Riftwarden

Blienka's page

234 posts. Alias of Tirion Jörðhár.


Full Name

Blienka

Race

Human(Taldan)

Classes/Levels

Monk(Monk of the Lotus/Ki Mystic)/2 - Shaman(Speaker of the Past)/1 - HP: 30/30; AC20, T20; FF16; CMD23; F+7,R+7,W+12; Per +10; Init +3

Gender

Female

Size

M - 5'3 - 155lbs

Age

27

Special Abilities

Blienka's special Boot to the Head

Alignment

Neutral Good

Deity

Shelyn

Languages

Common(Taldan), Celestial, Sylvan

Occupation

Artist

Strength 18
Dexterity 16
Constitution 16
Intelligence 13
Wisdom 20
Charisma 15

About Blienka

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Offense:
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+3 Initiative (+3 Dex)
+1 BAB (+1 Monk, +0 Shaman) (+2 BAB with FoB)

+5/+7 CMB (+1 BAB, +4 Str) -- +2 Trip (Improved Trip)
+23 CMD (+1 BAB, +4 Str, +3 Dex, +5 Wis, +10)

+4/+4 Flurry of Blows (+2 BAB, +4 Str, -2 FoB) Damage: (1d6+4) (20 Crit)
+5 Unarmed Attack (+1 BAB, +4 Str) Damage: (1d6+4) (20 Crit)

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Defense:
____________________________________________________________
Current hp: 30
Max hp: 30 (+8+8+5; +0 FC; +9 Con)

AC 20 [+3 Dex, +5 Wis, +1 Dodge, +1 Deflection, +10]
Flatfoot AC 16 [+5 Wis, +1 Deflection, +10]
Touch AC 20 [+3 Dex, +5 Wis +1 Dodge, +1 Deflection, +10]

+7 Fort (+3 base, +3 Con, +1 Cloak) (+0 Shaman, +3 Monk)
+7 Ref (+3 base, +3 Dex, +1 Cloak) (+0 Shaman, +3 Monk)
+12 Will (+5 base, +5 Wis, +1 Cloak, +1 Trait) (+2 Shaman, +3 Monk)

Special Abilities

Shaman Abilities:
Stardust - 5/5

Monk Abilities
Evasion
Touch of Serenity - 2/2
Flurry of Blows

Feats
Deflect Arrows - 1/round
Combat Expertise
Ki Throw
Improved Trip

Shaman Spells:

0th Level
Guidance
Purify Food and Drink
Create Water
Detect Poison

1st Level
Charm Person
Entangle
Obscuring Mist
Sleep
**Color Spray

** - Spirit Spell


Skills:

+7 Acrobatics (Dex +3, Ranks 1, Class Skill +3)
+1 Appraise (Int +1, Ranks 0)
+2 Bluff (Cha +2, Ranks 0)
+8 Climb (Str +4, Ranks 1, Class Skill +3)
+* Craft (Int +1, Ranks 0, Class Skill +3)
+5/+4 (+7 Gather Info) Diplomacy (Cha +1, Ranks 1, Class Skill +3) (-1 with Brevoy Nobility) (+2 Gather Info (trait))
+* Disable Device (Dex +3, Ranks 0)
+2 Disguise (Cha +2, Ranks 0)
+7 Escape Artist (Dex +3, Ranks 1, Class Skill +3)
+* Fly (Dex +3, Ranks 0, Class Skill +3)
+2 Handle Animal (Cha +2, Ranks 0)
+6 Heal (Wis +5, Ranks 1)
+6 Intimidate (Cha +2, Ranks 1, Class Skill +3)
+* Knowledge, Arcana (Int +1, Ranks 0)
+* Knowledge, Dungeoneering (Int +1, Ranks 0)
+* Knowledge, Engineering (Int +1, Ranks 0)
+* Knowledge, Geography (Int +1, Ranks 0)
+5 Knowledge, History (Int +1, Ranks 1, Class Skill +3)
+5 Knowledge, Local (Int +1, Ranks 1, Class(Trait) Skill +3)
+5 Knowledge, Nature (Int +1, Ranks 1, Class Skill +3)
+* Knowledge, Nobility (Int +1, Ranks 0)
+5 Knowledge, Planes (Int +1, Ranks 1, Class Skill +3)
+5 Knowledge, Religion (Int +1, Ranks 1, Class Skill +3)
+* Linguistics (Int +1, Ranks 0)
+10 Perception (Wis +5, Ranks 2, Class Skill +3)
+6 Perform(Sing) (Cha +2, Ranks 1, Class Skill +3)
+9 Profession(Artist) (Wis +5, Ranks 1, Class Skill +3)
+7 Ride (Dex +3, Ranks 1, Class Skill +3)
+9 Sense Motive (Wis +5, Ranks 1, Class Skill +3)
+* Sleight of Hand (Dex +3, Ranks 0)
+5 Spellcraft (Int +1, Ranks 1, Class Skill +3)
+7 Stealth (Dex +3, Ranks 1, Class Skill +3)
+9 Survival (Wis +5, Ranks 1, Class Skill +3)
+8 Swim (Str +4, Rank 1, Class Skill +3)
+6 Use Magic Device (Cha +2, Ranks 1, Class Skill +3)

Each level skill points gained:
Shaman - 7+FC (4 + 1 (Int) + 1 race)
Monk - 7 (4 +1 (Int) + 1 race)

Traits:

• Affable
You have a genial personality and make it a point to befriend and help people wherever you go. In your travels, you stop to aid others, tell interesting stories, and often buy rounds of drinks for patrons at the local taverns. You bring good cheer to those you encounter, and for this reason, you often find yourself attending important events or fruitful gatherings, and have even become an honorary member of many families. People find you trustworthy, and they are willing to share information with you.
Benefit(s): You gain a +2 trait bonus on Diplomacy checks to gather information, and can do so in half the normal time. In addition, Diplomacy and Knowledge (local) are always class skills for you.

• Enlightened Warrior
You have always found it easy to maintain inner peace and enlightenment that translate well to the battlefield.
Benefit: You may take levels in monk even while maintaining a neutral or neutral good alignment.

• Bastard (limited to human characters):
One of your parents was a member of one of the great families of Brevoy, perhaps even of the line of Rogarvia itself. Yet you have no substantive proof of your nobility, and you’ve learned that claiming nobility without evidence makes you as good as a liar. While you might own a piece of jewelry, a scrap of once-rich fabric, or an aged confession of love, none of this directly supports your claim. Thus, you’ve lived your life in the shadow of nobility, knowing that you deserve the comforts and esteem of the elite, even though the contempt of fate brings you nothing but their scorn. Whether a recent attempt to prove your heritage has brought down the wrath of a noble family’s henchmen or you merely seek to prove the worth of the blood in your veins, you’ve joined an expedition into the Stolen Lands, hoping to make a name all your own.
Benefit:You take a –1 penalty on all Charisma-based skill checks made when dealing with members of Brevic nobility but gain a +1 trait bonus on Will saves as a result of your stubbornness and individuality. (The penalty aspect of this trait is removed if you ever manage to establish yourself as a true noble.)

Feats:


  • Improved Unarmed Combat (Monk Bonus)
  • Touch of Serenity (Monk Bonus)
  • Dodge (Monk Level 1 Bonus)
  • Combat Expertise (Level 1)
  • Improved Trip (Human Bonus)
  • Deflect Arrows (Level 2 Monk Bonus)
  • Ki Throw (Level 3)

  • Simple Weapon Proficiency
  • Monk Weapon Proficiency -- brass knuckles, cestus, club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, spear and temple sword
  • Armor Proficiency, Light
  • Armor Proficiency, Medium

Racial:

Human
Medium
+2 Wisdom
Bonus Skill Rank each level
Bonus Feat

Favored Class & Notes:

Favored Class: Shaman
Lvl 1 (Shaman - Skill)
Lvl 2 (Monk)
Lvl 3 (Monk)
Lvl 4 ()
Lvl 5 ()
Lvl 6 ()
____

Monk:

Monk of the Lotus - Archetype
Ki Mystic - Archetype

Weapon and Armor Proficiency:
Monks are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear. Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses his AC bonus, as well as his fast movement and flurry of blows abilities.

AC Bonus (Ex)
When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Flurry of Blows (Ex)
Starting at 1st level, a monk can make a flurry of blows as a full-attack action. When doing so he may make one additional attack using any combination of unarmed strikes or attacks with a special monk weapon as if using the Two-Weapon Fighting feat. For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level.

A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.

Unarmed Strike
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat.

Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.

A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

Bonus Feat
At 1st level, 2nd level, and every 4 levels thereafter, a monk may select a bonus feat. These feats must be taken from the following list:
Catch Off-Guard, Combat Reflexes, Deflect Arrows, Dodge, Improved Grapple, Scorpion Style, and Throw Anything.

At 6th level, the following feats are added to the list:
Gorgon's Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, and Mobility.

At 10th level, the following feats are added to the list:
Improved Critical, Medusa's Wrath, Snatch Arrows, and Spring Attack.

A monk need not have any of the prerequisites normally required for these feats to select them.
A monk need not have any of the prerequisites normally required for these feats to select them.

Touch of Serenity (Su)
At 1st level, a monk of the lotus gains Touch of Serenity as a bonus feat, even if he does not meet the prerequisites. At 6th level, and every six levels thereafter, the duration of Touch of Serenity increases by 1 round. Each round on its turn, the target may attempt a new Will save to end the effect. This duration does not stack; only the longest remaining duration applies.
This ability replaces stunning fist.

Evasion (Ex)
At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Fast Movement (Ex)
At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: monk. A monk in armor or carrying a medium or heavy load loses this extra speed.

Maneuver Training (Ex)
At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally.

Ki Mystic (Su)
At 3rd level, a ki mystic gains a pool of ki points equal to his Wisdom modifier. The pool increases to 1/2 his monk level + his Wisdom modifier + 2 at level 4. If the monk has at least 1 point of ki in his ki pool, he gains a +2 bonus on all Knowledge skill checks. As aswift action, the monk can spend 1 ki point immediately before making an ability, or skill check to gain a +4 insight bonus on the check.
This ability replaces still mind.

Ki Pool (Su)
At 4th level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike.

  • At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
  • At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction.
  • At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction.
  • At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.

By spending 1 point from his ki pool, a monk can do one of the following:

Make one additional attack at his highest attack bonus when making a flurry of blows attack, or
Increase his speed by 20 feet for 1 round, or
Give himself a +4 dodge bonus to AC for 1 round.
Each of these powers is activated as a swift action.

The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

Slow Fall (Ex)
At 4th level or higher, a monk within arm's reach of a wall can use it to slow his descent. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The monk's ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) improves with his monk level until at 20th level he can use a nearby wall to slow his descent and fall any distance without harm.

High Jump (Ex)
At 5th level, a monk adds his level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics. By spending 1 point from his ki pool as a swift action, a monk gains a +20 bonus on Acrobatics checks made to jump for 1 round.

Mystic Insight (Su)
At 5th level, a ki mystic becomes apt at giving just the right word of advice in just the nick of time. As an immediate action, the monk can spend 2 ki points to grant an ally within 30 feet the ability to reroll a single attack roll or saving throw. The ally must be able to hear the monk to gain the reroll benefit.
This ability replaces purity of body.

Wholeness of Body (Su)
At 7th level or higher, a monk can heal his own wounds as a standard action. He can heal a number of hit points of damage equal to his monk level by using 2 points from his ki pool.

Improved Evasion (Ex)
At 9th level, a monk's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.

Mystic Visions (Su)
At 11th level, a ki mystic may receive mystic visions when he rests. These visions can come as a dream, an epiphany, or even as the voice of an old friend whispering in the monk’s mind. The effect is similar to a divination spell with a caster level equal to the monk’s level. The divination has no casting time; it is just part of the normal dreams or visions that occur every night. Using this ability costs 2 ki points that are removed from the next day’s total.
This ability replaces diamond body.

Touch of Surrender (Su)
At 12th level, a monk of the lotus makes a foe into a friend with a single show of mercy. As an immediate action, when one of his melee attacks would reduce a creature to 0 or fewer hit points, the monk can spend 6 ki points to make the target of that attack surrender. When the target surrenders, it is reduced to 0 hit points, becomes disabled, and is charmed, as if the monk had cast charm monster with a caster level equal to the monk’s level. The target does not get a saving throw against this effect. This charm lasts until its duration expires, until the monk dismisses it or uses it on another creature, or until the target is again reduced to 0 or fewer hit points, whichever happens first. The monk can only have one creature charmed with touch of surrender at a time. This is a mind-affecting charm effect.
This ability replaces abundant step.

Mystic Prescience (Su)
At 13th level, a ki mystic gains a +2 insight bonus to AC and CMD. At 20th level, the bonus increases to +4.
This ability replaces diamond soul.

Touch of Peace (Su)
At 15th level, a monk of the lotus can set up vibrations within the body of another creature to win over the creature’s mind. The monk can use touch of peace once per day, and must announce his intent before making his attack roll. On a successful hit, the attack deals no damage, but the target is charmed as if the monk had cast charm monster with a caster level equal to the monk’s level. The target does not get a saving throw against this effect. The creature is charmed for 1 day per level. If the monk or his allies attack the charmed creature, or if the monk asks or commands the charmed creature to take hostile actions, the effect ends. This is a mind-affecting charm effect.
This ability replaces quivering palm.

Timeless Body (Ex)
At 17th level, a monk no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Age bonuses still accrue, and the monk still dies of old age when his time is up.

Learned Master (Ex)
At 17th level, a monk of the lotus gains all Knowledge skills and the Linguistics skill as class skills. The monk uses Wisdom instead of Intelligence as the key ability for these skills.
This ability replaces tongue of the sun and the moon.

Mystic Persistence (Su)
At 19th level, a ki mystic can create an aura once per day as a swift action at the cost of at least 2 points of ki. The aura emanates out to a 20-foot radius. The monk and all allies within the aura can roll two dice when making an attack roll or a saving throw and take the better result. The aura lasts for 1 round, plus an additional round for every 2 ki points spent when the monk created the aura. The monk can dismiss the aura at any time as a free action, but the ki points for the full duration of the aura are lost.
This ability replaces empty body.

Perfect Self
At 20th level, a monk becomes a magical creature. He is forevermore treated as an outsider rather than as a humanoid (or whatever the monk's creature type was) for the purpose of spells and magical effects. Additionally, the monk gains damage reduction 10/chaotic, which allows him to ignore the first 10 points of damage from any attack made by a nonchaotic weapon or by any natural attack made by a creature that doesn't have similar damage reduction. Unlike other outsiders, the monk can still be brought back from the dead as if he were a member of his previous creature type.

Shaman(Speaker for the Past):

Archetype[ -- Speaker For The Past
A speaker for the past is a shaman who specifically serves as the voice for spirits from her people's history. A speaker for the past is often an advocate of the ancestors of a specific group, the voice of experience, and a powerful resource that allows the past to aid the present.

Mysteries of the Past
A speaker for the past gains Linguistics, Knowledge (history), Knowledge (local), Perception, and Use Magic Device as class skills. She also adds the spells from the ancestor and time oracle mysteries to her class spell list (as the cleric level for those spells).
The speaker for the past must choose a time when she must spend 1 hour each day in quiet contemplation to regain her daily allotment of spells, but does not need to commune with a familiar during this time. Because she has no familiar, she does not gain a spirit familiar feature from any spirit she bonds with.
This ability replaces the shaman's familiar.

Weapon and Armor Proficiency
A shaman is proficient with all simple weapons, and with light and medium armor.

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.

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.

At 8th level, the shaman gains the abilities listed in the greater version of her selected spirit. At 16th level, the shaman gains the abilities listed for the true version of her selected spirit.

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 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).

Revelations of the Past
At 4th, 6th, 12th, 14th, and 20th levels, the speaker for the past can select a revelation from the ancestor or time mysteries. She uses her shaman level as her oracle level for these revelations, and uses her Wisdom modifier in place of her Charisma modifier for the purposes of the revelation.
This ability replaces wandering spirit and wandering hex.

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 Known
Healing Hex - level 2

Shaman Spirit (Heavens):

Heavens
A shaman who selects the heavens spirit has eyes that sparkle like starlight, exuding an aura of otherworldliness to those she is around. When she calls upon one of this spirit's abilities, her eyes turn pitch black and the colors around her drain for a brief moment.

Spirit Magic Spells: 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).

Hexes
A shaman who chooses the heavens spirit can select from the following hexes.

Enveloping Void (Su): The shaman curses one creature with the dark void. As a standard action, the shaman can cause one enemy within 30 feet to treat the light level as two steps lower: bright light becomes dim light, normal light becomes darkness, and areas of dim light and darkness become supernaturally dark (like darkness, but even creatures with darkvision cannot see). This effect lasts for a number of rounds equal to the shaman's level. A successful Will saving throw negates this effect. Whether or not the save is successful, the creature cannot be the target of this hex again for 24 hours.

Guiding Star (Su): Whenever the shaman can see the open sky at night, she can determine her precise location and can add her Wisdom modifier to her Charisma modifier on all Charisma-based skill checks. In addition, once per night while outdoors, she can cast one spell as if it were modified by the Empower Spell, Extend Spell, Silent Spell, or Still Spell feat without increasing the spell's casting time or level. The shaman doesn't need to possess the feat to use this ability.

Heaven's Leap (Su): The shaman is adept at creating tiny tears in the fabric of space, and temporarily stitching them together to reach other locations through a limited, one-way wormhole. As a standard action, the shaman can designate herself or a single ally that she can see who is within 30 feet of her. She can move that creature as if it were subject to jester's jaunt. Once targeted by this hex, the ally cannot be the target of this hex again for 24 hours.

Lure of the Heavens (Su): The shaman's connection to the skies above is so strong that her feet barely touch the ground. At 1st level, she no longer leaves tracks. At 5th level, she can hover up to 6 inches above the ground or liquid surfaces. At 10th level, the shaman gains the ability to fly (as the spell) for a number of minutes per day equal to her shaman level—the duration does not need to be consecutive, but it must be used in 1-minute increments.

Starburn (Su): As a standard action, the shaman causes one creature within 30 feet to burn like a star. The creature takes 1d6 points of fire damage for every 2 levels the shaman possesses and emits bright light for 1 round. A successful Fortitude saving throw halves the damage and negates the emission of bright light. The shaman can use this hex a number of times per day equal to her Charisma modifier (minimum 1), but must wait 1d4 rounds between uses.

Spirit Ability
A shaman who chooses the heavens spirit as her spirit or wandering spirit gains the following ability.

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.

True Spirit Ability
A shaman who chooses the heavens spirit as her spirit or wandering spirit gains the following ability upon having access to the true version of that spirit.

Phantasmagoric Display (Sp): The shaman can cast prismatic wall and prismatic spray, each once per day with a caster level equal to her shaman level.

Manifestation
Upon reaching 20th level, the shaman becomes the spirit of heaven. She receives a bonus on all saving throws equal to her Wisdom modifier. She automatically stabilizes if she is reduced to below 0 hit points. She's immune to fear effects, and she automatically confirms all critical hits she threatens. If she dies, she's reborn 3 days later in the form of a star child, maturing over the course of 7 days (as reincarnate).

Shaman Spells:

0-Level Shaman Spells: Arcane mark, bleed, create water, dancing lights, daze, detect magic, detect poison, guidance, know direction, light, mending, purify food and drink, read magic, resistance, stabilize, touch of fatigue, virtue.

1st-Level Shaman Spells: Bane, blend, bless, burning hands, calm animals, cause fear, charm animal, charm person, chill touch, comprehend languages, cure light wounds, dancing lantern, detect animals or plants, detect chaos/evil/good/law, detect undead, discern next of kin*, doom, endure elements, entangle, frostbite, gentle breeze*, goodberry, heightened awareness*, hex vulnerability*, hex ward, hide from animals, hydraulic push, inflict light wounds, magic stone, magic weapon, monkey fish*, obscuring mist, pass without trace, produce flame, protection from chaos/evil/good/law, remove fear, sense spirit magic*, sleep, stone shield, thorn javelin*, wave shield*.

2nd-Level Shaman Spells: Aid, alter self, animal messenger, animal purpose training*, animate dead (lesser), augury, barkskin, bear's endurance, beastspeak*, bull's strength, buoyancy*, burning gaze, calm emotions, commune with birds, cure moderate wounds, darkness, delay poison, eagle eye, eagle's splendor, enthrall, false life, flame blade, focused scrutiny*, fog cloud, gentle repose, ghostbane dirge, glide, guiding star, hold person, imbue with elemental might, inflict moderate wounds, levitate, life pact*, owl's wisdom, remove paralysis, resist energy, restoration ( lesser), scare, shield companion*, sickening entanglement*, spiritual weapon, summon swarm, tree shape, warp wood, web shelter, wood shape.

3rd-Level Shaman Spells: Anchored step*, animate dead, aura sight*, bestow curse, blindness/deafness, call lightning, clairvoyance/clairaudience, create food and water, cure serious wounds, daylight, deep slumber, deeper darkness, dispel magic, dominate animal, fins to feet, fly, font of spirit magic*, hex glyph*, inflict serious wounds, magic circle against chaos/evil/good/law, magic vestment, mantle of calm*, mindlocked messenger*, nauseating trail*, pierce disguise*, polymorph familiar*, protection from energy, remove blindness/deafness, remove curse, sleet storm, speak with dead, speak with haunt*, stench of prey*, stinking cloud, stone shape, stricken heart*, thorny entanglement*, ward of the season, water breathing, water walk, wind wall.

4th-Level Shaman Spells: Adjustable polymorph*, air geyser*, anti-incorporeal shell*, ball lightning, command plants, control water, cure critical wounds, curse of burning sleep*, detect scrying, dismissal, divination, divine power, earth glide, false life (greater), familiar melding, fear, giant vermin, ice storm, imbue with spell ability, inflict critical wounds, magic weapon (greater), neutralize poison, persistent vigor*, planar ally (lesser), poison, rain of frogs, reincarnate, repel vermin, restoration, ride the waves, sands of time, scrying, sending, slowing mud*, solid fog, spike stones, spit venom, thorn body, tongues, wandering star motes.

5th-Level Shaman Spells: Animal growth, baleful polymorph, blight, break enchantment, breath of life, call lightning storm, commune, commune with nature, control winds, cure light wounds (mass), curse (major), dispel chaos/evil/good/law, dominate person, feast on fear*, flame strike, ghostbane dirge (mass), grove of respite, hex glyph (greater)*, inflict light wounds (mass), insect plague, overland flight, rest eternal, stoneskin, true seeing, wall of fire, wall of thorns.

6th-Level Shaman Spells: Antilife shell, awaken, banishment, bear's endurance (mass), bull's strength (mass), cone of cold, create undead, cure moderate wounds (mass), dispel magic (greater), eagle's splendor (mass), find the path, fire seeds, flesh to stone, inflict moderate wounds (mass), owl's wisdom (mass), planar ally, raise dead, slay living, snake staff, stone to flesh, wall of stone.

7th-Level Shaman Spells: Animate plants, cloak of dreams, control weather, creeping doom, cure serious wounds (mass), fairy ring retreat*, harm, heal, ice body, inflict serious wounds (mass), liveoak, plane shift, regenerate, restoration (greater), scrying (greater), stone tell, sunbeam, transport via plants, vision, vortex, wind walk.

8th-Level Shaman Spells: Animal shapes, blood mist, circle of clarity, create greater undead, cure critical wounds (mass), destruction, discern location, earthquake, fire storm, horrid wilting, inflict critical wounds (mass), irresistible dance, planar ally (greater), resurrection, stormbolts, sunburst, whirlwind.

9th-Level Shaman Spells: Elemental swarm, energy drain, etherealness, foresight, heal (mass), polar midnight, shamble, shapechange, soul bind, storm of vengeance, tsunami, wail of the banshee, winds of vengeance.

Equipment:

Arms, Armor, and Clothing
Traveler's Outfit - .5 lbs.
(1000) Cloak of Protection +1
Ring of Protection +1

Total:
______

(1000) Phylactery of Faithfulness

(750) Wand of Mage Armor - 50 charges

Total: 4800
______________________

5 lbs

In Backpack
Lantern, Bullseye
Oil, Flask, 1 lbs.
Flint and Steel
10 days of trail rations, 1 lbs.
Scroll Case x2 - .5 lbs each
Waterskin, 1 lbs
Whetstone, 0 lbs
Beartraps, 10lbs x3

Scrolls:
(50) Scroll of CLW x2
(300) Scroll of Restoration, Lesser x2

Wand of CLW (CL1, 50 charges)

CL check DR = 1+CL if Cleric Spell above current Cleric level

________
Total Scrolls =
_________

Belt Pouch

Chalk, 3 pieces
0 p.p.
2425 g.p.
8 s.p.
9 c.p.

Carrying Capacity

Current Weight: 5 lbs

Light Load: x < 100 lbs.
Medium Load: 101 < x < 200 lbs.
Heavy Load: 201 < x < 300 lbs

Loot Gained
+1000 gold - after spider dungeon

Appearance:

A beautiful woman with long hair, the power of Blienka is readily apparent. Although not tall, her broad shoulders and perfectly toned arms make it clear that this woman will not be an easy pushover.

Blienka enjoys conversing with others, but is much more frequently to be found outside, watching the plants and animal to find the perfection and beauty in every living thing. However, to truly see Blienka smile, one must watch her outside on a perfectly clear night. For, it is during the night that her eyes almost sparkle like a million stars, as she watches the heavens to see the shooting stars move across the sky creating a new picture every night.

Background:

The young woman sits cross-legged in the middle of the clearing simply watching the trees and animals, and fey, as they move in the wind. This place is blessed of Shelyn. The beauty, how could anyone seek to destroy this perfect land. The most skilled artist Golarian has even known could not paint a more perfect picture.

After sitting for several hours, and long after the sun had set, the woman laid back on the ground and her eyes closed as she recalled what had brought her to this beautiful, albeit broken land.

Her family had fled Brevoy many years earlier, before Blienka had been born. South they had gone, through these so called Stolen Lands, which had not been as dangerous at the time. South through the River Kingdoms to Galt. There they had lived for many years. Blienka had been born there. She recalled her parents telling her of her heritage. Supposedly her ancestors were of the Rogarvia line. She had learned of the former noble family of Brevoy from her parents. Unfortunately, Blienka had been young when the continual chaos that is Galt had enabled assassins from Brevoy to kill her parents. Whether the killer did not know of young Blienka, or had simply been unable to find her, as she had been with a friend that fateful day, Blienka did not know. All she knew is that she came home to find her parents brutally murdered.

It did not take long for Blienka to realize that nobody was going to come to help, or even investigate the murder, for Galt had too many other problems than to assign its limited police resources to investigating the murder of outlanders. Thus, Blienka, just approaching her thirteenth birthday, went to a small chapel to the Eternal Rose and begged for help. The person at the chapel was one elderly caretaker who meticulously cared for the grounds, although many other people would also assist with the care of the chapel, which kept it in an almost continuously perfect state.

This is where Blienka spent most of her informative years. Tending to perfect gardens, watching the simplest of natural things such as a water drop or a blade of grass blowing in the wind to seek out the beauty in everything. Over the years working with the old man while living in a small outbuilding, Blienka discovered that there was far more to the old man than met the eye. On more than a few occasions, she found him early in the morning, performing strange movements, stretches and what looked like some type of shadow combat. She also learned that the man had a talent for healing, not only treating wounds, but also the ability to call on the blessings of Shelyn to heal those who needed his care. One morning while watching the elderly caretaker, the man spoke to her: [b]Why do you hide in the bushes and watch me? If you wish to learn this beautiful art, I can teach you. But, I can only do so if your heart is truly good and you will promise to use what I teach you solely to protect the innocent.

Thus began several long years of training with the man. She learned that when he was younger, he had served another master, the deity Irori. For many years, he had trained and followed the god of personal perfection. But, as the man aged, he began to see more to the world than just physical perfection. This was when he began to notice all the beauty in the world, beauty that he had always overlooked with the rigorous training that was demanded by the Master of Masters. It was at this time that he found this small chapel to the Eternal Rose. Although it had no priest, even in Galt it was always well cared for. The man had decided to take it upon himself to bring beauty to this war torn corner of Galt.

The man did not recall when, but at some point the deity Shelyn had touched him. At this time the man began to be able to call on the deity to heal others and also to provide other divine blessings. For twenty years the man had been performing miracles in the name of the Eternal Rose. And, now, the man felt that young Blienka had been sent to him to learn the same. Thus was it that Blienka slowly learned to call on the blessings of Shelyn while also leaning the beautiful art form that was the unarmed combat the man practiced. No swords, no armor, just the perfection of the human body moving in harmony with nature such that it was like a piece of moving art.

Although she loved the old man like a father. When she turned twenty, Blienka felt that her heritage was calling. Galt had been her home, but her heritage was far to the north in Brevoy, the land her parents had fled so many years earlier. Thus, she bade the kindly old man good bye and made her way north. She discarded the family name knowing that such a name in Brevoy was an invitation to assassins and others seeking power. In Brevoy, she found much that was beautiful and with her knowledge of the Shelyn faith was generally accepted in most places she visited. Unfortunately, the continuous state of warfare, as it had done in Galt, made it very difficult for her to truly wish to stay there. Thus, when she heard that the Swordlords were planning on resettling the Stolen Lands to the south of Restov, she made her way back south.

In the Stolen Lands, she found much of what she was looking for. Beautiful unspoiled land. Fey, both kindly and malicious. And good settlers trying to make a living for their families.

Which brought the wandering follower of Shelyn to now be sitting a few miles from Oleg’s Trading Post watching as the brilliant stars began to appear. Even the stars here were more brilliant without the lights of towns or the smoke of wood fires. Yes, she thought. I need to find these heroes who are seeking to settle this land to make sure that the land they create does not destroy the beauty that is this land.