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[OOC] The Bunkhouse
#11
Basic Information 


 Character Name  :  Gurkagh                        Height : 6’2
 Character Race  :  Human (Kellid)                 Weight : 240 lbs
 Alignment       :  CG                             Eyes   : Blue
 Deity           :  Spirit World                   Hair   : Brown
 Total Level     :  1                              Size   : Medium
                                                   Speed  : 20’ (armor)

  Character Class Information 

 Level  1 Class : Shaman                  Max HP *:  8    FC Bonus: Spell (Spark)
 Level  2 Class :                         HP Roll*:       FC Bonus:
 Level  3 Class :                         HP Roll*:       FC Bonus:
   *HP without con modifiers.

Favored Class:  Shaman (Human Alternate Favored Class Bonus: Add one spell from the cleric spell list that isn’t on the shaman spell list; this spell must be at least 1 level below the highest spell level the shaman can cast.)

  Ability Scores 

 Strength     : 14 (+2)     +4 point buy + 0 racial + 0 level + 0 misc
 Dexterity    : 14 (+2)     +2 point buy + 2 racial + 0 level + 0 misc
 Constitution : 14 (+2)     +4 point buy + 0 racial + 0 level + 0 misc
 Intelligence : 7 (-2)      -3 point buy + 0 racial + 0 level + 0 misc
 Wisdom       : 16 (+3)     +6 point buy + 0 racial + 0 level + 0 misc
 Charisma     : 12 (+1)     +2 point buy + 0 racial + 0 level + 0 misc

 Maximum Load  : 175 lbs.
 Lift Overhead : 175 lbs.   (equal to Maximum Load)
 Lift          : 350 lbs.   (equal to Maximum Load x2)
 Drag or Push  : 875 lbs.   (equal to Maximum Load x5)

  Combat Statistics 

 Hit Points        : 10
 Base Attack (BAB) : +0
 Initiative        : +2     2 Dex + 0 misc

 Base Melee        : +2     0 BAB + 02 Str + 0 misc
 Base Ranged       : +2     0 BAB + 02 Dex + 0 misc

 Combat Maneuver   : +2          0 BAB + 2 Str + 0 misc          <- CMB
 Maneuver Defense  : 14     10 + 0 BAB + 2 Str + 2 Dex + 0 misc  <- CMD

 Armor Class       : 16     10 base + 4 armor + 0 shield + 2 Dex + 0 misc
 Touch AC          : 12     10 base                      + 2 Dex + 0 misc
 Flat-Footed AC    : 14     10 base + 4 armor + 0 shield         + 0 misc

  Saving Throws 

 Fortitude  : +2    0 base + 2 Con + 0 misc
 Reflex     : +2    0 base + 2 Dex + 0 misc
 Will       : +5    2 base + 3 Wis + 0 misc

 Conditional Bonuses and Penalties :

  Racial Abilities and Features 
+2 to One Ability Score
Medium Size
Normal Speed
Bonus Feat (extra feat at 1st level)
Skilled: One additional skill rank per level.
Languages:  Begin speaking Common.

  Class Abilities and Features 
1.    Orisons:  Can prepare orisons (zero-level spells) each day.  These are not expended when cast.
2.   Spirit (Su):  The shaman forms a mystical bond with a single spirit, which grants a number of special abilities.  At 1st level, the shaman gains the spirit ability granted by her chosen spirit, adds the spells granted by that spirit to the list of spells that she can cast using spirit magic, and adds the hexes possessed by that spirit to the list of hexes she can use with the hex and wandering hex class features.
Wood Spirit:  A shaman who selects the wood spirit has a skin tone similar to the coloration of trees in her home region.  Her vibrant hair is fragrant, and resembles leaves and blossoms.
Spirit Animal:  The shaman’s spirit animal looks like a wooden figurine or a vaguely animal-shaped tree branch when it is motionless.  The animal gains the freeze universal monster ability.
Spirit Ability:  Tree Limb (Su):  As a swift action, the shaman can turn one of her arms into a heavy, branchlike limb.  She must drop anything held in that hand, and she can’t use this ability if she is wearing a shield on that arm.  Until the beginning of her next round, she gains a slam attack that deals 1d8 points of damage (if a Medium shaman; 1d6 if Small, 2d6 if Large).  A shaman can use this ability a number of times per day equal to 3 + her Charisma modifier.  At 8th level, the reach of the slam attack increases by 5 feet.  At 16th level, the shaman can choose to transform both of her arms, gaining two slam attacks.
3.   Spirit animal (Ex):  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.  A shaman must commune with her spirit animal each day to prepare her spells.  The shaman’s spirit animal also grants her special powers.  This ability uses the same rules as the wizard’s arcane bond class feature and is treated as a familiar.  Although a shaman’s spirit animal uses the statistics of a specific animal, it is treated as an outsider with the native subtype for the purposes of spells and abilities that affect it.  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.  If a spirit animal is lost or dies, it can be replaced after 24 hours through a special ritual that consumes material components worth 500 gp per shaman level.  The ritual takes 8 hours to complete.  The new spirit animal must be of the same sort of creature as the previous one.
Thrush Familiar (L1):  +1 Natural Armor Adj., 6 Int, Improved evasion, share spells, empathic link, Master gains Alertness (if in arm’s reach), Master gains a +3 bonus on Diplomacy checks.
4.   Spirit Magic:  Can spontaneously cast one spell per day of each spell level (not including orisons) drawn from list of spells granted by her spirits.
5.   Weapon & Armor Proficiency:  All simple weapons, light and medium armor.
6.   Spell Casting Must prepare spells in advance from Shaman spell list.  DC is 10 + spell’s level + Wis modifier.  Bonus spells for high Wisdom score.  Must spend 1 hour in quiet contemplation to regain daily allotment of spells.
 
  Skills and Languages 

 Class skills with at least 1 skill rank in them gain a +3 "class" bonus.
 [c] denotes a class skill.
 ^ denotes a skill that cannot be used untrained.

 [ ] Acrobatics         : -1    0 ranks + 2 Dex + 0 class + 0 misc - 3 armor
 [ ] Appraise           : -2    0 ranks - 2 Int + 0 class + 0 misc
 [ ] Bluff              : +1    0 ranks + 1 Cha + 0 class + 0 misc
 [ ] Climb              : -1    0 ranks + 2 Str + 0 class + 0 misc - 3 armor
 [c] Craft:             : -2    0 ranks - 2 Int + 0 class + 0 misc
 [c] Diplomacy          : +8    1 ranks + 1 Cha + 3 class + 3 misc
 [ ] Disable Device ^   :       0 ranks + 2 Dex + 0 class + 0 misc - 3 armor
 [ ] Disguise           : +1    0 ranks + 1 Cha + 0 class + 0 misc
 [ ] Escape Artist      : -1    0 ranks + 2 Dex + 0 class + 0 misc - 3 armor
 [c] Fly                : -1    0 ranks + 2 Dex + 0 class + 0 misc - 3 armor
 [c] Handle Animal ^    : +5    1 ranks + 1 Cha + 3 class + 0 misc
 [c] Heal               : +3    0 ranks + 3 Wis + 0 class + 0 misc
 [ ] Intimidate         : +1    0 ranks + 1 Cha + 0 class + 0 misc
 [ ] Know: Arcana ^     :       0 ranks - 2 Int + 0 class + 0 misc
 [ ] Know: Dungeon ^    :       0 ranks - 2 Int + 0 class + 0 misc
 [ ] Know: Engineer ^   :       0 ranks - 2 Int + 0 class + 0 misc
 [c] Know: Geography ^  : +3    1 ranks - 2 Int + 3 class + 1 misc
 [ ] Know: History ^    :       0 ranks - 2 Int + 0 class + 0 misc
 [ ] Know: Local ^      :       0 ranks - 2 Int + 0 class + 0 misc
 [c] Know: Nature ^     : +2    1 ranks - 2 Int + 3 class + 0 misc
 [c] Know: Planes ^     :       0 ranks - 2 Int + 0 class + 0 misc
 [c] Know: Religion ^   :       0 ranks - 2 Int + 0 class + 0 misc
 [ ] Linguistics ^      :       0 ranks - 2 Int + 0 class + 0 misc
 [ ] Perception         : +5    0 ranks + 3 Wis + 0 class + 2 misc
 [ ] Perform:           : +1    0 ranks + 1 Cha + 0 class + 0 misc
 [c] Profession: ^      :       0 ranks + 3 Wis + 0 class + 0 misc
 [c] Ride               : -1    0 ranks + 2 Dex + 0 class + 0 misc - 3 armor
 [ ] Sense Motive       : +5    0 ranks + 3 Wis + 0 class + 2 misc
 [ ] Sleight of Hand ^  :       0 ranks + 2 Dex + 0 class + 0 misc - 3 armor
 [c] Spellcraft ^       :       0 ranks - 2 Int + 0 class + 0 misc
 [ ] Stealth            : -1    0 ranks + 2 Dex + 0 class + 0 misc - 3 armor
 [c] Survival           : +7    1 ranks + 3 Wis + 3 class + 0 misc
 [ ] Swim               : -1    0 ranks + 2 Str + 0 class + 0 misc - 3 armor
 [ ] Use Magic Device ^ :       0 ranks + 1 Cha + 0 class + 0 misc

 Languages : Common

Conditional Bonuses:  +2 to identify alien monsters’ abilities and weaknesses (Stargazer Trait)
  Traits and Feats 

Level 1 Feat: Catch Off-Guard (No penalties for using improvised melee weapons, and unarmed opponents are flat-footed against such attacks)

Bonus Feat (from Familiar):  Alertness (+2 to Perception & Sense Motive)
Bonus Feat (from Race: Human): Throw Anything (No penalties for using improvised    ranged weapons.

Trait #1:  Stargazer (Campaign Trait):  Fascinated by concept of life on other planets and have heard that perhaps some of these strange creatures can be found in the caverns below Torch!  Gain a +2 trait bonus to identify alien monsters’ abilities and weakness, a +1 bonus on Knowledge (Geography), Knowledge (Geography) is a class skill, and treated as possessing Technologist feat for resolving checks to identify an alien creature using a Knowledge skill and for all Knowledge (Geography) checks. 

Trait #2: Surprise Weapon (Combat Trait):  Skilled in fighting with objects not traditionally considered weapons.  +2 trait bonus on attacks with improvised weapons.
  Money and Equipment 

 Armor     :  Hide Armor (25 lbs).
 Belt      :
 Body      :
 Chest     :
 Eyes      :
 Feet      :
 Hands     :
 Head      :
 Headband  :
 Neck      :
 Ring #1   :
 Ring #2   :
 Shield    :
 Shoulders :
 Wrists    :

 Weapon    :
 Weapon    :

Other Equipment:

Backpack (2 lbs.)
Fishing Net (5 lbs.)
Torch (1 lb.)
Trail Rations (x5) (5 lbs.)
Furs (cold-weather outfit) (7 lbs.)
Waterskin (4 lbs.)
Spell Component Pouch (2 lbs.)
Money: 75 gp, 4 sp, 9 cp (1.5 lbs.)
Total Weight of Gear:  52.5 lbs.

Carrying Capacity:  Light Load (58 lbs. or less) 

  Magic 

 Level 0     3 spells per day  +  0 bonus    DC 13 (10 + 0 level + 3 ability)
    Known:  Per Shaman spell list + Spark (FC Bonus)

    Prepared: Spark, Create Water, Light

 Level 1     1 spells per day  +  1 bonus    DC 14 (10 + 1 level + 3 ability)
    Known:  Per Shaman spell list plus Shillelagh (Wood Spirit)

    Prepared: Cure Light Wounds, Thorn Javelin

 Level 2     0 spells per day    0 bonus    DC 10 (10 + level + 0 ability)
    Known:

    Prepared:
Familiar Stats (Thrush)
N Diminutive magical beast
Init +2; Senses: Low-light Vision
AC: 17 (T16, FF15) (+2 Dex, +4 size, +1 natural armor)
HP (1 HD): 5
Fort: +0, Ref +4, Will +4
Speed: 10’, Fly 40’ (average)
Melee: Bite -1, d. 1d2-5
Space: 1 ft, Reach: 0 ft.
Str 1, Dex 15, Con 6, Int 6, Wis 15, Cha 6
BAB: +0, CMB -2, CMD 3
Feats: Skill Focus (Perception)
Skills: Fly +12, Perception +5
Special: Improved Evasion, Share Spells, Empathic Link, Freeze (can take 20 to hide in plain site as an inanimate object)
Description:  Thrushes are small, plump birds that eat fruit and insects.  All thrushes are known for their beautiful songs, but thrush familiars are also capable of actual speech.
 
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#12
BACKGROUND

Gurkagh hails from a small nomadic Kellid tribe in northeastern Numeria known as the Ox-Bloods, where his father serves the important role as tribal shaman.  Three years ago an outlander trader came to the Ox-Bloods’ campsite, and Gurkagh's elder brother (Uteo) was mesmerized by the trader's tales of adventure in the outlands.  Two weeks later, Uteo ran away from home.  He was gone for over two years before returning to the tribe.  Uteo had become a powerful warrior in the outlands, and told many tales of high adventure involving men made of metal, canoes that could fly to the stars, and slingshots that hurled lightning bolts!  One night while Gurkagh and his brother were out hunting, Uteo brought forth a bottle of outlander wine.  Father always said "Outsider brew full of evil spirits & trouble," but Uteo convinced Gurkagh to share the wine anyway.  Gurkagh fell asleep while Uteo was supposed to have been keeping watch.

When Gurkagh awoke late the next morning, he was startled to see his brother was dead, with a python wrapped around his neck.  Gurkagh noticed his brother's dagger had not even been drawn.  His brother had died because he was careless.  To avoid the shame this would bring on Uteo, Gurkagh killed the snake and bloodied Uteo's dagger, placing it in his hand so it would appear a mighty battle had been fought.

When Gurkagh returned and shared the news of his brother’s death, everyone was deeply saddened.  Gurkagh's mother entered an immediate state of mourning, while his father was forced to train Gurkagh as the future tribal shaman, even though Gurkagh's father believes him to be a lazy dullard.  And worse, many of the nomads blamed Gurkagh for Uteo's death, not realizing just how right they were.

Six months later, Gurkagh was sent down river to hunt a boar for the end-of-mourning feast.  Gurkagh killed the boar, but fell asleep on the raft while returning home.  He awoke in a land he had never seen before, but soon realized it was the place of wonder described by his brother!  People wearing strange clothing, with stranger tools, and words he could barely comprehend.  Afraid to go home, Gurkagh decided that the spirits had brought him here, to this strange village called Torch, for a reason.  If he could find the secrets of the stars and bring them back to the Ox-Bloods, he’d be lauded as a hero rather than a disappointment!

Gurkagh is extremely friendly, curious, and playful around others, but is deeply troubled and confused by his brother's death.  He has no formal education and poor reasoning ability, but his instincts about people and situations are often right.  His first spirit-guide is his ancestor, Uncle Shimo, who was outcast from the tribe for cowardice and returned by the gods in the form of a thrush.  Gurkagh hasn’t figured out yet quite how to talk to Uncle Shimo, but he’s working on it . . .
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#13
Here is Cin's [Sin] Character Sheet

Appearance:  Cin-Ezra is an attractive woman.  She has startlingly blue eyes that peer out from under a shock of long (dyed) black hair.  Her body is athletic but curvy with very long legs for her small stature.  Cin usually wears a duster over her armor and a stetson on her head to shield her from the sun.  She also has a small scar under her left eye in the shape of a "t" given to her by a someone she does not speak about.

Personality: Cin is usually quiet with the people whom she doesn't know.  She takes her time studying people from a distance, learning what she can of someone before deciding if she can trust them.  Despite Cin taking her time to gather this information, when action is required she can react suddenly and with daring tactics to quickly put an end to whatever has drawn her ire.  Having only arrived to the region a short time ago, Cin is a little self conscious of her Common which contributes to her quiet nature.  Having lost most of her familial connections she is careful about forming new ones.  But if she learns to trust someone and considers them a friend, there is little she wouldn't do to keep them safe.

Background:  Cin was born in the far away land of Tian Xia in an area which was experiencing a great number of wars.  Her parents managed to pay for passage away from all the war to start a new life in a new land.  There she settled with others from her homeland on a small island.  Since Cin's parents were Engineers they were tasked with building the new settlement and its infrastructure.  Cin was expected to follow in her parents footsteps so she spent her days learning form them the basics of engineering.  

When she was around 10 years old, her island settlement was attacked by pirates.  Her people fought well but they were no match for the terrible violence the savages were capable of.  Cin and her family were captured by the pirates and after they did terrible things to their captives they sold them into slavery.  It was at this point Cin's family was split up.  A Kellid Slaver named Turog attacked the clan who bought Cin's family.  The clan managed to barely escape with her siblings but being the youngest (and slowest), Cin and her parents were captured.  During their capture, her parents were injured but Cin stood up to the Kellid Slavers.  The barbarians never took the little girl seriously but she managed to actually kill one of them(more by luck) which impressed Turog immensely.  Turog forced her parents to use their engineering talents to fortify Turog's stronghold which gave them privileges beyond regular slaves and Cin was treated what could almost be described as his own daughter... almost.  

As the years passed, Cin learnt how to fight.  When she was introduced to guns by another slave, she seemed to be a natural, so Turog allowed her to be trained by him until the slave died.  Things slowly began to change as she grew into woman.  Turog's paternal feelings turned more lustful.  Cin managed to cleverly evade his advances but her parents knew it was only a matter of time before Turog just took what he wanted.  So they set about formulating a plan to escape to Numeria.  Unfortunately one of Turog's wives learnt of the plot and decided to twist their plans to her own ends.  She had grew tired of Turog's flirtations with Cin so she had kegs of gun powder planted in an attempt to assassinate her husband and implicate the slave girl.  The plan almost went off without a hitch except it wasn't Turog who was killed but one of his sons.  Flying into a rage, he tortured and then slaughtered Cin's parents while she was forced to helplessly watch.  He then began torturing Cin by carving his name into her cheek so Cin would forever know who owned her.  Turog finished cutting the "t" into her cheek under her left eye when suddenly the stronghold was attacked.  A rival clan had heard the explosions and chaos and decided to use that moment to mount a raid.  In the chaos, Cin managed to slip out of her bonds and escape.

After Cin was trying to escape from the slavers, Turog sent his trackers to hunt her down.  They caught up to her and despite Cin putting up a fight, she was soon overwhelmed.  While being dragged back to their stronghold Khonnir's adventuring group arrived and rescued Cin from Turog inevitably finishing carving his name into her face.  Khonnir allowed her to stay with him until she had recuperated and got back on her feet.  Cin eventually was able to open up to the wizard about her past.  His heart went out to the girl and he took her in as a kind of step father.  It took Cin awhile to learn to trust the man but she has now grown very close to him.

It took a long time for Cin to escape the nightmares of her past to function normally.  For many months she refused to even leave Khonnir's home out of fear that Turog would be outside waiting for her.  Since Khonnir was away, Cin learned to conquer her fear.  She was eager to show him but yet to return from his adventure.  Since he was away, she decided to occupy herself by finding some work.  She needed some coin to repay Turog for what he did to her family and to locate her lost siblings.
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#14
Gurkagh

Background:
Gurkagh hails from a small nomadic Kellid tribe in northeastern Numeria known as the Ox-Bloods, where his father serves the important role as tribal shaman.  Three years ago an outlander trader came to the Ox-Bloods’ campsite, and Gurkagh's elder brother (Uteo) was mesmerized by the trader's tales of adventure in the outlands.  Two weeks later, Uteo ran away from home.  He was gone for over two years before returning to the tribe.  Uteo had become a powerful warrior in the outlands, and told many tales of high adventure involving men made of metal, canoes that could fly to the stars, and slingshots that hurled lightning bolts!  One night while Gurkagh and his brother were out hunting, Uteo brought forth a bottle of outlander wine.  Father always said "Outsider brew full of evil spirits & trouble," but Uteo convinced Gurkagh to share the wine anyway.  Gurkagh fell asleep while Uteo was supposed to have been keeping watch.

When Gurkagh awoke late the next morning, he was startled to see his brother was dead, with a python wrapped around his neck.  Gurkagh noticed his brother's dagger had not even been drawn.  His brother had died because he was careless.  To avoid the shame this would bring on Uteo, Gurkagh killed the snake and bloodied Uteo's dagger, placing it in his hand so it would appear a mighty battle had been fought.

When Gurkagh returned and shared the news of his brother’s death, everyone was deeply saddened.  Gurkagh's mother entered an immediate state of mourning, while his father was forced to train Gurkagh as the future tribal shaman, even though Gurkagh's father believes him to be a lazy dullard.  And worse, many of the nomads blamed Gurkagh for Uteo's death, not realizing just how right they were.

Six months later, Gurkagh was sent down river to hunt a boar for the end-of-mourning feast.  Gurkagh killed the boar, but fell asleep on the raft while returning home.  He awoke in a land he had never seen before, but soon realized it was the place of wonder described by his brother!  People wearing strange clothing, with stranger tools, and words he could barely comprehend.  Afraid to go home, Gurkagh decided that the spirits had brought him here, to this strange village called Torch, for a reason.  If he could find the secrets of the stars and bring them back to the Ox-Bloods, he’d be lauded as a hero rather than a disappointment!

Gurkagh is extremely friendly, curious, and playful around others, but is deeply troubled and confused by his brother's death.  He has no formal education and poor reasoning ability, but his instincts about people and situations are often right.  His first spirit-guide is his ancestor, Uncle Shimo, who was outcast from the tribe for cowardice and returned by the gods in the form of a thrush.  

Physical Description:
Gurkagh stands 5'9" tall, with a lean muscular build (161 lbs). Usually clad in thick furs and hides, his dark brown hair and beard are a tangled mess. It is often hard to see his dark, tanned complexion because his face and arms are often painted with ritual paints made of herbs and/or ashes. When he does remove his hides, his fchest and arms are covered in tribal tattoos. Despite his wild, unkempt appearance his white teeth are often seen in a ready smile through his beard, and his brown eyes are piercing , with an open, friendly gaze.

[Image: f9ciK2pm.jpg]

Male Human (Kellid) shaman 1
CN Medium humanoid (human)
Init +2, Senses Perception +5
=================================================
DEFENSE
=================================================
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 10 ((1d8)+2)
Fort +2, Ref +2, Will +5

=================================================
OFFENSE
=================================================
Speed 20 ft.
Melee improvised weapon, one-handed +4(1d6+3)
Ranged improvised weapon, one-handed (thrown) +2 (1d6+2)
Melee dagger +2 (1d4+2/19-20)
Ranged dagger (thrown) +2 (1d4+2/19-20)
Ranged javelin +2 (1d6+2)
Ranged sling +2 (1d4+2)

Prepared Spells
Shaman (CL 1st; concentration +4)
1st-cure light wounds(DC 14), thorn javelin
0th-dancing lights, detect magic, guidance(DC 13)
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TACTICS
=================================================

=================================================
STATISTICS
=================================================
Str 14, Dex 14, Con 14, Int 8, Wis 16, Cha 14,
Base Atk +0; CMB +2; CMD 14
Feats Alertness, Catch Off-Guard, Throw Anything
Skills Diplomacy +9, Handle Animal (1 bg) +6, Heal +7, Knowledge (Geography) (1 bg) +4, Knowledge (History) +0, Knowledge (Nature) +3, 
Traits Exalted of the Society, Stargazer, Surprise Weapon, 
Languages Common, Hallit
SQ bonus feat, channel (1d6, DC 12, 3/day), familiar's alertness ability active, life (spirit), orisons, skilled, spirit, spirit animal, spirit magic, weapon and armor proficiency, 
Gear 
improvised weapon, one-handed, 
Mithral Shirt (Aura no aura (non-magical); CL —; Weight 10 lbs.; Price 1,100 gp | This extremely light chain shirt is made of very fine mithral links. The armor has an arcane spell failure chance of 10%, a maximum Dexterity bonus of +6, and no armor check penalty. It is considered light armor.,)
outfit (cold-weather), 
barbarian's kit, 
bag, bear, 
bird-training kit, 
birdfeed (per day) (7) 
candle (10)
fetish (tribal) 
sling bullets (10) 
dagger
javelin (3) 
sling


Treasure
cp 5 
sp 4
gp 18.5
pp 1 

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SPECIAL ABILITIES
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Background Skill (Handle Animal, Knowledge (History)) 

Bonus Feat Humans select one extra feat at 1st level.

Channel (Su) You can unleash a wave of positive energy. You must choose to deal 1d6 points of positive energy damage to undead creatures or to heal living creatures of 1d6 points of damage. Creatures that take damage from channeled energy receive a DC 12 Will save to halve the damage. You can use this ability 3 times per day.

Exalted of the Society The vaults of the Grand Lodge in Absalom contain many secrets of the divine powers of the gods, and you have studied your deity extensively. You may channel energy one additional time per day.

Familiar's Alertness ability active (Ex) PC has a familiar that has the Alertness (Ex) ability and it is within arms' reach, the master gains the Alertness feat.

Life (Spirit) Spirit Magic Spells: detect undead (1st), lesser restoration (2nd), neutralize poison (3rd), restoration (4th), breath of life (5th), heal (6th), greater restoration (7th), mass heal (8th), true resurrection (9th)

No Racial Subtype You have chosen no racial subtype.

Orisons Shamans can prepare a number of orisons, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Sleepy You must sleep or rest for at least 12 hours each night to get the benefits of a fll night's rest. You take a -2 penalty on saving throws against sleep effects.

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. 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.

Spirit Animal (Ex) 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.

Spirit Magic Spells: Detect undead (1st), lesser restoration (2nd), neutralize poison (3rd), restoration (4th), breath of life (5th), heal (6th), greater restoration (7th), mass heal (8th), true resurrection (9th).



Stargazer They say the strange technological ruins scattered throughout Numeria came from the skies several thousand years ago. The concept of life on other planets far beyond Golarion has always fascinated you, and you've long hoped to learn more about what life on those other planets may have been like. You've heard stories about the strange alien creatures found in Numerian dungeons and hope to learn all you can about them-perhaps some of these aliens can be found in the caverns below Torch! You gain a +2 trait bonus on Knowledge checks to identify alien monsters' abilities and weaknesses. In addition, you gain a +1 trait bonus on Knowledge (geography) checks, and this skill is a class skill for you. You are treated as if you possessed the Technologist feat for the purposes of resolving checks to identify an alien creature using a Knowledge skill and for all Knowledge (geography) checks. If you already possess the Technologist feat, then your trait bonus on Knowledge (geography) checks increases to +3.

Surprise Weapon You are skilled at fighting with objects not traditionally considered weapons. You gain a +2 trait bonus on attack rolls with improvised weapons.

Weapon and Armor Proficiency A shaman is proficient with all simple weapons, and with light and medium armor.
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Spirit Animal/Familiar 
Uncle Shimu
Male Thrush animal 1
None Diminutive animal/magical beast (familiar, augmented magical beast, familiarbase)
Init +2, Senses low-light vision; Perception +9
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DEFENSE
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AC 17, touch 16, flat-footed 15 (+2 Dex, +1 natural, +4 size )
hp 5 ((1d8)-2), Fast Healing 1
Fort +0, Ref +4, Will +4

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OFFENSE
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Speed 10 ft. Fly 40 ft. (Average)
Melee bite -1 (1d2-5)
Space 1 ft. Reach 0 ft.

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TACTICS
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STATISTICS
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Str 1, Dex 15, Con 6, Int 6, Wis 15, Cha 6,
Base Atk +0; CMB +0; CMD 5
Feats Skill Focus (Perception)
Skills Diplomacy -1, Handle Animal -1, Heal +3, Knowledge (Geography) -1, Knowledge (History) -1, Knowledge (Nature) -1, Perception +9, Stealth +14
Communication Empathic Link, Speech (Hallit)
SQ alertness, empathic link, fast healing 1, improved evasion, low-light vision, share spells, spirit animal, 
Combat Gear 
Other Gear bite, 0.0 gp
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SPECIAL ABILITIES
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Alertness (Ex) While a familiar is within arm's reach, the master gains the Alertness feat.

Empathic Link (Su) The master has an empathic link with his familiar to a 1 mile distance. The master can communicate emphatically 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.

Familiar 

Fast Healing (Ex) You regain hit points at 1 hit points per round. You regain hit points at 1 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.

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

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Share Spells (Ex) The master may cast a spell with a target of "You" on her animal companion (as a spell with a range of touch) instead of on herself. A master may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

Spirit Animal (Su) The spirit animal appears to be a beautiful and very healthy version of its species, and seems especially vibrant and full of life.

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#15
E.S.S.A.C.C.U.S-10

Description:
E.S.S.A.C.C.U.S-10 stands 5'2' tall, at a 175lbs, with a slim, athletic slightly muscular build. a pale complexion with a fine metalic blue patterned tattoo faintly covering every inch of his flesh, like a circuit board pattern, and silver orb for eyes. He moves with cat like grace,caryying a pack and bedroll on his back, and is wearing  a simple outfit, including sandals, loose  blue breeches, and a loose  blue shirt, that is bound together with white sashes, and no weapons evident.  

Background:
E.S.S.A.C.C.U.S-10 suddenly awoke, consious of his surroundings, knowing he is in the catacombs of the temple of Brigh in Torch, not sure how he has come by that knowledge, but just sure of its correctness. He sits up swings his legs down to the floor, walks over to a cabinet, presses the hidden level that releases the latch to open it, as if by muscle memory. Sitting in side is a backpack, a monk's blue and white costume, 10 metal shuriken and 2 Dan Bong's. E.S.S.A.C.C.U.S-10 donned the clothing, tucked away the weapons so that they are concealedin the folds of the white cords binding his out fit together, where they will be easy to access should he need them. He then closses the cabinet and reads aloud the inscription on its front, which reads "Elite Special Services Adaptable Combat Construct Unit Series 10", puases a minute, and talking to himself says "That is an awful mouthfull, I will have to shorten my name to E.S.S.A.C.C.U.S-10". E.S.S.A.C.C.U.S-10 knows he was created to destroy the metal men(robots), and that he originaly came to this world on a great ship that flew amongst the stars, and that it has been a millinia since his body was last active, and that it is once again time to hunt his enemies, He then shoulders the pack and heads to thetemple proper to begin his existance.
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