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About Yesult Garrettracial abilities:
0, 0, 3, 5, 7, 5 +1 con 4th +2 wis 8th Ability Score Modifiers:
feats/traits/skills:
Feat: 1: toughness 3rd: improved init 5th: extra hex 7th:Spirit Talker (life link/fluid magic) 9th: improved familiar Traits:
Reactionary +2 init Skills:
spells:
FCB Human: 2nd level: divine favor(1st) 3rd level: shield other (2nd) 4th level: prayer 5th level: freedom of movement 1st: arcane enlightenment:
equipment:
Eyes of the Eagle +5 comp bonus perc 2500gp Handy Haversack 2000 gp Belt of con +2 4000 gp Headband of mental superiority 16000 +2 int, wis, cha Metamagic rod extend 3000 familiar:
Faerie dragon CR 2 XP 600
DEFENSE AC 18, touch 16, flat-footed 14 (3 Dex, +1 dodge, +2 natural, +2 size)
OFFENSE Speed 10 ft., fly 60 ft. (perfect), swim 30 ft.
3/day greater invisibility (self only) Spells Known (CL 3rd; concentration +6) 1st (6/day) grease (DC 14), silent image (DC 14), sleep (DC 14)
STATISTICS Str 9, Dex 17, Con 13, Int 16, Wis 14, Cha 16
SPECIAL ABILITIES Breath Weapon (Su)
Spells
ECOLOGY Environment temperate or warm forests
Related to pseudodragons, faerie dragons are whimsical, playful pranksters that spend most of their time either relaxing in cool forest glades or engaged in some sort of prank. Although such mischief is usually spontaneous, some faerie dragons have been known to spend months or even years in preparation of one truly spectacular joke. Travelers making their way through lands known to be inhabited by these good-natured – but sometimes annoying – tricksters are advised to keep up their guard lest they face all manner of creative annoyances (horses painted with berry juice, squirrels placed inside bedrolls, and clothing decorating high branches being a few examples). Unlike true dragons, faerie dragons do not grow larger with age, but their scales do change color, starting with red and moving through the rainbow to reach dark violet at old age. Faerie dragons grow in power as spellcasters as they age (typically gaining levels in sorcerer), learning more powerful spells to complement their innate abilities. The spells of faerie dragons tend to focus on tools that can be used to create or enhance pranks, and illusion and enchantment spells are particularly popular. Faerie dragons avoid combat unless there is no other option. If forced to fight, faerie dragons attempt to confound enemies rather than kill them, using both spells and breath weapon to weaken and scatter foes before fleeing. The only exception to this is when a faerie dragon’s clan or allies are in danger. As capricious as these tiny dragons can be, many prove quick to bond with goodly creatures, especially fey and others they find interesting or hilarious – adventurers often fall into this latter camp, particularly those most outraged by a faerie dragon’s tricks. Faerie dragons sometimes ally with spellcasters, serving as curious, occasionally reckless, but always true familiars. An arcane spellcaster of at least 7th level with an alignment within 1 step of chaotic good who has the Improved Familiar feat may select a faerie dragon as a familiar. When captured by a monster trainer, faerie dragons grant the trainer access to new spells: Spirit Animal: The shaman’s spirit animal looks like a fiercer version of its species, with rippling muscles and a stockier frame. It gains a +2 natural armor bonus to AC. If it already has a natural armor bonus, the bonus increases by 2 instead.
class abilities:
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 2nd level Hampering Hex (Su): The shaman causes a creature within 30 feet to take a –2 penalty to AC and CMD for a number of rounds equal to the shaman’s level. A successful Will saving throw reduces this to just 1 round. At 8th level, the penalty becomes –4. Whether or not the save is successful, a creature affected by a hampering hex cannot be the target of this hex again for 24 hours. 4th wandering spirit life (channel), hex chant 5th extra hex: misfortune 6th wandering hex lore arcane enlightenmen 8th level greater spirit:
Enemies’ Bane (Su): As a swift action, the shaman imbues a single weapon she’s wielding with the bane weapon special ability, choosing the type of creature affected each time she does. The effect lasts for 1 minute. If the weapon already has the bane weapon special ability of the type chosen, the additional damage dealt by bane increases to 4d6. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. Hex: Witch Hex Flight appearance:
Red wild hair which sticks up just over 5 feet tall and looks like he has some dwarven heritage. Mustache and beard are prominent and also deep red as well. background:
Yesult was born in a very well to do family with many connections and grew up in the lap of luxury and learned through his grandfather that although the family had no proof they were related to the pharohs of old and that there may be proof in the ancient ruins. This story spurred Yesult to study ancient osiriani and to search various ruins in order to one day prove his lineage and claim his families birth right. He followed and started a cult for Horus because he was no cleric to follow indoctrination and religious tenents but rather through spirituality and faith would his path be made. |