as the Guardian. The shield has an
arrogant streak, despite its inability to express itself through anything but empathic signals, and it jealously urges
its wielder to cast aside any other intelligent items. Glorymane has 5 ranks in Sense Motive and signals its wielder
if it detects a lie.
Construction
Requirements Craft Magical Arms and Armor, summon nature’s ally IV