Redeemer

Watches-Shadow-Behind-You's page

90 posts. Alias of darth_borehd.


Full Name

Watches-Shadow-Behind-You

Race

Halfling

Classes/Levels

Shaman 1

Gender

Male

Size

Small

Age

70

Alignment

Chaotic Good

Deity

Animist

Languages

Common, Halfling, Goblin, Gnome, Aklo, Sylvan, Celestial

Occupation

Healer

Strength 9
Dexterity 12
Constitution 12
Intelligence 14
Wisdom 18
Charisma 16

About Watches-Shadow-Behind-You

Watches-Shadow-Behind-You
Male Halfling shaman 1
CG Small humanoid (halfling)
Init +3, Senses Perception +12 [+3 in low light and shadows, +2 vs surprise and invisible creatures]
Destiny 1 Hero 8
Eyes Hazel Hair Black with specks of gray
Height 3 feet Weight 30 lbs
Age 70


==DEFENSE==
AC 12, Defense +2 touch +2, FF +1 (+1 Dex, +1 size )
hp 30 ((1d8)+1) Reserve Hit points 30
0 to -1 disabled; -2 to -30 unconscious
Stabilize +1
DR 0; SR 0
FRW +2/+3/+7; +2 vs. fear
Immunity None
Armor None

==OFFENSE==
Spd 20 ft. (4 squares)
Melee
- quarterstaff (small) +0 (1d4-1)
Ranged
- sling (small) +2 (1d3-1)
- holy water (flask) +0 (2d4)
Special Attacks None

==STATISTICS==
Str 9, Dex 12, Con 12, Int 14, Wis 18, Cha 16,
Bab +0; CMB -2; CMD 9
Feats Alertness [From Familiar], Cosmopolitan (Perception, Sense Motive, Aklo, Sylvan), Light Armor Proficiency, Medium Armor Proficiency, Simple Weapon Proficiency
Flaws None
Skills Diplomacy +7, Handle Animal +5, Heal +10, Knowledge (Nature) +6, Knowledge (Planes) +6, Linguistics +3, Perception +12[+3 low light and shadows, +2 vs surprise and invisible creatures], Ride +7, Sense Motive +10, Survival +8,
Traits Spirit Sense, Unintentional Linguist (Celestial), Finding Your Kin (My son and Shaman)
Drawbacks None
Languages Aklo, Celestial, Common, Gnome, Goblin, Halfling, Sylvan
Homeland Talenta Plains

==GEAR==
Gear Healer's Kit (10 charges), candle (10), rations (trail/per day/small) (5), holy water (flask), quarterstaff (small), outfit (peasant's/small), sling bullets (10) (small), healer's kit, smoked goggles, pouch (belt/small), sling (small), backpack (small), bedroll (small), waterskin, bottle (glass), flint and steel, mess kit, soap, spell component pouch, holy symbol (wooden)
Dragons 0 Galifars 3 Sovereigns 8 Crowns 0

SQ familiar's alertness ability active, fearless, halfling luck, humanoid traits, keen senses, lore (spirit), monstrous insight, orisons, outrider, spirit, spirit animal, spirit magic, weapon and armor proficiency, weapon familiarity

==SPELLS==
Prepared Spells
Shaman (CL 1st; concentration +5)
1st-cure light wounds(DC 15), sleep(DC 15)
0th-create water, guidance(DC 14), light
Spells per Day 0th-Unlimited/1st-2

Spontaneous Spells
Spirit Magic
Known Spells
1st - identify
Spells per Day 1st-1

=================================================
SPECIAL ABILITIES
=================================================

Familiar's Alertness ability active (Ex) PC has a familiar that has the Alertness (Ex) ability and it is within arms' reach, the master gains the Alertness feat.

Fearless (Ex) Halflings receive a +2 racial bonus on saving throws against fear. This bonus stacks with the bonus granted by Halfling Luck.

Halfling Luck (Ex) Halflings receive a +1 racial bonus on all saving throws.

Humanoid Traits (Ex) Humanoids breathe, eat, and sleep.

Keen Senses (Ex) Halflings receive a +2 bonus on Perception skill checks.

Lore (Spirit) Spirit Magic Spells: identify (1st), tongues (2nd), locate object (3rd), legend lore (4th), contact other plane (5th), mass owl's wisdom (6th), vision (7th), moment of prescience (8th), time stop (9th)

Monstrous Insight (Su) The shaman can identify creatures and gain insight into their strengths and weaknesses. As a standard action, the shaman can attempt a Knowledge skill check to identify a creature and its abilities (using the appropriate skill for the monster's type) with a +1 insight bonus. Whether or not the check is successful, she also gains a +2 insight bonus for 1 minute on attack rolls made against that creature and a +2 insight bonus to her AC against attacks made by that creature. These bonuses last for 1 minute. The shaman can use this ability 6/day.

Orisons Shamans can prepare a number of orisons, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Outrider Some halflings specialize in mounted combat. Halflings with this racial trait gain a +2 bonus on Handle Animal and Ride checks. This racial trait replaces the sure-footed racial trait.

Spirit (Su) A shaman forms a mystical bond with the spirits of the world. She forms a lasting bond with a single spirit, which grants a number of abilities and defines many of her other class features. If the shaman takes levels in another class that grants a mystery (such as the oracle), the spirit and mystery must match, even if that means one of them must change. Subject to GM discretion, the shaman can change her former mystery or spirit to make them conform.

Spirit Animal (Ex) A shaman forms a close bond with a spirit animal tied to her chosen spirit. This animal is her conduit to the spirit world, guiding her along the path to enlightenment. The animal also aids a shaman by granting her a special ability. A shaman must commune with her spirit animal each day to prepare her spells. While the spirit animal does not store the spells like a witch's familiar does, the spirit animal serves as her conduit to divine power. If a shaman's spirit animal is slain, she cannot prepare new spells or use her spirit magic class feature until the spirit animal is replaced.

Spirit Magic A shaman can spontaneously cast a limited number of spells per day beyond those she prepared ahead of time. She has one spell slot per day of each shaman spell level she can cast, not including orisons. She can choose these spells from the list of spells granted by her spirits (see the spirit class feature and the wandering spirit class feature) at the time she casts them. She can enhance these spells using any metamagic feat that she knows, using up a higher-level spell slot as required by the feat and increasing the time to cast the spell.

Spirit Sense You are so attuned to the spiritual world that it is hard to get the jump on you. You gain a +2 trait bonus on Perception checks to avoid being surprised and to detect invisible or incorporeal creatures.

Unintentional Linguist (Celestial) You can speak with outsiders. You gain a +1 trait bonus on all Linguistics checks, and you begin play knowing one of the following languages (in addition to those granted by your race and Intelligence modifier): Abyssal, Aquan, Celestial, Ignan, Infernal, Protean, or Terran.

Weapon and Armor Proficiency A shaman is proficient with all simple weapons, and with light and medium armor.

Weapon Familiarity (Ex) Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.

Familiar:

Shadow
Male Familiar Owl animal 1
Neutral Tiny animal/magical beast (familiar, augmented magical beast)
Init +5, Senses low-light vision; Perception +10
Destiny Hero

==DEFENSE==
AC 16, Defense +6, touch +5, FF +3 (+3 Dex, +1 natural, +2 size )
hp 4 ((1d8)) Reserve Hit Points
0 to 0 disabled; -1 to -11 unconscious
Stabilize +0
DR 0, SR 0
FRW +2/+5/+4
Immunity None
Armor Natural +1

==OFFENSE==
Spd 10 ft. (2 squares), Fly 60 ft. (Average) (12 squares)
Melee
- talons +5/+5 (1d2-2)
Ranged
- None
Special Attacks None
Space 2.5 ft. Reach 0 ft.

==STATISTICS==
Str 6, Dex 17, Con 11, Int 6, Wis 15, Cha 6,
Bab +0; CMB +1; CMD 9
Feats Weapon Finesse, Cosmopolitan (Auran, Common; Heal, Survival)
FlawsNone
Skills Diplomacy -1, Fly +7, Heal +6, Knowledge (Nature) -1, Knowledge (Planes) -1, Perception +10, Sense Motive +3, Stealth +19, Survival +6,
Traits None
Drawbacks None
Languages Empathic Link, Reads and Speaks Auran and Common
Homeland Talenta Plains/Ethereal

==GEAR==
Gear None
Dragons 0 Galifars 0 Sovereigns 0 Crowns 0

SQ alertness, animal traits, empathic link, improved evasion, low-light vision, share spells, spirit animal,

=================================================
SPECIAL ABILITIES
=================================================
Alertness (Ex) While a familiar is within arm's reach, the master gains the Alertness feat.

Animal Traits (Ex) Animals breathe, eat, and sleep.

Empathic Link (Su) The master has an empathic link with his familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Improved Evasion (Ex) When subjected to an attack that normally allows a Reflex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Share Spells (Ex) The master may cast a spell with a target of "You" on her animal companion (as a spell with a range of touch) instead of on herself. A master may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

Spirit Animal (Su) The spirit animal appears to be quiet and unassuming. It gains a +2 bonus on Initiative checks and a +4 bonus on Stealth checks.