Jarl of the North Wind

Yesult Garrett's page

99 posts. Alias of Edelsmirge.


Full Name

Yesult Garrett

Race

Human

Classes/Levels

Lv 9 Shaman HP MAX 75, Init +6, AC touch ff, F R W, perc +18

Gender

Male

Size

medium

Age

M

Special Abilities

See Below

Alignment

CG

Languages

Common, ancient osiriani,, draconic

Strength 10
Dexterity 10
Constitution 16
Intelligence 16
Wisdom 20
Charisma 18

About Yesult Garrett

racial abilities:

0, 0, 3, 5, 7, 5
+1 con 4th
+2 wis 8th

Ability Score Modifiers:
Dual Talent +2 wis, +2 cha
Favored Class Options:
Add one spell from the cleric spell list that isn’t on the shaman spell list to the list of spells the shaman knows. This spell must be at least 1 level below the highest spell level the shaman can cast.

feats/traits/skills:

Feat:
1: toughness
3rd: improved init
5th: extra hex
7th:Spirit Talker (life link/fluid magic)
9th: improved familiar

Traits:
Blood of Pharaohs [Link]
Source Mummy's Mask Player's Guide pg. 9, People of the Sands pg. 30
Long ago, one of your ancestors ruled over the lands of Osirion. Although you are many generations removed and the line of descent is hard to prove, his or her blood still runs in your veins. Perhaps you may find some proof of your lineage in the tombs of Wati’s necropolis. You gain a +1 trait bonus on Will saves. You also gain a +1 trait bonus on Knowledge (nobility) checks and that skill is always a class skill for you. In addition, you may choose Ancient Osiriani as one of your bonus languages.

Reactionary +2 init

Skills:
S
Heal 9 4 3 16
Diplomacy 9 3 3 15
Perception 9 4 0 13+5 18
Handle animal 9 3 3 15

spells:

FCB Human:
2nd level: divine favor(1st)
3rd level: shield other (2nd)
4th level: prayer
5th level: freedom of movement

1st: arcane enlightenment:
Magic missile, mage armor, vanish, summon monster I
2nd: glitterdust, summon monster II
3rd: summon monster III, displacement, haste
4th: emergency force sphere, summon monster IV

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
CG Tiny dragon
Init +3; Senses darkvision 60 ft., low-light vision; Perception +8

DEFENSE

AC 18, touch 16, flat-footed 14 (3 Dex, +1 dodge, +2 natural, +2 size)
hp 22 (3d12+3)
Fort +4, Ref +6, Will +5
Immune paralysis, sleep; SR 13

OFFENSE

Speed 10 ft., fly 60 ft. (perfect), swim 30 ft.
Melee bite +4 (1d3-1)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks breath weapon (5-ft. cone, euphoria, Fort DC 12 negates, usable every 1d4 rounds)
Spell-Like Abilities (CL 3rd; concentration +6)

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)
0 (at will) dancing lights, flare (DC 13), ghost sound (DC 13), mage hand, open/close

STATISTICS

Str 9, Dex 17, Con 13, Int 16, Wis 14, Cha 16
Base Atk +3; CMB +4; CMD 14 (18 vs. trip)
Feats Acrobatic, Dodge
Skills Acrobatics +8 (+0 when jumping), Bluff +9, Diplomacy +9, Fly +23, Perception +8, Sense Motive +8, Stealth +17, Swim +13, Use Magic Device +9
Languages Common, Draconic, Elven, Sylvan; telepathy 100 ft.

SPECIAL ABILITIES

Breath Weapon (Su)
5-foot cone, euphoria for 1d6 rounds, DC 12 Fort negates. Creatures affected by euphoria are staggered, sickened, and immune to fear effects for the duration. A faerie dragon can use this breath weapon once every 1d4 rounds. The save DC is Constitution-based.

Spells
A faerie dragon casts spells as a 3rd-level sorcerer.

ECOLOGY

Environment temperate or warm forests
Organization solitary or clan (2-8)
Treasure standard

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:
A shaman who chooses the battle spirit as her spirit or wandering spirit gains the following ability upon having access to the greater version of that 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.