Good point about Weather over Water. I'll take those three, though I guess I'd drop Community if we need to stick to 2.
I'd rather keep all three as well.
How about giving them abilities based on the granted powers of those Domains? (
Community: calm emotions 1/day and +2 competency bonus on Diplomacy;
Weather: Survival as a class skill;
Liberation: +2 morale bonus on all saves vs enchantment)
I guess we should talk about their stats to.
Blue-Ringed Octopus: Str 12, Dex 16, Con 12, Int 12, Wis 12, Cha 13
As "Shaman" they ought to have a good Wisdom score, so I'd give them at least a +2 Wisdom. Naw, make it +4 Wisdom, +2 Charisma since they're so respected.
I'm thinking we should give them a half-boost to their physical stats for being Large (+4 Str, -2 Dex, +2 Con) and give them +2 natural armour so their AC is the same as a regular blue-ring.
That gives us something like:
Octopus, Giant, Red Shaman
Large Magical Beast (Aquatic)
Hit Dice: 8d10+16 (60 hp)
Initiative: +2
Speed: 20 ft. (4 squares), climb 20 ft., swim 30 ft.
Armor Class: 17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
Base Attack/Grapple: +8/+15
Attack: Tentacle +10 melee (1d3+3 plus poison)
Full Attack: 6 tentacles +10 melee (1d3+3 plus poison) and bite +5 melee (1d6+1 plus poison)
Space/Reach: 10 ft./5 ft. (20 ft. with tentacles)
Special Attacks: Constrict 1d8+4, improved grab, poison, spells
Special Qualities: Darkvision 60 ft., ink cloud, jet, low-light vision
Saves: Fort +8, Ref +8, Will +5
Abilities: Str 16, Dex 14, Con 14, Int 12, Wis 16, Cha 15
Skills: 33 - Climb +, Escape Artist +, Hide +, Listen +, Move Silently +, Spot +, Swim +
Feats: 3 - Alertness, Stealthy and 1 more?
Environment: Underground aquatic
Organization: Solitary
Challenge Rating: 8?
Treasure: None
Alignment: Usually neutral good
Advancement: By character class
Level Adjustment: —