Mathus Mordrinacht

Whisper the Wolven's page

25 posts. Alias of Critzible.


Full Name

Whisper

Race

Wolven

Classes/Levels

Shaman

Gender

Male

About Whisper the Wolven

Whisper
Wolfen Shaman of Ancestors 5th
Medium Humaniod(Wolfen) N
Initiative:+2 Perception:+13(+15)
Defense:
AC:17[10+4(armor)+1(dex)+2(Shield)Touch:11 Flat-Footed:16
HP:41[5d8+15]
Fort:+4[1+3] Reflex:+2[1+1] Will:+8[4+4
Speed:30ft
BaB:+3
Melee:+3
-Bite +3 1d3+0 piercing
Dagger +3 1d4 Piercing Range 10ft
Sickle +3 1d4 Slashing
Spear,Short +3 1d6 Piercing Range 20ft
Club +3 1d6 Bludgeoning
Ranged:+4
Sling +4 1d4 Bludgeoning Range 50ft

Str:10 Dex:12 Con:16 Int:10Wis:18 Cha:15
BAB:+3
CMB:+3
CMD:14
Feats:
Extra Hex:Tongues
Nature Soul: +2 Knowledge(Nature) and Survival
Traits:
Seeker:+1 to Perception and Perception is Always a class skill for you
Natural Ritualist:Once per week, you can build a small shrine of natural materials and pay your respects in a ritual that takes 15 minutes. Spellcasters can do this as part of their daily spell preparation. You gain a +2 trait bonus on Knowledge (nature) and Survival checks for 24 hours.
Skills:(4+2(int)+1(favored)x5)=35 Background:10
Acrobatics:+6[5+1]
Perception+13(+15) [5+4+3+1](+2)
Knowledge(Nature)+14 [5+4+3+2]
Knowledge(Religion)+12 [5+4+3]
Spellcraft+ 9[2+4+3]
Sense Motive+9(+11) [5+4](+2)
Survival16 [5+4+2+3+2]
Swim:6 [3+0+3]
Background:
Profession:Hunter +9[2+4+3]
Profession:Cook +9[2+4+3]
Craft:Leatherworking +9[2+4+3]
Craft:Herbalism +9[2+4+3]
Handle Animal +9[2+4+3]
Languages:Wolven,Hand Speech
Abilities:
Racial
+2Con,+2 Wis,-2Int
Medium, Speed:;30ft.
Bite: 1d3 piercing

Class Abilities:
Weapon and Armor Proficiency
A shaman is proficient with all simple weapons, and with light and medium armor.
Spell Casting
A shaman casts divine spells drawn from the shaman spell list. A shaman must choose and prepare her spells in advance.

To prepare or cast a spell, a shaman must have a Wisdom score equal to at least 10 + the spell’s level. The saving throw DC against a shaman’s spell is 10 + the spell’s level + the shaman’s Wisdom modifier.
Like other spellcasters, a shaman can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Shaman. In addition, she receives bonus spells per day if she has a high Wisdom score.
Shamans commune with their spirit animals to prepare their spells. Each shaman must choose a time when she must spend 1 hour each day in quiet contemplation with her spirit animal to regain her daily allotment of spells. A shaman can prepare and cast any spell on the shaman spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily communion.
Orisons
Shamans can prepare a number of orisons, or 0-level spells, each day as noted on Table: Shaman. These spells are cast like any other spell, but they are not expended when cast and may be used again.
Spirit (Su):[Ancestors]
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.
At 1st level, a shaman gains the spirit ability granted by her chosen spirit. She adds the spells granted by that spirit to the list of spells that she can cast using spirit magic. She also adds the hexes possessed by that spirit to the list of hexes that she can use with the hex and wandering hex class features.
At 8th level, the shaman gains the abilities listed in the greater version of her selected spirit. At 16th level, the shaman gains the abilities listed for the true version of her selected spirit.
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.

-Ancestor’s Council (Su):[5/day] As a standard action the shaman can call upon her ancestors to provide advice and assistance to one ally within 30 feet. The ally gains a +2 bonus on any attack roll, saving throw, ability check, or skill check made before the beginning of the shaman’s next turn. The shaman can use this ability a number of times per day equal to 3 + her Charisma bonus.
Spirit Animal (Ex)
At 1st level, 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 Animal (Ex)
At 1st level, a shaman’s spirit animal gains specific abilities, depending upon the type of spirit selected by the shaman using her spirit class feature. These abilities affect the animal’s appearance and grant it special abilities that can aid it in serving the shaman and the spirit it represents and is connected to. These abilities are described in the spirit animal section of each individual spirit description.

Deliver Touch Spells (Su): If a shaman is 3rd level or higher, her spirit animal can deliver touch spells or hexes for her. If the shaman and the spirit animal are in contact at the time the shaman casts a touch spell, she can designate her animal as the “toucher.” The spirit animal can then deliver the touch spell just as the shaman would. If the shaman casts another spell before the touch is delivered, the touch spell dissipates. If the shaman activates a hex, her spirit animal can be used to make the touch; she doesn’t have to be in contact with the animal to use this ability with hexes.

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 (see Spontaneous Casting and Metamagic Feats).

Hex
A shaman learns a number of magical tricks, called hexes, which grant her powers or weaken foes. At 2nd level, a shaman learns one hex. At 4th, 8th, 10th, 12th, 16th, 18th, and 20th level, the shaman learns new hexes. A shaman can select from any of the following hexes or from any of the hexes listed in the description of her chosen spirit. A shaman cannot select a hex more than once unless noted otherwise.

Hexs:
-Healing Hex:
A shaman soothes the wounds of those she touches. This acts as cure light wounds, using the shaman’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this acts as cure moderate wounds.

-Wisdom of the Ages:
The shaman can call upon her ancestors for lore and guidance. She can use her Wisdom modifier instead of her Intelligence modifier on all Intelligence-based skill checks.

-Tongues:5 minutes
The shaman understands any spoken language for a number of minutes per day equal to her level, as comprehend languages. This duration does not need to be consecutive, but it must be spent in 1-minute increments. At 5th level, a shaman can use this ability to speak any language, as tongues.

Wandering Spirit (Su)
At 4th level, a shaman can form a temporary bond with a spirit other than the one selected using her spirit class feature. She must make this selection each day when preparing her spells. While this feature is active, she gains the spirit ability granted by the spirit. She also adds the spells granted by that spirit to her list of spells that she can cast using spirit magic. She does not add the hexes from her wandering spirit to her list of hexes that she can choose from with the hex class feature. At 12th level, she gains the abilities listed in the greater version of her wandering spirit. At 20th level, she gains the ability listed in the true version of her wandering spirit.

Current Spirit:Life

Wandering Spirit Ability:
-Channel (Su): (3/day,3d6)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.

Spells Available:Detect undead (1st), lesser restoration (2nd), neutralize poison (3rd), restoration (4th),

Spells:
DCs:0=14,1=15,2=16,3=17
Ancestor Spells:unseen servant (2nd), spiritual weapon (4th), heroism (6th), spiritual ally (8th), telekinesis (10th), greater heroism (12th), ethereal jaunt (14th), vision (16th), astral projection (18th).
0-4 [Light,Detect magic, Read magic,Purify Food and Drink]
1- 4(3+1)[Sleep,Burning Hands,Entangle, Cure Light Wounds]
2- 3(2+1)[Spiritual Weapon,Cure moderate Wounds,Summon Swarm0
3- 2(1+1)[Thorny Entanglement,Call Lighting]
4- (+1)
5-
6-
7-
8-
9-
Items:(105gp)
Survival Kit
Common 5 gp 4 lbs.
A survival kit provides the necessary tools for day-to-day existence in a temperate wilderness. It typically contains a flint and steel, a mess kit, two waterskins (enough to hold water for 1 person for 1 day), very basic maps showing major landmarks, and a small utility knife.

Artisans’ Tools:Herblism Tools
Common 5 gp 5 lbs.
These special tools include the items needed to pursue any single craft. Without them, you have to use improvised tools (–2 penalty on Craft checks), if you can do the job at all.

Pouch, Spell Component
Price 5 gp; Weight 2 lbs.
A spellcaster with a spell component pouch is assumed to have all the material components and focuses needed for spellcasting, except for components that have a specific cost, divine focuses, and focuses that wouldn’t fit in a pouch. Most spell component pouches are waterproof and can be strung onto a belt or bandolier.

Boline
Price 10 gp; Weight 2 lbs.

Bolines are hook-shaped knives commonly used by herbalists and spellcasters to harvest ingredients for their craft. A boline’s blade is typically 5 inches long, and is too small and irregular to use as a weapon. You can use a boline to finely slice the herbs in a healer’s kit, so you can treat deadly wounds with only a single use from a healer’s kit rather than two uses.

Outfit, Traveler’s

This set of clothes consists of boots, a wool skirt or breeches, a sturdy belt, a shirt (perhaps with a vest or jacket), and an ample cloak with a hood.

Backpack, Common:
Common 2 gp 2 lbs
This leather knapsack has one large pocket that closes with a buckled strap and holds about 2 cubic feet of material. Some may have one or more smaller pockets on the sides.

Bandolier[x2]
Price 5 sp; Weight —

This leather belt is worn over one shoulder and runs diagonally across the chest and back. It has small loops or pouches for holding eight objects the size of a flask or small dagger. You can use the “retrieve a stored item” action to take an item from a bandolier. You can wear up to two bandoliers at the same time (any more than this and they get in each other’s way and restrict your movement).

Pot, Cooking
8sp Empty Weight: 2 lb.; Capacity: 1 gallon/8 lb.
Cooking pots come in a variety of materials, but the most common is formed of iron.

Pouch, Belt
1gp Empty Weight: 1/2 lb.1 Capacity: 1/5 cubic ft./10 lb.1

A belt pouch is crafted of soft cloth or leather. They typically hold up to 10 lb. or 1/5 cubic ft. of items.

Bedroll
Price 1 sp; Weight 5 lbs.

This consists of two woolen sheets sewn together along the bottom and one side to create a bag for sleeping in. Some have cloth straps along the open side so the bedroll can be tied closed while you are sleeping. It can be rolled and tied into a tight coil for storage or transport. Most people use a blanket with the bedroll to stay warm or provide a ground cushion.

Rope Hempen:
The DC to escape hemp rope bonds is equal to 20 + the CMB of the creature that tied the bonds. Ropes do not need to make a check every round to maintain the pin. If the DC to escape is higher than 20 + the tying creatures CMB, the tied up creature cannot escape from the bonds, even with a natural 20 on the check. This rope has 2 hit points and can be burst with a DC 23 Strength check. Price 1 gp; Weight 10 lbs.

Whetstone
Price 2 cp; Weight 1 lb.

A whetstone allows you to sharpen a blade by sliding it against the stone at a precise angle. Honing a blade with a whetstone requires about 15 minutes of work and grants the weapon a +1 bonus on your damage roll the first time you hit with it. This only works on non magical blades.

Rations, Trail[x7]
Price 5 sp; Weight 1 lb.

The listed price is for a day’s worth of food. This bland food is usually some kind of hard tack, jerky, and dried fruit, though the contents vary from region to region and the race of those creating it. As long as it stays dry, it can go for months without spoiling.

Lamellar,Leather
Eastern Light Armor
Cost 60 gp; Weight 25 lbs.
Armor Bonus +4; Max Dex Bonus +3; Armor Check Penalty -2
Arcane Spell Failure Chance 20%; Speed 30 ft./20 ft.

Lamellar is a type of armor in which small plates of various types of materials are strung together in parallel rows using fine cord. Lamellar plates can be constructed from lacquered leather, horn, or even stone, though suits of iron and steel are the most common. Lamellar armor can be crafted into various shapes, including partial pieces such as breastplates, greaves, or even entire coats. The properties of specific suits and pieces of lamellar armor are determined by their material.

Heavy Wooden Shield 7gp 10pds.
+2 AC -2 Skills

Several planks of wood held together with bindings of leather and glues. It is adorned with various studs and bone pieces to provide extra protection should he need it.

Spirit Animal: Ancestral Owl
The shaman’s spirit animal has streaks of gray or silver hide, hair, or fur, and long facial hair that appears similar to a wispy mustache or bushy eyebrows.

The spirit animal can speak and understand a number of bonus languages equal to the shaman’s Charisma bonus.
languages;Wolven, Common,Sylvan

Oi’che
Owl
CR 1/3

XP 135
N Tiny animal
Init +3; Senses low-light vision; Perception +10

DEFENSE

AC 18, touch 15, flat-footed 15 (+3 Dex, +2 size +3 Natural)
hp 4 (1d8)
Fort +2, Ref +5, Will +6
Languages:Common,Sylvan, Wolven
OFFENSE

Speed 10 ft., fly 60 ft. (average)
Melee 2 talons +5 (1d4–2)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS

Str 6, Dex 17, Con 11, Int 8, Wis 15, Cha 6
Base Atk +0; CMB +1; CMD 9
Feats Weapon Finesse
Skills Fly +7, Perception +10, Stealth +15; Racial Modifiers +4 Perception, +4 Stealth

ECOLOGY

Environment temperate forests
Organization solitary or pair
Treasure none

Owls are nocturnal, rodent-eating birds that make very little noise in flight.

Skydancer(Wolf)
CR2

XP 400
N Medium animal
Init +2; Senses low-light vision, scent; Perception +8

DEFENSE

AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 26 (3d8+6)
Fort +5, Ref +5, Will +2

OFFENSE

Speed 50 ft.
Melee bite +3 (1d6+1 plus trip)

STATISTICS

Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +2; CMD 14 (18 vs. trip)
Feats Skill Focus (Perception), Light Armor Profiency
Skills Perception +8, Stealth +6, Survival +1 (+5 scent tracking); Racial Modifiers +4 Survival when tracking by scent

ECOLOGY

Environment cold or temperate forests
Organization solitary, pair, or pack (3–12)
Treasure none

Wandering alone or in packs, wolves sit at the top of the food chain. Ferociously territorial and exceptionally wide-ranging in their hunting, wolf packs cover broad areas. A wolf’s wide paws contain slight webbing between the toes that assists in moving over snow, and its fur is a thick, water-resistant coat ranging in color from gray to brown and even black in some species. Its paws contain scent glands that mark the ground as it travels, assisting in navigation as well as broadcasting its whereabouts to fellow pack members. Generally, a wolf stands from 2-1/2 to 3 feet tall at the shoulder and weighs between 45 and 150 pounds, with females being slightly smaller.

Link (Ex)
A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells (Ex)
The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid 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.

Tricks:
Stay, Watch,Hunt,Come, Down, Guard, Fetch