03-01-2017, 03:02 PM
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.
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.