Virashi

Halara's page

423 posts. Alias of Walter das Sombras.


Full Name

Halara Orelad

Classes/Levels

GP | HP 50/50 | AC 16 | T 11 | FF 15 | CMD 17 | Fort +2 | Ref +2 | Will +7 | Init +5 | Perc +14

Location

Kenabres

Strength 18
Dexterity 12
Constitution 12
Intelligence 12
Wisdom 16
Charisma 12

About Halara

Healing Hex
Halara,Valk

Background:
What's the dream of your life? For some, there is knowledge, for others, battle prowess. Some thrive the path or power, and others the shadow path. But all of this have a simple thing in common. They want to accomplish things, based on their effort, and once they get it, they surely as hell don't intend to lose it. But not all stories have a happy end. Like Halara's.

For a long time she worked among the spirits he thrilled the path of the communion. She could speak with spirits, and although many did not thought they existed, she was pretty sure. She have seen, spoken, dealt, and communed with them. In a long process of learning, she made allies throughout the spirit world, spending years in the task of increasing her knowledge and learning how to increase her own power, for the cause of good.

And she became very powerful, but a hunger burned inside of her, and it was too much. Halara diverted from her initial path, seeking personal gain instead of the cause of good. And although she got pretty powerful, her allies wanted the best for her, and gave her a lesson of humility she would never forget. Through a long lost ritual they stripped her of everything she had, but her memories. Her knowledge, her power, her allies, her ability to speak with several spirits, it was all lost.

Depressed, she couldn't help but to recall everything she's been through, and wonder why her allies would betray her in such a manner. But eventually she got the picture, pretty well. And she agreed with them, forgiving her previous comrades for such a harsh act, but they were right. If it had been kept that way she could even become a mean person.

Now all it was left was rebuilding, but keeping the slow pace, cause the direction is more important than the speed.


Behavior:
These are thoughts that cross her mind once in a while:
- Think twice before taking a shortcut;
- The way you do it is equally important as how you do it;
- Allies are the best thing to have, don't let them down;
- Give more than take.

HALARA ORELAD
Female Human Shaman 4 - NG Medium Humanoid(Human)
Init +5; Senses, Perception +14,
Languages: Celestial, Common, Sylvan, Dwarven
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DEFENSE
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AC 16, touch 11, flat-footed 15 (+5 Armor, +1 Dex)
hp 50 (8+6+7+6+8+5+5+5)
Fort +2, Ref +2, Will +7
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OFFENSE
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Speed 20 ft. (4 squares)
Melee MW Cold Iron Fauchard +9(2H) (1d10+6/18-20/Reach/Trip)
Ranged Light crossbow +4 (1d8/19-20)
Face 5 ft. Reach 5 ft.
Base Atk +3; CMB +7; CMD 18
Prepared Shaman Spells (CL 5th):
3rd - Cure Serious Wounds []
2nd - Cure Moderate Wounds []
2nd - Restoration, Lesser []
2nd - Bull's Strenght []
2nd - Cure Moderate Wounds []
1st - Burning Hands (DC 14) []
1st - Cure light wounds (DC 14)(CL 5th) []
1st - Cure light wounds (DC 14)(CL 5th) []
1st - Entangle (DC 14) []
1st - *Enlarge Person (DC 14) []
0th - detect magic, light, stabilize, create water.
Sp - Protection from Evil (1/day) []
Sp - Resist Energy - Electricity or Cold (3/day) [][][]
*Spirit Magic
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STATISTICS
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Abilities Str 18, Dex 12, Con 12, Int 12, Wis 16, Cha 12
Improvements: +1 Str (4th)
Feats: Light/Medium Armor Proficiency, Simple Weapon Proficiency, Aditional Traits (1st), Toughness (Human), Power Attack (3rd), Weapon Focus (Fauchard)(5th).
Traits: Touched by Divinity (Campaign); Seeker; Blessed Touch; Heirloom Weapon (Proficiency - Fauchard);
Favored Class Options: HP (5)
Skills:
Points: (4class + 1int + 1human)x5= 30
-2 Acrobatics DEX (1+0+0-3)
+1 Appraise INT (1+0+0)
+1 Bluff CHA (1+0+0)
+1 Climb STR (4+0+0-3)
+7 Diplomacy CHA (1+3+3) CS
+1 Disguise CHA (1+0+0)
-2 Disable Device DEX (1+0+0-3)
-2 Escape Artist DEX (1+0+0-3)
+8 Heal WIS (3+2+3) CS
+1 Intimidate CHA (1+0+0)
+8 Knowledge(Nature) INT (1+4+3) CS
+7 Knowledge(Planes) INT (1+3+3) CS
+5 Knowledge(Religion) INT (1+1+3) CS
+3 Linguistics INT (1+0+0+2)
+14 Perception WIS (3+5+3+1+2)
-2 Ride DEX (1+0+0-3) CS
+5 Sense Motive WIS (3+2+0+2)
-2 Sleight of Hand DEX (1+0+0-3)
+9 Spellcraft INT (1+5+3) CS
-2 Stealth DEX (1+0+0-3)
+11 Survival WIS (3+5+3) CS
+1 Swim STR (4+0+0-3)

Possessions: Cold Iron Fauchard 28gp (10 lbs); outfit (explorer's); Scale Mail 50gp (30 lbs); Shelyn Silver Holy Symbol;
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RACIAL ABILITIES
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Ability Score Bonus: +2 Strenght.
Skilled: +1 skill point per level
Bonus Feat: Humans gain one bonus feat at first level (Toughness)
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CLASS ABILITIES
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Orisons: Shamans can prepare a number of orisons, or 0-level spells, each day as noted on Table 1–9. These spells are cast like any other spell, but they are not expended when cast and may be used again.
Spirit Animal (Ex): At 1st level, a shaman forms a close bond with a spirit animal tied to her chosen spirit. This animal is her conduit to the spirit world, guiding her along the path to enlightenment. The animal also aids a shaman by granting her a special ability. See the Spirit Animal section on page 47. A shaman must commune with her spirit animal each day to prepare her spells. While the spirit animal does not store the spells like a witch’s familiar does, the spirit animal serves as her conduit to divine power. If a shaman’s spirit animal is slain, she cannot prepare new spells or use her spirit magic class feature until the spirit animal is replaced.
Spirit (Su): A shaman forms a mystical bond with the spirits of the world. She forms a lasting bond with a single spirit (see Spirits on page 37), which grants a number of abilities and defines many of her other class features. At 1st level, a shaman gains the spirit ability granted by her chosen spirit. She adds the spells granted by that spirit to the list of spells that she can cast using spirit magic. She also adds the hexes possessed by that spirit to the list of hexes that she can use with the hex and wandering hex
class features. At 8th level, the shaman gains the abilities listed in the greater version of her selected spirit. At 16th level, the shaman gains the abilities listed for the true version of her selected spirit.
Battle Spirit: A shaman surrounds herself with
the spirit of battle. Allies within 30 feet of the shaman (including the shaman) receive a +1 morale bonus on attack rolls and weapon damage rolls. At 8th level and 16th level, these bonuses increase by 1. The shaman can use this ability for a number of rounds per day equal to 3 + her Charisma modifier. These rounds do not need to be consecutive.
Spirit Magic Spells: Enlarge person (1st), fog cloud (2nd), magic vestment (3rd), wall of fire (4th), righteous might (5th), mass bull’s strength (6th), control weather (7th), earthquake (8th), storm of vengeance (9th).
Hex A shaman learns a number of magical tricks, called hexes, which grant her powers or weaken foes. At 2nd level, a shaman learns one hex. At 4th, 8th, 10th, 12th, 16th, 18th, and 20th level, the shaman learns new hexes. A shaman can select from any of the following hexes or from any of the hexes listed in the description of her chosen spirit. A shaman cannot select a hex more than once unless noted otherwise. Using a hex is a standard action that doesn’t provoke an attack of opportunity unless otherwise noted. The saving throw DC to resist a hex is equal to 10 + 1/2 the shaman’s level + the shaman’s Wisdom modifier.
Healing (Su): A shaman soothes the wounds of those she touches. This acts as cure light wounds, using the shaman’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this acts as cure moderate wounds.
Slumber: A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Wandering Spirit (Su): At 4th level, a shaman can form a temporary bond with a spirit other than the one selected using her spirit class feature. She must make this selection each day when preparing her spells. While this feature is active, she gains the spirit ability granted by the spirit. She also adds the spells granted by that spirit to her list of spells that she can cast using spirit magic. She does not add the hexes from her wandering spirit to her list of hexes that she can choose from with the hex class feature.
At 12th level, she gains the abilities listed in the greater version of her wandering spirit. At 20th level, she gains the ability listed in the true version of her wandering spirit.
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OTHER ABILITIES
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Trait - Touched by Divinity: You begin play with a silver holy symbol of your chosen deity for free. In addition, choose one domain associated with your chosen deity. You gain the use of that domain’s 1st-level domain spell as a spell-like ability usable once per day (CL equals your character level).
Domain (spell): Good (Protection from Evil)