Greg Drasil
Alignment: Lawful Good / Race: Human / Class(es): Shaman (5th)

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AC HP Fort Reflex Will Initiative Base Attack CMB/CMD
(23) (42) +4 +3 +9 +2 +3 +2 (+10)/12
Strength: 8 (-1)
Dexterity: 14 (+2)
Constitution: 10 (-)
Intelligence: 17 (+3)
Wisdom: 12 (+1)
Charisma: 20 (+5)


  • Sacred Vow (+2 'Perfection' bonus on Diplomacy rolls. Allows for the taking of other Vow feats) [Human Bonus]
  • Vow of Poverty (Grants a series of bonuses depending on level at the cost of monetary wealth. See table for details.) [1st]
  • Exalted Companion (Greg Has selected a Blink Dog as his celestial animal companion) [Exalted Bonus]
  • Strength of personality (Use Chr to Determine Will Saves as opposed to Wis) [3rd]
  • Persuasive (Gain a +2 bonus on all diplomacy and intimidate rolls) [Shaman Bonus]
  • Vow of Non-violence (Increase the Save DC for all non-damaging powers by 4, but at the cost of vowing never to cause harm. Allies who slay defenceless enemies take an ever increasing and prolonged morale penalty to all rolls) [Exalted Bonus]
  • Vow of Peace (Project a "Calm Emotions" aura, as per the spell, out to 20ft. Gain a series of bonuses to AC (+6) which stack with other vows. Manufactured weapons which strike you require a fort save or they shatter upon impact. Gain +4 to diplomacy skill. ) [5th]


  • (Total Ranks: 8/8/8/8/8)
Bluff: +13 [5] Craft (Focus): +10 [5] Diplomacy: +21 [5] Knowledge (Spirit): +11 [5]
Knowledge (Legend): +8 [5] Perform (Ritual): +13 [5] Sense Motive: +10 [5] Survival: +10 [5]


  • Common,



Human racial bonuses +2 to any stat. Bonus feat. Bonus skill points. Variable favoured class.


Vows Gain a variety of bonuses to AC, +2 Natural armour, +2 deflection, +7 exalted. Exalted strike: +1 to hit and damage with all attacks, and all weapons are treated as magical. Sustenance: The character no longer requires food or water to survive. Endure elements: Ignore the penalties caused by either extreme cold or extreme heat. Calm emotions aura: Out to 20ft, DC = 21. Bonus exalted feats x2


Communicate with Spirits A shaman using the Communicate with Spirit class ability may communicate with a free-roaming spirit. In addition to these statuses, a shaman with this ability can communicate with all types of spirits – living, deceased, and unembodied. The Communicate with Spirit ability also allows a shaman to communicate with spirits on a deeper level. A shaman who is communicating with a spirit through this ability is “in tune” with the spirit; understanding its history, motives, essence, insight, and desires. This ability comes from an awareness of the spiritual realm that a shaman develops and hones through practice, understanding, and experience. To influence a spirit, the shaman must make a Perform (Ritual) check and compare the result to the NPC Attitude Chart as described for the Diplomacy skill. For success, the result must move the spirit to Indifferent status, or better. Unembodied spirits have an Initial Attitude of Indifferent, Deceased spirits go by their attitude towards shamans in life, or even in the afterlife, and spirits associated with a deity go by the deity’s attitude towards shamans or the shaman in question. If the spirit is completely unwilling to deal with the shaman (which is extremely rare), or if the shaman fails his check, the shaman will have to control the spirit in order to gain information. Success for Communicate with Spirit is automatic when used on controlled spirits
See Spirits This ability allows a shaman to see spirits of all sorts. It is useful for determining if an item is a tether, seeing any spirits controlled by another shaman, or knowing if another being is possessed. A shaman who uses this ability will instantly know the type and status, as well as the nature of any spirits seen. Additionally, if the shaman succeeds at a DC 15 Knowledge (Spirits) roll the shaman may open himself to the free-roaming spirits in the area in order to let the spirits guide the shaman, granting to their next skill check an insight bonus equal to the Charisma modifier of the shaman. Using this ability is a move action
Spirit Companion ~ Blink-Dog At 2nd level a shaman has formed a bond with the spirit of an animal similar to that available to druids. He may chose an animal from the same list as druids. This spirit animal is a loyal companion that accompanies the shaman on his adventures as appropriate for its kind. A 2nd-level shaman’s companion is completely typical for its kind except as noted below. As a shaman advances in level, the spirit animal’s power increases as shown on Table: Animal Companion Base Statistics. If a shaman releases his companion from service, he may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an spirit companion that has perished
Summon Spirit Summoning a spirit takes 10 minutes. During this time the shaman must be free to move about and petition the spirit for its aid. At the end of the summoning ritual, the shaman makes a Perform (Ritual) skill check, with a +1 circumstance bonus for every 10 extra minutes he spends in petition. If he succeeds, the desired spirit shows up. If he fails, nothing happens. If he rolls a 1, something unexpected and unfriendly appears. A spirit summoned by a shaman will remain for 20 minutes unless the shaman controls it within that time (see Control Spirit below). The DC for summoning different types of spirits varies by circumstance. To summon a spirit, the shaman must make a Perform (Ritual) check and compare the result to the NPC Attitude Chart as described for the Diplomacy skill. For success, the result must move the spirit to "Friendly" status, or better. Unembodied spirits have an Initial Attitude of "Indifferent", Deceased spirits go by their attitude towards shamans in life, or even in the afterlife, and spirits associated with a deity go by the deity’s attitude towards shamans or the shaman in question
Control Spirit To control a spirit, a shaman must overcome the spirit and bend it to his will. This is accomplished by the spirit and the shaman making opposed checks. The shaman makes a Perform (Ritual) check, and the spirit makes a Charisma ability check, with the highest total winning. Deceased spirits are treated as having the same Charisma as the highest natural Charisma score they had in life. An unembodied spirit is treated as having the same Charisma as the required caster level for the spell granted by that spirit. Living spirits cannot be controlled. A controlled or tethered spirit can use its power a maximum of once per round. If duplicating a spell effect, casting times still apply. Controlling a spirit forces it to cooperate if it doesn’t want to communicate, become tethered, or cause supernatural effects. A shaman can control a number of spirits equal to Charisma score of the shaman. A spirit costs one point of Charisma per point of Charisma of the spirit. The shaman gets any spent temporary Charisma points back when the controlled spirit is released. Controlled unembodied spirits are not much use for information, but they can perform supernatural acts for the shaman. Controlled spirits only work for the shaman who controls the spirit. What sorts of spells they bestow is dependent upon whether the unembodied spirit is free roaming or associated with a deity. With a successful Knowledge (Spirits) check (DC 15 plus spell level) the shaman can find a spirit with the spell he wants. Usually, free-roaming spirits provide effects that imitate Arcane Magic and spirits associated with a deity provide effects that imitate Divine Magic in the spheres associated with their deity. In order to control a spirit, a shaman must be at least the minimum required caster level for the spell effects caused by that spirit. Some deceased spirits can also temporarily grant a particular feat that they were known for in life. This temporary feat will last for 1 round plus the level of the shaman. Shamans must research and learn of deceased spirits and their tales. In the example above, Kish had learned of Hardack from his father and was therefore able to summon and control him. In a pinch, the shaman can attempt to find a specific spirit with the needed feat. In order to find such a spirit the shaman must succeed at a Knowledge (Spirits) check with a DC of 30. This takes d4+2 rounds. Shamans may use the Control Spirit class ability to cause supernatural effects or to temporarily gain the use of feats a number of times per day equal to twice the number of levels the character has in the shaman class

Items, gear and equipment:

Mundane Equipment:

  • Solid Oak walking stick

Other Items:

  • Dragged clothing
GP Pouch

History and Back story:

Spirits Bound:

  • Total Bindings: 8/10
    • Total Spirit Points open: (20) / Total Spirit Points used: (0)

Spirit Granted Powers

Create Water [0pt] Detect Magic [0pt] Vanish [1pt] Slip Stream [3pt] Alter Self [3pt] Cure Moderate Wounds [3pt] Aqueous Orb [5pt] Hydraulic Torrent [5pt]

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