Shadowcount Sial

Wyran Zuranan's page

170 posts. Alias of AGM Lemming.


Race

| F:+6 R:+8 W:+10 | Sense Motive:+18 Stealth:+16 | Defiant Luck: 1/1 | Stardust: 5/5 | Current Wandering Spirit: Life: Channel 3/3

Gender

U-Monk 1/Serendipity (Heavens) Shaman 5 | HP 47/47 | AC 19/23 T:19/23 FF:10/14 (Second # w/Mage Armor) | Init:+6 | Perc +16 (+20 to notice enemy before surprise round)

About Wyran Zuranan

Character Name: Wyran Zuranan
Character Race: Plumekith (Aasimar, Garuda-Blooded) (Scion of Humanity)
Alignment: CG
Deity: Desna

Current Moderator:
Adventure:

Appearance:

I look, well, pretty common for a human my actual age. I would be described as tall and slender with white hair and green eyes, otherwise pretty easy to forget. I wear plain cloths mostly, with a pack and a couple of belt pouches. I do have a crossbow hanging on me, but not the usual weapons many adventurers carry. If Scrapper is awake and wants to be seen he's the interesting one of us. He's a Snark. Sometimes he glows like a candle, and if he lets you look him over his skin looks like a clear night sky with all of the stars visible.

Details & Languages:

Gender: Male
Age: 47
Height: 6' 2"
Weight: 170 lbs
Eyes: Green
Hair: White

Character Level: 6 (U-Monk 1 / Serendipidy Shaman 5)
EXP Points Gained:
EXP Needed For Next Level:

Known Languages:
Common, Abyssal, Aquan, Auran, Celestial, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Halfling, Ignan, Infernal, Orc, Sylvan


Stat Block:

Strength: 11 (1 point)
Dexterity: 18 (5 points, Race +2, Belt +2)
Constitution: 14 (5 points)
Intelligence: 12 (2 points)
Wisdom: 20 (7 points, Race +2, Level 4 +1, Headband +2)
Charisma: 14 (5 points)
25 point build

Hit Points: 47 (Monk d10 +2: 12, Shaman d8 +2: 7 x 5)


Defense & Saves:

Armor Class: 19 (Base: 10, Dex +4, Wis +5, Dodge +1)
Flatfooted Armor Class : 10
Touch Armor Class: 19

Special Armor Class Notes: All +4 with Mage Armor active

Save vs. Fortitude: +6 (Monk +2, Shaman +1, Con: +2, Cloak +1)
Save vs. Reflex: +8 (Monk +2, Shaman +1, Dex:+4, Cloak +1)
Save vs. Will: +10 (Shaman +4, Wis: +5, Cloak +1)

Special Save Notes: Deathless Spirit Racial Trait


Offense:

Initiative Modifier: +5/+6 if Deific Obedience performed (DEX(4) + Ioun Stone(+1)) +1 with completion of Deific Obedience.
Base Attack Bonus: +4 (Monk +1, Shaman +3)
Melee Attack Bonus: +4
Ranged Attack Bonus: +4

Special Combat Notes: Trait gives +1 to damage with Unarmed Attacks
Finesse Attack uses Dex to hit
Amulet of Mighty Fists +1 to hit & damage unarmed

Weapons:
Unarmed Attack d6+2 | x2 | B
MW Light Crossbow 19-20 x2 80'
10 Quarrels 1d8 P damage


Skills:

Total skill points earned: 6/level (4 + Int(1) + Favored Class(1)) and Background Skills 2/level
U-Monk class skills: Acrobatics(Dex), Climb(Str), Craft(Int), Escape Artist(Dex), Intimidate(Cha), Knowledge(history)(religion)(Int),
Perception(Wis), Perform(Cha), Profession(Wis), Ride(Dex), Sense Motive(Wis), Stealth(Dex), Swim(Str)

Shaman class skill: Craft(Int), Diplomacy(Cha), Fly(Dex), Handle Animal(Cha), Heal(Wis), Knowledge(nature)(planes)(religion)(Int),
Profession(Wis), Ride(Dex), Spellcraft(Int), Survival(Wis)

Acrobatics: = +9 (Dex 4) 2 Ranks +3 [Class Skill]
Bluff: = +2 (Cha 2)
Climb: = +4 (Str 0) 1 Ranks +3 [Class Skill]
Diplomacy: = +6 (Cha 2) 1 Ranks +3 [Class Skill]
Disguise: = +2 (Cha 2)
Escape Artist: = +8 (Dex 4) 1 Ranks +3 [Class Skill]
Fly: = +4 (Dex 4)
Heal: = +9 (Wis 5) 1 Ranks +3 [Class Skill]
Intimidate: = +2 (Cha 2)
Knowledge (nature): = +8 (Int 1) 4 Ranks +3 [Class Skill]
Knowledge (planes): = +5 (Int 1) 1 Ranks +3 [Class Skill]
Knowledge (religion): = +7 (Int 1) 3 Ranks +3 [Class Skill]
Perception: = +16/+20 (Wis 5) 6 Ranks +3 [Class Skill] Alertness Feat Bonus +2 *** +4 to notice enemy before a surprise round - Deific Obedience
Ride: = +9 (Dex 4) 2 Ranks +3 [Class Skill]
Sense Motive: = +18 (Wis 5) 6 Ranks +3 [Class Skill] Alertness Feat Bonus +2, Trait Bonus +2
Stealth: = +16 (Dex 4) 6 Ranks +3 [Class Skill] Familiar +3
Survival: = +5 (Wis 5)

Background Skills
Appraise: = +1 (Int 1)
Artistry: = +1 (Int 1)
Craft: = +1 (Int 1)
Handle Animal: = +9 (Cha 2) 4 Ranks +3 [Class Skill]
Linguistics: = +9 (Int 1) 6 Ranks Trait Bonus +2
Perform(Dance): = +8 (Cha 2) 3 Ranks +3 [Class Skill]


Feats & Traits:

Feats:
1st Level: Defiant Luck

Monk Level 1: Improved Unarmed Strike

Monk Bonus Feat Level 1: Scorpion Style

3rd Level: Hex Strike - Silkstring Snare

5th Level: Deific Obedience

Traits:
Magic: Magical Knack: Shaman CL +2 (up to character level)
Combat: Absalom Bouncer: +1 to damage with unarmed attacks


Race:

Race: Aasimar, Garuda-Blooded (Plumekith)
+2 Dex, +2 Wisdom
****Replaced by Scion of Humanity****Native Outsider: Aasimars are outsiders with the native subtype.
Medium: Aasimars are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Aasimars have a base speed of 30 feet.
Darkvision: Aasimars can see in the dark up to 60 feet.
****Replaced by Truespeaker****Skilled: +2 racial bonus on Acrobatics and Fly.
Spell-Like Ability: See Invisibility 1/day.
****Replaced by Deathless Spirit****Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
****Replaced by Scion of Humanity****Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.

Alternate Racial Traits:
Deathless Spirit
Particularly strong-willed aasimars possess celestial spirits capable of resisting the powers of death. They gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school. This racial trait replaces celestial resistance.

Truespeaker
Source Advanced Race Guide pg. 85
There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics. This racial trait replaces skilled.

Scion of Humanity
Source Advanced Race Guide pg. 85
Some aasimars’ heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.


Class:

Unchained Monk:
Flurry of Blows: As a full attack, gain 1 additional attack at highest attack bonus.

Stunning Fist 1/day. Fort Save DC: 10 + 1 + WIS. Duration: 1 round

Serendipity Shaman
Spirit Magic: Spontaneously cast 1 spell per level either from Luck Domain or Wandering Spirit

Luck Domain Spells: 1st—True Strike, 2nd—Aid, 3rd—Protection From Energy, 4th—Freedom Of Movement, 5th—Break Enchantment,
6th—Mislead, 7th—Spell Turning, 8th—Moment Of Prescience, 9th—Miracle.

Luck Hexes: A serendipity shaman can select from Luck hexes, in addition to general shaman hexes and the hexes granted by her spirit. When she gains the wandering spirit class feature, she can select one of these hexes in place of a wandering hex.

Heavens Spirit
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)

Spirit Animal: 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.
Abilities gained by level:
+3 to Natural Armor
Int: 8
Alertness Feat
Improved Evasion
Share Spells
Empathic Link to 1 mile
Deliver Touch Spells
Speak with Master

**** Scrapper **** : Snark Familiar
Diminutive animal
Str 1, Dex 13, Con 8, Int 8, Wis 12, Cha 13
Senses low-light vision, scent
Speed 20 ft., climb 15 ft., fly 40 ft. (poor)
AC: 18, FF 18, Touch 17
HP: Half of mine
Saves: Fort: +2, Ref: +4, Will: +5
Skills Acrobatics +6, Climb +13, Fly +3, Perception +10, Stealth +26 (6 ranks, Class Skill +3, Dex+1, Size+12,Race+4)
Bioluminescence (Ex) All snarks share the ability to glow, shedding light like a candle. This is an involuntary action, which a snark can suppress for 1d6 minutes with a successful DC 12 Will saving throw.

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.

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.


Hexes:

Hexes: Save DC = 10 + 1/2 level + WIS(5)

Shaman Level 2: Silkstring Snare (Su) (Legacy of the First World pg. 17): The shaman causes ribbons of spider silk to erupt from the ground beneath a single creature. The target must succeed at a Reflex save or be entangled and anchored in place. The foe can escape the silk as a standard action with a successful Escape Artist or Strength check at the same DC, or by dealing an amount of damage to the silk equal to double the shaman’s class level (the silk has hardness 0). This hex lasts a number of rounds equal to 3 + the shaman’s Wisdom modifier. A creature affected by this hex cannot be affected by it again for 24 hours.

Shaman Level 4: Healing (Su) (Advanced Class Guide pg. 37): 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.


Equipment & Money:

Headband of Inspired Wisdom (+2)
Belt of Incredible Dexterity (+2)
Amulet of Mighty Fists (+1)
Cloak of Resistance +1
Cracked Dusty Rose Prism Ioun Stone +1 Competence Bonus to Initiative
Wand of Cure Light Wounds - 47 CH
Wand or Mage Armor - 49 CH
Pearl of Power: Level 1

MW Light Crossbow

Explorers Outfit

Backpack: 2 lbs
Waterskin 4 lbs
Rations, 4 days 4 lbs
Scroll Case with Restoration Scroll

Adventurer's Sash: 3 lbs
10 pots of Holy Weapon Balm: 5 lbs
3 flasks of Alchemist's Fire: 3 lbs

Familiar Satchel: 6 lbs
Spell Component Pouch

Total weight carried:

Carrying capacity :

Money: 23 PP, 20 GP


Movement: Base Speed: 30 ft.

Magic:

Level 0: (4): Dancing Lights, Detect Magic, Detect Poison, Guidance
Level 1: 5 + 1 (3 + WIS(2) + Spirit Magic(1))
- Burning Hands
- Chill Touch
- Chill Touch
- Protection from Evil
- Touch of Blindness
S - True Strike / Detect Undead
Level 2: 3 + 1 (2 + WIS(1) + Spirit Magic(1))
- Burning Gaze
- Spiritual Weapon
- Spiritual Weapon
S - Aid / Lesser Restoration
Level 3: 2 + 1 (1 + WIS(1) + Spirit Magic(1))
- Remove Curse
- Left Open for Later
S - Protection From Energy / Neutralize Poison

Save DC: 10 + Spell Level + WIS(5)


Filtered Wandering Spirit List:

Battle:
Spirit Magic Spells: enlarge person (1st), fog cloud (2nd), magic vestment (3rd)

Spirit Ability: Battle Spirit (Su): A shaman surrounds herself with the spirit of battle. Allies within 30 feet of the shaman (including the shaman) receive a +1 morale bonus on attack rolls and weapon damage rolls. At 8th level and 16th level, these bonuses increase by 1. The shaman can use this ability for a number of rounds per day equal to 3 + her Charisma modifier. These rounds do not need to be consecutive.
*************************************************************************** ******
Dark Tapestry:
Spirit Magic Spells: entropic shield (1st), contact entity IHA (2nd), contact entity IIHA (3rd)

Spirit Ability: Touch of the Void (Su): As a standard action, the shaman is able to perform a melee touch attack that deals 1d6 points of cold damage + 1 point for every 2 shaman levels she has. At 10th level, any creature the shaman strikes with this touch or with a melee weapon must succeed at a Fortitude saving throw or be fatigued for a number of rounds equal to 1/2 the shaman’s level. This has no effect on creatures that are already fatigued. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier.
*************************************************************************** ******
Life:
Spirit Magic Spells: detect undead (1st), lesser restoration (2nd), neutralize poison (3rd)
Detect Undead
Lesser Restoration
Neutralize Poison

Spirit Ability: Channel (Su): 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.
*************************************************************************** ******
Slums:
Spirit Magic Spells: charm person (1st), summon swarm (2nd), hold person (3rd)
Charm Person
Summon Swarm
Hold Person

Spirit Ability: Doors to Everywhere (Ex): As a standard action, the shaman can step through any door and instantly exit through another distant doorway. Regardless of what spell this functions as, it can transport only you, and both your departure and arrival spaces must be adjacent to a door or similar opening. Initially, this functions as per jester’s jaunt. You can use this ability three times per day.


Character History:

Where do I start? My name is Wyran Zurana, or at least that's the common name that I use here. I look, mostly human. Actually I've been told that my white hair makes me look, either older than my actual 47 years, or at least like an old human...

My story here starts in a large city in the center of the kingdoms called Absalom. I'm a Plumekin, or a Garuda blooded Aasimar. I'm going to assume that you know what that is and just add that I'm not as serious about some things as the most common Aasimar that I've known. Sometimes I just find humor in watching rather than interfering. I have a knack for learning languages so being at a hub for commerce like Absalom was a treat!

I started my years in Absalom, first trying to hire on with the city watch. It was a decent income I suppose, but boring and they had so many rules. I quickly moved on from that to working as a bouncer in one of the dives in the Puddles. Now that job was actually fun, watching all of the humans interacting with each other, and throwing out the ones that got too disruptive! I had already been trained in hand-to-hand combat, but it gave me experience in a way that plain training just doesn't do. Then some agent of some venture captain of the organization called the Pathfinders took notice of my skills. I was asked to join with a team on some jobs around the city? Anyway, the pay was good and I met some other people that didn't like regular jobs anymore than I did. I mean the bouncer gig was fun, but....

The pathfinder jobs got me around the city more and did put me in the right place for the next chapter in my life. I was over in the Precipice quarter scouting for our group and I noticed a strange little creature being attacked by a small group of kids. The people there are poor and these kids looked half starved. I think they intended to kill the creature and eat it! Well, I noticed that it was glowing, and it seemed to have an unnatural intelligence in its eyes. I've always been interested in magical things and creatures so I decided to try and save the creature. Well, I scared the kids off, but then tossed them a few silver coins and told them to go buy some food. The creature was hurt, almost unconscious, but I was able to talk it into curling up in my pack. I finished my task in the Quarter and took Scrapper (the name I gave him) back to my room. The next morning when I went to feed him I felt a connection to something, through him. That first meditation was lengthy but gave me access to some rather strange divine powers. And Scrapper, who acts like a wizard's familiar, has stayed with me, teaching me what I need to know as my Shaman skills have increased. I did go to the library here to figure out exactly what Scrapper was. His species is called Snark and they aren't native to Golarian. They come from the Fey First World. Cleaned up he looks sort of like a cross between a rodent and a bird, with brightly colored fur, and when he wants to he glows about as brightly as a candle. Actually, I found out later that he has to suppress his glow if he doesn't want it. Unfortunately, sometimes he gets excited and has trouble suppressing it. That's how the kids caught him. He's very stealthy when he's not glowing....

Working with the couple of groups on tasks around Absalom gave me experience scouting ahead of my teams. I'm pretty good at moving without being spotted, and at noticing when I have been seen. I got pretty good at reading people. That skill made me decide to leave Absalom. We got tasked to "recover" an artifact from the Chelaxian embassy. Supposedly it was important that the thing not be left in the possession of the "evil" ambassador. Well, it turned out that it was all political and nothing that really mattered except for political gain....

I headed north. I had heard of a place called the World Wound. There were lots of stories and I had hopes that it was mostly fanciful imaginings. I mean, could there actually be an open gateway to the Abyss letting any number of demons just freely enter the world? I didn't want to fight demons, at least not without a huge force of knights in front of me and all around! But if there was a kernel of truth to the story I felt it was worth checking. Maybe I'd find a small group of demon minions?

My team from Absalom departed for more profitable ideas. Something about Varisia? I found another group and joined them traveling through the River Kingdoms. We did make a wrong turn and ventured into Razmiran. Or maybe it was a right turn? We crossed a fake priest of Razmiran. I say fake priest because nothing that necromancer did was divine in nature. His necromantic spells might have fooled a novice.... But he did help me to understand myself a bit better. Aasimar normally have some resistance to elemental forces. I don't. But while battling the necromancer I found that my body shrugged some of the effects of his spells. I have a resistance to certain death magics. It was good to learn!

After we finished with that charade we continued north. There had been word of someone in Mendev seeking experienced adventurers. Not much in the way of useful details, just where to be. We made good time, avoiding as much as we could. We did lose a warrior facing a strange magical/mechanical construct in Numeria. But otherwise we made it to Nerosyan.

Now????


Healing Hex used today on:
Ting

Notes:
Some treasure that we didn't recover. Poison in pool: https://paizo.com/campaigns/v5748p75ivm3o/gameplay&page=19#938

6 Bars of unknown heavy silver metal

Attack text:
[dice=Attack]1d20 +6[/dice]
[dice=damage?]1d6 +2[/dice]
Scorpian Style: Fort Save DC18 or speed reduced to 5' for 5 rounds, and Hex Strike/Silkstring Snare: Reflex Save DC18 or Entangled and anchored in place for 8 rounds. Escape Artist or STR check, same DC or do 12 damage to the snare to destroy it.