Avid Arnsen

Natty Tulnov's page

30 posts. Alias of BinkyBo.


About Natty Tulnov

Background:

Walks the line between prideful and arrogant. Has a dignified demeanor,
but will not hesitate to "get into the muck"... because he has always
seen worse
in some far-off country.
----- ----- ----- ----- -----
Nathaniel Tulnov is the third son of a "puppet noble" set by Cheliax.
The family has now been reduced to little more than tenement landlords.
He'd been raised to think little of the poor, but has come to learn some
empathy. He changed the day the dead first spoke to him... when he
began to see spirits.. everywhere, and they knew he could see them.

Natty will never divulge exactly what he experienced that day (other
than the speaking dead was someone he'd abandoned in a moment which
led to her death), but he has "diverted his destiny" toward battling
(be they dark spirits or men) those who prey on the "weak" and innocents
born to misfortune... gossiping spirits are always watching, judging....
He has become an unlikely hero to some, but does not take praise or
complaints well. Nothing draws his ire like being played or taken for a fool.

Appearances are important to him - the nickname comes from his always
impeccable attire. He continues to lean toward the garb of a Chelish noble
despite his inability to stomach the mindset and moralities of the
Asmodean sycophants who rose to power in his home country Isger.

In his search for understanding his abilities, he found himself riding
with a traveling merchant - devout follower of Desna - well-versed in the
knowledge of the spirit world. They parted ways just weeks ago after
four years on the road. Rheyinada found a love interest and moved on.
Nathaniel remained in Korvosa... ready for something real.


Nathaniel Tulnov
NG Human Shaman (Animist)8/Stygian Slayer 3
Init +2; Senses Perception +15
--------------------
AC 22, touch 14, flat-footed 20 (+2 Dex, +8 armor, +2 ring)
hp 78 (3d10+8d8+11con+6fco)
Fort +8, Ref +9, Will +11; +2 vs mind-affecting, +2 vs emotion descriptor; immune to disease
(DR 2/adamantine)
--------------------
Str 13, Dex 15, Con 12, Int 12, Wis 18[22], Cha 14
Base Atk +9; CMB +12; CMD 24
Speed 30 ft.; Ignore difficult terrain penalty
--------------------
Ranged
+1 Crossbow +12(1d8+1/19-20x2) 80ft.
Melee
+1 Heavy Mace +12(1d8+2/x3)
(sneak attack +1d6)
Magic:

Prepared Spells (sp)=spirit magic spell
0 - Create Water, Detect Magic, Light, Stabilize. (+ Mage Hand, Prestidigitation.)
1 - Charm Animal (DC19), Charm Person (DC19), Comp. Languages, Cure Light Wounds,(sp) Magic Stone, Monkeyfish, Shield of Faith.
2 - Archon's Aura, Barkskin, Burdened Thoughts (DC20), Calm Emotions (DC20), Cure Moderate Wounds, (sp) Stone Call.
3 - Cure Serious Wounds, Hold Person (DC21), (sp) Meld into Stone, Speak with Dead, Thorny Entanglement.
4 - Earth Glide, Persistent Vigor, Slowing Mud, (sp) Wall of Stone.

(Shield of Faith and Archon's Aura added to known spells by way of human FCO)

Traits and Feats:

Traits
Extremely Fashionable: Whenever you are wearing clothing and/or jewelry
worth at least 150 gp (and not otherwise covered in gore, sewage, or
other things that mar your overall look), you gain a +1 trait bonus on
Bluff, Diplomacy, and Intimidate checks. One of these skills (your
choice) is a class skill for you. (Intimidate)

Cold Heart: Crippling reactive emotions are nothing more than control
dramas employed by the weak willed. He sees no reason to be riled by
anything.
+2 on saves against spells and effects with the emotion descriptor.

Feats
(1)Jackal Heritage: You gain a +2 racial bonus on saving throws against
mind-affecting effects, and a +2 racial bonus on Perception checks.
(1)Spell Focus (Enchantment)
(3)Improved Familiar
(5)Additional Hex
(7)Spirit Talker: By forging a temporary bond with a spirit, you gain
access to an unfamiliar hex.
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 hour, after which you immediately lose all benefits of that hex.
(9)Additional Hex
(11)Greater Spell Focus (enchantment)

Entropic Stone Monkey (mauler):

Shalebrow
N Tiny animal [medium]
Init +2; Senses low-light vision; Perception +10

AC 18, touch 14, flat-footed 16 (+2 Dex, +2 size, +4 natural)
[AC 14, touch 10, flat-footed 14 (+4 natural)]
hp 39
Fort +7, Ref +9, Will +7
DR5/adamantine, lawful
Resist Fire:10, Resist Acid:10, Spell Resist:10

Speed 30 ft., climb 30 ft.
Melee bite +12 (1d3–2) [bite +13 (1d8+4); unarmed +13(1d6+4)]
Space 2-1/2 ft.; Reach 0 ft. [5 ft.; 5 ft.]

Str 8[18], Dex 17[13], Con 10[12], Int 6, Wis 12, Cha 5
Base Atk +9; CMB +6[+13]; CMD 18[24]
Feats Weapon Finesse
Skills: Acrobatics +16[+13] 2(+3,+3)+8, Climb +20[+21] 1(+3,+3)+8+5,
Perception +10 4(+3,+1)+2, Stealth +17[+7] 3(+3,+3)+8, Swim +7[+8] 1(+3,+3)

Gear: Greater Monkey Belt (+2 str, +2 dex, +5 climb)
SPECIAL ABILITIES:
Familiar Bonus
The master of a monkey familiar gains a +3 bonus on Acrobatics checks.

Bond Forged in Blood (Su)
At 5th level, whenever the mauler's master drops a foe whose Hit Dice
are at least 1/2 its level to below 0 hit points, the mauler's
empathic link surges with power, granting both the mauler and its
master a +2 morale bonus to attack and damage rolls for 1 round.

This ability replaces speak with master and speak with animals of its kind.

Increased Strength (Ex)
At 3rd level and every 2 levels thereafter, a mauler's Strength score
increases by 1. As a result of this ability, the familiar's Int score
remains 6; a mauler can never have an Intelligence score higher than 6.

Battle Form (Su)
At 3rd level, a mauler gains the ability to transform into a larger,
more ferocious form and back at will. In battle form, the mauler's
size becomes Medium and the mauler gains a +2 bonus to Strength (this
stacks with the normal Strength adjustments for increasing in size).

This ability replaces deliver touch spells.

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 wizard may cast a spell with a target of “You” on his
familiar (as a touch spell) instead of on himself. A wizard 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.

Skills + Languages:

+10 Acrobatics 2(+2,+3)+3
+8 Bluff 2(+3,+2)+1 (+1 if fashionable)
+5 Climb 1(+1,+3)
+16 Diplomacy 11(+3,+2) (+1 if fashionable)
+10 Heal 1(+3,+6)
+10 Intimidate 5(+3,+2) (+1 if fashionable)
+10 Know (dungeoneering) 6(+3,+1)
+10 Know (local) 6(+3,+1)
+10 Know (nature) 6(+3,+1)
+10 Know (planes) 6(+3,+1)
+10 Know (religion) 6(+3,+1)
+8 Linguistics 4(+3,+1)
+15 Perception 4(+3,+6)+2
+15 Sense Motive 6(+3,+6)
+10 Stealth 3(+3,+2)+2
+12 Survival 3(+3,+6)
+5 Swim 1(+1,+3)

Languages: Common, Draconic, Dwarven, Aklo, Terran, Undercommon.

Class Abilities:

--Hexes--

Evil Eye (Su): The shaman causes doubt to creep into the mind of
a foe within 30 feet that she can see. The target takes a –2 penalty
on one of the following (shaman's choice): ability checks, AC, attack
rolls, saving throws, or skill checks. This hex lasts a number of
rounds equal to 3 + the shaman's Wisdom modifier. A successful Will
saving throw reduces this to just 1 round. At 8th level, the penalty
increases to –4. This is a mind-affecting effect.

Soothsayer (Su): When the witch uses the evil eye hex, fortune
hex, misfortune hex, or retribution major hex, she can choose to delay
the effect. If she does so, the hex takes effect the next time the
target makes a roll that could be affected by the hex (such as an
ability check, attack roll, saving throw, or skill check) or is
affected by an action that could be modified by the hex (such as being
attacked when the hex would affect the target's AC), whichever comes
first (ignoring actions that are not in combat and actions that have
no penalty for failure). The duration of the hex begins on the same
round as the action that causes it to take effect.

The hex is wasted if it is not triggered within 24 hours.

Crystal Sight (Ex): The shaman sees through stone, earth, or
sand as easily as if it were transparent crystal. Her gaze can
penetrate a number of feet equal to her shaman level (or 1/12th this
thickness of metal). The shaman can use this ability a number of
rounds per day equal to her shaman level, but these rounds do not need
to be consecutive.

--Stone Spirit--

Spirit Ability
>Touch of Acid (Su): As a standard action, the shaman can make a melee
touch attack that deals 1d6 points of acid 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 corrosive weapon.

Greater Spirit Ability
>Body of Earth (Su): The shaman gains DR 2/adamantine. This DR
increases by 1 for every 4 levels beyond 8th the shaman possesses. In
addition, as a standard action, she can cause jagged pieces of stone
to explode from her body in a 10-foot-radius burst. This deals 1d6
points of piercing damage per 2 shaman levels 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.

--Animist--

Wrangle Condition (Su): The animist can attempt a Diplomacy check
to persuade the condition's spirit to leave. Conditions the animist can
affect are ranked from minor to dire, with each category having an
accompanying Diplomacy DC (see below). The animist cannot take 10 or 20
on the check or receive aid from any creature except another shaman.
Failure by 5 or less means the condition spirit is willing to leave
the target and transfer to the animist for the rest of the duration or
until cured; this happens only if the animist is willing. Failure by 10
or more means that not only is the target inflicted with the
condition, but the animist is as well (whether or not he is willing)
for the remaining duration or until cured.

Minor Conditions (DC 15): Fatigued, shaken, and sickened.

Major Conditions (DC 20): Dazed and staggered.

Severe Conditions (DC 25): Exhausted, frightened, and nauseated.

Dire Conditions (DC 30): Blinded, deafened, paralyzed, and stunned.

The animist can use this ability a number of times per day equal to
1/2 his shaman level + his Wisdom modifier. Using this ability is a
standard action that requires no contact or shared language with the
target, but it relies on audible components and the target must be
within 30 feet.

If a target is afflicted with multiple conditions, the animist targets
one condition at a time (of her choosing). The animist cannot use this
ability on himself.

At 5th level, the animist can use this ability to exorcise minor
conditions without needing to attempt a Diplomacy check. He can
dispatch major conditions without a roll at 9th level, severe
conditions at 13th level, and dire conditions at 17th level. Doing so
still requires one use of this ability per condition.

This ability replaces the hex gained at 2nd level.

Exorcism (Su)
At 8th level, the animist can attempt to end effects that control a
creature or object, such as magic jar, possess object, dominate
person, and dominate monster, or possessing entities such as ghosts.
This is a full-round action that requires the animist to touch the
target. The possessing or dominating creature must attempt a Will save
with a DC equal to 10 + 1/2 the shaman level + her Wisdom modifier.
Failure means that the controlling effect ends or the entity is
immediately cast out of the target, as appropriate. If the possessing
entity is exorcised, it cannot attempt to dominate or possess that
target again for 24 hours. The animist can exorcise the same entity
out of different targets, but once the entity successfully saves
against the animist's exorcism, it cannot be affected by this ability
again for 24 hours

--Slayer--

Studied Target (Ex)
A slayer can study an opponent he can see as a move action. The slayer
then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive,
and Survival checks attempted against that opponent, and a +1 bonus on
weapon attack and damage rolls against it. The DCs of slayer class
abilities against that opponent increase by 1. A slayer can only
maintain these bonuses against one opponent at a time; these bonuses
remain in effect until either the opponent is dead or the slaye
r studies a new target.

If a slayer deals sneak attack damage to a target, he can study that
target as an immediate action, allowing him to apply his studied
target bonuses against that target (including to the normal weapon
damage roll).

Sneak Attack
At 3rd level, if a slayer catches an opponent unable to defend itself
effectively from his attack, he can strike a vital spot for extra
damage. The slayer's attack deals extra damage anytime his target
would be denied a Dexterity bonus to AC (whether the target actually
has a Dexterity bonus or not), or when the slayer flanks his target.
This additional damage is 1d6 at 3rd level, and increases by 1d6 every
3 levels thereafter. Should the slayer score a critical hit with a
sneak attack, this additional damage is not multiplied. Ranged attacks
can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or unarmed
strike), a slayer can make a sneak attack that deals nonlethal damage
instead of lethal damage. He cannot use a weapon that deals lethal
damage to deal nonlethal damage in a sneak attack, not even with the
usual –4 penalty.

Gear:
(40/43lbs. light load)
Worn (38 lbs.):+2 Mithral Breastplate, +3 Cloak of Resistance, +1 Heavy Mace, +1 Light Crossbow,
Pocket Watch, Headband of Wisdom +4, Noble's Outfit, Quiver (20 cold iron bolts), +2 Ring of Protection,
Apprentice's Cheating Gloves, Feather Step Slippers, Periapt of Health, sapphire white gold ring,
Campfire Bead, Ioun Torch.
Handy Haversack (2 lbs.): Trail Rations (6), Waterskin, Bedroll, Blanket, Healer's Kit (10)
Grooming Kit, Mess kit, Scrivener Kit, Shaving Kit, Journal, 150' silk rope, Wand of Cure Light Wounds (50),
40 cold iron bolts, 10 silver bolts, Flint and steel, hammer and 10 pitons.
Current wealth: 8 gold, 7 silver

------------------- ------------------- -------------------
------------------- ------------------- -------------------

------------------- ------------------- -------------------
------------------- ------------------- -------------------

gold spent/weight:

18,000 = monkey belt
16,000/- headband of wisdom
7500/- =Periapt of Health
8400/15 = +2 mithral breastplate
2200/2 = handy haversack
2010/8 = mace
2035/4 = lt xbow
2200/- = gloves
8000/- = ring of protection
2000/1 = Slippers
9000/- = cloak
740/ = campfire bead

--69,345/30--
750/- = CLW wand
.250/- = pocket watch
..75/10 = noble's outfit
..50/1 = Healer's kit
..50/- = mundane ring
..20/ = ioun torch
.0.6/8 = Bedroll and Blanket
..10/1 = Journal
..30/15 = Silk Rope
--1235.6/10(rest sacked)--
...3/6 = rations
..16/- = bolts
...2/1 = scrivener kit
.1.5/0.5 = Shaving kit
...1/2 = grooming kit
...1/4 = waterskin
.0.2/1 = mess kit
...1/- = Flint and Steel
...2/4 = hammer + pitons
--27.7/(sacked)--

78085+
01235.6+
00027.7
79248.3 spent
. gold/. lbs.

------ ------- ------- -------

Background:

Walks the line between prideful and arrogant. Has a dignified demeanor,
but will not hesitate to "get into the muck"... because he has always
seen worse
in some far-off country.
----- ----- ----- ----- -----
Nathaniel Tulnov is the third son of a "puppet noble" set by Cheliax.
The family has now been reduced to little more than tenement landlords.
He'd been raised to think little of the poor, but has come to learn some
empathy. He changed the day the dead first spoke to him... when he
began to see spirits.. everywhere, and they knew he could see them.

Natty will never divulge exactly what he experienced that day (other
than the speaking dead was someone he'd abandoned in a moment which
led to her death), but he has "diverted his destiny" toward battling
(be they dark spirits or men) those who prey on the "weak" and innocents
born to misfortune... gossiping spirits are always watching, judging....
He has become an unlikely hero to some, but does not take praise or
complaints well. Nothing draws his ire like being played or taken for a fool.

Appearances are important to him - the nickname comes from his always
impeccable attire. He continues to lean toward the garb of a Chelish noble
despite his inability to stomach the mindset and moralities of the
Asmodean sycophants who rose to power in his home country Isger.

In his search for understanding his abilities, he found himself riding
with a traveling merchant - devout follower of Desna - well-versed in the
knowledge of the spirit world. They parted ways just weeks ago after
four years on the road. Rheyinada found a love interest and moved on.
Nathaniel remained in Korvosa... ready for something real.


Nathaniel Tulnov
NG Human Shaman (Animist)8/Stygian Slayer 2
Init +2; Senses Perception +15
--------------------
AC 22, touch 14, flat-footed 20 (+2 Dex, +8 armor, +2 ring)
hp 70 (2d10+8d8+10con+5fco)
Fort +8, Ref +9, Will +10; +2 vs mind-affecting, +2 vs emotion descriptor; immune to disease
(DR 2/adamantine)
--------------------
Str 13, Dex 15, Con 12, Int 12, Wis 18[22], Cha 14
Base Atk +8; CMB +11; CMD 23
Speed 30 ft.; Ignore difficult terrain penalty
--------------------
Ranged
+1 Crossbow +11(1d8+1/19-20x2) 80ft.
Melee
+1 Heavy Mace +11(1d8+2/x3)
Magic:

Prepared Spells (sp)=spirit magic spell
0 - Create Water, Detect Magic, Light, Stabilize. (+ Mage Hand, Prestidigitation.)
1 - Charm Animal (DC19), Charm Person (DC19), Comp. Languages, Cure Light Wounds,(sp) Magic Stone, Monkeyfish, Shield of Faith.
2 - Archon's Aura, Barkskin, Burdened Thoughts (DC20), Calm Emotions (DC20), Cure Moderate Wounds, (sp) Stone Call.
3 - Cure Serious Wounds, Hold Person (DC21), (sp) Meld into Stone, Speak with Dead, Thorny Entanglement.
4 - Earth Glide, Persistent Vigor, Slowing Mud, (sp) Wall of Stone.

(Shield of Faith and Archon's Aura added to known spells by way of human FCO)

Traits and Feats:

Traits
Extremely Fashionable: Whenever you are wearing clothing and/or jewelry
worth at least 150 gp (and not otherwise covered in gore, sewage, or
other things that mar your overall look), you gain a +1 trait bonus on
Bluff, Diplomacy, and Intimidate checks. One of these skills (your
choice) is a class skill for you. (Intimidate)

Cold Heart: Crippling reactive emotions are nothing more than control
dramas employed by the weak willed. He sees no reason to be riled by
anything.
+2 on saves against spells and effects with the emotion descriptor.

Feats
(1)Jackal Heritage: You gain a +2 racial bonus on saving throws against
mind-affecting effects, and a +2 racial bonus on Perception checks.
(1)Spell Focus (Enchantment)
(3)Improved Familiar
(5)Additional Hex
(7)Spirit Talker: By forging a temporary bond with a spirit, you gain
access to an unfamiliar hex.
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 hour, after which you immediately lose all benefits of that hex.
(9)Additional Hex

Entropic Stone Monkey (mauler):

Shalebrow
N Tiny animal [medium]
Init +2; Senses low-light vision; Perception +10

AC 18, touch 14, flat-footed 16 (+2 Dex, +2 size, +4 natural)
[AC 14, touch 10, flat-footed 14 (+4 natural)]
hp 35
Fort +7, Ref +9, Will +7
DR5/adamantine, lawful
Resist Fire:10, Resist Acid:10, Spell Resist:10

Speed 30 ft., climb 30 ft.
Melee bite +12 (1d3–2) [bite +13 (1d8+4); unarmed +13(1d6+4)]
Space 2-1/2 ft.; Reach 0 ft. [5 ft.; 5 ft.]

Str 8[18], Dex 17[13], Con 10[12], Int 6, Wis 12, Cha 5
Base Atk +9; CMB +6[+13]; CMD 18[24]
Feats Weapon Finesse
Skills: Acrobatics +16[+13] 2(+3,+3)+8, Climb +20[+21] 1(+3,+3)+8+5,
Perception +10 4(+3,+1)+2, Stealth +17[+7] 3(+3,+3)+8, Swim +7[+8] 1(+3,+3)

Gear: Greater Monkey Belt (+2 str, +2 dex, +5 climb)
SPECIAL ABILITIES:
Familiar Bonus
The master of a monkey familiar gains a +3 bonus on Acrobatics checks.

Bond Forged in Blood (Su)
At 5th level, whenever the mauler's master drops a foe whose Hit Dice
are at least 1/2 its level to below 0 hit points, the mauler's
empathic link surges with power, granting both the mauler and its
master a +2 morale bonus to attack and damage rolls for 1 round.

This ability replaces speak with master and speak with animals of its kind.

Increased Strength (Ex)
At 3rd level and every 2 levels thereafter, a mauler's Strength score
increases by 1. As a result of this ability, the familiar's Int score
remains 6; a mauler can never have an Intelligence score higher than 6.

Battle Form (Su)
At 3rd level, a mauler gains the ability to transform into a larger,
more ferocious form and back at will. In battle form, the mauler's
size becomes Medium and the mauler gains a +2 bonus to Strength (this
stacks with the normal Strength adjustments for increasing in size).

This ability replaces deliver touch spells.

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 wizard may cast a spell with a target of “You” on his
familiar (as a touch spell) instead of on himself. A wizard 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.

Skills + Languages:
+3 FCO
+10 Acrobatics 2(+2,+3)+3
+8 Bluff 2(+3,+2)+1 (+1 if fashionable)
+5 Climb 1(+1,+3)
+15 Diplomacy 10(+3,+2) (+1 if fashionable)
+10 Heal 1(+3,+6)
+10 Intimidate 5(+3,+2) (+1 if fashionable)
+10 Know (dungeoneering) 6(+3,+1)
+10 Know (local) 6(+3,+1)
+10 Know (nature) 6(+3,+1)
+10 Know (planes) 6(+3,+1)
+10 Know (religion) 6(+3,+1)
+8 Linguistics 4(+3,+1)
+15 Perception 4(+3,+6)+2
+15 Sense Motive 6(+3,+6)
+8 Stealth 1(+3,+2)+2
+10 Survival 1(+3,+6)
+5 Swim 1(+1,+3)

Languages: Common, Draconic, Dwarven, Aklo, Terran, Undercommon.

Class Abilities:

--Hexes--

Evil Eye (Su): The shaman causes doubt to creep into the mind of
a foe within 30 feet that she can see. The target takes a –2 penalty
on one of the following (shaman's choice): ability checks, AC, attack
rolls, saving throws, or skill checks. This hex lasts a number of
rounds equal to 3 + the shaman's Wisdom modifier. A successful Will
saving throw reduces this to just 1 round. At 8th level, the penalty
increases to –4. This is a mind-affecting effect.

Soothsayer (Su): When the witch uses the evil eye hex, fortune
hex, misfortune hex, or retribution major hex, she can choose to delay
the effect. If she does so, the hex takes effect the next time the
target makes a roll that could be affected by the hex (such as an
ability check, attack roll, saving throw, or skill check) or is
affected by an action that could be modified by the hex (such as being
attacked when the hex would affect the target's AC), whichever comes
first (ignoring actions that are not in combat and actions that have
no penalty for failure). The duration of the hex begins on the same
round as the action that causes it to take effect.

The hex is wasted if it is not triggered within 24 hours.

Crystal Sight (Ex): The shaman sees through stone, earth, or
sand as easily as if it were transparent crystal. Her gaze can
penetrate a number of feet equal to her shaman level (or 1/12th this
thickness of metal). The shaman can use this ability a number of
rounds per day equal to her shaman level, but these rounds do not need
to be consecutive.

--Stone Spirit--

Spirit Ability
>Touch of Acid (Su): As a standard action, the shaman can make a melee
touch attack that deals 1d6 points of acid 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 corrosive weapon.

Greater Spirit Ability
>Body of Earth (Su): The shaman gains DR 2/adamantine. This DR
increases by 1 for every 4 levels beyond 8th the shaman possesses. In
addition, as a standard action, she can cause jagged pieces of stone
to explode from her body in a 10-foot-radius burst. This deals 1d6
points of piercing damage per 2 shaman levels 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.

--Animist--

Wrangle Condition (Su): The animist can attempt a Diplomacy check
to persuade the condition's spirit to leave. Conditions the animist can
affect are ranked from minor to dire, with each category having an
accompanying Diplomacy DC (see below). The animist cannot take 10 or 20
on the check or receive aid from any creature except another shaman.
Failure by 5 or less means the condition spirit is willing to leave
the target and transfer to the animist for the rest of the duration or
until cured; this happens only if the animist is willing. Failure by 10
or more means that not only is the target inflicted with the
condition, but the animist is as well (whether or not he is willing)
for the remaining duration or until cured.

Minor Conditions (DC 15): Fatigued, shaken, and sickened.

Major Conditions (DC 20): Dazed and staggered.

Severe Conditions (DC 25): Exhausted, frightened, and nauseated.

Dire Conditions (DC 30): Blinded, deafened, paralyzed, and stunned.

The animist can use this ability a number of times per day equal to
1/2 his shaman level + his Wisdom modifier. Using this ability is a
standard action that requires no contact or shared language with the
target, but it relies on audible components and the target must be
within 30 feet.

If a target is afflicted with multiple conditions, the animist targets
one condition at a time (of her choosing). The animist cannot use this
ability on himself.

At 5th level, the animist can use this ability to exorcise minor
conditions without needing to attempt a Diplomacy check. He can
dispatch major conditions without a roll at 9th level, severe
conditions at 13th level, and dire conditions at 17th level. Doing so
still requires one use of this ability per condition.

This ability replaces the hex gained at 2nd level.

Exorcism (Su)
At 8th level, the animist can attempt to end effects that control a
creature or object, such as magic jar, possess object, dominate
person, and dominate monster, or possessing entities such as ghosts.
This is a full-round action that requires the animist to touch the
target. The possessing or dominating creature must attempt a Will save
with a DC equal to 10 + 1/2 the shaman level + her Wisdom modifier.
Failure means that the controlling effect ends or the entity is
immediately cast out of the target, as appropriate. If the possessing
entity is exorcised, it cannot attempt to dominate or possess that
target again for 24 hours. The animist can exorcise the same entity
out of different targets, but once the entity successfully saves
against the animist's exorcism, it cannot be affected by this ability
again for 24 hours

--Slayer--

Studied Target (Ex)
A slayer can study an opponent he can see as a move action. The slayer
then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive,
and Survival checks attempted against that opponent, and a +1 bonus on
weapon attack and damage rolls against it. The DCs of slayer class
abilities against that opponent increase by 1. A slayer can only
maintain these bonuses against one opponent at a time; these bonuses
remain in effect until either the opponent is dead or the slaye
r studies a new target.

If a slayer deals sneak attack damage to a target, he can study that
target as an immediate action, allowing him to apply his studied
target bonuses against that target (including to the normal weapon
damage roll).

Sneak Attack
At 3rd level, if a slayer catches an opponent unable to defend itself
effectively from his attack, he can strike a vital spot for extra
damage. The slayer's attack deals extra damage anytime his target
would be denied a Dexterity bonus to AC (whether the target actually
has a Dexterity bonus or not), or when the slayer flanks his target.
This additional damage is 1d6 at 3rd level, and increases by 1d6 every
3 levels thereafter. Should the slayer score a critical hit with a
sneak attack, this additional damage is not multiplied. Ranged attacks
can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or unarmed
strike), a slayer can make a sneak attack that deals nonlethal damage
instead of lethal damage. He cannot use a weapon that deals lethal
damage to deal nonlethal damage in a sneak attack, not even with the
usual –4 penalty.

Gear:
(40/43lbs. light load)
Worn (38 lbs.):+2 Mithral Breastplate, +3 Cloak of Resistance, +1 Heavy Mace, +1 Light Crossbow,
Pocket Watch, Headband of Wisdom +4, Noble's Outfit, Quiver (20 cold iron bolts), +2 Ring of Protection,
Apprentice's Cheating Gloves, Feather Step Slippers, Periapt of Health, sapphire white gold ring,
Campfire Bead, Ioun Torch.
Handy Haversack (2 lbs.): Trail Rations (6), Waterskin, Bedroll, Blanket, Healer's Kit (10)
Grooming Kit, Mess kit, Scrivener Kit, Shaving Kit, Journal, 150' silk rope, Wand of Cure Light Wounds (50),
40 cold iron bolts, 10 silver bolts, Flint and steel, hammer and 10 pitons.
Current wealth: 8 gold, 7 silver

------------------- ------------------- -------------------
------------------- ------------------- -------------------

------------------- ------------------- -------------------
------------------- ------------------- -------------------

gold spent/weight:

18,000 = monkey belt
16,000/- headband of wisdom
7500/- =Periapt of Health
8400/15 = +2 mithral breastplate
2200/2 = handy haversack
2010/8 = mace
2035/4 = lt xbow
2200/- = gloves
8000/- = ring of protection
2000/1 = Slippers
9000/- = cloak
740/ = campfire bead

--69,345/30--
750/- = CLW wand
.250/- = pocket watch
..75/10 = noble's outfit
..50/1 = Healer's kit
..50/- = mundane ring
..20/ = ioun torch
.0.6/8 = Bedroll and Blanket
..10/1 = Journal
..30/15 = Silk Rope
--1235.6/10(rest sacked)--
...3/6 = rations
..16/- = bolts
...2/1 = scrivener kit
.1.5/0.5 = Shaving kit
...1/2 = grooming kit
...1/4 = waterskin
.0.2/1 = mess kit
...1/- = Flint and Steel
...2/4 = hammer + pitons
--27.7/(sacked)--

78085+
01235.6+
00027.7
79248.3 spent
. gold/. lbs.