Lumenor Smith - Herald of the Cleansing Flame
Human
Shaman 3
Str 10
Dex 14 +2
Con 10
Int 10
Wis 18 +4
Cha 10
Saves:
FORT +1
REFL +1
WILL +4
HP: 32
AC: 16
Chain Shirt +4 (100 gp)
BAB +3
Weapons:
Torch, 1d3+1 fire
Dagger, 1d4
Other Equipment:
20 candles.
Flint and steel x2
Hooded lantern
10 flasks of oil
backpack
Simple robes
Racial Abilities
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Common
360° vision even in the dark or with eyes closed
Spell Like Ability, Augury: An augury can tell you whether a particular action will bring good or bad results for you in the immediate future.
The base chance for receiving a meaningful reply is 70% + 1% per caster level, to a maximum of 90%; this roll is made secretly. A question may be so straightforward that a successful result is automatic, or so vague as to have no chance of success. If the augury succeeds, you get one of four results:
Weal (if the action will probably bring good results).
Woe (for bad results).
Weal and woe (for both).
Nothing (for actions that don't have especially good or bad results).
If the spell fails, you get the “nothing” result. A cleric who gets the “nothing” result has no way to tell whether it was the consequence of a failed or successful augury.
The augury can see into the future only about half an hour, so anything that might happen after that does not affect the result. Thus, the result might not take into account the long-term consequences of a contemplated action. All auguries cast by the same person about the same topic use the same die result as the first casting.
Spirit Magic Spells: Burning hands (1st), resist energy (2nd), fireball (3rd), wall of fire (4th), summon monster V (fire elementals only, 5th), fire seeds (6th), fire storm (7th), incendiary cloud (8th), fiery body (9th).
Spirit Ability: A shaman who chooses the flame spirit as her spirit or wandering spirit gains the following ability.
Touch of Flame (Su): As a standard action, the shaman can make a melee touch attack that deals 1d6 points of fire 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 flaming weapon.
Wandering Spirit: Heavens
Heavens
A shaman who selects the heavens spirit has eyes that sparkle like starlight, giving her an aura of otherworldliness. When she calls upon one of this spirit's abilities, her eyes turn pitch black and the colors around her drain for a brief moment.
Spirit Magic Spells:color spray (1st), hypnotic pattern (2nd), daylight (3rd), rainbow pattern (4th), overland flight (5th), chain lightning (6th), prismatic spray (7th), sunburst (8th), meteor swarm (9th).
Hex:
Fury (Su): A shaman incites a creature within 30 feet into a primal fury. The target receives a +2 morale bonus on attack rolls and a +2 resistance bonus on saving throws against fear for a number of rounds equal to the shaman's Wisdom modifier. At 8th and 16th levels, these bonuses increase by 1. Once a creature has benefited from the fury hex, it cannot benefit from it again for 24 hours.
Heaven's Leap (Su): The shaman is adept at creating tiny tears in the fabric of space, and temporarily stitching them together to reach other locations through a limited, one-way wormhole. As a standard action, the shaman can designate herself or a single ally that she can see who is within 30 feet of her. She can move that creature as if it were subject to jester's jaunt. Once targeted by this hex, the ally cannot be the target of this hex again for 24 hours.
Red Eyed Raven
Spirit Animal: The shaman's spirit animal is surrounded by a nimbus of flame that gives off light like a candle. This nimbus is warm to the touch, but doesn't cause any damage. The animal is immune to fire damage, but is vulnerable to cold damage.
Raven* Master gains a +3 bonus on Appraise checks
*A raven familiar can speak one language of its master's choice as a supernatural ability -
Master Class Level Natural Armor Adj. Int Special
1st–2nd +1 6 Alertness, improved evasion, share spells, empathic link
3rd–4th +2 7 Deliver touch spells
5th–6th +3 8 Speak with master
7th–8th +4 9 Speak with animals of its kind
9th–10th +5 10 —
11th–12th +6 11 Spell resistance
13th–14th +7 12 Scry on familiar
15th–16th +8 13 —
17th–18th +9 14 —
19th–20th +10 15 —
Raven CR 1/6
XP 65
N Tiny animal
Init +2; Senses low-light vision; Perception +6
DEFENSE
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 3 (1d8–1)
Fort +1, Ref +4, Will +2
OFFENSE
Speed 10 ft., fly 40 ft. (average)
Melee bite +4 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 2, Dex 15, Con 8, Int 2, Wis 15, Cha 7
Base Atk +0; CMB +0; CMD 6
Feats Skill Focus (Perception), Weapon Finesse
Skills Fly +6, Perception +6
SPECIAL ABILITIES
Familiar
The master of a raven familiar gains a +3 bonus on Appraise checks.
Craft (Int), 11
Diplomacy (Cha), 111
Fly (Dex), 1
Handle Animal (Cha), 1
Heal (Wis), 111
Knowledge (nature) (Int), 1
Knowledge (planes) (Int), 11
Knowledge (religion) (Int), 11
Profession (Wis), 11
Ride (Dex), 1
Spellcraft (Int), 1111
Survival (Wis), 11
Feats:
Exotic Weapon Proficiency - Torch
Extra Hex - Shapeshift
Spells per day =
Known Spells:
-0-
1: dancing lights
2: touch of fatigue
3: daze
4: stabilize
-1-
1: Produce Flame
2: Color Spray
3: cure light wounds
Spirit Magic: Burning Hands
-2-
1: Flame Blade
2: Burning Gaze
Spirit Magic: Resist Energy
Shaman Spells
Shamans gain access to the following spells.
0-Level Shaman Spells: Arcane mark, bleed, create water, dancing lights, daze, detect magic, detect poison, guidance, know direction, light, mending, purify food and drink, read magic, resistance, stabilize, touch of fatigue, virtue.
1st-Level Shaman Spells: Bane, blend, bless, burning hands, calm animals, cause fear, charm animal, charm person, chill touch, comprehend languages, cure light wounds, dancing lantern, detect animals or plants, detect chaos/evil/good/law, detect undead, discern next of kin, doom, endure elements, entangle, frostbite, gentle breeze, goodberry, heightened awareness, hex vulnerability, hex ward, hide from animals, hydraulic push, inflict light wounds, magic stone, magic weapon, monkey fish, obscuring mist, pass without trace, produce flame, protection from chaos/evil/good/law, remove fear, sense spirit magic, sleep, stone shield, thorn javelin, wave shield.
2nd-Level Shaman Spells: Aid, alter self, animal messenger, animal purpose training, animate dead (lesser), augury, barkskin, bear's endurance, beastspeak, bull's strength, buoyancy, burning gaze, calm emotions, commune with birds, cure moderate wounds, darkness, delay poison, eagle eye, eagle's splendor, enthrall, false life, flame blade, focused scrutiny, fog cloud, gentle repose, ghostbane dirge, glide, guiding star, hold person, imbue with elemental might, inflict moderate wounds, levitate, life pact, owl's wisdom, remove paralysis, resist energy, restoration (lesser), scare, shield companion, sickening entanglement, spiritual weapon, summon nature's ally II, summon swarm, tree shape, warp wood, web shelter, wood shape.
A meteorite crashed into the land, tearing a rift into the ground and spreading a disastrous fire. A judgement. Soon, new life came up around the gorge. Then a tower, then a road, then a town. The meteorite is still buried deep in the earth... Still judging...
1. Behold, the wrath that was is now again upon us.
2. Flee as you will, but you may not escape the purifying fire!
3. The seed that was already sown is now birthed into the earth.
4. Woe onto those who delight in comfort and take refuge in folly.
5. But for those who embrace this test, take heart. New life is at hand.
"What I burn I burn. What I spare I spare. You see that I burn because it is a TIME for burning. But stand vigil with me a while and I will show you. One day I will quench, and seed, and water, and season, and harvest. Do not lament what I have burned. And do not lust for the burning of what I have spared. For it all belongs to me, and you shall be my steward both in burning and in flourishing."
Human
Shaman 3
Str 10
Dex 14 +2
Con 10
Int 10
Wis 18 +4
Cha 10
Saves:
FORT +1
REFL +1
WILL +4
HP: 32
AC: 16
Chain Shirt +4 (100 gp)
BAB +3
Weapons:
Torch, 1d3+1 fire
Dagger, 1d4
Other Equipment:
20 candles.
Flint and steel x2
Hooded lantern
10 flasks of oil
backpack
Simple robes
Racial Abilities
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Common
360° vision even in the dark or with eyes closed
Spell Like Ability, Augury: An augury can tell you whether a particular action will bring good or bad results for you in the immediate future.
The base chance for receiving a meaningful reply is 70% + 1% per caster level, to a maximum of 90%; this roll is made secretly. A question may be so straightforward that a successful result is automatic, or so vague as to have no chance of success. If the augury succeeds, you get one of four results:
Weal (if the action will probably bring good results).
Woe (for bad results).
Weal and woe (for both).
Nothing (for actions that don't have especially good or bad results).
If the spell fails, you get the “nothing” result. A cleric who gets the “nothing” result has no way to tell whether it was the consequence of a failed or successful augury.
The augury can see into the future only about half an hour, so anything that might happen after that does not affect the result. Thus, the result might not take into account the long-term consequences of a contemplated action. All auguries cast by the same person about the same topic use the same die result as the first casting.
Spirit Magic Spells: Burning hands (1st), resist energy (2nd), fireball (3rd), wall of fire (4th), summon monster V (fire elementals only, 5th), fire seeds (6th), fire storm (7th), incendiary cloud (8th), fiery body (9th).
Spirit Ability: A shaman who chooses the flame spirit as her spirit or wandering spirit gains the following ability.
Touch of Flame (Su): As a standard action, the shaman can make a melee touch attack that deals 1d6 points of fire 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 flaming weapon.
Wandering Spirit: Heavens
Heavens
A shaman who selects the heavens spirit has eyes that sparkle like starlight, giving her an aura of otherworldliness. When she calls upon one of this spirit's abilities, her eyes turn pitch black and the colors around her drain for a brief moment.
Spirit Magic Spells:color spray (1st), hypnotic pattern (2nd), daylight (3rd), rainbow pattern (4th), overland flight (5th), chain lightning (6th), prismatic spray (7th), sunburst (8th), meteor swarm (9th).
Hex:
Fury (Su): A shaman incites a creature within 30 feet into a primal fury. The target receives a +2 morale bonus on attack rolls and a +2 resistance bonus on saving throws against fear for a number of rounds equal to the shaman's Wisdom modifier. At 8th and 16th levels, these bonuses increase by 1. Once a creature has benefited from the fury hex, it cannot benefit from it again for 24 hours.
Heaven's Leap (Su): The shaman is adept at creating tiny tears in the fabric of space, and temporarily stitching them together to reach other locations through a limited, one-way wormhole. As a standard action, the shaman can designate herself or a single ally that she can see who is within 30 feet of her. She can move that creature as if it were subject to jester's jaunt. Once targeted by this hex, the ally cannot be the target of this hex again for 24 hours.
Red Eyed Raven
Spirit Animal: The shaman's spirit animal is surrounded by a nimbus of flame that gives off light like a candle. This nimbus is warm to the touch, but doesn't cause any damage. The animal is immune to fire damage, but is vulnerable to cold damage.
Raven* Master gains a +3 bonus on Appraise checks
*A raven familiar can speak one language of its master's choice as a supernatural ability -
Master Class Level Natural Armor Adj. Int Special
1st–2nd +1 6 Alertness, improved evasion, share spells, empathic link
3rd–4th +2 7 Deliver touch spells
5th–6th +3 8 Speak with master
7th–8th +4 9 Speak with animals of its kind
9th–10th +5 10 —
11th–12th +6 11 Spell resistance
13th–14th +7 12 Scry on familiar
15th–16th +8 13 —
17th–18th +9 14 —
19th–20th +10 15 —
Raven CR 1/6
XP 65
N Tiny animal
Init +2; Senses low-light vision; Perception +6
DEFENSE
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 3 (1d8–1)
Fort +1, Ref +4, Will +2
OFFENSE
Speed 10 ft., fly 40 ft. (average)
Melee bite +4 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 2, Dex 15, Con 8, Int 2, Wis 15, Cha 7
Base Atk +0; CMB +0; CMD 6
Feats Skill Focus (Perception), Weapon Finesse
Skills Fly +6, Perception +6
SPECIAL ABILITIES
Familiar
The master of a raven familiar gains a +3 bonus on Appraise checks.
Craft (Int), 11
Diplomacy (Cha), 111
Fly (Dex), 1
Handle Animal (Cha), 1
Heal (Wis), 111
Knowledge (nature) (Int), 1
Knowledge (planes) (Int), 11
Knowledge (religion) (Int), 11
Profession (Wis), 11
Ride (Dex), 1
Spellcraft (Int), 1111
Survival (Wis), 11
Feats:
Exotic Weapon Proficiency - Torch
Extra Hex - Shapeshift
Spells per day =
Known Spells:
-0-
1: dancing lights
2: touch of fatigue
3: daze
4: stabilize
-1-
1: Produce Flame
2: Color Spray
3: cure light wounds
Spirit Magic: Burning Hands
-2-
1: Flame Blade
2: Burning Gaze
Spirit Magic: Resist Energy
Shaman Spells
Shamans gain access to the following spells.
0-Level Shaman Spells: Arcane mark, bleed, create water, dancing lights, daze, detect magic, detect poison, guidance, know direction, light, mending, purify food and drink, read magic, resistance, stabilize, touch of fatigue, virtue.
1st-Level Shaman Spells: Bane, blend, bless, burning hands, calm animals, cause fear, charm animal, charm person, chill touch, comprehend languages, cure light wounds, dancing lantern, detect animals or plants, detect chaos/evil/good/law, detect undead, discern next of kin, doom, endure elements, entangle, frostbite, gentle breeze, goodberry, heightened awareness, hex vulnerability, hex ward, hide from animals, hydraulic push, inflict light wounds, magic stone, magic weapon, monkey fish, obscuring mist, pass without trace, produce flame, protection from chaos/evil/good/law, remove fear, sense spirit magic, sleep, stone shield, thorn javelin, wave shield.
2nd-Level Shaman Spells: Aid, alter self, animal messenger, animal purpose training, animate dead (lesser), augury, barkskin, bear's endurance, beastspeak, bull's strength, buoyancy, burning gaze, calm emotions, commune with birds, cure moderate wounds, darkness, delay poison, eagle eye, eagle's splendor, enthrall, false life, flame blade, focused scrutiny, fog cloud, gentle repose, ghostbane dirge, glide, guiding star, hold person, imbue with elemental might, inflict moderate wounds, levitate, life pact, owl's wisdom, remove paralysis, resist energy, restoration (lesser), scare, shield companion, sickening entanglement, spiritual weapon, summon nature's ally II, summon swarm, tree shape, warp wood, web shelter, wood shape.
A meteorite crashed into the land, tearing a rift into the ground and spreading a disastrous fire. A judgement. Soon, new life came up around the gorge. Then a tower, then a road, then a town. The meteorite is still buried deep in the earth... Still judging...
1. Behold, the wrath that was is now again upon us.
2. Flee as you will, but you may not escape the purifying fire!
3. The seed that was already sown is now birthed into the earth.
4. Woe onto those who delight in comfort and take refuge in folly.
5. But for those who embrace this test, take heart. New life is at hand.
"What I burn I burn. What I spare I spare. You see that I burn because it is a TIME for burning. But stand vigil with me a while and I will show you. One day I will quench, and seed, and water, and season, and harvest. Do not lament what I have burned. And do not lust for the burning of what I have spared. For it all belongs to me, and you shall be my steward both in burning and in flourishing."
Last edited by MAS on Wed Jun 15, 2016 9:48 pm; edited 10 times in total