Board:

Giantslayer

Topic:

Characters building / Characters


Seawolf001

2015-02-20 17:39:49

Info kommer efterhånden som jeg kommer på det eller læser mig til det (Har jo af gode grunde ikke plottet endnu).

Point Buy: High fantasy (20 points)

Races: Brug meget gerne de forslåede i players guide (Da vi nok kommer til at spille meget længe, vil jeg gerne at gruppen er nogenlunde balanceret)

Classes: Det meste er okay, men encounters vil altid target summoner og gunslinger som det første (gælder også fælder) så hav en ekstra character klar du overlever ikke længe. ;)

Gode skills ifg. player guide:
[list]
[li]Acrobatics[/li]
[li]Climb[/li]
[li]Knowledge (arcana)[/li]
[li]Knowledge (local)[/li]
[li]Survival[/li]
[li]Knowledge (dungeoneering)[/li]
[/list]

Traits & Feats: Ingen traits/feats fra andre adventure paths.

Pierre Husted Sigvardsen

2015-02-20 19:30:33

 
Baggrundshistorie i stikord:

Født og opvokset i Janderhoff i Varisia. Allerede ved hans fødsel kunne forældrene (en smykkesmed og en husmoder) se at der var noget specielt ved ham. Han blev født med et stort modermærke på brystet og op ad halsen - et mærke som allerede dengang lignede en brølende løve. Derfor fik han navnet Leolin - den lille løve.

Som den tredie søn, født efter to piger kom han, helt som traditionen foreskriver, i lære hos præsterne. Han bestod dog ikke den anden prøve efter sin manddomsprøve, så han stoppede i præstelære, og blev sendt på en færd.

At tage på færd passede faktisk Leolin fint. Med kunne bedre lide de åbne vidder end de lukkede gange, så han rejste omkring i bjergene (sådan som han faktisk allerede havde gjort i tiden i præstelære).

På sin færd mødte han Skarptand, som han blev gode venner med. Næsten ingen af de byer han siden besøgte, ville lade Skarptand indenfor. Så Leolin blev mere og mere isoleret. Men så kom han til Trunau, hvor Iomedae-templet tog pænt imod ham, og stod inde for at Skarptand nok skulle opføre sig pænt inde i byen.

Har boet omkring Trunau nogle år nu. Lever ved at jage i området. Hjælper samtidig milita med at holde lidt øje med hvad der sker, og opspore ting når der er brug for det.

Efter optagelsen i Iomedae-kulten, har han fået masser af tatoveringer. De første omkring modermærket, for at gøre det tydeligere at det forestillede Iomedaes hellige dyr.

Er et par gange blevet foreslået at blive "rigtig beboer" (og få hopeknife), men er ikke helt sikker - især ikke omkring at skulle betale siege fee.

 
Er meget traditions- og balance-bundet.
Siger ofte "Sådan er balancen."
Er ikke en træ-krammende hippie-druide. Er kort og kontant. Nogle dyr skal dø for at andre kan overleve. Sådan er balancen.


Leolin
Male dwarf druid (lion shaman) 1 (Pathfinder RPG Advanced Player's Guide 103)
LN Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex, +2 shield)
hp 15 (1d8+7)
Fort +5, Ref +2, Will +4; +2 vs. poison, spells, and spell-like abilities, +1 trait bonus vs. fear effects
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee battleaxe +3 (1d8+3/×3) or
. . dagger +3 (1d4+3/19-20) or
. . sickle +3 (1d6+3)
Druid (Lion Shaman) Spells Prepared (CL 1st; concentration +3)
. . 1st—cure light wounds, deadeye's lore[UC]
. . 0 (at will)—guidance, know direction, stabilize
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 16, Int 8, Wis 14, Cha 8
Base Atk +0; CMB +3; CMD 15
Feats Toughness
Traits blooded, deep marker
Skills Acrobatics -3 (-7 to jump), Knowledge (nature) +5, Perception +6, Survival +9 (+11 to track vs. humanoids of the Giant subtype, +11 while tracking specific animal); Racial Modifiers lorekeeper
Languages Common, Druidic, Dwarven
SQ giant hunter, mountaineer, nature bond (lion named skarptand), nature sense, rock stepper, wild empathy +0
Other Gear hide armor, heavy wooden shield, battleaxe, dagger, sickle, animal call, backpack, bear trap, belt pouch, blanket, winter, chalk (3), charcoal stick, fishhook (5), flint and steel, holly and mistletoe, linnorm mead (per mug) (10), parchment (3), scroll case, signal horn, spell component pouch, string or twine, waterskin, whetstone, 2 gp, 11 sp, 14 cp
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Blooded You receive a +1 trait bonus on weapon damage rolls against giants, goblins, and orcs.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deep Marker Gain a +1 trait bonus on saves against fear.
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Giant Hunter +1 to attack/+2 to tracking Gain a bonus to attack and tracking vs. Giants.
Lorekeeper +2 for Knowledge (History) checks relating to dwarves and their enemies. These checks can be made untrained.
Mountaineer Retain Dex bonus on narrow/slippery surfaces, immune to altitude sickness.
Rock Stepper Ignore rubble, broken ground, or steep stairs when taking 5 ft step.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.


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

Skarptand
Female lion
N Medium animal
Init +3; Senses low-light vision, scent; Perception +6
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+1 armor, +3 Dex, +1 natural)
hp 15 (+2)
Fort +4, Ref +6, Will +2
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +4 (1d6+1), 2 claws +4 (1d4+1)
Special Attacks rake (2 claws +4, 1d4+1)
--------------------
Statistics
--------------------
Str 13, Dex 17, Con 13, Int 2, Wis 15, Cha 10
Base Atk +1; CMB +2; CMD 15 (19 vs. trip)
Feats Weapon Finesse
Tricks Attack, Attack, Attack Any Target, Come, Defend, Down, Guard, Track
Skills Acrobatics +3 (+7 to jump), Perception +6, Stealth +7
SQ attack, attack any target, come, defend, down, guard, track
Other Gear padded armor
--------------------
Special Abilities
--------------------
Attack [Trick] The animal will attack on command.
Attack Any Target [Trick] The animal will attack any creature on command.
Come [Trick] The animal will come to you on command.
Defend [Trick] The animal will defend you.
Down [Trick] The animal will break off combat on command.
Guard [Trick] The animal stays in place and prevents others from approaching.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Track [Trick] The animal will track a scent.
--------------------

Gode feats

Improved Grapple (kræver INT 3)
Light Armor Proficiency (måske - for at bruge lamellar)


Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
-------------------------------------------------------------------------------------------------------

Links til spændende ting...

Goliath Druid build: http://paizo.com/threads/rzs2ryr8?Advice-for-Goliath-Druid

Animal Companion comparison: http://www.geekindustrialcomplex.com/articles/animal-companion-comparisons
Practical Guide to Animal Companions: http://tylerkamstra.com/gaming/pathfinder/animal_companions.php

Archetypes comparison: http://tylerkamstra.com/gaming/pathfinder/druid_archetypes.php

Druid spells guide (inkl bud på bedste Nature' Ally): https://docs.google.com/document/d/1TUvw-QOBsvCBeMcpUGDlo-0BKsFuEHynDQhgX8HmzKo/edit
Druid handbook - Spirit of the Beast: https://docs.google.com/document/d/1WLR6brLr0EA3LbQ6UihsliPiyPYSlLjrNbUShPty4bo/edit

Bear pic: http://www.jaarka.me/wp-content/uploads/2013/08/900_max.jpg

Grapple explained: http://www.dorkistan.com/dorkistan/PFRPG/misc/grapple.htm

 
Wildshape in Hero Lab: http://forums.wolflair.com/showthread.php?t=10750&page=4
Pathfinder Basic Pack in Hero Lab:  [url=http://forums.wolflair.com/showpost.php?p=202418&postcount=3]http://forums.wolflair.com/showpost.php?p=202418&postcount=3[/url]


Build links:
http://paizo.com/threads/rzs2ktco?Melee-Druid-Feats
http://www.giantitp.com/forums/showthread.php?307221-PF-Melee-Druid-Advice
http://paizo.com/threads/rzs2kts3?Melee-Druid-12-lvl-build-attempt-11
 

Opklaring på Lion Shaman:
http://paizo.com/threads/rzs2p5ej?Boar-Shaman-Wild-Shape-What-am-I-missing
http://paizo.com/threads/rzs2l5il&page=1?APG-Druid-Shaman-Wildshaping-Modifiers-What  (en snak med designeren)
Attachments
(De virker ikke så godt.... ved ikke lige hvorfor.)
dwarf on lion.jpg

Peter Peter

2015-02-22 00:29:08

Asalon Roloren
Male elf transmuter 1
CG Medium humanoid (elf)
Init +10; Senses low-light vision; Perception +10
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 8 (1d6+2)
Fort +1, Ref +2, Will +3; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Ranged light crossbow +2 (1d8/19-20)
Arcane School Spell-Like Abilities (CL 1st; concentration +6)
  8/day—telekinetic fist (1d4 bludgeoning)
Transmuter Spells Prepared (CL 1st; concentration +6)
  1st—feather fall, monkey fish[ACG], sleep (DC 16), snowball (DC 16)
  0 (at will)—detect magic, disrupt undead, read magic
  Opposition Schools Abjuration, Evocation
--------------------
Statistics
--------------------
Str 7, Dex 14, Con 12, Int 20, Wis 12, Cha 10
Base Atk +0; CMB -2; CMD 10
Feats Alertness, Improved Initiative, Scribe Scroll
Traits artifact hunter, eyes and ears of the city
Skills Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (local) +9, Knowledge (religion) +9, Perception +10, Sense Motive +3, Spellcraft +9 (+11 to identify magic item properties, +10 to identify the properties of magic items), Use Magic Device +5; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Celestial, Common, Draconic, Elven, Goblin, Orc, Sylvan
SQ arcane bond (arcane familiar, arctic hare), elven magic, physical enhancement (+1)
Other Gear light crossbow, backpack, bedroll, silk rope (50 ft.), 52 gp, 9 sp
--------------------
Special Abilities
--------------------
Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Artifact Hunter (Use Magic Device) +1 bonus to Spellcraft to ID magic item properties. % chance to ID artifact.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evocation You must spend 2 slots to cast spells from the Evocation school.
Familiar Bonus: +4 to initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Physical Enhancement +1 (Constitution) (Su) When preparing spells, chosen physical attribute gains enhancement bonus.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Telekinetic Fist (1d4 bludgeoning, 8/day) (Sp) As a standard action, ranged touch deals bludgeon dam vs. foe in 30 ft.
Transmutation Transmuters use magic to change the world around them.


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

Arcane Familiar
Male arctic hare
N Tiny magical beast (animal)
Init +3; Senses low-light vision; Perception +5
--------------------
Defense
--------------------
AC 16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size)
hp 4 (1d8-1)
Fort +1, Ref +5, Will +3
--------------------
Offense
--------------------
Speed 50 ft.
Melee bite -2 (1d3-4)
Space 2½ ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 3, Dex 16, Con 9, Int 6, Wis 12, Cha 5
Base Atk +0; CMB +1; CMD 7 (11 vs. trip)
Feats Run
Skills Acrobatics +3 (+7 to jump with a running start, +11 to jump), Perception +5, Spellcraft -1, Stealth +15 (+19 in snow), Use Magic Device -2; Racial Modifiers +4 Stealth in snow
SQ improved evasion
--------------------
Special Abilities
--------------------
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.

lidt BG

Asalon er vokset op i Andoran. Han har med sin familie rejse meget rundt i andoran, isle of kortos Osirion, taldor og Qadira. Har er vokset om i og omkring gamle ruiner med en familie der handler med gamle antikviteter. Hurtigt viste det sig at Asalon havde en talent for magiske ting og finde ud af hvad de gjorde.

Han er en flink og venlig ung elver, hjælper gerne folk der er i vanskeligheder og som ikke kan klare sig selv.

Asalon er blevet hyret flere gange til at tage ud til steder og hjælpe med at klasifiserer hvad der er noget vær af gamle skatte. På den sidste af sådanne opgaver fandt han nogen gamle skifter hvor fortalt og gamle artefakter omkring Trunau eller Mindspin mountains.


Jonathan

2015-02-22 14:24:21

Haskeer Foulblood of the Defiled Corpse Tribe
Male half-orc bloodrager (crossblooded, primalist, steelblood) 1 (Pathfinder RPG Advanced Class Guide 15, 83, 84, 85)
CG Medium humanoid (human, orc)
Init +1; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 12 (1d10+2)
Fort +5, Ref +2 (+1 bonus vs. trample attacks), Will +0
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee earth breaker +4 (2d6+4/×3)
Special Attacks bloodrage (6 rounds/day)
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 14, Int 9, Wis 12, Cha 14
Base Atk +1; CMB +5; CMD 15 (16 vs. overrun)
Feats Power Attack
Traits armor expert, lichblood (hold of belkzen)
Skills Acrobatics +2 (-2 to jump), Climb +4, Diplomacy +2 (+4 against Belkzen orcs.), Intimidate +6 (+8 against Belkzen orcs.), Perception +5; Racial Modifiers +1 Acrobatics, +1 Climb
Languages Common, Orc
SQ frightful charger, indomitable stance, orc blood
Combat Gear potion of cure light wounds, caltrops; Other Gear four-mirror, earth breaker, backpack, banner, simple, bedroll, bell, belt pouch, blanket, flint and steel, pot, soap, torch (10), trail rations (5), waterskin, 9 sp
--------------------
Special Abilities
--------------------
Armor Expert -1 Armor check penalty.
Bloodrage (6 rounds/day) (Su) +4 Str, +4 Con, +0 to Will saves, -2 to AC when enraged.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Frightful Charger (1 round) (Sp) While raging, foe hit by charge attack is shaken for 1 rds.
Indomitable Stance (Ex) +1 to Reflex vs trample & to hit, dam, and AC vs charging foe.
Lichblood (Hold of Belkzen) +2 trait bonus to Diplomacy/Intimidate against orcs of Belkzen.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.



BG:
You look as if you’ve never seen a half-orc before, pinkskin, do you not realize where you are? Despite the humans and elves, the houses of brick and planks and even this cozy tavern,- you are still in Belkzen boy, and Belkzen is not the right place to look upon a blackblood with like that, but buy me a pitcher of that cherry grog there, and I’ll tell you my tale.

Much obliged boy… Ah, you pinkskins may be small and pale, but you sure know how to brew! Now where was I? Oh yes, right, name’s Haskeer, some call me Foulblood. Been living here for the past 10 or 12 years, never been good with numbers, or time for that matter. Came here as a boy, after escaping my clan and their rituals. Ever heard of a Lichblood boy? No? Gods above and below boy, do you know nothing of the land you live in? Bah! Never you mind that then, I’ll tell you that too, bring me another pitcher though, my throat is parched! Some of that walnut infused whiskey this time.

Mmm, not bad at all boy, not bad at all. Right then, Lichbloods, such as myself, are orcs, or half-orcs obviously, that have been infused with the blood of the dead, through necromantic rituals conducted by dark shaman in the service of the Midnight Lord, or Zon-Kuthon as you possibly know him as. My tribe, the Defiled Corpse, were obsessed with gaining the favor of the Midnight Lord, and as such they’ve been infusing tribe members with cursed blood, thinking that this might gain his attention.
Those who survive this infusion, become Lichblood orcs, and are thus regarded as champions of the tribe, and as such becomes targets of both reverence and fear. Some go mad though, and are then disposed, and usually raised to serve as zombies or other undead horrors. Not all who go through this ritual are pleased though, and a good portion of them, are simply forced, to undergo this ritual; I was one such Lichblood. Yup, the mad shaman even made a special drought for me, not just the usual mixture of evil and nightmares, oh no, I was to be a champion of the Tribe, so they'd even mixed in some Kyton blood.

As if a regular Kyton wasn't bad enough, crazed fiends of selfharm that they are, mix it up with the pure power of the not-so-pleasant afterlife, and you've got yourself a mixture that'll tear up your mind, and that was what they wanted me to be; A cross-blooded berserker, with no sense nor sensibility. Obviously, I wasn't too fond of that plan, so after the forced ritual, I escaped from my tribe and came here, to Trunau.

Another pitcher boy, I thirst! Excellent! Now, don't think I do not enjoy my powers, because I do, I just would've prefered a choice I suppose, though destiny... Hah well destiny is a right bitch,- I'll drink to that! But yes, the powers of my mixed-blood sure do come in handy, hell, even the Kyton chains mixes in nicely with my armor, and I suppose it even makes veneration of the Iron Warrior that much easier, now that I am quite the Iron Warrior myself!

I've been living here, in Trunau, ever since I escaped my clan. I've worked with the militia, trained the Blackened Blades, helped rebuild, helped fight off orc raiders and all such menial tasks and labors. Turns out and having a Lichblood in your town is, sometimes, enough to drive off a raid, thankfully my full-blood kin are superstitious bastards, though I’ll admit, that I prefer when they stay and fight, and especially when it’s the Defiled Corpse that comes to play. Nothing beats the thrill of tearing former family members and their undead aberrations limb from limb. Ah yes, I’ll drink to that pinkskin; to killing family!

Asp

2015-03-24 14:41:43

Der mangler stadig at komme Channel og gear på. Men resten ser sådan her ud.



Nolen Boronfinder
Dwarf cleric of Torag 1
NG Medium humanoid (dwarf)
Init +0; Senses darkvision 60 ft.; Perception +4
—————
Defense
—————
AC 10, touch 10, flat-footed 10
hp 12 (1d8+4)
Fort +5, Ref +0, Will +5; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
—————
Offense
—————
Speed 20 ft.
Special Attacks channel positive energy 3/day (DC 10, 1d6), hatred
Domain Spell-Like Abilities (CL 1st; concentration +4)
6/day—acid dart (1d6 acid), touch of good (+1)
Cleric Spells Prepared (CL 1st; concentration +4)
1st—cure light wounds , magic stone D, remove sickness UM (DC 14)
0 (at will)— create water , detect magic , guidance
D Domain spell; Domains Earth, Good
—————
Statistics
—————
Str 14, Dex 11, Con 16, Int 12, Wis 16, Cha 10
Base Atk +0; CMB +2; CMD 12 (16 vs. bull rush, 16 vs. trip)
Feats ScholarISWG
Traits reckless, seeker
Skills Acrobatics +1 (-3 to jump), Appraise +1 (+3 to assess nonmagical metals or gemstones),
Knowledge (arcana) +7, Knowledge (religion) +7, Perception +4 (+6 to notice unusual stonework),
Spellcraft +5; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to
notice unusual stonework
Languages Common, Dwarven, Giant
Other Gear 150 gp
—————
Special Abilities
—————
Acid Dart 1d6 acid (6/day) (Sp) As a standard action, ranged touch attack deals acid dam to foe in 30
ft.
Cleric Channel Positive Energy 1d6 (3/day, DC 10) (Su) Positive energy heals the living and harms the
undead; negative has the reverse effect.
Cleric Domain (Earth) Granted Powers: You have mastery over earth, metal, and stone, can fire darts of
acid, and command earth creatures.
Cleric Domain (Good) Granted Powers: You have pledged your life and soul to goodness and purity.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Scholar (Knowledge [arcana], Knowledge [religion]) +2 bonus on two Knowledge skills
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Touch of Good +1 (6/day) (Sp) Grant +1 to skill checks, ability checks and saving throws for 1 rd.

Bue

2015-03-24 22:56:00

Eirfyr
human arcanist
CN


Jonathan

2015-09-05 16:09:27

Ysgaar Ka'ash of the Storm-Screamers Tribe
Male half-orc skald (belkzen war drummer) 5 (Pathfinder RPG Advanced Class Guide 49)
CG Medium humanoid (human, orc)
Init +2; Senses Perception +8
--------------------
Defense
--------------------
AC 16, touch 10, flat-footed 16 (+6 armor)
hp 44 (5d8+10)
Fort +8, Ref +3, Will +6; +4 vs. bardic performance, language-dependent, and sonic
Defensive Abilities uncanny dodge
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee mwk cold iron falchion +7 (2d4+4/18-20) or
. . mwk greataxe +7 (1d12+4/×3) or
. . mwk greatclub +8 (1d10+5)
Special Attacks rage power (elemental blood, lesser 1d6 electricity), raging song 14 rounds/day (inspired rage, song of marching), spell kenning 1/day
Skald (Belkzen War Drummer) Spells Known (CL 5th; concentration +9)
. . 2nd (3/day)—cacophonous call[APG] (DC 15), cure moderate wounds, gallant inspiration[APG] (DC 15)
. . 1st (5/day)—borrow skill[APG] (DC 14), comprehend languages, cure light wounds, ear-piercing scream[UM] (DC 14)
. . 0 (at will)—detect magic, prestidigitation, read magic, resistance, summon instrument, unwitting ally[APG] (DC 13)
--------------------
Statistics
--------------------
Str 16, Dex 10, Con 14, Int 12, Wis 10, Cha 16
Base Atk +3; CMB +6; CMD 16
Feats Arcane Strike, Martial Weapon Proficiency (greatclub), Quick Draw, Scribe Scroll, Skald's Vigor[ACG], Weapon Focus (greatclub)
Traits arcane temper, reactionary
Skills Acrobatics +1 (+5 to move through a threatened square or enemy's space, -3 to jump), Bluff +5, Climb +4, Intimidate +15, Knowledge (arcana) +5, Knowledge (dungeoneering) +5, Knowledge (engineering) +5, Knowledge (geography) +5, Knowledge (history) +5, Knowledge (local) +5, Knowledge (nature) +5, Knowledge (nobility) +5, Knowledge (planes) +5, Knowledge (religion) +5, Linguistics +5, Perception +8, Perform (oratory) +11, Spellcraft +5, Stealth -2, Use Magic Device +11; Racial Modifiers +2 Intimidate
Languages Abyssal, Common, Giant, Orc
SQ deadly rhythm, fearsome mien, orc blood, rage powers, versatile performance (oratory)
Other Gear mwk breastplate, mwk cold iron falchion, mwk greataxe, mwk greatclub, belt of tumbling, cloak of resistance +1, 150 gp
--------------------
Special Abilities
--------------------
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Belt of tumbling +4 competence bonus on Acrobatics to move through threatened square or enemy's space.
Deadly Rhythm +1 (Ex) Gain listed value as damage bonus with clubs or greatclubs.
Elemental Blood, Lesser (1d6 electricity, Electricity, 3/day) (Su) Melee attacks do extra energy damage for 1 round.
Fearsome Mien +2 (Ex) Add value as bonus to all Bluff and Initimidate skill checks.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Quick Draw (Club or Greatclub) Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Rage Powers (Ex) Skald rage powers affect self and allies under inspired rage.
Raging Song (standard action, 14 rounds/day) (Su) Song can inspire allies in a variety of ways.
Skald's Vigor (Fast healing 2) While maintain raging song, gain Fast Healing 2.
Spell Kenning (1/day) (Su) Spend a skald spell to duplicate a bard, cleric, or sorcerer/wizard spell.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Versatile Performance (Oratory) +11 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks


Bue

2015-11-02 19:25:02

Zalgadis
Half-elf alchemist (vivisectionist) 6 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Ultimate Magic 20)
LG Medium humanoid (elf, human)
Init +2; Senses low-light vision; Perception +11
--------------------
Defense
--------------------
AC 20, touch 14, flat-footed 18 (+5 armor, +1 deflection, +2 Dex, +1 luck, +1 natural)
hp 57 (6d8+18)
Fort +8, Ref +8, Will +4; +2 vs. enchantments, +4 bonus vs. poison
Defensive Abilities Immune sleep; Resist poison resistance
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 fauchard +9 (1d10+7/18-20) or
  mwk light mace +9 (1d6+4)
Special Attacks sneak attack +3d6
Alchemist (Vivisectionist) Extracts Prepared (CL 6th; concentration +8)
  2nd—bull's strength (2), cure moderate wounds, see invisibility
  1st—cure light wounds (2), shield (3)
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 14, Wis 10, Cha 8
Base Atk +4; CMB +8; CMD 22
Feats Brew Potion, Combat Expertise, Furious Focus[APG], Power Attack, Throw Anything
Traits indomitable faith, vexing defender
Skills Acrobatics +11 (+15 to move through enemy's space without provoking an attack of opportunity if the enemy is larger than you), Climb +5, Craft (weapons) +4, Disable Device +5, Escape Artist +4, Fly +5, Heal +7, Knowledge (arcana) +6, Knowledge (nature) +6, Perception +11, Spellcraft +10, Survival +5, Swim +4; Racial Modifiers +2 Perception
Languages Abyssal, Celestial, Common, Elven
SQ alchemy (alchemy crafting +6), discoveries (infusion, spontaneous healing[UM], wings[UM]), elf blood, mutagen (+4/-2, +2 natural armor, 60 minutes), poison use, swift alchemy
Combat Gear jingasa of the fortunate soldier[UE]; Other Gear +1 chain shirt, +1 fauchard, mwk light mace, amulet of natural armor +1, cloak of resistance +1, feather step slippers[UE], ring of protection +1, 150 gp
--------------------
Special Abilities
--------------------
Alchemy +6 (Su) +6 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Combat Reflexes Make additional attacks of opportunity.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Feather step slippers Ignore difficult terrain as though affected by feather step.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Infusion When created an extract can be used by anyone, but takes up a slot until used.
Jingasa of the fortunate soldier (1/day) Activate to negate a critical hit or sneak attack as an immediate action.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mutagen (DC 15) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 60 minutes.
Poison Resistance +2 (Ex) +4 to save vs. Poison.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Sneak Attack +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spontaneous Healing (15 HP/day) The alchemist gains the ability to heal from wounds rapidly. As a free action once per round, he can heal 5 hit points as if he had the fast healing ability. He can heal 5 hit points per day in this manner for every 2 alchemist levels he possesses. I
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Vexing Defender +4 trait bonus to Acrobatics to move through larger creatures space without provoking AoO.
Wings (6 minutes/day) The alchemist gains batlike, birdlike, or insectlike functional wings, allowing him to fly as the fly spell for a number of minutes per day equal to his caster level. These minutes do not need to be consecutive, but they must be spent in 1-min



Fauchard


BG:
Zelgadis har tidligere tjent en gruppe af lejesoldater som ikke kunne holde sig inden for loves rammer, han blev ekspert i at tage bløde tagets ud da han kunne få store sorte flagermus ligende vinger... han har stjålet, dræbt og det der var værer.. På et af deres mange røverier finder han en lille kasse hvori der ligger en flaske.. grådig som han er vil han ikke dele med de andre og skynder at drikke den selv... Noget går dog galt oppe i hovede på ham, han ligger i koma og da han vågner kan han ikke huske hvem han er eller hvad han har brugt sig liv på... han er overbevist om han er en engel som er sendt på jorden da han kan manifestere de smukkeste vinger med store hvide fjer (går fra CE til LG) han har nu brugt de sidste år på sit kald i verden og hjælpe alle han kan.

Pierre Husted Sigvardsen

2015-11-03 21:40:49

[size=14pt]Henny (Hennyringalinilagi) "Fire-finger" Sulforpants [/size]
Female Gnome Alchemist (Grenadier) 6th

Henny bli'r nemt begejstret. Alting er fantastisk; eller i hvert fald spændende. Hun løber tit foran, og kigger aldrig tilbage.
Nogle gange kommer hun i situationer hun ikke kan klare, men for det meste går det OK for hende (hun er da stadig i live - selv om det har været tæt på et par gange).

Hun kom til Trunau som ganske ung, for ca 17 år siden. Selv om hun holder meget af byen, så har hendes nysgerrig og vandrelyst været for stor til at slå sig ned og blive borger i byen (og så meget har folk heller ikke brug for at få brændt ting af til dagligt). Altid har hun travlt med at komme videre.
Siden da har hun rejst med forskellige eventyr-grupper. Men ingen af dem eksisterer længere.

Så nu leder hun efter en gruppe, som hun kan rejse med. En gruppe, som har brug for hendes helt specielle evner med ild. For selv om hun kan en masse små magiske drikke, så er det alligevel ilden, som er hendes store kærlighed.


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

Henny (Hennyringalinilagi) Fire-finger Sulforpant
Female gnome alchemist (grenadier) 6 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Monster Codex)
CG Small humanoid (gnome)
Init +4; Senses low-light vision; Perception +17
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 16 (+4 armor, +1 deflection, +2 Dex, +1 size)
hp 46 (6d8+6)
Fort +6, Ref +7, Will +3
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee claws of the ice bear +2 (1d3-3) or
. . gnome hooked hammer +2 (1d6-3/×3/×4) or
. . spiked gauntlet +2 (1d3-3)
Ranged bomb +8 (4d6+4 Fire) or
. . frost bomb +8 (3d6+4 Cold) or
. . mwk light crossbow +8 (1d6/19-20) or
. . smoke bomb +8 (twice the splash radius for 6 rounds) or
. . stink bomb +8 (twice the splash radius for 1 round)
Special Attacks bomb 13/day (3d6+4 fire, DC 17), hatred
Spell-Like Abilities (CL 6th; concentration +7)
. . 1/day—dancing lights, flare (DC 11), prestidigitation, produce flame
Alchemist (Grenadier) Extracts Prepared (CL 6th; concentration +10)
. . 2nd—acute senses[UM] (DC 16), animal aspect[UC], fire sneeze (DC 16)
. . 1st—anticipate peril[UM] (DC 15), cure light wounds, disguise self, longshot[UC]
--------------------
Statistics
--------------------
Str 5, Dex 14, Con 12, Int 19, Wis 12, Cha 12
Base Atk +4; CMB +0; CMD 13
Feats Extra Discovery[APG], Extra Discovery[APG], Extra Discovery[APG], Martial Weapon Proficiency (gnome hooked hammer), Throw Anything
Traits excitable, vexing defender
Skills Acrobatics +12 (+16 to move through a threatened square or enemy's space, +8 to jump, +16 to move through enemy's space without provoking an attack of opportunity if the enemy is larger than you), Appraise +8, Craft (alchemy) +16 (+22 to create alchemical items), Disable Device +13, Fly +8, Heal +5, Knowledge (arcana) +13, Knowledge (dungeoneering) +5, Knowledge (local) +5, Knowledge (nature) +8, Knowledge (planes) +5, Linguistics +6, Perception +17, Sleight of Hand +6, Spellcraft +13, Survival +5, Use Magic Device +5; Racial Modifiers +2 Craft (alchemy), +2 Perception
Languages Common, Draconic, Dwarven, Giant, Gnome, Goblin, Ignan, Orc, Sylvan
SQ alchemical weapon, alchemy (alchemy crafting +6), directed blast, discoveries (explosive bomb, frost bomb, infusion, precise bombs [4 squares], smoke bomb, stink bomb), mutagen (+4/-2, +2 natural armor, 60 minutes), precise bombs, swift alchemy
Combat Gear cloak of fiery vanishing[ARG], mutagen[APG], quick runner's shirt[UE], acid, alchemist's fire (3), holy water (3); Other Gear mithral chain shirt, claws of the ice bear[UE], crossbow bolts (40), gnome hooked hammer, incendiary bolt (10), mwk light crossbow, spiked gauntlet, belt of tumbling[UE], campfire bead[APG], dimensional acid, basic pit, eyes of the eagle, handy haversack, healy myrrh (10), ring of protection +1, alchemy crafting kit[APG], bombchucker, bombchucker, masterwork thieves' tools, portable alchemist's lab[APG], riding dog, learn extracts - 5 x 1st@10gp + 15 x 2nd@2^2*10gp (worth 650 gp), 97 gp
--------------------
Special Abilities
--------------------
Alchemical Weapon (Swift Action) (Su) Add the effects of an alchemical liquid or powder to weapon.
Alchemy +6 (Su) +6 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Belt of tumbling +4 competence bonus on Acrobatics to move through threatened square or enemy's space.
Bomb 3d6+4 (13/day, DC 17) (Su) Thrown Splash Weapon deals 3d6+4 fire damage.
Campfire bead On command bead becomes 2 ft tall fire for up to 8 hrs.
Cloak of fiery vanishing (1/day) Become invisible when done fire damage, leaving behind illusory remains.
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Dimensional acid, basic pit This acid creates a pit, as the create pit spell, where it lands.
Directed Blast (Su) Bomb does damage in 20 ft cone, attack vs. one foe and rest take splash dam.
Explosive Bomb (Su) The alchemist’s bombs now have a splash radius of 10 feet rather than 5 feet. Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames i
Frost Bomb (Su) When the alchemist creates a bomb, he can choose to have it inflict cold damage. Creatures that take a direct hit from a frost bomb are staggered on their next turn unless they succeed on a Fortitude save.
Hatred +1 Gain a bonus to attack vs. goblinoid/reptilian humanoids.
Infusion When created an extract can be used by anyone, but takes up a slot until used.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mutagen (DC 17) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 60 minutes.
Precise Bombs (4 squares) (Su) Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs.
Precise Bombs (Ex) Select Int mod squares to not be affected by splash effects.
Quick runner's shirt (1/day) As swift action, take an extra move action to move on your turn.
Smoke Bomb (6 rds) (Su) Thick smoke fills twice the splash radius, obscuring sight beyond 5 ft. as fog cloud.
Stink Bomb (6 rds) (Su) Smoke bombs also nauseate living in area for d4+1 rds after leave, as stinking cloud.
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Vexing Defender +4 trait bonus to Acrobatics to move through larger creatures space without provoking AoO.
--------------------

NEXT DISCOVERY / FEAT

Fast Bombs (8th level) plus Rapid Shot eller lign
Cognatogen (Mutagen plus to INT)
Splash Weapon Mastery

Two Weapon Fighting (15 DEX)
Rapid Shot (and Point Blank Shot)


ALCHEMY - Crafting calculator
http://viajon.net/pf/crafting/


GUIDES

https://docs.google.com/document/d/1hChbcEsEfQsR7NkwKlzO-GLYtrOtxlkGHpRQgKKZ5gc/edit

http://pathfinder.ogrehut.com/2010/07/dr-strangelob/

http://rpgbot.net/pathfinder/characters/classes/alchemist/discoveries.php
Attachments
(De virker ikke så godt.... ved ikke lige hvorfor.)
Fire-finger.por
Bomb-tossing alchemist - Archetype ideas.xlsx

Pierre Husted Sigvardsen

2016-02-10 19:03:22

Henni Fire-finger
Female [size=17pt]dwarf[/size] alchemist (grenadier) 7 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Monster Codex)
NG Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +16
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 15 (+4 armor, +1 deflection, +2 Dex)
hp 62 (7d8+14) (currently 42)
Fort +6, Ref +7, Will +3; +2 vs. poison, spells, and spell-like abilities, +1 trait bonus vs. spells, spell-like abilities, and poison
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee claws of the ice bear +3 (1d4-2) or
. . dagger +3 (1d4-2/19-20) or
. . shortspear +3 (1d6-2)
Ranged bomb +8 (4d6+5 Fire) or
. . frost bomb +8 (4d6+5 Cold) or
. . javelin of lightning +7 (1d6-2) or
. . smoke bomb +8 () or
. . stink bomb +8 ()
Special Attacks bomb 12/day (4d6+5 fire, DC 18)
Alchemist (Grenadier) Extracts Prepared (CL 7th; concentration +12)
. . 3rd—fly
. . 2nd—invisibility (2), resist energy
. . 1st—cure light wounds, enlarge person (DC 16), heightened awareness[ACG], monkey fish[ACG]
--------------------
Statistics
--------------------
Str 7, Dex 14, Con 12, Int 21, Wis 12, Cha 12
Base Atk +5; CMB +3; CMD 16
Feats Extra Discovery[APG], Extra Discovery[APG], Extra Discovery[APG], Martial Weapon Proficiency (warhammer), Point-Blank Shot, Throw Anything
Traits glory of old, vexing defender
Skills Acrobatics +13 (+17 to move through a threatened square or enemy's space, +9 to jump, +17 to move through enemy's space without provoking an attack of opportunity if the enemy is larger than you), Appraise +9, Craft (alchemy) +16 (+23 to create alchemical items), Disable Device +13, Fly +9, Heal +5, Knowledge (arcana) +15, Knowledge (dungeoneering) +6, Knowledge (geography) +6, Knowledge (local) +12, Knowledge (nature) +9, Knowledge (planes) +6, Linguistics +7, Perception +16, Sleight of Hand +6, Spellcraft +14, Survival +5 (+7 to track vs. humanoids of the Giant subtype), Use Magic Device +5; Racial Modifiers lorekeeper
Languages Common, Dwarven, Ettin, Giant, Gnome, Goblin, Ignan, Orc, Terran
SQ alchemical weapon, alchemy (alchemy crafting +7), directed blast, discoveries (explosive bomb, frost bomb, infusion, precise bombs [5 squares], smoke bomb, stink bomb), giant hunter, mountaineer, mutagen (+4/-2, +2 natural armor, 70 minutes), precise bombs, rock stepper, swift alchemy
Combat Gear boro bead (1st level)[UE], cloak of fiery vanishing[ARG], goblin skull bomb[UE], javelin of lightning, mutagen[APG], potion of neutralize poison, quick runner's shirt[UE], wand of cure light wounds, acid, alchemist's fire (6), holy water (3), thunderstone; Other Gear mithral chain shirt, claws of the ice bear[UE], dagger, shortspear, belt of tumbling[UE], eyes of the eagle, handy haversack, headband of vast intelligence +2, healy myrrh (10), ring of protection +1, alchemy crafting kit[APG], bombchucker, masterwork thieves' tools, portable alchemist's lab[APG], 42 gp
--------------------
Special Abilities
--------------------
Alchemical Weapon (Swift Action) (Su) Add the effects of an alchemical liquid or powder to weapon.
Alchemy +7 (Su) +7 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 4d6+5 (12/day, DC 18) (Su) Thrown Splash Weapon deals 4d6+5 fire damage.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Directed Blast (Su) Bomb does damage in 20 ft cone, attack vs. one foe and rest take splash dam.
Explosive Bomb (Su) The alchemist’s bombs now have a splash radius of 10 feet rather than 5 feet. Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames i
Frost Bomb (Su) When the alchemist creates a bomb, he can choose to have it inflict cold damage. Creatures that take a direct hit from a frost bomb are staggered on their next turn unless they succeed on a Fortitude save.
Giant Hunter +1 to attack/+2 to tracking Gain a bonus to attack and tracking vs. Giants.
Infusion When created an extract can be used by anyone, but takes up a slot until used.
Lorekeeper +2 for Knowledge (History) checks relating to dwarves and their enemies. These checks can be made untrained.
Mountaineer Retain Dex bonus on narrow/slippery surfaces, immune to altitude sickness.
Mutagen (DC 18) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 70 minutes.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Bombs (5 squares) (Su) Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs.
Precise Bombs (Ex) Select Int mod squares to not be affected by splash effects.
Rock Stepper Ignore rubble, broken ground, or steep stairs when taking 5 ft step.
Smoke Bomb (7 rds) (Su) Thick smoke fills twice the splash radius, obscuring sight beyond 5 ft. as fog cloud.
Stink Bomb (7 rds) (Su) Smoke bombs also nauseate living in area for d4+1 rds after leave, as stinking cloud.
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
--------------------
NEXT LEVELS
Level 7: Two Weapon Fighting (for at kunne kaste 3 bomber med Fast Bombs i næste level)
Level 8: Fast Bombs

——

NEXT EXTRACT

Targeted Bomb Admixture (double Int to damage)
Reduce Person (+ to hit, +2 DEX, +4 Stealth)
True Strike

Alchemical Allocation (drink a potion without using it)
Alter Self
Barkskin

Animal Aspect, Greater
Arcane Sight
Beast Shape I
Burrow
Displacement
Fly
Paragon Surge - gain a feat for 1min/lev (HALFELF ONLY)
Tongues


NEXT DISCOVERY / FEAT

Fast Bombs (8th level) plus Rapid Shot eller lign
Cognatogen (Mutagen plus to INT)
Splash Weapon Mastery

Two Weapon Fighting (15 DEX)
Rapid Shot (and Point Blank Shot)

Extra trait (Pragmatic Activator & ??)


ALCHEMY - Crafting calculator
http://viajon.net/pf/crafting/


GUIDES

https://docs.google.com/document/d/1hChbcEsEfQsR7NkwKlzO-GLYtrOtxlkGHpRQgKKZ5gc/edit

http://pathfinder.ogrehut.com/2010/07/dr-strangelob/

http://rpgbot.net/pathfinder/characters/classes/alchemist/discoveries.php


Jonathan

2016-04-01 16:38:32

Valuzh Flametongue
Male half-orc oracle (spirit guide) 7 (Pathfinder RPG Advanced Class Guide 106, Pathfinder RPG Advanced Player's Guide 42)
CN Medium humanoid (human, orc)
Init +0; Senses Perception +8
--------------------
Defense
--------------------
AC 22, touch 11, flat-footed 22 (+7 armor, +1 deflection, +1 natural, +3 shield)
hp 51 (7d8+7)
Fort +7, Ref +6, Will +10
--------------------
Offense
--------------------
Speed 50 ft. (40 ft. in armor)
Melee +1 heavy mace +6 (1d8+1)
Special Attacks channel positive energy 7/day (DC 19, 4d6)
Oracle (Spirit Guide) Spells Known (CL 7th; concentration +13)
. . 3rd (5/day)—bestow curse (DC 19), cure serious wounds, dispel magic, fireball (DC 22), neutralize poison
. . 2nd (8/day)—bear's endurance, cure moderate wounds, ghostbane dirge[APG] (DC 18), oracle's burden[APG] (DC 18), resist energy, lesser restoration
. . 1st (8/day)—burning hands (DC 20), cure light wounds, detect undead, entropic shield, murderous command[UM] (DC 17), protection from evil, stone shield[ARG], stunning barrier[ACG] (DC 17)
. . 0 (at will)—create water, detect magic, detect poison, light, purify food and drink (DC 16), read magic, stabilize
. . Mystery Flame
. . S spirit magic spell; Spirit Life Wandering Spirit
--------------------
Statistics
--------------------
Str 10, Dex 10, Con 13, Int 12, Wis 12, Cha 22
Base Atk +5; CMB +5; CMD 16
Feats Elemental Focus[APG], Greater Spell Focus (evocation), Nimble Moves, Selective Channeling, Spell Focus (evocation)
Traits artifact hunter, fate's favored
Skills Acrobatics -6 (-2 to jump), Intimidate +8, Knowledge (arcana) +11, Knowledge (history) +11, Knowledge (local) +11, Knowledge (religion) +11, Perception +8, Spellcraft +11 (+12 to identify the properties of magic items), Use Magic Device +17; Racial Modifiers +2 Intimidate
Languages Abyssal, Common, Giant, Ignan, Orc
SQ bonded spirit, bonded spirit hex (enhanced cures), oracle's curse (tongues), orc blood, revelation (cinder dance), spirit ()
Other Gear +1 breastplate, +1 heavy steel shield, +1 heavy mace, amulet of natural armor +1, boots of striding and springing, cloak of resistance +2, headband of alluring charisma +2, ring of protection +1, 1,668 gp
--------------------
Special Abilities
--------------------
Artifact Hunter (Use Magic Device) +1 bonus to Spellcraft to ID magic item properties. % chance to ID artifact.
Bonded Spirit Gain a wandering spirit each day.
Elemental Focus (Fire) +1 DC to spells that deal damage of the chosen energy.
Enhanced Cures (+7 cap) (Su) For cure spells, any level caps in the spell become oracle or shaman level.
Fate's Favored Increase luck bonuses by 1.
Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school.
Nimble Moves (5 ft/rd) Move through the listed amount of difficult terrain each rd as if it were normal terrain.
Oracle/Shaman Channel Positive Energy 4d6 (7/day, DC 19) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Selective Channeling Exclude targets from the area of your Channel Energy.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Tongues (Abyssal, Ignan) You can only understand and speak two languages in combat.

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Pierre Husted Sigvardsen

2016-06-09 08:22:28

Henni Fire-finger
Female dwarf alchemist (grenadier) 8 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Monster Codex)
NG Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +17
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 15 (+4 armor, +1 deflection, +2 Dex)
hp 64 (8d8+16) (currently 15)
Fort +7, Ref +8, Will +3; +2 vs. poison, spells, and spell-like abilities, +1 trait bonus vs. spells, spell-like abilities, and poison
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee +1 rapier +5/+0 (1d6-1/18-20) or
. . claws of the ice bear +4/-1 (1d4-2) or
. . dagger +4/-1 (1d4-2/19-20) or
. . shortspear +4/-1 (1d6-2)
Ranged +1 giant-bane heavy crossbow +9 (1d10+1/19-20 plus 2d6 vs. Giant) or
. . bomb +9/+4 (4d6+6 Fire) or
. . frost bomb +9/+4 (4d6+6 Cold) or
. . smoke bomb +9/+4 () or
. . stink bomb +9/+4 ()
Special Attacks bomb 14/day (4d6+6 fire, DC 20)
Alchemist (Grenadier) Extracts Prepared (CL 8th; concentration +14)
. . 3rd—fly
. . 2nd—acute senses[UM] (DC 18), investigative mind[ACG], invisibility
. . 1st—cure light wounds, long arm[ACG], monkey fish[ACG], reduce person (DC 17)
--------------------
Statistics
--------------------
Str 7, Dex 14, Con 12, Int 22, Wis 12, Cha 12
Base Atk +6; CMB +4; CMD 17
Feats Extra Discovery[APG], Extra Discovery[APG], Extra Discovery[APG], Martial Weapon Proficiency (rapier), Point-Blank Shot, Throw Anything
Traits glory of old, vexing defender
Skills Acrobatics +14 (+18 to move through a threatened square or enemy's space, +10 to jump, +18 to move through enemy's space without provoking an attack of opportunity if the enemy is larger than you), Appraise +10, Craft (alchemy) +18 (+26 to create alchemical items), Disable Device +13, Fly +9, Heal +5, Knowledge (arcana) +17, Knowledge (dungeoneering) +7, Knowledge (engineering) +7, Knowledge (geography) +7, Knowledge (history) +7 (+9 on checks that pertain to dwarves or their enemies), Knowledge (local) +14, Knowledge (nature) +10, Knowledge (planes) +7, Knowledge (religion) +13, Linguistics +9, Perception +17, Sleight of Hand +6, Spellcraft +17, Survival +5 (+7 to track vs. humanoids of the Giant subtype), Use Magic Device +5; Racial Modifiers lorekeeper
Languages Common, Draconic, Dwarven, Ettin, Giant, Gnome, Goblin, Ignan, Orc, Terran, Undercommon
SQ alchemical weapon, alchemy (alchemy crafting +8), directed blast, discoveries (explosive bomb, fast bombs, frost bomb, infusion, precise bombs [6 squares], smoke bomb, stink bomb), giant hunter, mountaineer, mutagen (+4/-2, +2 natural armor, 80 minutes), precise bombs, rock stepper, swift alchemy
Combat Gear boro bead (1st level)[UE], cloak of fiery vanishing[ARG], elixir of tumbling, mutagen[APG], potion of neutralize poison, potion of spider climb, quick runner's shirt[UE], wand of cure light wounds, acid, alchemist's fire (4), holy water (3), thunderstone; Other Gear +1 banded mail, mithral chain shirt, +1 giant-bane heavy crossbow, +1 rapier, claws of the ice bear[UE], crossbow bolts (20), dagger, shortspear, belt of tumbling[UE], eyes of the eagle, handy haversack, headband of vast intelligence +2, healy myrrh (10), ring of protection +1, alchemy crafting kit[APG], bombchucker, masterwork thieves' tools, portable alchemist's lab[APG], sunrod (2), 42 gp
--------------------
Special Abilities
--------------------
Alchemical Weapon (Swift Action) (Su) Add the effects of an alchemical liquid or powder to weapon.
Alchemy +8 (Su) +8 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 4d6+6 (14/day, DC 20) (Su) Thrown Splash Weapon deals 4d6+6 fire damage.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Directed Blast (Su) Bomb does damage in 20 ft cone, attack vs. one foe and rest take splash dam.
Explosive Bomb (Su) The alchemist’s bombs now have a splash radius of 10 feet rather than 5 feet. Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames i
Fast Bombs (Su) An alchemist with this discovery can quickly create enough bombs to throw more than one in a single round. The alchemist can prepare and throw additional bombs as a full-round action if his base attack bonus is high enough to grant him additional att
Frost Bomb (Su) When the alchemist creates a bomb, he can choose to have it inflict cold damage. Creatures that take a direct hit from a frost bomb are staggered on their next turn unless they succeed on a Fortitude save.
Giant Hunter +1 to attack/+2 to tracking Gain a bonus to attack and tracking vs. Giants.
Infusion When created an extract can be used by anyone, but takes up a slot until used.
Lorekeeper +2 for Knowledge (History) checks relating to dwarves and their enemies. These checks can be made untrained.
Mountaineer Retain Dex bonus on narrow/slippery surfaces, immune to altitude sickness.
Mutagen (DC 20) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 80 minutes.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Bombs (6 squares) (Su) Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs.
Precise Bombs (Ex) Select Int mod squares to not be affected by splash effects.
Rock Stepper Ignore rubble, broken ground, or steep stairs when taking 5 ft step.
Smoke Bomb (8 rds) (Su) Thick smoke fills twice the splash radius, obscuring sight beyond 5 ft. as fog cloud.
Stink Bomb (8 rds) (Su) Smoke bombs also nauseate living in area for d4+1 rds after leave, as stinking cloud.
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
--------------------
NEXT LEVELS
Level 8: Fast Bombs
Level 9: Rapid Shot
Level 10: Hvilken Discovery?

——

NEXT EXTRACT

Illusion of Calm
 
Alchemical Allocation (drink a potion without using it)
Alter Self
Touch Injection

Animal Aspect, Greater
Arcane Sight
Beast Shape I
Burrow
Heroism
+++Tongues
Darkvision (communal, greater)


 
NEXT DISCOVERY / FEAT

Cognatogen (Mutagen plus to INT)
Splash Weapon Mastery

Two Weapon Fighting (15 DEX)
Rapid Shot (and Point Blank Shot)

Extra trait (Pragmatic Activator & ??)


ALCHEMY - Crafting calculator
http://viajon.net/pf/crafting/


GUIDES

https://docs.google.com/document/d/1hChbcEsEfQsR7NkwKlzO-GLYtrOtxlkGHpRQgKKZ5gc/edit

http://pathfinder.ogrehut.com/2010/07/dr-strangelob/

http://rpgbot.net/pathfinder/characters/classes/alchemist/discoveries.php

Pierre Husted Sigvardsen

2016-09-10 12:32:48

Jeg synes at Henny/Henni/Heni er lidt slidt. Men på den anden side er en HalfOrc Alchemist også ret sej - bomber der gi'r 5d6+12 skade!!

Anyway, her er Hannah, som HalfOrc'en ville komme til at hedde:

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Hannah
Female half-orc alchemist (grenadier) 9 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Monster Codex)
NG Medium humanoid (human, orc)
Init +2; Senses darkvision 90 ft.; Perception +17
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 15 (+4 armor, +1 deflection, +2 Dex)
hp 59 (9d8)
Fort +6, Ref +8, Will +3; +1 trait bonus vs. spells, spell-like abilities, and poison
Defensive Abilities fortification 25%
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 rapier +5/+0 (1d6-1/18-20) or
. . claws of the ice bear +4/-1 (1d4-2) or
. . dagger +4/-1 (1d4-2/19-20) or
. . shortspear +4/-1 (1d6-2) or
. . silver dagger +4/-1 (1d4-3/19-20)
Ranged +1 giant-bane heavy crossbow +9 (1d10+1/19-20 plus 2d6 vs. Giant) or
. . bomb +9/+4 (5d6+12 Fire) or
. . frost bomb +9/+4 (5d6+12 Cold) or
. . smoke bomb +9/+4 () or
. . stink bomb +9/+4 ()
Special Attacks bomb 17/day (5d6+12 fire, DC 22)
Alchemist (Grenadier) Extracts Prepared (CL 9th; concentration +17)
. . 3rd—channel vigor, displacement, fly
. . 2nd—acute senses[UM] (DC 20), darkvision, invisibility (2), perceive cues[APG]
. . 1st—cure light wounds, illusion of calm[UC] (DC 19), long arm[ACG], monkey fish[ACG], reduce person (DC 19), targeted bomb admixture[UC]
--------------------
Statistics
--------------------
Str 7, Dex 14, Con 10, Int 26, Wis 10, Cha 14
Base Atk +6; CMB +4; CMD 17
Feats Extra Discovery[APG], Extra Discovery[APG], Extra Discovery[APG], Martial Weapon Proficiency (rapier), Point-Blank Shot, Splash Weapon Mastery, Throw Anything
Traits glory of old, vexing defender
Skills Acrobatics +16 (+20 to move through a threatened square or enemy's space, +20 to move through enemy's space without provoking an attack of opportunity if the enemy is larger than you), Appraise +12, Climb -1, Craft (alchemy) +26 (+35 to create alchemical items), Disable Device +13, Fly +12, Heal +4, Knowledge (arcana) +20, Knowledge (dungeoneering) +17, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +19, Knowledge (nature) +12, Knowledge (planes) +9, Knowledge (religion) +15, Linguistics +12, Perception +17, Sleight of Hand +6, Spellcraft +20, Survival +4, Use Magic Device +6; Racial Modifiers +1 Acrobatics, +1 Climb, +2 Knowledge (local)
Languages Common, Cyclops, Draconic, Ettin, Giant, Gnome, Goblin, Ignan, Orc, Orc, Sylvan, Terran, Undercommon
SQ alchemical weapon, alchemy (alchemy crafting +9), directed blast, discoveries (explosive bomb, fast bombs, frost bomb, infusion, precise bombs [8 squares], smoke bomb, stink bomb), mutagen (+4/-2, +2 natural armor, 90 minutes), orc blood, precise bombs, swift alchemy
Combat Gear boro bead (1st level)[UE], cloak of fiery vanishing[ARG], mutagen[APG], potion of neutralize poison, potion of spider climb, quick runner's shirt[UE], wand of cure light wounds, acid (2), alchemist's fire (12), blackfire clay[UE], holy water (3), smokestick, thunderstone; Other Gear mithral chain shirt, +1 giant-bane heavy crossbow, +1 rapier, claws of the ice bear[UE], crossbow bolts (42), dagger, shortspear, silver dagger, belt of tumbling[UE], cauldron of brewing[APG], eyes of the eagle, guardian gorget[UE], handy haversack, headband of vast intelligence +4, healy myrrh (10), ring of protection +1, alchemy crafting kit[APG], bombchucker, masterwork thieves' tools, portable alchemist's lab[APG], sunrod (4), 42 gp
--------------------
Special Abilities
--------------------
Alchemical Weapon (Swift Action) (Su) Add the effects of an alchemical liquid or powder to weapon.
Alchemy +9 (Su) +9 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 5d6+12 (17/day, DC 22) (Su) Thrown Splash Weapon deals 5d6+12 fire damage.
Darkvision (90 feet) You can see in the dark (black and white only).
Directed Blast (Su) Bomb does damage in 20 ft cone, attack vs. one foe and rest take splash dam.
Explosive Bomb (Su) The alchemist’s bombs now have a splash radius of 10 feet rather than 5 feet. Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames i
Fast Bombs (Su) An alchemist with this discovery can quickly create enough bombs to throw more than one in a single round. The alchemist can prepare and throw additional bombs as a full-round action if his base attack bonus is high enough to grant him additional att
Fortification 25% You have a chance to negate critical hits on attacks.
Frost Bomb (Su) When the alchemist creates a bomb, he can choose to have it inflict cold damage. Creatures that take a direct hit from a frost bomb are staggered on their next turn unless they succeed on a Fortitude save.
Infusion When created an extract can be used by anyone, but takes up a slot until used.
Mutagen (DC 22) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 90 minutes.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Bombs (8 squares) (Su) Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs.
Precise Bombs (Ex) Select Int mod squares to not be affected by splash effects.
Smoke Bomb (9 rds) (Su) Thick smoke fills twice the splash radius, obscuring sight beyond 5 ft. as fog cloud.
Stink Bomb (9 rds) (Su) Smoke bombs also nauseate living in area for d4+1 rds after leave, as stinking cloud.
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
--------------------
NEXT LEVELS
Level 9: Rapid Shot
Level 10: Hvilken Discovery? Liste længere nede.

——

INDKØB

Et nyt bål.


NEXT EXTRACT

Alchemical Allocation (drink a potion without using it)

Beast Shape I

Remove Blindness
Remove Disease
 

SKILLPOINTS

 
NEXT FEAT

Two Weapon Fighting (15 DEX)
Rapid Shot (and Point Blank Shot)

Extra trait (Pragmatic Activator & ??)


NEXT DISCOVERY

Cognatogen (Mutagen plus to INT)
Breath Weapon Bomb (15 cone, no AoO, Ref for 1/2 dam)
Force Bomb (1d4 dam, hit Ref or Prone)
Spontaneous Healing (1/2-level times 5 FastHealing)
Tentacle / Vestigal Arm
Wings


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Min anden idé er en SHAMAN.

Tanken var at finde en Full Caster som :
- har Reincarnate
- kan fjerne Conditions
- kan heale
- kan noget af det Utility som Heni har stået for

Hun kan så også noget
- Buff (f.eks. Fortune - et reroll per runde i 2 runder)
- Debuff  (f.eks. Evil Eye - -2 til attack, AC, skills eller saves i 11 runder)
- Battlefield Control (f.eks. Thorny Entanglement)

Og som Wisdom-caster har hun selvfølgelig helt fjollet høj Perception (+27).

Men gruppen mister så al den skade Henis bomber gi'r.

---

Hun hedder (også) Hannah, og er en Halforc, som er vokset op i Mindspin Mountains blandt mennesker. En hård opvækst, som gjorde at hun tidligt drog på eventyr.

Nu, lidt oppe i årene (Middle Aged) er hun rejst hjem, for at se hvordan det går. Og det går jo ikke så godt med alle de kæmper.

Og selv om hun virkelig hadede at bo i bjergene som barn, så vil hun alligevel gerne rede området fra kæmperne.

Hun er forklædt som en lille bonde-pige (v.h.a. Cap of Human Guise) med en stor rygsæk og en fåre-saks hængende i bæltet.

Når hun ikke er forklædt, er hun en midaldrende, tatoveret og temmelig skrøbelig Halforc kvinde. Hendes tøj fyldt med groteske fetishes og trofæer. Og hun har 3 Ioun Stones flyvende om hovedet. Og er klædt i Mithril Chainshirt og bevæbnet med kølle og et stort træ-skjold (selv om fåre-saksen nok er det primære nærkampsvåben).

-

Hver dag kan hun vælge ny Wandering Spirit og dertil Wandering Hex. Oftest er det Arcane Enlightment, som giver hende 3 selvvalgte Wizard-spells som Spells Known. Hun kan også vælge en Hex mere via Spirit Talker featet.

Hun har ingen crafting feats. Men har mulighed for at vælge Craft Wondrous Items eller Brew Potions via Wandering eller Spirit Talker.

Hun har desuden valgt nogle Cleric Spells v.h.a. Favored Class Bonus. Og har en masse Cleric spells fra sin Life Spirit.

Og hver dag har hun noget der ligner Domain Spells fra sine to Spirits. Men hun kan frit vælge imellem dem i hver spelllevel.

Alt i alt har hun utrolig mange muligheder - hvis hun har forberedelsestiden til det.

-

Jeg mangler at vælge enten en Hex eller et Feat (har Extra Hex feat, men det kan jeg jo fjerne).
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Shaman HALFORC
Female middle-aged half-orc shaman 9 (Pathfinder RPG Advanced Class Guide 35)
NG Medium humanoid (human, orc)
Init +11; Senses darkvision 60 ft.; Perception +27
--------------------
Defense
--------------------
AC 18, touch 10, flat-footed 18 (+5 armor, +3 shield)
hp 51 (9d8+3)
Fort +6, Ref +6, Will +17
--------------------
Offense
--------------------
Speed 30 ft.
Melee club +3/-2 (1d6-2) or
. . fate's shears +4/-1 (1d4-2/19-20)
Special Attacks channel positive energy 4/day (DC 17, 5d6), hexes (chant, evil eye, fortune[APG]), wandering hex (arcane enlightenment)
Shaman Spells Prepared (CL 9th; concentration +17)
. . 5th—hunter’s blessing, overland flight; breath of life(S) (DC 23) or contact other plane(S)
. . 4th—blessing of fervor[APG] (DC 22), cure critical wounds, greater invisibility, solid fog; legend lore(S) or restoration(S)
. . 3rd—dispel magic, haste, shifting sand[APG] (DC 21), stinking cloud (DC 21), thorny entanglement[ACG] (DC 21); locate object(S) or neutralize poison(S)
. . 2nd—aid, barkskin, cure moderate wounds, fog cloud, hold person (DC 20), spiritual weapon; lesser restoration(S) or tongues(S)
. . 1st—cure light wounds (2), frostbite[UM], heightened awareness[ACG], hydraulic push[APG], monkey fish[ACG]; detect undead(S) or identify(S)
. . 0 (at will)—create water, detect magic, read magic, stabilize
. . S spirit magic spell; Spirit Life Wandering Spirit Lore
--------------------
Statistics
--------------------
Str 6, Dex 11, Con 10, Int 12, Wis 26, Cha 16
Base Atk +6; CMB +4; CMD 14
Feats Alertness, Amplified Hex, Extra Hex[APG], Improved Initiative, Selective Channeling, Spirit Talker[ACG]
Traits reactionary, wary (daggermark)
Skills Acrobatics +3, Climb -2, Diplomacy +7, Disguise +3 (+13 to appear as a plainly dressed Small human child, adult halfling, or adult gnome), Fly +11, Heal +16, Intimidate +5, Knowledge (local) +4, Knowledge (nature) +10, Knowledge (planes) +5, Knowledge (religion) +5, Linguistics +2, Perception +27 (+27 on opposed checks), Ride +3, Sense Motive +10 (+10 on opposed checks), Spellcraft +15, Survival +12, Use Magic Device +4; Racial Modifiers +1 Acrobatics, +1 Climb, +2 Knowledge (local)
Languages Common, Draconic, Giant, Orc
SQ healer's touch, monstrous insight, orc blood, spirit animal (scorpion, greensting named Arcane Familiar)
Combat Gear wand of cure light wounds, wand of cure light wounds; Other Gear +1 mithral chain shirt, +1 heavy wooden shield, club, fate's shears, bottled misfortune[UE], cackling hag's blouse[UE], cap of human guise[ARG], cloak of resistance +2, cracked dusty rose prism ioun stone, cracked magenta prism ioun stone, cracked vibrant purple prism ioun stone, eyes of the eagle, handy haversack, headband of inspired wisdom +4, heavyload belt[UE], air bladder[UE], bedroll, belt pouch, candle (10), flint and steel, hemp rope (50 ft.), mess kit[UE], pot, soap, spell component pouch, trail rations (5), waterskin, wooden holy symbol, 1,229 gp
--------------------
Special Abilities
--------------------
Amplified Hex Increase hex's DC, range or duration by expending a spell slot.
Arcane Enlightenment (Su) Add Charisma bonus wizard spells to your spells known list.
Chant (Su) As a move action, extend the duration of other hexes by 1 rd.
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evil Eye -4 (11 rounds, DC 22) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Fortune (2 rounds) (Su) Ally in 30 ft can roll 2d20 for an attack, save, ability, or skill check (and take higher) once/rd.
Healer's Touch (Su) As a standard action, move up to half speed & touch up to 6 people to auto-stabilize them.
Monstrous Insight (6/day) (Su) As a standard action, attempt know check to ID monster and gain +2 to att & AC vs. that foe.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Selective Channeling Exclude targets from the area of your Channel Energy.
Shaman Channel Positive Energy 5d6 (4/day, DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spirit Animal (spirit animal (scorpion, greensting named Arcane Familiar)) If spirit animal is slain, cannot use spirit magic or prepare new spells.
Spirit Talker (1/day) Gain hex from shaman spirit for 24 hours.
--------------------
FEATURES

Use SPIRIT TALKER every day to select a known Hex. This could be Fetish to gain Craft Wondrous Item. Or Cauldron to gain Brew Potion.

Select Wandering Spirit every day. And Wandering hex.



CLERIC SPELLS
1st
Shield of Faith (2+ Deflection to AC)
Dancing Lantern (just for the fun/flavour of it)
Know the Enemy (+10 to Knowledge, castingtime 1 min)

2nd
OK: Grace (Movement does not provoke AoO, personal)
Ironskin (+5 Natural AC, negate crit/sneak, 1m/lev, personal)
OK: Lay of the Land

3rd
Channel Vigor (haste, skill bonuses, save bonuses, personal)
OK: Invisibility Purge
OK: Resist Energy, Communal (Res 20 at 7th level, 10 min/lev)

4th
Spirit Ally
Freedom of Movement

——

GUIDES

http://rpgbot.net/pathfinder/characters/classes/shaman/spirits.php

https://docs.google.com/document/d/1sqtK5PtP_XsU8z521XBhYl8gnS4c36zcetJlEVVHYCM