Imrijka

Agdamakha Graka's page

60 posts. Organized Play character for Barvo Delancy.


Race

| HP: 9/9 AC: 15 (10 Tch, 15 Fl) | CMB: +2, CMD: 12 | F: +1, R: +1, W: +5 | Init: +4 | Perc: +8 (darkvision 90'), SM: +3

Classes/Levels

| Speed 20ft | Spells Per Day: 3/3 | Stardust: 6/6 | Active conditions: 3 Str damage

Gender

Female N Half-Orc Shaman

About Agdamakha Graka

PFS Information:

Player Name: Dave Powell
Character Name: Agdamakha Graka
PFS ID: 938831-3
Faction: Grand Lodge
Day Job if any: Street Preacher
Scenarios completed: None
Lore:
Prestige:

Appearance:

Aggie is short and stocky with a stocky face, bright eyes, and a wide smile. Her hair is blue-black and kept raggedly short. Two small tusks protrude from her bottom jaw, and her skin is a brownish-green. She constantly wears clanky scale mail, and otherwise is dressed in basic traveler's clothes.

Background:

Why did you join the Society?

Aggie is originally from Taldor, a farm near Oppara. There, she was raised to work on the farm with her family - until one of her goats spoke to her. The goat told her things - about the world under the heavens, about the greater truths of life. This awakened a passion in her to move, to travel, to learn, and to teach. What she knows, and what she needs to teach - she doesn't know yet.

The Pathfinder Society was a good fit. Two things drove her. The first was that she simply needed money - earning a living by doing manual labour and then street preaching was not keeping her well-fed. The second was that she needed to travel. To see more of the world under the heavens.

What is life like outside of adventuring?

Aggie busies herself by speaking on street corners, channeling what she claims is the power of the heavens. When the trance takes over, her eyes turn dark, and her goat begins to hover beside her. There, she speaks to everyone who will listen and those who do not. She speaks of the stars and their plan for people. Coming out of the trance, she barely remembers - or understands what she says. But there's at least a few coins in her hat.

List two prejudices:

Being a half-orc from a poor farm, Aggie has never really been on good terms with the upper classes. Although she is enthusiastic and friendly, she lacks basic social graces and has easily offended, and been offended by the wealthy.

Aggie also is unnerved by elves. Their long lives, slightly alien nature, and holier-than-thou attitudes rub her the wrong way.

Describe a memory you still regret:

Aggie's greatest regret is how she left the farm. She simply left with her goat - and her parents to this day likely have no idea where she is.

Two stories about wronged people, one in which you felt right:

When it comes to fighting, Aggie is no slouch, and was trained in the classic orcish weapons of the falchion and greataxe. To this day she still carries a battered, but lethal falchion with her. A misunderstanding with a man in an alley left him dead - she was convinced he was going go rob her and so she stabbed him. However, she continually thinks over the killing, and is convinced he may have been just trying to ask for money.

In another situation, Aggie was being badly abused by a drunk woman when she was trying to street preach. His constant shouting at her to stop and to shut up and leave finally reached a pitch when he kicked her goat, Aratare. Aggie snapped, blasting the dwarf with a colour spray spell. Without witnesses, she robbed her blind, taking her scale mail and a good amount of cash. Aggie wears that scale mail to this day, somewhat defiantly.

Agdamakha "Aggie" Graka
N Female Half-Orc Shaman
Init +4, Senses Perception +7, Darkvision 90 ft

Defense:

AC 15 touch 10 flat-footed 15 (assume combat expertise is always active)
HP 9 (11 level one, +7 per level after)
Saves Fort +1 Refl +1 Will +5

Offense:

Speed 20
Melee +2 falchion 2d4+2
Ranged +0 sling 1d4
Special Attacks Stardust (30' range, -1 attacks/perception, shines like candle)
Spells Prepared
Level Zero Guidance, Daze, Create Water
Level One Color Spray (spirit), Cure Light Wounds x2 (one cast)

Statistics:

Str 14 Dex 10 Con 12 Int 13 Wis 16 Cha 14
Base Attack +0; CMB 2; CMD 12

Feats

Improved Initiative - +4 to initiative

Traits

Observant - +1 to perception, and is class skill
Deft dodger - +1 to reflex

Skills
Points per level: +6 (+4 class, +1 int, +1 favord class)
ACP (-6)

Heal +7 (1 rank, +3 trained, +3 wis)
Knowledge: Religion +5 (1 rank, +3 trained, +1 int)
Knowledge: Planes +5 (1 rank, +3 trained, +1 int)
Profession: Street Preacher +7 (1 rank, +3 trained, +3 wis)
Perception/i] +8 (1 rank, +3 trained, +3 wis, +1 trait)
[i]Intimidate
+4 (+2 cha, +2 racial)
Survival +10 (1 rank, +3 familiar, +3 trait, +3 wis)

Languages: Common, Orcish, Draconic

Gear:

Carrying Capacity: 59-116 - medium load
Total weight: 86

Gear: scale mail, falchion, sling, dagger, shaman's kit (backpack, a bedroll, a belt pouch, candles (10), a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol), 20 bullets

Weapons: falchion, sling, dagger

Magical gear:

Money: 35 gp

Racial Abilities:

Acute Darkvision 90' darkvision (replaces orc ferocity)

Weapon Familiarity Proficient with greataxes and falchions

Orc Blood Count as both human and orc

Intimidating +2 to intimidate checks

Class Abilities:

Heavens Spirit A shaman forms a mystical bond with the spirits of the world. She forms a lasting bond with a single spirit, which grants a number of abilities and defines many of her other class features.

Spirit Animal The flesh of the shaman’s spirit animal accurately reflects the stars that would be visible in the night sky, no matter where the animal is or the time of day. Due to this, it can be used as a star map. In addition, it gains a fly speed of 5 feet; if the animal already has a fly speed, instead its fly speed increases by 10 feet. While the animal is flying, a small nimbus of light surrounds it.

Spirit Ability: Stardust Stardust (Sp): As a standard action, the shaman causes stardust to materialize around one creature within 30 feet. This stardust causes the target to shed light as a candle, and it 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 can use this ability a number of times per day equal to 3 + her Charisma modifier.

Spirit Spell Color spray

Spirit Animal (Cat named Chochu) By communing with the incredible powers of her spirit, the shaman forges a cherished bond with one specific servant of that spirit—known as a spirit animal. A spirit animal is a creature chosen by a shaman to serve as a conduit, allowing her to more fully access the magic of her spirit on a daily basis. The shaman’s spirit animal also grants her special powers. This ability uses the same rules as the wizard’s arcane bond class feature and is treated as a familiar, except as noted below.

A shaman uses her level as her effective wizard level when determining the abilities of her spirit animal. A shaman can select any familiar available to wizards to serve as her spirit animal, although her spirit animal is augmented by the power of her chosen spirit. Once selected, the spirit animal cannot be changed. Although a shaman’s spirit animal uses the statistics of a specific animal, it is treated as an outsider with the native subtype for the purposes of spells and abilities that affect it.

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 feature and the wandering spirit class feature) 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 and increasing the time to cast the spell (see Spontaneous Casting and Metamagic Feats).

Familiar:

Aratare
N Female Half-Orc Shaman
Init +1, Senses Perception +0

Defense
AC 13 touch 12 flat-footed 12
HP 4
Saves Fort +3 Refl +3 Will +2

Offense
Speed 30
Melee +2 gore 1d4+2

Statistics
Str 12 Dex 13 Con 12 Int 6 Wis 5 Cha 5
Base Attack +0; CMB 0; CMD 11 (15 v trip)

Special Abilities

Alertness, Improved Evasion, Share Spells, Empathic Link

Natural armor +1, 6 int

Spirit Animal Ability: The flesh of the shaman’s spirit animal accurately reflects the stars that would be visible in the night sky, no matter where the animal is or the time of day. Due to this, it can be used as a star map. In addition, it gains a fly speed of 5 feet; if the animal already has a fly speed, instead its fly speed increases by 10 feet. While the animal is flying, a small nimbus of light surrounds it.