Wulfram Bartos
Male human (Varisian) shaman 17 (Pathfinder RPG Advanced Class Guide 35)
CG Medium humanoid (human)
Init +7; Senses Perception +26
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Defense
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AC 36, touch 17, flat-footed 33 (+14 armor, +3 deflection, +3 Dex, +1 insight, +5 natural; +2 deflection bonus vs. evil)
hp 181 (17d8+93)
Fort +17, Ref +15, Will +22; +2 resistance vs. evil
Resist fire 10
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Offense
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Speed 40 ft. (30 ft. in armor)
Melee +1 heavy mace +16/+11/+6 (1d8+16) or
. . +4 corrosive shock cold iron longspear +25/+16/+11 (1d8+28/×3 plus 1d6 electricity and 1d6 acid) or
. . dagger +15/+10/+5 (1d4+15/19-20)
Ranged light crossbow +15 (1d8/19-20)
Space 5 ft.; Reach 5 ft. (10 ft. with +4 corrosive shock cold iron longspear)
Special Attacks hexes (cinder dance, fetish, flame curse, gaze of flames, healing[APG], secret), wandering hexes (battle master, eyes of battle)
Shaman Spells Prepared (CL 17th; concentration +22)
. . 9th—shambler; fiery body[S,APG] or storm of vengeance[S] (DC 24)
. . 8th—irresistible dance (DC 23), stormbolts[APG] (DC 23); earthquake[S] or incendiary cloud[S] (DC 23)
. . 7th—mass cure serious wounds, heal, waves of ecstasy[UM] (DC 22); control weather[S] or fire storm[S] (DC 22)
. . 6th—mass cure moderate wounds, greater dispel magic; mass bull's strength[S] or fire seeds[S]
. . 5th—breath of life (DC 20), mass cure light wounds, overland flight, true seeing; righteous might[S] or summon monster V (fire elementals only)[S]
. . 4th—blessing of fervor[APG] (DC 19), debilitating portent[UC], divine power, freedom of movement, greater magic weapon; wall of fire[S] or wall of fire[S]
. . 3rd—dispel magic, fly, magic circle against evil, sleet storm, stinking cloud (DC 18); fireball[S] (DC 18) or magic vestment[S]
. . 2nd—barkskin (3), calm emotions (DC 17), silence (DC 17); fog cloud[S] or resist energy[S]
. . 1st—bless, cure light wounds, liberating command[UC], protection from evil, remove fear (2); burning hands[S] (DC 16) or enlarge person[S] (DC 16)
. . 0 (at will)—create water, detect magic, guidance, light
. . S spirit magic spell; Spirit Flame Wandering Spirit Battle
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Statistics
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Str 24, Dex 16, Con 18, Int 10, Wis 20, Cha 8
Base Atk +12; CMB +15; CMD 36
Feats Acrobatic Steps, Alertness, Combat Reflexes, Craft Wondrous Item, Furious Focus[APG], Great Fortitude, Greater Weapon Focus (longspear), Heavy Armor Proficiency, Improved Initiative, Improved Iron Will, Iron Will, Nimble Moves, Power Attack, Quicken Spell, Toughness, Weapon Focus (longspear), Weapon Specialization (longspear)
Traits frontier healer, resilient
Skills Bluff +2, Craft (blacksmith) +11, Diplomacy +22, Disguise +2, Fly +14, Handle Animal +17, Heal +12, Intimidate +2, Knowledge (geography) +1, Knowledge (history) +1, Knowledge (nature) +19, Knowledge (planes) +4, Knowledge (religion) +4, Linguistics +7, Perception +26, Profession (soldier) +12, Sense Motive +7, Spellcraft +20 (+24 to identify magic items), Survival +15
Languages Common, Draconic, Dwarven, Goblin, Ignan, Sylvan, Terran, Undercommon, Varisian
SQ battle spirit, elemental form, enemies’ bane, fiery soul, spirit animal (fox named Pele), touch of flame
Combat Gear cold iron crossbow bolts (20), dust of appearance, elixir of hiding (2), pearl of power (1st level), pearl of power (2nd level), pearl of power (3rd level), potion of bear's endurance, potion of blur, potion of cure moderate wounds (4), potion of cure moderate wounds (4), potion of cure serious wounds (3), potion of heroism, potion of neutralize poison, potion of protection from chaos, potion of shield of faith, scroll of blessing of fervor, scroll of false life, scroll of magic stone, scroll of mass cure moderate wounds, scroll of prayer, scroll of raise dead, scroll of raise dead, scroll of restoration (2), scroll of restoration, silver crossbow bolts (10), wand of cure light wounds (27 charges), wand of cure serious wounds (24 charges), wand of fireball (14 charges), wand of hold person (9 charges), wand of produce flame (10 charges), alchemist's fire (2), healer's kit, smokestick; Other Gear +5 comfort mithral full plate, mithral chain shirt, +1 heavy mace, +1 corrosive shock cold iron longspear, crossbow bolts (10), dagger, light crossbow, belt of physical perfection +4, circlet of persuasion, cloak of resistance +5, dusty rose prism ioun stone, headband of inspired wisdom +4, incense of meditation, manual of gainful exercise +1, ring of protection +3, unguent of timelessness, aegis of recovery x2 (worth 1,500 gp), backpack, bedroll, belt pouch, candle (10), climber's kit, cold weather outfit, cracked deep red ioun stone (+1 fly) (worth 200 gp), flint and steel, hemp rope (50 ft.), mess kit (worth 0.1 gp, 1 lb), pot, smoked goggles[APG], soap, spell component pouch, trail rations (5), waterskin, wooden holy symbol of Desna, 6,137 gp
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Special Abilities
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Battle Master (Ex) +1 attack of opportunity each rd (stacks with combat reflexes).
Battle Spirit +3 (2 rounds/day) (Su) As a standard action, allies in 30 ft gain bonus to attack and damage.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Elemental Form (1/day) (Su) As a standard action, become huge fire elemental for 17 hrs.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enemies’ Bane (2/day) (Su) As a swift action, grant one weapon bane ability of choice for 1 min. Stacks with normal bane.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Eyes of Battle (17/day) (Su) As a swift action, +10 perception to pinpoint invisible for 1 rd or ignore cover on next att.
Familiar Bonus: +2 to Reflex saves You gain the Alertness feat while your familiar is within arm's reach.
Fetish (Ex) +4 bonus to Spellcraft to identify magic items.
Fiery Soul (17d4 fire damage, 3/day) (Su) As a standard action every d4 rds, breath fire in 15-ft cone (Ref half).
Flame Curse (Su) Foe in 30 ft becomes vulnerable to fire for 3 rds.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Gaze of Flames (Clairvoyance 170 ft., 17 rounds/day) (Su) See through fire, fog, and smoke, or use a flame within 170 ft for clairvoyance.
Healing (2d8+10) (Su) Heal touched creature, but each target can only benefit once per 24 hrs.
Improved Iron Will (1/day) Can re-roll a Will save, but must take the second result.
Nimble Moves (20 ft/rd) Move through the listed amount of difficult terrain each rd as if it were normal terrain.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Scry on Familiar (1/day) (Sp) You can scry on your familiar, as the spell.
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 Animal (spirit animal (fox named Pele)) If spirit animal is slain, cannot use spirit magic or prepare new spells.
Touch of Flame (2/day) (Su) As a standard action, melee touch deals fire dam. Wielded weapons are flaming.
Description:
Wulfram is an imposing bear of a man, standing 6'6", with heavy-set shoulders and arms from working long hours in a smithy. His unkempt long red hair and beard give him a somewhat wild appearance.
Height: 6'6"
Weight: 260 lbs.
Hair: Red
Eyes: Blue
Complexion: Ruddy
Background:
Wulfram was born in a village near the town of Skelt in western Nirmathas. His father is an ex-Molthune soldier, while his mother was a Varisian trader who settled down when Wulfram was born. Wulfram's childhood was a happy one. While his parents endured many hardships, they didn't burden him with their struggles, and he didn't really understand that his family was poor.
When he was a teenager, Wulfram apprenticed as a blacksmith. As he progressed in his training, he began to sense a connection between himself and the fire in the forge. He somehow knew, without being told, how to judge the temperature by the color of the glowing metal. One day, he had a vision of a glowing fox jumping out of the forge. He dismissed it as a hallucination from being over-tired, but the next day, he saw the fox again, watching him from the corner of the smithy. The animal became his constant companion from then on. He named it Pele, after a fire spirit in Varisian legends. He eventually learned that through communing with Pele, he could gain the ability to cast magic spells. The ability to heal people was particularly useful.
When he came of age, it was by now clear that there wasn't enough work for two blacksmiths in his village. Wulfram went south, looking for opportunity, and eventually settled in the village of Phaendar. The Blacksmith there was an old man whose failing health made it difficult for him to carry on his trade. Wulfram became his assistant, gradually taking over the smithy from his mentor. In addition to his work as a smith, Wulfram raises a few animals, and also helps the other villagers with their ailments.
Personality:
Wulfram's imposing stature and unkempt looks give him a somewhat scary appearance. People tend to keep their distance from him, and, sensing their discomfort with him, he is generally reserved in return. Wulfram's greatest fear is rejection; this is at the heart of his social reticence. He has a big heart, however, and will gladly help out others in need. Sometimes this works to his detriment: he gives his work away for free more often than he should, and some people take advantage of that.