Here's Ekilu so far. My Darfellan Spirit Shamen/Storm Lord.
I'll get to the background a bit later, and I still need to finish his gear, but I have a fun backstory in store for him that should give Isida lots of fun plot hooks. I'm willing to tie him in with anyone else. I see him as the Sailor/hunter/Gatherer/wiseman, with an even keeled personality. He also holds a special place in his races society, though he feels he doesn't live up to it.
[sblock=Ekilu]Ekilu ka Wooli (Ekilu the White)
Darfellan Spirit Shamen 6/Storm Lord 2
Age: 21
Gender: Male
Height: 5'0"
Weight: 176
Eyes: Blue
Hair: None
Skin: All White
STR: 18 [+4] (6 points +2 Racial +2 Item)
DEX: 10 [--] (4 points -2 Racial)
CON: 12 [+1] (4 points)
INT: 12 [+1] (4 points)
WIS: 18 [+4] (10 points +2 level)
CHA: 12 [+1] (4 points)
Hit Point: 58
Hit Dice: 8d8 + 8
Armor Class: 20 (10 base + 5 Armor + 3 Shield + 2 Natural), 10 Touch, 20 Flat Footed
Initiative: +0
BAB: +5
- Melee: +9
- Ranged: +5
Speed: 20’ (Swim 40'(50'))
FORT: +12 (8 Base + 1 Con + 2 Feat + 1 item)
REFL: +3 (2 Base + 0 Dex + 1 item)
WILL: +13 (8 Base + 4 Wis + 1 item)
Abilities:
Racial
- +8 Swim, may take 10, 40' Swim speed, can run while swimming
- Hold Breath: Can hold breath Con * 8 rounds (96 Minutes)
- Bite: 1d6 + 1 1/2 Str as Primary
- Echolocation: Blindsense 20' underwater
- Racial Hatred: +2 to hit and damage Sahuagin
Spirit Shamen
- Spirit Guide: Whale - Wisdom, Power
-- Alertness
-- Folow the Guide: May make second will save vs enchantment spells 1 round later
- Wild Empathy +7 (6 level +1 Charisma)/i]
- Chastise Spirits: 6d6 vs Spirits within 30', DC 17 Will, 4/day
- Detect Spirits: As Detect Undead but for spirits
- Blessing of the Spirits: Protection from Spirits (As Pro Evil) till dispelled, takes 10 min to activate.
- Ghost Warrior: All weapons gain Ghost Touch ability, and uses normal AC vs incorperal attack
Stormlord
- Enhanced Javelins: Thrown Javelins considered +1 magic weapons
- Electricity Reistance: 5
- Shock Weapon: Spears or Javelins considered a shock weapon (+1d6 electrical), for up to 1 round after leaving hand
Spells
- Scales of the SealordLasts 8 hours per casting, +2 Natural Armor, +10' Swim Speed, -2 Cha vs non-aquatic)
Feats:
1st Level
- Endurance
3rd Level
- Great Fortitude
6th Level
- Weapon Focus: Spear
Skills:
Concentration +6 (5 ranks + 1 Con)
Heal +9 (5 ranks + 4 Wis)
KN: Geography +6 (5 ranks + 1 Int)
KN: History +3 (2 ranks + 1 Int)
KN: Nature +8 (7 ranks + 1 Int)
Language (1 CC rank)
Listen +9 (3 ranks + 4 Wis + 2 Feat)
Prof: Sailor +9 (5 ranks + 4 Wis)
Spellcraft +3 (2 ranks + 1 Int)
Spot +9 (3 ranks + 4 Wis +2 Feat)
Survival ++11(13(15)) (7 ranks + 4 Wis + (2(4)) Synergy)
Swim +16 (5 ranks +8 Racial +3 Str)
Languages:
- Darfellan
- Common
- Aquan
Spellcasting:
Caster Level: 8 (Druid Spell List)
Save DC: 10 + 1 CHA + Level
Spells Known or Available:
Oth level – 3 Detect Magic, Light, Resistance(6/day)
1st level – 3 Speak with Animal, Lessor Vigor (CD 186), Hawkeye (CD 166) (7/day)
2nd level – 2 Cloudburst (CD 158), Bear's Endurance(7/day)
3rd level – 2 Scales of the Sealord (SW 121), Call Lightning (6/day)
4th level – 1 Cuse Serious Wounds(5/day)
Equipment:
Melee weapons
-Storm's Fury Spear +1, +11 (1d8+7+1d6, 20/x2) Fine spear engraved with bolts of lightening (2302gp, 6lb*)
-Spear +1, +10 (1d8+6+1d6, 20/x2) Normal Spear or Long Spear (Reach) (Spear (2), 4gp, 12lb*) (Longspear 5gp, 9lb*)
-Bite, +9(4) (1d6+6, 20/x2) Natural Attack
-Hand Axe, +9 (1d6+4, 20/x3) Hand Axe (6gp, 3lb)
-Dagger, +9 (1d4+4, 20/x2) Dagger (2gp, 1lb)
Ranged weapons
-Storm's Fury Spear +1, +7 (1d8+7+1d6, 20/x2, 20 ft.)
-Spear, +6 (1d8+6+1d6, 20/x2, 20 ft.)
-Seaman's Bow MW Compositie Short Bow +4 Str, +6 (1d6+4, 20/x3, 70 ft.) Fine bow of an able seaman (675gp, 2lb*)
-Javalin, +6 (1d6+5+1d6, 20/x2, 30 ft.) (Q18 18gp, 36lb*)
-Dagger, +5 (1d6+4, 19/x2, 10 ft.) Dagger
Note: All weapons are Ghost Touch, all spears or javalins are Shocking, and all javalins are +1 at least.
Armor
-Name Mithril Chain Shirt +1 (AC +5, ACP 0, Max Dex +6) Description (2100gp, 12.5lb)
-Spirit's Shell Animated Mithril Heavy Shield +1 (AC +3, ACP 0) A Mithril shield designed to look like a clam shell, said to be animated by the spirits of the sea. (10020gp, 7.5lb)
Miscellaneous Items
- Wind's Defense, Ring of Protection +1, Golden Ring carved with swirling winds (2000gp, -lb)
- Shark's Gloves, Strength +2, Sharkskin gloves with runes carved along the insides (4000gp, -lb)
- Vest of Resistance +1 (1000gp, 1lb)
- Adventurer’s Outfit (-gp, -lb)
- Efficient Quiver (1800gp, 2lb) (Objects inside don't count againt weight)
-- Weapons noted above
-- 60 Arrows (3gp, 9lb*)
- Handy Haversack (2000gp, 5lb) (Objects inside don't count against weight)
-- Bedroll (1sp 5lb*)
-- Flint & Steel (1, -lb*)
-- Grappling Hook (1gp, 4 lb*)
-- Rope, 50' Silk (10gp, 5lb*)
-- Wand of Cure Light Wounds (50/50chg) (750gp, -lb*)
-- Potion of Enlarge (50gp, -lb*)
-- 2 Waterskins (2gp, 8lb*)
-- 6 Days Rations (3gp, 6lb*)
-Belt Pouch (1gp, .5lb)
--Amulet of Everburning Flame (110gp, -lb)
* Weight not counted due to container
Weight Carried: 32.5 lb
Remaining money: 136 gp 9 sp
Encumberance
Capacity: 100, 200, 300
Lift: 600
Push/Drag: 1500
Description
Personality
Background[/sblock]
Edit: Finished just about everything but background/personality.