| Asheena |
I would like to submit Asheena, a Shaman bonded with the Slums spirit.
For as long as she can remember, Asheena has lived on the streets of Korvosa, and like so many others like her, she worked for Lamm to earn her meal and roof for each day.
Lamm was a harsh master, who did not tolerate poor results. Beatings were frequent, and Asheena's tendency to wander off to explore the streets did not help matters.
But she couldn't help herself. The city seemed to call out to her. She loved to just get lost in the crowd, wander off into new streets, meet new people. She enjoyed talking to people, and most seemed to trust her easily. And sometimes she liked to just sit quietly and observe the way the people around her went on about their lives, learning about their routines and their worries, their dreams and their secrets.
Gamm eventually realized how useful these habits of her could be, and started asking her to observe or get to know specific targets. She couldn't understand his particular interest in some people, but he was overall more pleased with her results, even if he still got mad at her when she failed to uncover anything he found interesting.
But one day, her curiosity and tendency to listen in on people's conversations turned nearly fatal. She overheard Lamm talking about her with some of his shady friends, and decided to listen more closely. What she heard was horrifying. She heard Gamm boasting about killing her family, and how it had not only brought him a nice profit back then, but was paying off even now with all the juicy information she was bringing him. Anger took her, and she threw herself at him in rage, but was easily stopped. Gamm was furious, and her punishment was several times worse than any previous one, and he left her for dead in a garbage heap.
She would probably have died, had it not been for a kind witch she had befriended during her escapades and who lived nearby. She tended to her wounds, and came to a startling discovery. Asheena seemed to share a bond, not unlike the one a witch might have with her patron. But Asheena's bond seemed to be, for lack of better terms, with the city itself.
With a better understanding of her abilities, Asheena again turned her attention to Gamm and her family. She knew he was her best lead to her family's identity, and she wanted revenge. Asheena started to gather as much information as she could about him and his current whereabouts. Apparently, she was not the only one who had reasons to look for the man. If they could all team up, she was confident that their next confrontation would go quite differently than the previous one.
Asheena
Female Aasimar shaman 1
NG Medium outsider (native, human)
Init +5, Senses darkvision (60 ft.); Perception +10
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DEFENSE
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AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex, )
hp 10 ((1d8)+2)
Fort +1, Ref +2, Will +7
Resistances acid 5, cold 5, electricity 5,
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OFFENSE
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Speed 20 ft.
Melee longspear +0 (1d8/x3)
Ranged light crossbow +1 (1d8/19-20)
Melee cestus +0 (1d4/19-20)
Innate Spell-Like Abilities daylight (1/day),
Prepared Spells
Shaman (CL 1st; concentration +6)
1st-bless, sleep(DC 16)
0th-daze(DC 15), detect magic, guidance(DC 15)
Spirit Magic Spells charm person (1st)
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TACTICS
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Str 10, Dex 12, Con 12, Int 14, Wis 20, Cha 16,
Base Atk +0; CMB +0; CMD 11
Feats Alertness, Improved Initiative
Skills Diplomacy +13, Knowledge (Local) +7, Knowledge (Nobility) +3, Knowledge (Religion) +6, Perception +8/+10, Sense Motive +6/+8, Sleight of Hand -4, Spellcraft +6,
Traits Friend in Every Town (Knowledge (Local)), Unhappy Childhood (Tortured),
Languages Common, Dwarven, Halfling
SQ celestial resistance, darkvision, familiar's alertness ability active, lore (spirit), monstrous insight, orisons, scion of humanity, skilled, spell-like ability, spirit, spirit animal, spirit magic, weapon and armor proficiency,
Combat Gear candle (10), torch (10), rations (trail/per day) (5),
Other Gear longspear, scale mail, outfit (pickpocket's), crossbow bolts (10) (4), pouch (belt), light crossbow, cestus, backpack, bedroll, waterskin, flint and steel, pot (iron), mess kit, rope (hemp/50 ft.), soap (per lb.), spell component pouch, holy symbol (wooden), 66.0 gp
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SPECIAL ABILITIES
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Aasimar Default Aasimar Receive a +2 bonus to Wisdom and Charisma and a +2 bonus to Diplomacy and Perception checks. They can cast Daylight as a spell like ability.
Background Skill (Knowledge (Nobility), Sleight of Hand)
Celestial Resistance (Ex) Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Darkvision See in the dark up to 60 ft.
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Doors to Everywhere (Ex) As a standard action, the shaman can step through any door and instantly exit through another distant doorway. Regardless of what spell this functions as, it can transport only you, and both your departure and arrival spaces must be adjacent to a door or similar opening. Initially, this functions as per jester’s jaunt. At 9th level, the shaman can use this ability as per dimension door. At 14th level, the shaman can use this ability as per tree stride (treating all doors as generic coniferous trees). You can use this ability three times per day, plus one additional time per day at 12th level and at 20th level.
Familiar's Alertness ability (Ex) While a familiar is within arm's reach, the master gains the Alertness feat (You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.)
Friend in Every Town (Knowledge (Local)) You have no problem making friends and learning information from them wherever you go. You gain a +1 trait bonus on all Knowledge (local) checks and Diplomacy checks. One of these skills (your choice) is always a class skill for you.
Orisons Shamans can prepare a number of orisons, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.
Resistance to Acid (Ex) You may ignore 5 points of Acid damage each time you take acid damage.
Resistance to Cold (Ex) You may ignore 5 points of Cold damage each time you take cold damage.
Resistance to Electricity (Ex) You may ignore 5 points of Electricity damage each time you take electricity damage.
Scion of Humanity (Ex) You count as an outsider (native) and a humanoid (human) for any effect related to race. You can pass for human without using the Disguise skill.
Skilled (Ex) Aasimars receive a +2 bonus to Diplomacy and Perception checks.
Slums (Spirit) Spirit Magic Spells: charm person (1st), summon swarm (2nd), hold person (3rd), confusion (4th), wall of stone (5th), mislead (6th), mass hold person (7th), maze (8th), imprisonment (9th)
Spell-Like Ability (Sp) Aasimars can use daylight 1/day as a spell-like ability.
Spirit (Su) 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. If the shaman takes levels in another class that grants a mystery (such as the oracle), the spirit and mystery must match, even if that means one of them must change. Subject to GM discretion, the shaman can change her former mystery or spirit to make them conform.
Spirit Animal (Ex) 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 shaman by granting her a special ability. A shaman must commune with her spirit animal each day to prepare her spells. While the spirit animal does not store the spells like a witch's familiar does, the spirit animal serves as her conduit to divine power. If a shaman's spirit animal is slain, she cannot prepare new spells or use her spirit magic class feature until the spirit animal is replaced.
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.
Unhappy Childhood (Tortured) You spent a period of time as one of Gaedren's enslaved orphans. Maybe you were abducted from your parent's home or during a trip to the market. Perhaps the irresponsible matron who ruled your orphanage traded you to him in return for a desperately needed loan of money. Or perhaps you, like most of Gaedren's slaves, were merely a child of the street who succumbed to his promise of regular meals and a roof in return for what he said would be "a little light work." Whatever the case, you spent several years of your life as one of his "Little Lamms" before escaping. You've nursed a grudge for the old man ever since. Gaedren tortured you and left you for dead on a garbage heap after you made one too many errors. Your scars and memories have honed your reaction speed and make you rather jumpy. You gain a +1 trait bonus on Reflex saves.
Weapon and Armor Proficiency A shaman is proficient with all simple weapons, and with light and medium armor.