Shaman 8, Init +5, Perc +20, SM +21, CMB+8, CMD21, HP 152/152, F+12, Ref+10, Will+16, AC 22/T15/FF19 , Resist cold 10, Resist electricity 10, Resist negative energy 10, no breath, Darkvision 60ft, Constant endure elements, see in (Su) dark
F human
[Shaman 8] (later gestalt: [Shaman X]/[?? 4/Spherewalker 5/?? X)
Ability score calculations:
Pre- racial : Str 15 Dex 15 Con 16 Int 15 Wis 17 Cha 15
Post-racial : Str 15 Dex 15 Con 16 Int 15 Wis 19 Cha 15
Post-syphon : Str 12 Dex 15 Con 16 Int 18 Wis 19 Cha 15
Post-template wish : Str 14 Dex 17 Con 24 Int 22 Wis 19 Cha 23
Post Wee-Jas wishes : Str 14 Dex 17 Con 24 Int 22 Wis 21 Cha 23
Post ability increases: Str 14 Dex 17 Con 24 Int 22 Wis 22 Cha 24
With items : Str 14 Dex 17 Con 24 Int 22 Wis 24 Cha 24
Racial (+2 Wis)
Lvl 4 (+1 wis)
Lvl 8 (+1 Cha)
Sublime Strength +2; Dexterity +2; Constitution +8; Intelligence +4; Charisma +8.
Headband Wis +2
Wishes at palace of Wee-Jas: +2 Wis
Defense:
AC 22/15/19 (+3 Dex, 5 armor, 2 NA, 2 deflection (Ring)
fast healing 7 (equal to Charisma bonus); Immune magic aging, disease, positive energy damage; Resist Negative Energy 10, increase the base creature’s Cold and Electricity resistance by 10.
Saves: Fort +12, Ref +10, Will +16
Fort: 2 base (class) +7 Con, +3 cloak
Ref: 2 base (class) +3 Dex, +2 Feat, +3 cloak
Will: 6 base (class) +7 Wis +3 cloak
Channel positive 1d6, DC 21 will, 9 a/day
----------------------------------------------
Class features:
- Hexes x5: Arcane enlightenment (through wandering hex), Chant, Evil Eye, Fetish (grants craft wondrous item), Heaven's leap (through extra hex)
- 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).
- Spirit animal (heavens):
Stella, the thrush, spirit animal:
Diminutive songbird
HD x8
HP: 76 (1/2 master's HP)
AC: 20/16/18 (+2 Dex, +4 Size, +4 Natural)
Str 1, Dex 15, Con 6, Int 9, Wis 15, Cha 6
Low light vision
Skill focus: Fly
Grants Alertness feat to master
Improved Evasion, Share SPells, Empathic Link, Deliver touch spells, Speak with master, Speak with animals of its kind (birds)
Grants abilities:
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.
Greater Spirit Ability
A shaman who chooses the heavens spirit as her spirit or wandering spirit gains the following ability upon having access to the greater version of that spirit.
Void Adaptation (Su): The shaman gains darkvision 60 feet. If she already possesses darkvision, the range instead increases by 30 feet. In addition, the shaman can see in supernatural darkness, is constantly under the effects of endure elements, and doesn’t need to breathe.
Wandering Spirit (currently Lore)
Grants abilities:
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.
Wandering hex: At 6th level, a shaman can temporarily gain the use of one of the hexes possessed by either one of her spirits. She must make this selection each day when she prepares her spells. For the purposes of this ability, she can select any hex possessed by her spirit or wandering spirit. If she selects it from her wandering spirit, she loses the hex immediately if she bonds with another spirit, although she can then select a different hex to gain using this ability, from either her spirit or her new wandering spirit. At 14th level, a shaman can select two wandering hexes each day instead of one. This ability otherwise functions as the hex class feature.
Chosen hex: Arcane enlightenment
Number of spells available to be prepared from wizard spells list = Cha modifier (7)
Selected (lvl): Magic missile (1), Glitterdust (2), PfE communal (2), Haste (3), Versatile Weapon (3), Enlarge Person (mass) (4), Prot from energy (communal)(4)
Spells prepared:
Orisions x4, inf a/day: Detect Magic, Guidance, Read Magic, Resistance
Lvl 1 x6, DC 18: Bless, CLW, Entangle, Magic Missile, Magic missile, [Empty slot]
Lvl 2 x5, DC 19: CMW, Glitterdust, Prot from Evil Communal, Summon nature's Ally II, [Empty slot]
Lvl 3 x4, DC 20: Fey form I, Haste, Versatile Weapon, [Empty slot]
Lvl 4 x3, DC 21: Enlarge Person (mass), SM IV, [Empty Slot]
Spirit magic:
Heavens spirit: Color spray (1st), hypnotic pattern (2nd), daylight (3rd), rainbow pattern (4th), overland flight (5th), chain lightning (6th), prismatic spray (7th), sunburst (8th), meteor swarm (9th).
Lore: Identify (1st), tongues (2nd), locate object (3rd), legend lore (4th), contact other plane (5th), mass owl’s wisdom (6th), vision (7th), moment of prescience (8th), time stop (9th).
--------------------------------------------------------
88 (11 per lvl) (4 class, 6 int, 1 human)
Traits:
- (combat) Reactionary [+2 to initiative]
- (race) World Traveler: Choose from diplomacy, Kn. Local, or sense motive. +1 to such checks, and it becomes a class skill for you.
- (campaign) Noble Born: You gain a +2 trait bonus on all Diplomacy checks made to deal with fey creatures and a +1 trait bonus on Will saves made against their spells and supernatural abilities. Your family motto is “Endurance Overcomes All.”
Favored class bonus:
Lvl 1 & 2: +1 HP
3 onwards: Add 1 spell from the cleric spell list to the list of shaman spells. Must be at least 1 level below the highest level the shaman can cast.
1st level: Deathwatch, Shield of Faith
2nd level: Boiling Blood, Pilfering hand
3rd level: Align weapon (communal), Searing Light, Summon monster III
Appearance:
Of herself, Alice has blue eyes and a darker shade of blonde hair.
Though, because of her fascination with the star lit skies, and her worship of Desna, she dyes some parts of her hair, and decorates her face with specks of vibrant colors.
Due to her connection with a spirit animal, aligned with the stars and heavens above, her own eyes can occasionally sparkle slightly like a star at night. Particularly when she's in good spirits.
She wears a small purple butterfly pin on her cloak.
Personality:
Alice's fascination is piqued by a couple of things foremost. Traveling, seeing new places, and the star lit skies at night. She could lie on a grassy field all evening, looking upwards.
She's a fairly laid back, but optimistic person.
Though, she can be thinking too much on things she sees, a habit she couldn't drop, since university.
Fur cloak of resistance +X(X=3) Part of Greenwatch set (1/5) Details
Spoiler:
2 set bonus: resistance +3, Also it let's you blend into forests or swamps with a +2 on stealth and survival.
3 set bonus: resistance +4, The first 5 feet of movement in those terrains within the kingdom of Greenwatch allows you to not be affected by the first 5 feet movement in a round.
4 set bonus: resistance +5, The first 10 feet of movement in those terrains within the kingdom of Greenwatch allows you to not be affected by the first 10 feet movement in a round.
5 set bonus: the skill bonus raises to +5, when in those terrains in Greenwatch cast invisibility 1/day.
Ring of protection X(X=2)Part of Greenwatch set (2/5) Details
Spoiler:
2 set bonus: Protection +2, communication distance 2 miles
3 set bonus: Protection +3, Having learned from the advantage of Trolls the rings feature Regeneration at the rate of 1 hit point per round.
4 set bonus: Protection +4, cast lesser restoration 1/day
5 set bonus: Protection +5 Regeneration 2.
Misc
Customized Wayfinder (made)
Headband of inspired wisdom +2 4000gp
Wand of CLW (50 charges)
potion of PFE x2 (100gp)
sleeves many garments 200gp
bedroll 1sp
backpack, common 2gp
candles x10 1sp
flint & steel 1gp
hemp rope 1 gp
journal 10gp
charcoal stick x2 1gp
parchment (5 sheets) 1gp
cracked dusty rose prism 500gp (+1 init)
quick runner shirt 1000gp
scroll of CLW x2 50gp
2698,1 gp left
+600 1st mission > 3298,1gp
-250 wayfinder > 3048,1 gp
+5000 dungeon delving > 8048,1 gp
+500 sell cloak of resist +1 > 8548,1 gp
-500 enchant ring to ring of sustenance. > 8048,1 gp
Background:
Alice Emmington was born in Oppara, into a family of modest nobility.
Growing up with two siblings, a brother named Bertrand, and a sister named Jennifer.
Out of the three, she was the adventurous one, having a drive to see as much of Oppara as she could.
Still, the three attended university together. It was a time where the young Alice would soak up knowledge like a spongue. She spent time in the library when not in class, reading up on various topics.
One who noticed this, was professor Albert 'mad math' Eenstein. A professor in magical craft, who had the odd habit of pushing the limits of his spells, by applying mathematical equations. It somehow worked, too. The two got into conversation from time to time, and young Alice fascinated by this unusual approach, he took her under his wing, teaching her this tedious way. Still, it could still go wrong, and a spell would just fizzle.
Sometimes, when she needed alone time, Alice would go up onto flat area of the roof of the Emmington mansion, lying down to look at the heavens above.
The tranquility of the view of endless stars, accompanied by a moon, was her way of relaxing.
Having spent many a night like this, she at one evening saw a tiny shape approach, and perched near her. It looked like a bird, yet its wings were almost a reflection of the sky. It spoke to her, telling her it was a spirit from the skies above. Her relaxing had made her sensitive enough, to commune with spirits.
After university, all three siblings went onto vastly different paths. Her brother went to the military academy, ambitious to rise through the ranks.
Her sister started getting into politics, with all the consequences attached. But this was not her own lot in life, she wanted to travel, and see more than just Oppara. As luck would have it, an archeological expedition set out west. What was not to like? Travel, see historical sights, and anything on the way? Sign her up, one would say.
One among the expedition, a woman named Leyla Hannigan, recognized in Alice a soul with wanderlust. The two got to talking, and the topic of Desna, and what she stood for, came up. Something clicked for Alice, Desna looked kindly upon souls like her. From then on, she would offer thanks in silent prayer, from time to time, to Desna. Especially when favorable things would happen.
She eventually broke with the expedition, when it settled down on a site for the long term. Alice and Leyla traveled together for a time, and they parted ways eventually. Shortly thereafter, Alice revisited her family in Oppara, only to walk into a duo of men, who advertised for the Greenwatch endeavor.
A new adventure called to her, the visit to her family was but a couple of days, and the Stolen Lands were her next destination.
She hopes to meet Leyla again in the future, the brunette with green eyes became like a sister to her. One she connected with more than her blood relative, even.
Ageless: Though the sublime creature is not truly immortal, it does not suffer the ravages or negative affects of old age. Upon reaching maturity, sublime creatures gain Intelligence, Wisdom and Charisma as normal for a member of their species, but are otherwise unaffected by the passing of time. Sublime creatures never die of old age and they are immune to any spells or effects which cause aging.
Channel Positive Energy: The sublime creature may channel positive energy as a cleric. Substitute the creature’s racial HD (minimum 1 for creatures with no racial HD) for cleric level to determine how effectively the creature can channel. If the creature has actual cleric levels (or other class levels which grant the ability), the creature’s racial HD and relevant class levels stack when determining the effect of the channeling.
Positive Energy Affinity: The sublime creature’s affinity for positive energy is such that it is immune to any damage caused by positive energy effects or attacks. Additionally, any healing spells, or other effects, derived from positive energy are doubly effective when applied to the sublime creature (roll as normal for the effect, adding any bonuses such as those derived from class level, and then multiply the result by two).
Strong Life-force: In addition to its Constitution modifier, the sublime creature also adds its Charisma modifier each of its HD when determining hit points.