Imbohl

Soldier by Justicon from the Noun Project

Basics

Level: 4th

Race: Human

Class: Shaman (Speaker for the Past) 4

Alignment: Lawful Neutral

Age: Adult

Ability Score Modifier Temp Score Temp Mod
Strength 14 +2
Dexterity 12 +1
Constitution 13 +1
Intelligence 10 +0
Wisdom 19 +4
Charisma 10 +0

Initiative: +3 (+1 dex, +2 trait)

Speed: 30 (20 in armor)

Traits

  • Fate's Favored (faith): Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
  • Magical Lineage (Spiritual Ally) (magic): Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell’s final adjusted level.
  • Reactionary (combat): You gain a +2 trait bonus on initiative checks.

Drawback

  • Pride: When someone threatens, accuses, or challenges you, you take a –2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.

Favored Class: Shaman

skills by Adrien Coquet from the Noun Project

Human Racial Traits

  • Size: Medium
  • Military Tradition: They gain proficiency with up to two martial or exotic weapons appropriate to their culture (Falcata, Composite Longbow). This racial trait replaces the bonus feat trait.
  • Comprehensive Education: They gain all Knowledge skills as class skills, and they gain a +1 racial bonus on skill checks for each Knowledge skill that they gain as a class skill from their class levels. This racial trait replaces skilled.
Reading by Template from the Noun Project

Skills

Skill Total Ranks Ability Class Misc
Knowledge (arcana) +7 4 0 3 0
Knowledge (history) +8 4 0 3 1
Knowledge (local) +8 4 0 3 1
Perception +11 4 4 3 0

• All Knowledge skills are class skills, and gain +1 to Knowledge skills that are already class skills [Comprehensive Education]

• Use seance to gain ranks per level in one skill and treat as class skill for 1 hour per level [Spirit Ridden]

decision tree by Trevor Dsouza from the Noun Project

Feats

Sword by Template from the Noun Project

Attack

Weapon Proficiencies: All simple weapons, plus the falcata and composite longbow [Military Tradition]

Falcata: +6 (3 base, 2 str, 1 masterwork)

Damage: 1d8+3 (3 str)

Falcata (Power Attack): +5 (3 base, 2 str, 1 masterwork, -1 power attack)

Damage: 1d8+6 (3 str, 3 power attack)

Composite Longbow: +5 (3 base, 1 dex, 1 masterwork)

Damage: 1d8+2 (2 str)

Melee Touch: +5 (3 base, 2 str)

Ranged Touch: +4 (3 base, 1 dex)

Shaman Spell Range
Close 35ft
Medium 140ft
Long 560ft
Shield by Creaticca Creative Agency from the Noun Project

Defense

Armor Proficiencies: Light and medium armor

Armor Class: 17 (1 dex, 6 armor)

Flat-Footed AC: 16 (6 armor)

Touch AC: 11 (1 dex)

Combat Maneuver Defense: 16 (3 base, 2 str, 1 dex)

Saving Throws Total Base Ability Resistance Misc
Fortitude +2 1 1 0 0
Reflex +2 1 1 0 0
Will +8 4 4 0 0

Hit Points: 27

Coat of Arms by Creative Mania from the Noun Project

Shaman Class Features

Mysteries of the Past (link)

A speaker for the past gains Linguistics, Knowledge (history), Knowledge (local), Perception, and Use Magic Device as class skills. She also adds the spells from the ancestor and time oracle mysteries to her class spell list (as the cleric level for those spells). This ability replaces the shaman’s familiar. The speaker for the past must choose a time when she must spend 1 hour each day in quiet contemplation to regain her daily allotment of spells, but does not need to commune with a familiar during this time. Because she has no familiar, she does not gain a spirit familiar feature from any spirit she bonds with.

Spirit (link)

At 1st level, a shaman gains the spirit ability granted by her chosen spirit. She adds the spells granted by that spirit to the list of spells that she can cast using spirit magic. She also adds the hexes possessed by that spirit to the list of hexes that she can use with the hex feature. At 8th level, the shaman gains the abilities listed in the greater version of her selected spirit. At 16th level, the shaman gains the abilities listed for the true version of her selected spirit.

Spirit Magic (link)

A shaman can spontaneously cast a limited number of spells per day beyond those she prepared ahead of time. She has one spell slot per day of each shaman spell level she can cast, not including orisons. She can choose these spells from the list of spells granted by her spirits (see the spirit class feature) at the time she casts them. She can enhance these spells using any metamagic feat that she knows, using up a higher-level spell slot as required by the feat and increasing the time to cast the spell.

Revelations of the Past (link)

At 4th, 6th, 12th, 14th, and 20th levels, the speaker for the past can select a revelation from the ancestor or time mysteries. She uses her shaman level as her oracle level for these revelations, and uses her Wisdom modifier in place of her Charisma modifier for the purposes of the revelation. This ability replaces wandering spirit and wandering hex.

Pentagram by Flatart from the Noun Project

Hexes

Hampering Hex (link)

The shaman causes a creature within 30 feet to take a –2 penalty to AC and CMD for a number of rounds equal to the shaman’s level. A successful Will saving throw reduces this to just 1 round. At 8th level, the penalty becomes –4. Whether or not the save is successful, a creature affected by a hampering hex cannot be the target of this hex again for 24 hours.

Secret (Toppling Spell) (link)

The shaman receives one metamagic feat as a bonus feat. The shaman must meet the prerequisites for the feat.

Tombstone by Kevin from the Noun Project

Revelations of the Past

Temporal Celerity (link)

Whenever you roll for initiative, you can roll twice and take either result. At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order in following rounds). At 11th level, you can roll for initiative three times and take any one of the results.

Military by Imron Sadewo from the Noun Project

Battle Spirit

Spirit Ability (Battle)

Allies within 30 feet of the shaman (including the shaman) receive a +1 morale bonus on attack rolls and weapon damage rolls. At 8th level and 16th level, these bonuses increase by 1. The shaman can use this ability for a number of rounds per day equal to 3 + her Charisma modifier. These rounds do not need to be consecutive.

Candle by anbileru adaleru from the Noun Project

Spells

Shaman spells per day
0th1st2nd
-4+13+1

1 Spirit Magic (Battle) spell

2 Ancestor or Time mystery spell [Mysteries of the Past]

3 Cleric spell learned from favored class bonus

Magic Scroll by Rena Rohrbacher from the Noun Project

Languages

  • Common
necklace by Smalllike from the Noun Project

Magic Items

Slot Item Price Weight
Carried Scroll of Augury 150gp -
treasure by Smalllike from the Noun Project

Treasure

pp gp sp cp gems (gp value)
0 2,678 9 0 0

Mundane equipment