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About AdraFemale dwarf
Character sheet: --------------------
Shaman 6
CG Medium humanoid(dwarf) Init +1; Senses Dark vision 60’, Perception +11 (+14 in Shadows or darkness) -------------------- Defense -------------------- AC 19, touch 12, flat-footed 17 (+6 armor, +1 Dex, +1 dodge, +1 natural) hp 44 (6d8+6) Fort +3, Ref +3, Will +10 (+2 vs Poisons, spells and spell-like abilities) -------------------- Offense -------------------- Speed 20 ft. Melee +3 (1d8-1 War hammer) Ranged +5 (1d8 Light crossbow) -------------------- Statistics -------------------- Str 8 (10 -2[age]), Dex 13 (15-2[age]), Con 12(12+2[racial]-2[age]), Int 14(13+1[age]), Wis 20(14+1[age]+2[racial]+1[4th level]+2[headband]), Cha 14(15-2[racial]+1[age]) Base Atk +4; CMB +3; CMD 14 (17 v. Bull rush or trip) Feats: Evolved Familiar, Dodge, Breadth of experience, Unfettered Familiar Skills (36):
Possessions: --------------------
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Head of Inspired Wisdom (+2), Hat of Disguise, +1 Breastplate, Sleeves of Many Garments, Pearl of power (1st level), Handy haversack, Amulet of Natural armor +1 Campfire Bead, Wands (Cure Light Wounds, Shield, Prestidigitation), Bedroll, Blanket, Rope Spider Silk, Dwarven trail rations x 12 days, Light Wagon, Light horse, Masterwork Backpack, Spell components pouch, Potion of cure light wounds x5, Tangle burn bag, Ghast retch flask x2, Burst Jar, Cauldron, Small steel mirror, Feed x6 days, Coffee beans x2 lb., Coffee pot, Compass, Camouflage netting x2 Tent, Soap x5, Roar cord (9.5 GP left) Special Abilities: --------------------
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Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance. Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the dreugar subtype because of their special training against these hated foes. Rock stepper: Dwarves with this racial trait can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. This racial trait replaces stonecunning. Lore Keeper: Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces greed. Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and war hammers, and treat any weapon with the word “dwarven” in its name as a martial weapon. Dark vision: 60’ Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. Defensive training: Dwarves gain a +4 dodge bonus to AC against monsters of the Dreugar subtype. Class Abilities: --------------------
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Spirit: Heavens. Spirit Animal: 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 witch [sic; Shaman?] by granting her skill bonuses. This spirit animal functions like a familiar using the wizard’s arcane bond class feature, except as noted in the Spirit Animal section. Spirit Ability: Stardust (Sp): As a standard action, the shaman can cause stardust to materialize around one creature within 30 feet. This stardust causes the target to shed light as a candle, and they cannot benefit from concealment or any invisibility effects. The creature takes a –1 penalty on attack rolls and sight-based Perception checks. This penalty to attack rolls and Perception checks increases by 1 at 4th level and every 4 levels thereafter, to a maximum of –6 at 20th level. This effect lasts for a number of rounds equal to half the shaman’s level (minimum 1). Sightless creatures cannot be affected by this ability. The shaman may use this ability a number of times per day equal to 3 + her Charisma modifier. Spirit Magic: A shaman can spontaneously cast a limited number of spells per day beyond those she prepared ahead of time. She has one spell slot per day of each shaman spell level she can cast, not including orisons. She can choose these spells from the list of spells granted by her spirits (see the spirit class ability and the wandering spirit class ability) at the time she casts them. She can enhance these spells using any metamagic feat that she knows, using up a higher-level spell slot as required by the feat, although doing so increases the time to cast the spell Wandering Spirit: Ability to commune with a spirit, decided daily… typically lore. Wandering Spirit ability: Based on Wandering spirit... typically: Monstrous Insight (Su): The shaman can identify creatures and gain insight into their strengths and weaknesses. As a standard action, the shaman can attempt a Knowledge skill check to identify a creature and its abilities (using the appropriate skill for the monster's type) with an insight bonus equal to her shaman level. Whether or not the check is successful, she also gains a +2 insight bonus for 1 minute on attack rolls made against that creature and a +2 insight bonus to her AC against attacks made by that creature. These bonuses last for 1 minute. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. Hexes: Heaven’s Leap (Su, 2nd level): The shaman is adept at creating tiny tears in the fabric of space, and temporarily stitching them to reach other locations with a limited, one-way wormhole. As a standard action, the shaman can designate herself or a single ally that she can see who is within 30 feet of her. She can move that creature as if it were subject to jester’s jaunt. Once targeted by this hex, the ally cannot be affected by this hex for 1 day. Healing (Su 4th level): 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 this hex, it cannot benefit from it again for 24 hours. At fifth level, this acts like Cure moderate wounds Wandering hexes: typically: Benefit of Wisdom (Ex): The shaman relies on wisdom rather than intellect to gain and retain knowledge. She can use her Wisdom modifier instead of her Intelligence modifier on all Intelligence-based skill checks. Orisons Spells: --------------------
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4 - Orisons 5 – 1st level spells 4 – 2nd level spells 3 – 3rd level spells And one 1st, 2nd, 3rd level spell, each, drawn from spirit list. Prepared (normally): 0 Level: Guidance, light, create water, dancing lights 1st Level: Entangle, Burning hands, Hex Vulnerability, Cure light wounds, and one more 2nd Level: Burning gaze, Summon Swarm and two of: Bear’s, Bull’s, Cat’s, Fox’s, Owl’s or Eagle’s (depending on which is more useful) 3rd Level: Call lightning, thorny entanglement, Cure Serious Wounds Kvinn, the Familiar: --------------------
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Owl Valet Archetype N Tiny Outsider (native) Init +3; Senses: low-light vision; Perception +15 ---------------- DEFENSE ---------------- AC 20, touch 15, flat-footed 17 (+3 Dex, +2 size, +5 Natural) hp 18 ([5d8+5]/2) Fort +2, Ref +5, Will +7 --------------
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Skills: Fly +7,
Racial Modifiers: +4 Perception, +4 Stealth --------------------
All about Adra:
-------------------- Description -------------------- Adra appears to be a kindly looking grandmother figure who walks with a slight slump and generally avoids moving quickly, but, when needed, she can move at a brisk pace and with a speed that might surprise some. Adra is kindly, but also can be highly cynical, especially of high ideology or of broad generalisms. She is not above using guilt or her age to get her way and can be quite adept at manipulating people as needed. She has also recently found she can help control the flow of a battle field with some skill. She primarily focuses on finding her children or grandchildren, but she knows that rushing this might never let her find them. She does has trouble composing herself around slavers and may use overly harsh or aggressive tactics with them. If anyone has read Dorothy Gilman’s Mrs. Pollifax series, Adra is effectively a more troubled, much more cantankerous version of the main character.
But before getting to that, her history would be incomplete without mentioning Kvinn. Kvinn is an owl that decided to take roost right outside the shaman’s hut. Shortly after her husband’s death, though, Adra started talking to the bird and even started feeding it occasionaly. However, it was when she first heard Kvinn “talk” that Adra hit her stride as a shaman. From that point on the woman finally heard the voices of the spirits clearly, where all she heard before had been whispers. The full grown owl also underwent some changes, completely molting its feathers to ones that reflected the night sky. From then on the two would work together, the shaman and the owl one-third her size. Adra and Kvinn, her familiar, were on their annual visit Adra’s husband’s grave, when slavers assaulted their caravan. The sting operation out right killed many of the adults and took most of the children as slaves. When Adra came back from her retreat, she came back to ash, blood, and dust where once had been wood, smiles, and cheer. She gathered from the survivors her children were likely dead and her grandchildren slaves. With this she found a new focus, she would find and rescue her family by joining the Army of the Faithful. Adra lead the remnants of her village back to Caravan. She then tried to enlist in the war effort. However, she was flatly denied a posting due to her age. In a huff, she decided would find her children on her own. This worked about as well as expected; shortly before crossing into Aeonian territory she crossed the path of a slaving group, was discovered, and taken slave. The slavers locked Adra in a cage, commandeered her wagon, and locked away most of her things. She immediately started cajoling the sprits in her manacles, but, like most metals, they were stubborn and took a very long view of things. Kvinn, her familiar, escaped being captured, and would regularly visit at night and help the woman prepare some spells that allowed her and her fellow captives to eat well, at least. Finally, after weeks of brow-beating, Adra was able to convince the spirits of the manacles to open. From their it was Rebnesk’s, Aargus’s and Shokal’s party. |