Machine Slayer

Walks with Giants's page

233 posts. Organized Play character for miteke.


Full Name

Walks with Giants

Race

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

Classes/Levels

| Active Conditions: none

Gender

Male N/N Human Shaman (heavens)/2 | HP: 19/19| AC/FF/Tch: 17/16/11 16/15/11 | CMD 1313 | Fort/Ref/Will +2/3/6 +2/3/6 +2 vs. death| Init: +9 | Speed 20 ft

Location

Brevoy

Homepage URL

Chronicle Sheets

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

About Walks with Giants

Resource Tracking:

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  • Loot:
  • Wand of Infernal Healing uses this chronicle:
  • Stardust uses (4/day):
  • Level 1 Spell uses:
  • Consumable uses: acid flask, scroll of bless
  • Character Portfolio Reroll (1/chronicle):
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  • A rather scruffy looking man dressed in a jumble of clothing. Awkward and has a dislike of walls and roofs. An avid birdwatcher, though, and he will come alive if you ask him about birds. Has a disdain for gods and people who rely on them for help. From his experience prayer is useless to all but clerics and the like, and even they only get grudging support from their deities.

    Story of his name:
    "When men from our tribe reach adulthood we undergo a vision quest to find our new name and, inevitably, something about ourselves. In a very vivid dream I saw myself as a small man among giants. The giants were folks of other civilized races and I had to dodge and weave to avoid being crushed. Without even noticing they were threatening to kill me. In my dream I tried desperately to make them notice to no avail until I pulled down the stars and made the light shine upon me. It was such a powerful, and it turns out appropo vision, that I was apprenticed as a Shaman, which is a sort of spirit guide and holy man. Later I was able to prevent our tribe from being destroyed by outside cultures using a little sweet talking, bribery, and ostentatious displays of magic. And here I am, trying to learn more about how these other cultures work so that my tribe may survive, for there will always be more giants."

    Main Stats:

    Walks with Giants (141936-21) N/N Male Human Shaman)/2
    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 +1
    Languages Common, Kelish, Hallit

    Defense:

    HP 19 {+13[1d8] +2[con]*2[lvl][shaman] +2[favored class]}
    AC 16, flat-footed 15, touch 11 {10 +1[dex] +5[scale mail]}
    CMD 13 {10 +1[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 +6 {+3[wis] +3[class]}
    - Current Additional Will Bonuses
    - Potential Additional Will Bonuses

    Special Saving Throw Bonuses:

  • +2 bonus on all saving throws against death effects[Fey Foundling].

  • Offense:

    Normal CMB +2 {+1[BAB] +1[str]}
    - Current Additional CMB Bonuses
    - Potential Additional CMB Bonuses

    Normal Attack
    +2/1d8+1 Longspear Attack [crit x3; P] {+1[BAB] +1[str] / 1d8 +1[str]}
    [dice=To Hit Longspear]1d20+2[/dice]
    [dice=Damage Longspear]1d8+1[/dice]

    Special

  • Spells:

    Special
  • Concentration +4 {+2[lvl][shaman], +3[stat]}

    Spells Available per day:

  • Level 0: 3
  • Level 1: 4 {2 +1[stat] +1[spirit magic]}
  • Level 2: 3 {1 +1[stat] +1[spirit magic]}

    Orisons DC 13 (10 +0[spell level] +3[wis])

  • Daze: 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
  • Open Slot

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

  • Spontaneously cast a spirit spell (which at this time must be Color Spray):
  • Sleep: 4 hd of creatures
  • Cause Fear: 5 hd creature
  • Magic Weapon
  • Touch of Blindness

  • Skills:

    Skill Ranks 12 = 6[4+1[int]+1[human]] * 2[;v;][shaman]

    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 +7 {+1 ranks, +3[wis], +3[class]}
    Intimidate +1 {+0 ranks, +1[cha]}
    Knowledge
    - 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 +5 {+1 ranks, +1[int], +3[class]}
    - religion +5 {+1 ranks, +1[int], +3[class]}
    Linguistics N/A {+0 ranks, +1[int] - lng}
    Perception +5 {+2 ranks, +3[wis]}
    Profession
    - XX N/A {+0 ranks, +3[wis], +3[class]}
    Ride +1 {+1 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]}

    Notes:

  • Gear:

    Explorer's Outfit
    Weapon Cord
    Longspear
    Scale Armor (+5 armor bonus, +3 max dex,-4 ACP, 15% ASF)
    Belt Pouch
    Spell Component Pouch
    Whetstone
    Masterwork Backpack (replacing backpack in kit, no need to have two)
    Shaman's Kit
    Extra wooden holy symbol
    Small tent
    Spring-loaded Wrist Sheath
    - Wand of Infernal Healing (47 ch)
    3 Scroll of Bless
    2 Scroll of Color Spray
    Traveller's Any-Tool
    1 Potion of CLW
    1 Potion Sponge of Touch of the Sea
    1 Antiplague
    1 Antitoxin
    3 Acid Flask
    1 Wismuth Salix (+2 vs. nausea/sickness and new ST)
    5 Doses Cold Iron Alch Pow Comp, +1 CL Abjuraton
    5 Doses Salt Alch Pow Comp, +1 CL necromancy
    5 Doses Spirit of Wine Alch Pow Comp, +1 CL duration summoning
    31.88 gp

    Traits:

    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

  • Fate's Favored (Religion) The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
  • Gifted Adept (Magic) Your interest in magic was inspired by witnessing a spell being cast in a particularly dramatic method, perhaps even one that affected you physically or spiritually. This early exposure to magic has made it easier for you to work similar magic on your own. Pick one spell (Barkskin) when you choose this trait—from this point on, whenever you cast that spell, its effects manifest at +1 caster level.

  • 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, heaven'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
  • Fortune
  • Chant
  • Evil Eye
  • Misfortune

  • Feats:

    1) Improved Initiative
    1H) Fey Foundling

    Arctic Hare Familiar:

    N Tiny animal
    Init +3; Senses low-light vision; Perception +1
    Defense
    AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
    hp 3 (1d8–1)
    Fort +1, Ref +5, Will +1
    Offense
    Speed 50 ft.
    Melee bite –2 (1d3–4)
    Space 2-1/2 ft., Reach 0 ft.
    Statistics
    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
    Ecology
    Environment cold forests and plains
    An arctic hare has adapted to life in cold environments but fares well in warmer
    climes.

    Chronicles:

    Chronicle Images

    Chronicles and Boons

  • Trouble in Tamran
  • - Trusted in Tamran: Venture Captain Oraiah Tolal exonerated the Society without increasing tensions between Nirmathas and Molthune, thanks to the information you provided. One of the members of the
    Nirmathi militia offers you a selection of ammunition. You may spend 1,600 gp to purchase 10 pieces of ammunition selected in any combination from the following list, or 800 gp to purchase 5 pieces of ammunition. When you use this boon, cross it off your Chronicle Sheet.+1 human bane ammunition, +1 seeking ammunition, +1 flaming ammunition, +1 holy ammunition (limit 1)
  • Master of the Fallen Fortress
  • The Confirmation