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About Balzeros of the NarlStatistics:
Male Human Grasping Vine Shaman with the Wood Spirit
NG Medium Age 28 Init +2; Senses Perception +24 ------------------------------ DEFENSE ------------------------------ AC 20, touch 12, flat-footed 18 (+6 armor, +2 dex, +2 shield) hp 41 Fort +3, Ref +3, Will +9 ------------------------------ OFFENSE ------------------------------ Speed 30 ft. Melee Club +3 (1d4) x2 Ranged Light Crossbow +5 (1d8) 19-20x2
Skills
Adventuring (7) +2 ranks via FCB levels 1, 2
Languages Common, Sylvan, Elven Special Abilities:
------------------------------ SPECIAL ABILITIES ------------------------------ Orisons: Shamans can prepare a number of orisons, or 0-level spells, each day as noted on Table 1–9. These spells are cast like any other spell, but they are not expended when cast and may be used again Spirit (Su): A shaman forms a mystical bond with the spirits of the world. She forms a lasting bond with a single spirit (see Spirits on page 37), which grants a number of abilities and defines many of her other class features. At 1st level, a shaman gains the spirit ability granted by her chosen spirit. She adds the spells granted by that spirit to the list of spells that she can cast using spirit magic. She also adds the hexes possessed by that spirit to the list of hexes that she can use with the hex and wandering hex class features. Tree Limb (Su): As a swift action, the shaman can turn one of her arms into a heavy, branch-like limb. She must drop anything held in that hand, and she can’t use this ability if she is wearing a shield on that arm. Until the beginning of her next turn, she gains a slam attack that deals 1d8 points of damage (for a Medium shaman; 1d6 if Small, 2d6 if Large). A shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. Plant Spirit (Ex): A shaman’s spirit animal is made of leaves and thorny vines. This plant spirit has the statistics and abilities as a shaman’s spirit animal, but it is treated as a creature of the plant type rather than a native outsider. Spirit Animal (Ex): 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 shaman by granting her a special ability. See the Spirit Animal section on page 47. 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 (see Spontaneous Casting and Metamagic Feats on page 113 of the Core Rulebook). Hex: A shaman learns a number of magical tricks, called hexes, which grant her powers or weaken foes. At 2nd level, a shaman learns one hex. At 4th, 8th, 10th, 12th, 16th, 18th, and 20th level, the shaman learns new hexes. A shaman can select from any of the following hexes or from any of the hexes listed in the description of her chosen spirit. A shaman cannot select a hex more than once unless noted otherwise. Using a hex is a standard action that doesn’t provoke an attack of opportunity unless otherwise noted. The saving throw DC to resist a hex is equal to 10 + 1/2 the shaman’s level + the shaman’s Wisdom modifier. Hexes
Spoiler:
Greentongue (Sp): At 2nd level, as a standard action, a grasping vine can use speak with plants as a spell-like ability. The grasping vine can use this ability a number of times per day equal to half her shaman level. In addition, while under the effects of speak with plants, the grasping vine can deliver a suggestion (as per the spell) to a single plant creature within 30 feet, ignoring the plant’s immunity to mind-affecting effects. The grasping vine can use this ability once per day at 2nd level, plus an additional time per day every 4 levels after 2nd level. Hex of Lignification (Su): The shaman causes a creature within 30 feet to turn into a twisted, treelike shape for 2 rounds. The target gains hardness 5 but is staggered, and can negate the effect with a successful Fortitude saving throw. Whether or not the target succeeds at its save, it can’t be the target of this hex again for 24 hours. Whispering Leaves (Sp): Whenever the shaman is within 10 feet of a tree or undergrowth, she can cast whispering wind as a spell-like ability with a caster level equal to her shaman level. The targeted area must also contain trees or undergrowth, which relay the message in a gentle, rustling voice. At 8th level, the shaman can also listen to the targeted area as though she were using clairaudience/ clairvoyance for the 1 round during which the hex is delivering the message.
Wandering Spirit (Su): At 4th level, a shaman can form a temporary bond with a spirit other than the one selected using her spirit class feature. She must make this selection each day when preparing her spells. While this feature is active, she gains the spirit ability granted by the spirit. She also adds the spells granted by that spirit to her list of spells that she can cast using spirit magic. She does not add the hexes from her wandering spirit to her list of hexes that she can choose from with the hex class feature. At 12th level, she gains the abilities listed in the greater version of her wandering spirit. At 20th level, she gains the ability listed in the true version of her wandering spirit.
Spells:
------------------------------ Spells ------------------------------ FCB - +3 spells from cleric list to shaman list that are at least one below highest level able to cast (Deadeye's Lore, Shield of Faith, Ancestral Communion) NEXT: Find Traps Wandering Spirit - Ancestors SLA - Speak with Plants (2), Suggestion (1) 0th (4) Detect Magic, Light, Mending, Purify Food and Drink (at will) 1st (5) Pass without Trace, 2nd (3) 3rd (2) Sleet Storm, OPEN SLOT +Thorny Entanglement/Heroism Gear/Possessions:
------------------------------ GEAR/POSSESSIONS ------------------------------ 255gp Eyes of the Eagle Headband of +2 Wisdom Lesser Rod of Extend Darkwood Shield Breastplate Bedroll Flint and Steel Iron Pot Rope Grappling Hook Backpack Light Crossbow Scroll of... Spoiler:
10 1st level Remove Sickness (2) Bless (2) Comprehend Languages Endure Elements Monkey Fish (2) Obscuring Mist Waterproof Proposed Build/RP Notes:
Male Human NG Grasping Vine Shaman of the Wood Spirit Focused Study (trades out bonus feat) Traits - Seeker, Coven Casting Str: 10 Dex: 14 Con: 14 Int: 15 Wis: 20 Cha: 14 Spirit Animal - Moth (+3 survival) Background Skills (2)
Skills (7)
Feats
Hexes
Items
see Balzeros and his Spirit Animal Ramita scouting, handling nature (threats, traveling through it, etc.), delivering battlefield control in combat, and otherwise providing general utility.
Balzeros was born and raised in the Narlmarches of the Stolen Lands. Small villages are born, relocated, or destroyed with such frequency here that the name of the settlement and its precise location have been lost to the fog banks of his memory. Instead of a family by blood, he grew up among others like him, those who could hear the heartbeat of the trees and feel the growth of the vines. This cabal was devoted to the Green Mother, and while such a deity suited him through most of his youth, as he approached his thirties he began to long for a more stable, peaceful lifestyle.
Left alone to wander the Narlmarches searching for purpose, the woods themselves whispered of the Stag Lord's defeat. Rumors from traveling merchants even told of the budding plans for the creation of a new town. Now robbed of even the opportunity for revenge, he has traveled to the site of this fresh civilisation at the Stag Lord's former outpost with every intention of having a seat at the table of leadership. Through his guidance, and certainly cooperation with others, he seeks to help manage the inevitable growth of the town to be balanced with nature. A town cultivated to be brimming with happy, safe citizens. Ambitions
Plans for Leadership
Balzeros has few current relationships, with many of his former companions having passed to natural threats or bandit attacks. The following are three notable people:
Milucrah (deceased) - Perhaps the strongest thread tying him to the Cabal of the Green Mother, Milucrah was his romantic partner (or at least as much as one could be, given the expectations of their faith). Killed during the encounter with the Stag Lord's, the lack of emotion Balzeros has felt from her death only confirms that he had outgrown the cabal. Corrado (alive, but believed to be deceased by Balzeros) - Balzeros' former mentor, Corrado was one of the first to fall during the fight with the Stag Lord's patrol. While a nurturing teacher and excellent leader, he ultimately carries his own needs before anyone else's. Unhappy with the path the cabal was currently on (and steadfastly clinging to), he intentionally arranged for its destruction to start a new one with him at the helm. His death was successfully faked and he has been working towards his goal ever since. Most of this is from profile information (if it was present), but also based on what I've read of gameplay posts as well.
Illthir - While not as into stories as she is, he does understand the importance of history and the role stories have in them. Alia - Seems like she is a practical problem-solver, which he can definitely appreciate and support. Zokon - Values teaching as well, would be eager to work together to shape the development of the town. Serena - Would never be a convert (wouldn't want to be beholden to a higher power again), but agrees firmly with many of Sarenrae's teachings and thinks the society he wants to be a part of would benefit from her beliefs/guidance.
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