About Blienka___________________________________________________________
+5/+7 CMB (+1 BAB, +4 Str) -- +2 Trip (Improved Trip)
+4/+4 Flurry of Blows (+2 BAB, +4 Str, -2 FoB) Damage: (1d6+4) (20 Crit)
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AC 20 [+3 Dex, +5 Wis, +1 Dodge, +1 Deflection, +10]
+7 Fort (+3 base, +3 Con, +1 Cloak) (+0 Shaman, +3 Monk)
Special Abilities Shaman Abilities:
Monk Abilities
Feats
Shaman Spells:
0th Level Guidance Purify Food and Drink Create Water Detect Poison 1st Level
** - 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:
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
• Bastard (limited to human characters):
Feats:
Racial:
Human Medium +2 Wisdom Bonus Skill Rank each level Bonus Feat Favored Class & Notes:
Favored Class: Shaman
Monk:
Monk of the Lotus - Archetype Ki Mystic - Archetype Weapon and Armor Proficiency:
AC Bonus (Ex)
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)
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
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 6th level, the following feats are added to the list:
At 10th level, the following feats are added to the list:
A monk need not have any of the prerequisites normally required for these feats to select them.
Touch of Serenity (Su)
Evasion (Ex)
Fast Movement (Ex)
Maneuver Training (Ex)
Ki Mystic (Su)
Ki Pool (Su)
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
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)
High Jump (Ex)
Mystic Insight (Su)
Wholeness of Body (Su)
Improved Evasion (Ex)
Mystic Visions (Su)
Touch of Surrender (Su)
Mystic Prescience (Su)
Touch of Peace (Su)
Timeless Body (Ex)
Learned Master (Ex)
Mystic Persistence (Su)
Perfect Self
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
Weapon and Armor Proficiency
Spirit (Su)
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
Revelations of the Past
Hex
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
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
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
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
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
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
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
Scrolls:
Wand of CLW (CL1, 50 charges) CL check DR = 1+CL if Cleric Spell above current Cleric level ________
Belt Pouch Chalk, 3 pieces
Carrying Capacity Current Weight: 5 lbs Light Load: x < 100 lbs.
Loot Gained
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.
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