Machine Slayer

Walks with Giants's page

4 posts. Organized Play character for miteke.

Full Name

Walks with Giants


| Diplomacy +5, Handle Animal +5, Heal +3, Kn Nat +5, Perception +3, Spellcraft +5, Survival +7


| Active Conditions: none


Male N/N Human Shaman (heavens)/1 | HP: 11/11 | AC/FF/Tch: 16/15/11- 16/15/11 | CMB +1; CMD 12 12 | Fort/Ref/Will +2/3/5 +2/3/5 | Init: +9 | Speed 20 ft



Strength 12
Dexterity 12
Constitution 14
Intelligence 12
Wisdom 17
Charisma 12

About Walks with Giants

Resource Tracking:

  • Loot:
  • Wand of ? uses this chronicle:
  • Stardust uses (4/day):
  • Level 1 Spell uses (?/day):
  • Character Portfolio Reroll (1/chronicle):
  • A rather scruffy looking man dressed in a jumble of clothing. Awkard and has a dislike of walls and roofs.

    Main Stats:

    Walks with Giants (141936-21) N/N Male Human Shaman)/1
    Faction Grand Lodge

    Str 12, +1 {10[race] +2[2 points spent]}
    Dex 12, +1 {10[race] +2[2 points spent]}
    Con 14, +2 {10[race] +4[5 points spent]}
    Int 12, +1 {10[race] +2[2 points spent]}
    Wis 17, +3 {12[race] +5[7 points spent]}
    Cha 12, +1 {10[race] +2[2 points spent]}

    Init +9 {+1[dex] +4[Arctic Hare] +4[Improved Init]};
    Senses Normal
    Perception +xx
    Speed 30 ft.
    Base Attack +0
    Languages Common, xx, xx


    HP 8 {+5[1d8] +2[con] +1[favored class]}
    AC 16, flat-footed 15, touch 11 {10 +1[dex] +5[scale mail]}
    CMD 12 {10 +0[BAB] +1[str] +1[dex]}

    Normal Fort +2 {+2[con] +0[class]}
    - Current Additional Fort Bonuses
    - Potential Additional Fort Bonuses

    Normal Ref +3 {+2[con] +1[roll with it] +0[class]}
    - Current Additional Ref Bonuses
    - Potential Additional Ref Bonuses

    Normal Will +5 {+3[wis] +2[class]}
    - Current Additional Will Bonuses
    - Potential Additional Will Bonuses

    Special Saving Throw Bonuses:

  • +2 vs fear[Chilled by Brutality]

  • Offense:

    Normal CMB +xx {+0[BAB] +1[str]}
    - Current Additional CMB Bonuses
    - Potential Additional CMB Bonuses

    Normal Attack
    +1/1d8+1 Longspear Attack [crit x3; P] {+0[BAB] +1[str] / 1d8 +1[str]}
    [dice=To Hit Longspear]1d20+1[/dice]
    [dice=Damage Longspear]1d8+1[/dice]

    Thorn Javelin Attack [crit x3; P] {+0[BAB] +1[str] / 1d6 +1[str]}
    [dice=To Hit Thorn Javelin]1d20+1[/dice]
    [dice=Damage Thorn Javelin]1d6+1[/dice], DC 14 Fort ST or sickend


  • +xx/1dxx+x Thorn Javelin [rng: 30 ft;crit x2; P]
    [dice=To Hit Thorn Javelin]1d20+1[/dice]
    [dice=Damage Thorn Javelin]1d6+1[/dice], DC 14 Fort ST or sickend


  • +2 crit confirm vs. giants[Chilled by Brutality]

  • Spells:

  • Concentration +4 {+1[class], +3[stat]}

    Spells Available per day:

  • Level 0: 3
  • Level 1: 3 {1 +1[stat] +1[spirit magic]}
  • Level 2: 3 {1 +1[stat] +1[spirit magic]}

    Orisons DC xx (10 +0[spell level] +3[wis])

  • []Daze[/url]: Humanoid creature of 4 HD or less loses next action.
  • Detect Magic: Detects all spells and magic items within 60 ft. 1 min/lvl
  • Light

    Level 1 DC 14 (10 +1[spell level] +3[wis])

  • Color Spray:
  • Thorn Javelin: 1 min/lvl, unlosable javelin may be thrown, save or sickened

  • Skills:

    Skill Ranks 6 = 6[4+1[int]+1[human]] * 1[class level]

    Acrobatics -3 {+0 ranks, +1[dex], -4[ACP]}
    Appraise +1 {+0 ranks, +1[int]}
    Bluff +1 {+0 ranks, +1[cha]}
    Climb -3 {+0 ranks, +1[str], -4[ACP]}
    Craft (quilts) +5 {+1 ranks, +1[int], +3[class]}
    Diplomacy +5 {+1 ranks, +1[cha], +3[class]}
    Disable Device N/A {+0 ranks, +1[dex], -4[ACP]}
    Disguise +1 {+0 ranks, +1[cha]}
    Escape Artist -3 {+0 ranks, +1[dex], -4[ACP]}
    Fly -3 {+0 ranks, +1[dex], +3[class], -4[ACP]}
    Handle Animal +5 {+1 ranks, +1[cha], +3[class]}
    Heal +3 {+0 ranks, +3[wis], +3[class]}
    Intimidate +1 {+0 ranks, +1[cha]}
    - arcana N/A {+0 ranks, +1[int]}
    - dungeoneering N/A {+0 ranks, +1[int]}
    - engineering N/A {+0 ranks, +1[int]}
    - geography N/A {+0 ranks, +1[int]}
    - history N/A {+0 ranks, +1[int]}
    - local N/A {+0 ranks, +1[int]}
    - nature +5 {+1 ranks, +1[int], +3[class]}
    - nobility N/A {+0 ranks, +1[int]}
    - planes N/A {+0 ranks, +1[int], +3[class]}
    - religion N/A {+0 ranks, +1[int], +3[class]}
    Linguistics N/A {+0 ranks, +1[int] - lng}
    Perception +3 {+0 ranks, +3[wis]}
    - XX N/A {+0 ranks, +3[wis], +3[class]}
    Ride -3 {+0 ranks, +1[dex], +3[class], -4[ACP]}
    Sense Motive +3 {+0 ranks, +3[wis]}
    Sleight of Hand N/A {+0 ranks, +1[dex], -4[ACP]}
    Spellcraft +5 {+1 ranks, +1[int], +3[class]}
    Stealth -3 {+0 ranks, +1[dex], -4[ACP]}
    Survival +7 {+1 ranks, +3[wis], +3[class]}
    Swim -3 {+0 ranks, +1[str], -4[ACP]}
    Use Magic Device N/A {+0 ranks, +1[cha]}


  • Gear:

    Explorer's Outfit
    Weapon Cord
    Scale Armor (+5 armor bonus, +3 max dex,-4 ACP, 15% ASF)
    Belt Pouch
    Spell Component Pouch
    Spring-loaded Wrist Sheath
    4 Acid Flask
    1 Wismuth salix (+2 vs. nausea/sickness and new ST)
    2 Cold Iron Alch Pow Comp, +1 CL Abjuraton
    ~12 gp


    Racial Traits
  • +2 to One Ability Score Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
  • Medium Humans are Medium creatures and have no bonuses or penalties due to their size.
  • Normal Speed Humans have a base speed of 30 feet.
  • Bonus Feat Humans select one extra feat at 1st level.
  • Skilled Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.
  • Languages Humans begin play speaking Common and their ethnic language. Humans whose ethnic language is Common (or Taldane, in the case of Chelaxians or Taldans) do not receive an additional ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

    Starting Traits

  • Roll with it (campaign) You’ve trained with some of the best giantslayers out there, and have learned how to avoid the worst effects of a giant’s powerful attacks. You gain a +1 trait bonus on Reflex saves. In addition, once per day, when a creature with the giant subtype successfully confirms a critical hit against you with a weapon or a slam attack (not a spell or special ability), you can roll with the attack. You take normal damage from the blow, as if the critical had not been confirmed. You must be aware of the attack and able to react to it—if you are denied your Dexterity bonus to AC, you can’t use this ability. If you are a dwarf or a gnome, you can use this ability twice per day.
  • Chilled by Brutality (Region, Brevoy) You were part of a group that was mercilessly attacked by giants of the tundra, who may have gone so far as to eat the dead and dying. After that, little can faze you, but you strongly prefer to finish fights with giants quickly to prevent anything like that from happening again. You gain a +2 trait bonus on attack rolls to confirm critical hits against giants and on saving throws against fear effects.

  • Class Abilities:

    Shaman Abilities
  • Spirit Heavens
  • - 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)
  • - Extra Hexes enveloping void, guiding star, heafen's leap, lure of the heavens, starburn
  • - Spirit Animal Arctic Hare, 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.
  • - 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.
  • Spirit Magic +1 spell per spell level cast spontaneously from spirit spell lists.
  • Hexes
  • Chant
  • Evil Eye
  • Fortune
  • Misfortune

  • Feats:

    1) Improved Initiative
    1H) Fey Foundling

    Arctic Hare Familiar:

    N Tiny animal
    Init +3; Senses low-light vision; Perception +1
    AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
    hp 3 (1d8–1)
    Fort +1, Ref +5, Will +1
    Speed 50 ft.
    Melee bite –2 (1d3–4)
    Space 2-1/2 ft., Reach 0 ft.
    Str 3, Dex 16, Con 9, Int 2, Wis 12, Cha 5
    Base Atk +0; CMB +1; CMD 7 (11 vs. trip)
    Feats Run
    Skills Stealth +15 (+19 in snow); Racial Modifiers +4 Stealth in snow
    Environment cold forests and plains
    An arctic hare has adapted to life in cold environments but fares well in warmer


    Chhronicle Images

    Chronicles and Boons

  • Chronicle
  • - Boon: Description