Dwarf

Aralee Krtim's page

32 posts. Alias of ellequoi.


Full Name

Aralee Krtim

Race

Dwarf

Classes/Levels

Possessed Shaman (Stone) 4 | AC19/T12/FF18 | HP 35/35 | F+4/R+5/W+10| Init+1 Perc+15 | CMD 14

Gender

Female

Size

Medium

Age

45

Alignment

Lawful Neutral

Deity

Abadar

Languages

Common, Dwarven

Strength 8
Dexterity 13
Constitution 14
Intelligence 11
Wisdom 20
Charisma 11

About Aralee Krtim

Aralee Krtim
Female Dwarf Possessed Shaman (Stone) 4

Character Sheet:
LN medium humanoid
Init +1 Senses Darkvision (60) Perception +15
DEFENSE
AC 19, touch 12, flat-footed 18
hp 35
Fort 4 Reflex 5 Will 10
OFFENSE
Speed 20 ft
Melee Masterwork Iron, Cold Dagger +3 (1d4-1/19-20/x2)
Ranged Masterwork Crossbow, light +5 (1d8/19-20/x2) or Masterwork Iron, Cold Dagger +5 (1d4/19-20/x2)
Space 5 Reach 5
STATISTICS
STR 8 DEX 13 CON 14 INT 11 WIS 20 CHA 11
BAB 3 CMB 2 CMD 14
Feats Lightning Reflexes, Extra Hex
Skills Acrobatics -2, Appraise 0, Bluff 9, Climb -1, Craft (Stonemasonry) 4, Diplomacy 10, Disguise 0, Escape Artist -2, Fly -2, Handle Animal 4, Heal 9, Intimidate 9, Knowledge (nature) 4, Knowledge (planes) 4, Knowledge (religion) 4, Lore (dwarven trade routes) 4, Perception 15, Percussion 3, Soldier 9, Merchant 9, Ride 2, Sense Motive 12, Spellcraft 4, Stealth -2, Survival 9, Swim -4
Languages Dwarven, Common
Gear Ring of Protection +1, Cloak of Resistance +1, Masterwork Crossbow - light, Masterwork Iron - Cold Dagger, Bolts - crossbow (20), Backpack, Spell component pouch, Rations - trail (per day), Flask (empty), Holy Symbol - Wooden, Explorer's outfit, Earplugs, Caltrops, Chalk - 1 piece, Ink (1oz vial), Inkpen, Parchment (sheet), Musical Instrument - common, Pouch - belt (empty), Sewing needle, Signal whistle, Signet ring, Vial - ink or potion, Flint and Steel, Wand of Cure Light Wounds (50 charges), 26.56gp

Spells:
0 - Guidance, Read Magic, Stabilize, Detect Magic

1 - Sleep, Hex Vulnerability, Frostbite, Heightened Awareness, Thorn Javelin

2 - Barkskin, Summon Nature's Ally II, Spiritual Weapon

Special Abilities:
Traits

• Eyes and Ears of the City (APG 333): You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

• Suspicious (APG 330): You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.

Benefits of Familiar

• You gain a +3 bonus on Diplomacy checks
• Alertness (Ex) (Core 83): The familiar provides you with the Alertness Feat

• Empathic Link (Su) (Core 83): The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared.

Class Features

• Archetype: Possessed Shaman

• Armor Proficiency: You are proficient in Light and Medium Armor.

• Weapon Proficiency: You are proficient with all Simple weapons. Additionally you are proficient with the following weapons: Battleaxe; Pick, heavy; Warhammer

• Spirit (ACG 35): You form a lasting bond with a spirit of the world. This grants you a number of abilities.

• Touch of Acid (Su) (ACG 45): As a standard action you can make a melee touch attack that deals 1d6 + 2 points of acid damage. You can use this ability 3 times per day.

• Spirit Animal (ACG 35): You form a close bond with a spirit animal tied to your chosen spirit. This animal serves as your conduit to divine power. Your spirit animal looks as though it is made out of earth and stone with embedded gemstones. It gains DR 5/adamantine

• Shared Skill (Su) (ACG 111): You share your spirit's knowledge. For two of your skills (Bluff, Intimidate) you treat them as if you had 4 ranks in them and can use your Wisdom instead of the normal ability.

• Wandering Spirit (Lore): Each day when preparing your spells, you can form a temporary bond with a wandering spirit. This spirit adds spells to your Spirit Magic selection and grants you the following abilities:
• Monstrous Insight (Su) (ACG 43): As a standard action, you can attempt a knowledge skill with a +4 bonus to identify a creature and its abilities. Whether or not the check is successful, you gain a +2 insight bonus on attack rolls and AC against that creature for one minute. You can use this ability 3 times per day.

• Hexes (ACG 35): You have learned a number of magical tricks which grant you powers or weaken your foes (DC 17)
• Crystal Sight (Ex) (ACG 45): You see through stone, earth, or sand as easily as if it were transparent crystal. Your gaze can penetrate up to 4 feet or stone (or 4 inches of metal). You can use this ability up to 4 rounds per day.
• Misfortune (Su) (APG 66): You can grant a creature within 30 feet a bit of bad luck for 1 round(s). Anytime the target makes an ability check, attack roll, saving throw, or skill check, it must roll twice taking the worse result. Once a creature has suffered from the misfortune hex, it cannot be affected from it again for 24 hours.

• Crowded Vessel (Su) (ACG 111): When you fail a saving throw against a charm or compulsion spell or effect, you can attempt another saving throw at the end of your next turn as your spirits attempt to regain control.

Dwarf Traits (Core 21)
• Slow and Steady: You have a base speed of 20 feet, but your speed is never modified by armor or encumbrance.

• Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.

• Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.

• Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.

• Hardy: You receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

• Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

• Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

• Weapon Familiarity: You are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

• Darkvision: You can see in the dark up to 60ft.

Barza, Thrush Spirit Animal:
Diminutive bird
Init +2 Senses Low-light vision Perception +9
DEFENSE DR5/Adamantine
AC 18, touch 16, flat-footed 16
hp 17
Fort 0 Reflex 4 Will 6
OFFENSE
Speed 10 ft Fly 40 ft (average)
Melee Bite +9 (1d2-5)
Space 5 Reach 5
STATISTICS
STR 1 DEX 15 CON 6 INT 7 WIS 15 CHA 6
BAB 3 CMB 1 CMD 6
b]Skills [/b]Acrobatics 2, Appraise -2, Bluff 6, Climb 2 Diplomacy 2, Disguise -2, Escape Artist 2, Fly 23, Handle Animal -1, Heal 3, Intimidate 6, Knowledge (nature) -1, Knowledge (planes) -1, Knowledge (religion) -1, Perception 9, Percussion -2, Ride 3, Sense Motive 3, Spellcraft -1, Stealth 14, Survival 3, Swim 2
Languages Common

Spirit Animal Features

• low-light vision (Core 83)

• Improved Evasion (Ex) (Core 83): When subjected to an attack that normally allows a Reflex saving throw for half damage, a spirit animal takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

• Share Spells (Core 83): The shaman may cast a spell with a target of “You” on his spirit animal (as a touch spell) instead of on himself. A shaman may cast spells on his spirit animal even if the spells do not normally affect creatures of the spirit animal’s type (magical beast).

• Deliver Touch Spells (Su) (Core 83): If the master and the spirit animal are in contact at the time the master casts a touch spell, he can designate his spirit animal as the “toucher.” The spirit animal can then deliver the touch spell just as the master would.

• Stone Spirit Animal (ACG 47): Your spirit animal looks as though its made out of earth and stone with embedded gemstones. It gains DR 5/adamantine

Background:
Aralee grew up learning the merchant trade and the ways of the Stone from her parents. Her father often went to the surface to trade, and she found herself curious about that world. She dreamed of the day she could join him on his trips.

Like every other dwarf in her underground home city (a place that, like most dwarven cities, cannot often be pronounced or found), Aralee started off her adult life serving mandatory militia time. This proved humiliating as her lack of fighting skill was discovered and she was shunted around to various branches. She eventually became one of the drummers on watch at the wall, pounding out alarms as needed.

On her very last shift, disaster struck, as it is wont to do in such circumstances. Caught up with the other guards in a particularly heated game of sweeping stones into targets, they missed infiltrators sneaking into the city until it was too late. Because of their negligence, the city was attacked and her mother, grandfather, sister, and brother were killed.

Wracked with guilt, Aralee prostrated herself before her deity, Abadar. Let no one say that the god of law has no sense of humour. Over the coming weeks, she gathered the last of their inventory to bring to the surface to sell before being cast out of the tribe for good. She often found herself thinking of things her family would say, in their voices, until she finally realized she was hearing their spirits talk to her. As she neared the surface, she found herself gaining strange new powers, as well as the trust of a mysterious, magical bird made of stone, whom she named Barza. When she talked to the Stone, she could almost feel it talking back.

After travelling along the trade routes to sell the family goods, hoping to retrace her father's steps and break the bad news, she ended up in Kaer Maga. She was eager to hear some of the famed performers of the bard's college, not having lost her interest in the arts after her time as a drummer. She's about to receive an unpleasant surprise...

Appearance:
Aralee is short for a dwarf, standing at 3'9" and weighing 125 lbs, a slighter build than most of her kind. At the tender age of 45, she has often been mistaken for a child, much to her annoyance. She has dark eyes and hair, the latter braided neatly into the style of her people, although she has lost the right to wear them so. Her features are sharp, and her voice is low and rasping.

Personality:
Aralee has a pensive demeanor, worn down by regrets and the voices of her dead loved ones in her head. She has vowed to never be caught unaware again and is hypervigilant and observant at all times. She is less gruff than the average dwarf; hard experience in the merchant life has taught her how to measure her words as well as her actions.