bruno alvarez's page

6 posts. No reviews. No lists. No wishlists.


Classes/Levels

Female Halfling Shaman (Witch doctor) 10 | AC 17(23), Touch 17, FF 13(19) | HP 68 | F +5, R +11, W +14, +2 vs fear and poison | Init +4 | Perc +18(+20)

About Woki

WOKI GOH'ENTAWOSK CR 10
Female Halfling Shaman (Witch doctor) 10
CG Small Humanoid (Halfling)
Init +4; Senses Perception +18(+20 in natural settings)
--------------------
DEFENSE
--------------------
AC 17(23), touch 17, flat-footed 13(19) (+6 Armor(hex), +4 Dex, +2 Deflection, +1 size)
hp 68 (10d8+6)
Fort +5, Ref +11, Will +14 (All +2 vs fear and poison)
Resist electricity 10
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee +1 Small guiding spear +13/+8 (1d6+6, x3, 20ft, brace)
Melee Small masterwork bone dagger +12/+7 (1d3, 19-20/x2)
Melee Shocking touch +12 (1d6+3, x2)
Ranged Blowgun +12 (1, x2, 20ft)
Ranged Sling +12 (1d3, x2, 50ft)
Special Attacks shocking touch (melee touch, 1d6+3 electricity, 4/day), poison use, hex(misfortune (Will DC 20)), spark soul (8d4 electricity, 20' line, Reflex DC 20 half, 3/day with 1d4 rounds cooldown)
--------------------
SPELLCASTING
--------------------
CL 10
Spells per day: 4/6/5/4/4/3
Spirit Magic Spells per day: 0/1/1/1/1/1

Orisons:
Detect magic
Dancing lights
Purify food and water
Stabilize

1st Level (DC 16):
Bane
Bless
Charm person
Cure light wounds
Hydraulic push
Obscuring mist
Alter winds or Detect undead

2nd Level (DC 17):
Cure moderate wounds
Hold person
Resist energy
Spiritual weapon
Summon swarm
gust of wind or lesser restoration

3rd Level (DC 18):
Cure serious wounds
Dispel magic
Magic Circle vs Evil
Stinking Cloud
Cloak of winds or neutralize poison

4th Level (DC 19):
Cure critical wounds
Ice storm
Restoration
Spit Venom
River of Wind or restoration

5th Level (DC 20):
Flamestrike
Overland flight
Wall of fire
Control winds or breath of life

--------------------
PSIONICS
--------------------
CL 1
Power Points: 2

1st Level (DC 11):
metaphysical weapon

--------------------
STATISTICS
--------------------
Str 11, Dex 18, Con 10, Int 13, Wis 21, Cha 12
Base Atk +7/+2; CMB +6; CMD 19
Feats Weapon Finesse, Wild Talent, Endurance, Extra Hex x3, Spirit Talker
Traits Elemental Pupil(electricity), Eyes of the Wild
Skills Acrobatics +9 (3 ranks), Climb +3 (1 rank), Diplomacy +8 (4 ranks), Fly +9 (2 ranks), Heal +13 (5 ranks), Knowledge (nature) +8 (4 ranks), Knowledge (planes) +7 (3 ranks), Knowledge (religion) +8 (4 ranks), Perception +18(+20 in natural settings, 8 ranks), Spellcraft +12 (8 ranks), Stealth +11 (4 ranks), Survival +12 (4 ranks)
Languages Halfling, Common, Auran
SQ channel energy (3d6, 4/day, 30ft), spirit(wind), spirit animal(Lon - kes'trekel), spirit magic, hex(chant, fortune, air barrier), wandering spirit(life), wandering hex(???)
Combat Gear +1 small guiding spear, small masterwork bone dagger, blowgun, sling, rattling skirt, serpent bracers, dune trapper tentacle(iron spike of safe passage), shrunken heads(Halfling thief named Watta, grim lantern; Halfling shaman named Gubba, +2 Wisdom headband of intuition)
--------------------
SPECIAL ABILITIES
--------------------
Weapon and Armor Proficiency An ascetic is proficient with the club, dagger, handaxe, javelin, quarterstaff, shortspear, short sword, sling, spear, and temple sword. An ascetic is not proficient with any type of armor or shields.
Spirit (Su) 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.
Wind Spirit Magic Spells: 1st—alter winds, 2nd—gust of wind, 3rd—cloak of winds, 4th—river of wind, 5th—control winds, 6th—sirocco, 7th—control weather, 8th—whirlwind, 9th—winds of vengeance.
--- Spirit Animal The shaman's spirit animal crackles with electrical energy when it moves, giving off light like a candle. This electricity deals no damage to the animal or any creature that touches the animal. The animal gains electricity resistance 10.
--- Spirit Ability
Shocking Touch (Su) As a standard action, the shaman can make a melee touch attack that deals 1d6 points of electricity damage + 1 point for every 2 shaman levels she possesses. A shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, any weapon she wields is treated as a shocking weapon.
Spark Soul (Su) The shaman gains electricity resistance 10. In addition, as a standard action she can unleash a 20-foot line of sparks from her fingertips, dealing 1d4 points of electricity damage per shaman level she possesses. A successful Reflex saving throw halves this damage. The shaman can use this ability three times per day, but she must wait 1d4 rounds between each use.
Spirit Animal (Su) 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 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.
Using a hex is a standard action that doesn't provoke an attack of opportunity unless otherwise noted. The saving throw DC to resist a hex is equal to 10 + 1/2 the shaman's level + the shaman's Wisdom modifier.
--- Chant (Ex) A shaman can chant as a move action. Any creature that is within 30 feet that is under the effects of the shaman's charm, evil eye, fortune, fury, or misfortune hex has that effect's duration extended by 1 round. A shaman cannot select both this hex and the witch's cackle hex.
--- Fortune (Su) The shaman grants a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing it to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. The target creature must to decide to use this ability before the first roll is made. At 8th and 16th levels, the duration of this hex increases by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.
--- Misfortune (Su) The shaman causes a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A successful Will saving throw negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, the creature cannot be the target of this hex again for 24 hours.
--- Air Barrier (Su) The shaman creates an invisible shell of air that grants her a +4 armor bonus to AC. At 7th level and every 4 levels thereafter, this bonus increases by 2. At 13th level, this barrier causes incoming arrows, rays, and other ranged attacks requiring an attack roll against her to suffer a 50% miss chance. The shaman can use this barrier for 1 hour per shaman level. This duration does not need to be consecutive, but it must be spent in 1-hour increments.
-- Counter Curse (Su) At 8th level, the witch doctor can choose to lose any prepared spirit magic spell that is 3rd level or higher in order to spontaneously cast dispel magic or remove curse. This ability can only target a spell effect that is on an ally (including herself). If she forfeits a spirit magic spell higher than 3rd level, she gains a +2 sacred bonus on her caster level check to dispel the spell or to remove the curse for every spell level higher than 3rd that she sacrifices. This ability replaces the hex gained at 8th level.
Channel Energy (Su) At 4th level, the witch doctor can draw transcendental energies to her location, flooding it with positive energy as the cleric class feature. The witch doctor uses her shaman level – 3 as her effective cleric level, and can channel energy a number of times per day equal to 3 + her Charisma modifier. This ability replaces the hexes gained at 4th and 12th levels.
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.
Wandering Hex At 6th level, a shaman can temporarily gain the use of one of the hexes possessed by either one of her spirits. She must make this selection each day when she prepares her spells. For the purposes of this ability, she can select any hex possessed by her spirit or wandering spirit. If she selects it from her wandering spirit, she loses the hex immediately if she bonds with another spirit, although she can then select a different hex to gain using this ability, from either her spirit or her new wandering spirit. At 14th level, a shaman can select two wandering hexes each day instead of one. This ability otherwise functions as the hex class feature.
Countering Hex (Su) At 10th level, the witch doctor can use this hex to counterspell as a readied action as if using dispel magic. She must succeed at a dispel check (1d20 + her shaman level) with a DC equal to 11 + the spell's caster level. If she succeeds, the spell fizzles away and is lost. Failure means the spell is not countered. In either case, the witch doctor cannot attempt to use this hex against any of that caster's spells again for 24 hours. The witch doctor cannot use countering hex on an ongoing effect, a magic item, or a hex. This ability replaces the hex gained at 10th level.
--------------------
RACIAL TRAITS
--------------------
-2 to Strength, +2 to Dexterity, +2 to Wisdom, -2 to Charisma.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Keen Senses: Halfling receive a +2 racial bonus on Perception checks.
Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks.
Weapon Familiarity: Halflings are proficient with blowguns and slings.
Blue Age Magic: Halflings gain a +2 racial bonus on caster level checks made to overcome spell resistance and a +2 racial bonus on dispel checks.
Nimble Attack: Halflings receive Weapon Finesse as a bonus feat.
Poison Use: Halflings are skilled with poison and never risk accidentally poisoning themselves when applying it to weapons.
Swift as Shadows: Halflings reduce the penalty for using Stealth while moving at full speed by 5, and reduce the Stealth check penalty for sniping by 10.
Stalker: Halflings always treat Perception and Stealth as class skills.
Favored Class Shaman (6 hp, +2 ECL for familiar abilities)
--------------------
CHARACTER TRAITS
--------------------
Elemental Pupil You have studied at the feet of the masters of the colleges of elemental magic, and so increased your own mastery of the elements.
Benefit: Choose one of the following energy types: acid, cold, electricity, or fire. When casting a spell of 1st level or higher that deals damage of your chosen energy type, the spell deals 1 extra point of damage of this type.
Eyes of the Wild You spend enough time in the wilderness that you are attuned to its ways.
Benefit: You gain a +2 trait bonus on Perception checks in natural settings.
--------------------
FEATS
--------------------
Endurance Harsh conditions or long exertions do not easily tire you.
Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
You may sleep in light or medium armor without becoming fatigued.
Normal: A character without this feat who sleeps in medium or heavier armor is fatigued the next day.
Extra Hex You have learned the secrets of a new hex.
Benefit: You gain one additional hex. You must meet all of the prerequisites for this hex.
Special: You can gain Extra hex multiple times.
Weapon Finesse You are trained in using your agility in melee combat, as opposed to brute strength.
Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons.
Wild Talent Your mind wakes to a previously unrealized talent for psionics.
Benefit: Your latent power of psionics flares to life, conferring upon you the designation of a psionic character. As a psionic character, you gain a reserve of 2 power points and can take psionic feats, metapsionic feats, and psionic item creation feats. You do not, however, gain the ability to manifest powers simply by virtue of having this feat.
Spirit Talker By forging a temporary bond with a spirit, you gain access to an unfamiliar hex.
Benefit Once per day, you can spend 10 minutes communing with a shaman spirit of your choice. When you do, you gain the temporary use of one hex from its list of hexes. This hex is added to your list of available hexes for the next 24 hours.
--------------------
EQUIPMENT
--------------------
Worn
Hot-weather outfit
+1 small guiding spear
Small masterwork bone short sword
Small bone dagger
Small blowgun w/ 10 darts
Small sling
Wooden holy symbol (carved from a piece of lightning scarred deadfall)
Human-stomach satchel
Spell component pouch
Shrunken heads (grim lantern, Halfling named Watta; +2 Wisdom headband of intuition, Halfling named Gubba)
Rattling Skirt:
A belt of elven finger bones, which grants +2 deflection bonus to AC. Once per day you can sacrifice a level 1 spell slot to cast false life or expeditious retreat.

Serpent Bracers:
A pair of jade serpent bracers, which grant a +2 resistance bonus to saving throws that is doubled on saves against poison. In addition, once per day the carved bracers can transform a dose of any poison into a restorative elixir that functions as a potion of lesser restoration; doing so causes the wearer of the bracers to suffer two points of Constitution damage, which heals normally. Rather than create the elixir, the wearer can use his or her own blood to create a single dose of poison worth up to 500 gp; the wearer loses 1d6 hit points for every 100 gp of the poison’s value.

Total Weight (w/o items accounted for below): 12 lbs.

Inside Human-stomach Satchel
Calcified tentacle of a dune horror (iron spike of safe passage)
Rations x4 (random pieces of salted, dried meat)
Waterskin x2
Sling bullets x10
Blanket (ratty piece of hide)
Clay jar of animal glue
Ball of plant fiber twine
Assortment of teeth and claws
Bag of cooking herbs and spices

Total Weight: 9 lbs.

Familiar, Lon the Kes'trekel:
LON
Male Kes'trekel CR 1/3
N Tiny outsider(native)
Init +3; Senses low-light vision; Perception +18

--------------------
DEFENSE
--------------------

AC 21, touch 15, flat-footed 18 (+3 Dex, +6 natural, +2 size)
hp 34 (10d8)
Fort +3, Ref +6, Will +7
Resist electricity 10; SR 14

--------------------
OFFENSE
--------------------

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

--------------------
STATISTICS
--------------------

Str 6, Dex 17, Con 11, Int 11, Wis 14, Cha 7
Base Atk +5; CMB +6; CMD 14
Feats Weapon Finesse
Skills Acrobatics +9, Climb +2, Diplomacy +1, Fly +7, Heal +5, Knowledge(nature) +3, Knowledge(religion) +3, Perception +18, Spellcraft +5

--------------------
SPECIAL ABILITIES
--------------------

Familiar Shaman gains a +2 bonus to Reflex saves.

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.

Alertness (Ex) While a familiar is within arm's reach, the master gains the Alertness feat.

Improved Evasion (Ex) When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells The shaman may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A shaman may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Empathic Link (Su) The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

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.

Speak with Master (Ex) If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Speak with Animals of Its Kind (Ex) If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, monkeys with other simians, rats with rodents, toads with amphibians, and weasels with ermines and minks. Such communication is limited by the Intelligence of the conversing creatures.

Spell Resistance (Ex) If the master is 11th level or higher, a familiar gains spell resistance equal to the master's level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar's spell resistance.

Description:
The first thing noticeable about Woki, other than a short stature topping out at three and a half feet, is the tangle of long, wild black hair atop Woki's head. The unruly mop is tangled with leaves, beads, and other detritus while threatening to completely engulf the rest of the halfling's body into it. Woki's skin, what little of it that is visible under the hair, is a tapestry of intricate tattoos and old, dry splotches of mud or war paint. When the halfling feels the need to eat or even smile, it is readily apparent that Woki's teeth have been filed to points. Between the varying colors at war on Woki's flesh, the few animal hides sewn into garments hiding the rest of the halfling's modesty (what little there is), and the sing-song pitched voice of the halfling it isn't easily discernible which sex Woki is at first glance. Or second. Maybe not even the third, fourth, and fifth.

Background:
Born into the Wosk clan of the Etna sept in the Go tribe, Woki's clan spent most of the year deeply entrenched in the Forest Ridge, only making the occasional trek to trade with other halfling tribes in the area. In such a lush, fertile homeland, Woki learned much of the interconnection between different aspects of life and the world itself. Learning under countless shamans and elders, Woki easily took to the spiritual side of the halfling's people, in particular the aspects of the rains that deposited their precious cargo of water upon the forest daily.

Years would pass as Woki grew into a shaman and hunter, supplying the clan with sustenance both physical and spiritual. The clan prospered and had many fat years. Then the spirits of the rains came to Woki whispering tales of a dark presence growing to the east. In visions, the spirits showed a sprawling city behind great walls. A shining golden tower lorded over all other structures except for a massive, kaleidoscopic, pulsating mound growing in the heart of the city like some cancerous malignance. The screams of the spirits as they were drawn into the mound and the deafening silence after awoke Woki from the prophetic vision.

Troubled by the visions, Woki sent out on a pilgrimage to the east, to find the city from the dream. When Tyr appeared on the horizon as Woki cleared the foothills of the Ringing Mountains, the halfling knew that this was the place the spirits had warned about. Upon slipping into the city, the halfling began to explore the area surrounding Tyr's ziggurat which was still under construction. After a number of warnings, the Templars overseeing the project had Woki arrested, interrogated, and thrown into the slave pens with the rest of the cattle awaiting execution for proving an annoyance to the Templars’ already stressed nerves.

Personality:
As a halfling, Woki is different than many of the inhabitants of Athas. Possessions and power are mere tools to be used, not things to horde or acquire for their own sake. Clan, sept, tribe, those are the most important commodities in the world. The rains bring life where once there was but now is not. Welcome the rains; they will wash away all woes. Respect the power of the rains; they will wash away all.