<div class="floatright">(http://)</div><strong>Name:</strong>Black Hand, Etrigan<br/><strong>Class(es):</strong>Shaman Animist (http://www.aonprd.com/ArchetypeDisplay.aspx?FixedName=Shaman%20Animist) 3<br/><strong>Race :</strong>Human<br/><strong>Alignment:</strong>NG or NE<br/><strong>Description:</strong>A wan cruelty festers about this frail yet elegant figure, and the gaunt pride in his stance is utterly torn to shreds when glimpsing his eyes, which are dead, hollow, and devoid of hope or joy.<br/><strong>Fetishes:</strong>(coming soon)<br/><strong>Dislikes:</strong>(coming soon)<br/><br/><strong>Backstory:</strong><br/>Etrigan was a frail lad, adopted into a down-to-earth family after he was rescued from a dire situation on the Sozuari border involving his birth parents, and he long admired his brother Ilyssaar’s active lifestyle and zest for adventure. After their parents perished during an raid, Ilyssaar moved on to Vigil to petition to join the knights, taking his younger stepbrother with him. Etrigan was duly impressed with the knights’ armor, but their refusal to allow Ilyssaar membership in the order tarnished Etrigan view of Vigil. After this rejection, things didn’t get better—limited funds, bad luck, and poor choices resulted in destitution for the two brothers within 9 months of their arrival in Vigil. Come spring, a group of criminals tricked Ilysaar into serving as a patsy for their crimes. Etrigan could do nothing but watch and wail as the knights took Ilyssaar away in chains, found him guilty of a crime he didn’t commit, and hanged him by the neck until dead.<br/>Etrigan fled Vigil the night his brother was executed but it was not mere chance that he approached agents of Valora to emprison him for her experimentations .<br/><br/>But Etrigan still had the whispers to keep his company on lonely nights. He assumed the whispers were his friends, there to keep his safe and offer respite from the dull ache of life. Then one "trustworthy" stone crumbled beneath his feet, dropping his into darkness.<br/>The fall was short. His arm met stone with a wet crunch, but the ache from the shattered bone faded away as the whispers rose in deafening song.<br/>A single tuatara waddled forward as he cradled her limb. It borrowed a tongue from the whispers and spoke. "What are you?"<br/><br/>"I—" He opened her mouth to speak, borrowing too from those old, quiet chants. And although the whispers had a word for all things in creation, they had no words for the expectations of others. "I don't know."<br/><br/>From that day on, the whispers poured themselves through Etrigan's reptilian friend, speaking louder and more clearly with a mouth to form the words. He soon named the creature Lockee. And Lockee taught him how to speak to spirits and borrow their favor to mend his broken bones, and of dwarven faith from long before they mingled their worship. It taught her how to glean deeper secrets from the artifacts of the dead. Most precious of all, Lockee taught him of the rivethun—who drew great power by embracing the disjunction between their bodies and souls.<br/><br/><br/>He wanted nothing more than to see Vigil’s death and decay.<br/>Etrigan retains much of the paranoia and hypervigilance imparted by his years of abuse.<br/><br/><br/><strong>Ability Scores</strong>(+Modifiers)<br/>Str 13/+1<br/>Dex 12/+1<br/>Con 12/+1<br/>Int 14/+2<br/>Wis 16/+3<br/>Cha 13/+2<br/><br/><strong>HP:</strong>19 (3d8 + 3)<strong>Armor Class:</strong>15<strong>Initiative Bonus:</strong>+1<strong>Speed:</strong>30 feet<strong>CMD:</strong>14<strong>CMB:</strong>+3<br/><strong>Saving Throws:</strong>Fort +2 Ref +2 Will +6<br/><strong>Class/Racial Feats</strong><br/>Racial: +2 Wis, Bonus Feat, Skilled<br/><strong>Favored class:</strong>Shaman +1 skill rank / level<br/><br/><strong>Chosen Feats:</strong><br/>Posessed hand (https://www.d20pfsrd.com/feats/general-feats/possessed-hand/), Hand's Autonomy (https://www.d20pfsrd.com/feats/general-feats/hand-s-autonomy/), Hand's Detachment (http://www.aonprd.com/FeatDisplay.aspx?ItemName=Hand%27s%20Detachment)<br/><strong>Traits:</strong><br/>Seeker (http://aonprd.com/TraitDisplay.aspx?ItemName=Seeker)<br/>Outlander (http://aonprd.com/TraitDisplay.aspx?ItemName=Outlander) : Lore Seeker<br/>Black Sheep (http://aonprd.com/TraitDisplay.aspx?ItemName=Black%20Sheep) : Bitter Nobleman [Sleight of Hand]<br/>Drawback: Paranoid (http://aonprd.com/TraitDisplay.aspx?ItemName=Paranoid)<br/><strong>Skills:</strong>4 +2 (Int) + 1 (Human) + 1 (favored class)<br/>Diplomacy 3 + 2 + 3 = + 8<br/>Heal 1 + 3 + 3 = + 7<br/>Knowledge (Arcana) 3 + 2 + 3 + 1 + 2= + 11<br/>Knowledge (Local) 3 + 2 + 3 +1 + 2= + 11<br/>Knowledge (Religion) 3 + 2 + 3 + 2 = + 10<br/>Perception 3 + 3 + 3 + 1 + 2 = + 12<br/>Sense Motive 3 + 3 + 2 = + 8<br/>Spellcraft 3 + 2 + 3 = + 8<br/>Survival 2 + 3 + 3 = + 8<br/><br/><strong>Background skills:</strong><br/>Profession (Exorcist) 3+3+3 = + 9<br/>Sleight of Hand 3+3+2+1+3+1= + 12<br/><br/><strong>Class abilities :</strong><br/>Weapon and Armor Proficiencies: A shaman is proficient with all simple weapons, and with light and medium armor.<br/>Spells<br/>Orisons<br/>Spirit (Su) : Mammoth<br/>Spirit Animal (Ex) : rock tuatara, crawling hand<br/>Animist Spirit Magic: The animist adds the following spells to the list of spells he can cast using spirit magic: speak with animals (1st), skinsend (2nd), speak with plants (3rd), malfunctionUM (4th), dream (5th), speak with stone (6th), control construct (7th), trap the soul (8th), soul bind (9th). This ability replaces the spirit magic spells gained from the shaman’s spirit.<br/>Wrangle Condition (Su)<br/><br/><strong>Equipment and items:</strong>Gold : 545 gp 9 pa<br/>Occult reference material (http://www.aonprd.com/EquipmentMiscDisplay.aspx?ItemName=Occult%20reference%20material) : arcana, local, religion Cost 80 gp (x3) Weight 1 lb (x 3)<br/>Shaman's kit (http://www.aonprd.com/EquipmentMiscDisplay.aspx?ItemName=Shaman%27s%20kit) Price 13 gp 9 pa; Weight 24 lbs.<br/>Description<br/>This kit includes a backpack, a bedroll, a belt pouch, candles (10), a flint and steel, an iron pot, a mess kit,<del>rope</del>, soap, a spell component pouch,<del>torches (10)</del>, trail rations (5 days), a waterskin, and a wooden holy symbol.<br/><br/>Shortspear Cost 1 gp Weight 3 lbs.<br/>Masterwork Armored coat Cost 200 gp Weight 20 lbs.<br/>Armor Bonus +4; Max Dex Bonus +3; Armor Check Penalty -2<br/>Arcane Spell Failure Chance 20%; Speed 20 ft./15 ft.<br/><br/><strong>Carrying Capacity</strong><br/>Light Load 50 lbs. or less<br/>Medium Load   51-100 lbs.<br/>Heavy Load 101-150 lbs<br/>.<br/><strong>Attacks</strong><br/>BAB +2<br/>Melee + 3<br/>Distance + 3<br/>Spear 1d6 +1; Critical x2; Range 20 ft.; Type P; Special —<br/><br/><strong>Languages :</strong><br/>Common<br/>Giant<br/>Draconic<br/><br/><strong>Spellcasting</strong><br/>Spells / day : 4/3/2<br/>DC : 13 + spell level<br/><br/>Prepared Spells :<br/>0 :<br/>Detect Magic<br/>Light<br/>Read Magic<br/>Stabilize<br/><br/>1 :<br/>Cure Light Wounds<br/>Skin tag<br/>speak with animals<br/><br/>2: Cure moderate Wounds<br/>False Life or Callback<br/>skin send<br/><br/><strong>Crawling Hand, Archetype Mauler :</strong><br/>Alignment (same that the Master) Diminutive magical beast (animal)<br/>Init +0; Senses blindsense 30 ft., darkvision 60 ft.; Perception +4<br/>Defense<br/>AC 16, touch 14, flat-footed 16 (+4 size, +2 natural armor)<br/>hp 9 (3d8)<br/>Fort +3, Ref +2, Will +3<br/>Offense<br/>Speed 40 ft., climb 40 ft.<br/>Melee claw +4 (1d4+3 plus grab)<br/>Space 1 ft., Reach 0 ft.<br/>Statistics<br/>Str 14, Dex 11, Con 12 , Int 6, Wis 11, Cha 14<br/>Base Atk +2; CMB - 2 (+2 grapple); CMD 10<br/>Feats Toughness<br/>Skills Climb +10, Intimidate + 1, Perception +4, Stealth +12, Survival +4; Racial Modifiers +4 Survival<br/>Languages Common (can’t speak)<br/>Special Abilities<br/>Grab (Ex) A crawling hand can use its grab ability on a creature of up to Medium size.<br/><br/>Mauler Skills: A mauler treats Intimidate as a class skill.<br/><br/>Increased Strength (Ex): At 3rd level and every 2 levels thereafter, a mauler’s Strength score increases by 1. As a result of this ability, the familiar’s Intelligence score remains 6; a mauler can never have an Intelligence score higher than 6.<br/><br/>This alters the familiar’s Intelligence score advancement.<br/><br/>Battle Form (Su): At 3rd level, a mauler gains the ability to transform into a larger, more ferocious form and back as a standard action three times per day. In battle form, the mauler’s size becomes Medium and it gains a +2 size bonus to its Strength score. Since many familiars are Tiny or Diminutive, be sure to check for any additional Strength and Dexterity adjustments for increasing in size from Tiny or Diminutive to Medium (Pathfinder RPG Core Rulebook 212). This is a polymorph effect.<br/><br/>This replaces deliver touch spells.<br/><br/>Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.<br/><br/>Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.<br/><br/>Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).<br/><br/>Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.<br/><br/>Giant Crawling Hand<br/>Alignment (same that the Master) Medium magical beast (animal)<br/>Init - 3; Senses blindsense 30 ft., darkvision 60 ft.; Perception +4<br/>Defense<br/>AC 9, touch 7, flat-footed 12 (+0 size, +2 natural armor, Dex - 3)<br/>hp 9 (3d8)<br/>Fort +3, Ref +2, Will +3<br/>Offense<br/>Speed 40 ft., climb 40 ft.<br/>Melee claw +10 (1d6+12 plus grab)<br/>Statistics<br/>Str 26, Dex 5, Con 12, Int 6, Wis 11, Cha 14<br/>Base Atk +2; CMB +10 (+14 grapple); CMD 17<br/>Feats Toughness<br/>Skills Climb +16, Intimidate + 1, Perception +4, Stealth +12, Survival +4; Racial Modifiers +4 Survival<br/>Languages Common (can’t speak)