Classes: Fighter (1) Spirit Caller (4)
STR: 18 (70)
Leather Armor, Studded
Iron Spikes (5) (obligatory)
1/2 bag flour in a wax wrap (Take THAT, Sea-water!) 5 days rations in wax wrap ( See above!)
Wax wrap paper.
11 ft pole, retractable
Ball of thread/string
Goat-Skin Drum with long sash.
Potion of Healing 6-10hp. 2 charges.
Magic Ring of Protection (+2 AC)Drum SkinsGoat Skin
Boon: +1 to all ally rolls
Curse: -1 to all enemy rollsQullan Skin
Boon: +1 to all ally rolls
Curse: Confusion effect to all foes (save negates each round)Cyclops Skin
Boon: +1 to strength for allies
Curse: -1 to strength for foesSusurrus flute
Boon: Immunity to sleep effects
Curse: Keeps slumbering foes asleep indefinitely, unless sleeping foes are attacked, or a critical fail is made.
HP:26Spell-Like Abilities:Spirit Channeling
The Spirit Caller is able to channel the essence of creatures through a medium that is from that creature. The effect is detailed in this sub: http://strolen.com/viewing/Spiritskin_Drum
however the instrument may be different. At level 5, the numeric effects go up by one step (+1 becomes +2, and 1d4 becomed 1d6, etc.) At level 10, 15 and 20, the numeric effects rise again.
- Different mediums create different effects.
- Allies and foes who are deaf lose all penalties or bonuses given by the drum.Lingering Call
The Spirit Caller's music lingers within the minds of those around; allowing the effects to continue after playing has ceased.
The lingering effect is equal to the amount of rounds played +1d4. The Maximum amount of rounds the bonuses linger is your level + Con Modifier.Sonic Screech
The Spirit Caller is able to focus the spirit energy into a high pitched screech without breaking the rhythm of his music. Foes must make a saving throw or be disoriented, losing their next action. The Spirit Caller must have been using Spirit Channeling for at least one round before using this ability. Using this ability does not interrupt Spirit Channeling. Can only be used once per combat.Spirit guardian
The Spirit Caller begins to show mastery over the spirits that reside within. He may summon a spectral form of the creature that his instrument is constructed of to defend him. The creature is largely incorporeal and as such is less powerful than its living counterpart (1/2 hd) but retains the abilities it held in life.
Maintaining this spectre requires a share of life force, drained directly from the Spirit Caller. For every round that the Spectre is active, the Spirit Caller takes damage equal to the 1dX, where X is the HD the creature had in life (this is to balance the difference in power of weaker and stronger summons. E.g. The Cyclops had 8 hd, so the damage will be 1d8 per round.Feedback:
If the Spectre is slain instead of dismissed by the Spirit caller, the caster is barraged by the Life Force feedback, dealing 1dX damage to the Spirit Caller.
Tall, with Bulging yet wiry muscles, a permanently aggressive expression and fangs denoting his half-orc heritage, Somnak is an intimidating person. A tribal drum of goatskin hangs next to his left hip from a long shoulder sash; something which he keeps with him at all times. Somnak fervently believes he is possessed with a demonic entity known as the 'Demon's Dance', wherein inner spirits channel his rage and fury through the drum, terrifying foes and invigorating allies, bringing a fire to their hearts! Somnak is quick to emotion - especially anger, and is often short-sighted, but he is not truly an evil man; despite appearances. He is simply a man who has lost his home and is trying to find some direction.