About Rin SanaRin Sana
Life:
A shaman who selects the life spirit appears more vibrant than most mortals. His skin seems to glow, and his teeth are a pearly white. When he calls upon one of this spirit's abilities, his eyes and hair shimmer in the light.
Ability - Channel(written below)
Wandering Spirit Battle:
A shaman who selects the battle spirit gains scars from every wound he takes, and the grit of battle always seems to cling on his body. When he calls upon one of this spirit's abilities, he grows in stature—becoming taller and more muscular, with a grimace of rage stretching across his face.
Battle Spirit (Su): 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. Channel (Su): The shaman can channel positive energy like a cleric, using her shaman level as her effective cleric level when determining the amount of damage healed (or dealt to undead) and the DC. The shaman can use this ability a number of times per day equal to 1 + her Charisma modifier.(2d6 at 3rd) Evil Eye (Su): The shaman causes doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (shaman's choice): ability checks, AC, attack rolls, saving throws, or skill checks. This hex lasts a number of rounds equal to 3 + the shaman's Wisdom modifier. A successful Will saving throw reduces this to just 1 round. At 8th level, the penalty increases to –4. This is a mind-affecting effect. Fortune (Su): The shaman grants a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing it to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. The target creature must to decide to use this ability before the first roll is made. At 8th and 16th levels, the duration of this hex increases by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours. 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. Backstory:
Rin’s parents were both devout paladins of Iomedae, and as such, were normally out battling evil. He was left to be raised with the other children of the faith within the temple in Eleder. The other children and Rin were all being groomed to be the “Paladins and Clerics of Tomorrow” as they were constantly told by the clergy. Rin, not inheriting his parents’ physical strength, was set to be trained as a cleric of the faith. At a young age he found he was able to communicate with animals on a basic level. Not so much directly to the animal, but to something linked to them. When the clerics discovered this, they forbade him from ever doing so, but he would still try when he managed to sneak away. The bit of reading he was allowed outside of studying scripture partially revealed to him that he was actually communicating with the spirits of the animals, and as he later found out, also able to do so with most things; living or not.
A majority of his time was spent in the outer ring of Eleder, but as time passed and he made a name for himself, the churches in the temple district began to take notice. For one person to be trying to do what none of the churches had been doing willingly, caused some strife for them. It wasn’t long after that Rin was “politely” asked to either stop what he was doing, or leave the city. Sensing the threat and not wanting to stop what he was doing, he joined the next group leaving Eleder heading North to try to help those that didn’t have the luxury of living near a group of “holy men”. The trip north was quite eventful. They were set upon many times by goblins and natives, but he was able to keep his new friends alive with his abilities. He also discovered other qualities of the spirit he had bound himself to. He found he was able to hinder his foes with just a simple thought, or provide his allies with a bit of extra luck. As the group reached Point Peril, Rin decided he would part with them and see what good he could do in the Shackles as his friends continued their trek north along the coast.
Appearance:
Both his parents are of Chelish decent so he stands out quite a bit when he’s among the natives of Sargava due to his pale skin and blonde hair. Rin normally always has a kind smile on his face. He is generally wearing very simple clothing, not being a big fan of making himself seem better than anyone. Personality:
Rin is calm and friendly to those around him unless they give him a reason to be otherwise. He always offers his assistance if he feels he could be of use when he sees someone in need. When confronted Rin will initially try to talk the situation down before resorting to force.
Spells Prepared:
0 - 4 prepared Detect Magic Guidance Light Stabilize 1st - 3+1 bonus prepared
2nd - 2+1 bonus prepared
Dax(Thrush Spirit Familiar):
Base Stats +3 Diplomacy to master Language - Common Adjustments - HP - 14 (4d8) AC - 18 (DEX 2, Size 4, NA 2) Fort +0, Ref +4, Will +2 Feats - Skill Focus(Perception) INT - 7 Skills - Fly +12, Perception +14 Alertness, improved evasion, share spells, empathic link, +2 Nat armor, Deliver touch spells Spirit Animal -
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