Briana Kaddren's page

1,755 posts. Alias of Lady Ladile.


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About Briana Kaddren

Briana Kaddren
Human Shaman 7
NG Medium Humanoid (Human)
Init +4; Senses Perception +6
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Defense
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AC 18, touch 11, flat-footed 18 (+1 deflection, +6 armor; MW +1 chainmail)
HP 60
Fort +6, Ref +3, Will +10
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Offense
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Speed 30 ft.
Melee
+1 Light Mace +7 (1d6+2)
Dagger +6 (1d4+1)
Ranged
Light Crossbow +5 (1d8/19-20)
Shaman Spells Prepared (CL 7th; concentration +11):
4th (2 + 1 spirit magic)
3rd (3 + 1 spirit magic)
2nd (4 + 1 spirit magic)
1st (5 + 1 spirit magic)
0 (4)
Shaman Hexes
Entangling Curse (Su) - The shaman entangles a creature within 30 feet for a number of rounds equal to the shaman's Charisma modifier (minimum 1). A successful Reflex 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.

Flight (Su) - The shaman grows lighter as she gains power, eventually gaining the ability to fly. At 1st level, the shaman can use feather fall at will and gains a +4 racial bonus on Swim checks. At 3rd level, she can cast levitate once per day. At 5th level, she can fly, as per the spell, for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects the shaman.

Fortune (Su) - The shaman grants a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing it to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. The target creature must to decide to use this ability before the first roll is made. At 8th and 16th levels, the duration of this hex increases by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.

Friend to Animals (Su) - The shaman can spontaneously cast summon nature’s ally spells as a druid. In addition, all animals within 30 feet of the shaman receive a sacred bonus on all saving throws equal to the shaman’s Charisma modifier.

Healing (Su) - A shaman soothes the wounds of those she touches. This acts as cure light wounds, using the shaman's caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this acts as cure moderate wounds.
Spirit - Nature
Spirit Ability - Storm Burst (Su) - As a standard action, the shaman causes a small storm of swirling wind and rain to form around one creature within 30 feet. This storm causes the target to treat all foes as if they had concealment, suffering a 20% miss chance for 1 round plus 1 round for every 4 shaman levels she possesses. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, any weapon she wields is treated as a thundering weapon.
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Statistics
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Str 13, Dex 10, Con 16, Int 10, Wis 18, Cha 16
Base Atk +5; CMB +6; CMD 17
Feats
Extra Hex (Fortune, Friend to Animals, Healing)
Improved Familiar (Silvanshee)
Improved Initiative
Drawbacks
Oppressive Expectations
Traits
Alabaster Outcast
Civilized
Spirit Sense
Skills
Bluff +3 - (1 rank, 2 Cha)
Diplomacy +13 - (7 ranks, 3 class, 3 Cha)
Fly +0 - (2 rank, 3 class, -5 ACP)
Heal +12 - (5 ranks, 3 class, 4 Wis)
Kn. Local +6 - (2 ranks, 3 class, 1 trait)
Kn. Nature +10 - (7 ranks, 3 class)
Kn. Planes +7 - (4 ranks, 3 class)
Kn. Religion +4 - (1 rank, 3 class)
Perception +6; +8 vs. Surprise and to Detect Invisible or Incorporeal creatures - (2 rank, 4 Wis; 2 trait)
Spellcraft +6 - (3 ranks, 3 class)
Survival +10; +12 to avoid becoming lost when using compass - (2 rank, 3 class, 4 Wis)
Background Skills
Craft: Painting +11 - (6 rank, 3 class, 2 MW artisan's tools)
Handle Animal +8 - (2 rank, 3 class, 3 Cha)
Kn. Geography +1 - (1 rank)
Kn. History +2 - (2 rank)
Kn. Nobility +3 - (2 rank, 1 trait)
Linguistics +1 - (1 rank)
Languages Celestial, Common
Other Gear Crossbow Bolts (20), MW Artisan's Tools, Masterwork Backpack, Bedroll, Canteen, Chalk (5), Compass, Dominoes, Familiar Satchel, Flint & Steel, Gear Maintenance Kit, Grooming Kit, Magnifying Glass, Mess Kit, Noble's Outfit, Poncho, Rope (50 ft.), Signet Ring, Trail Rations (5), Umbrella, Wrist Sheath, 207 gp
Magical & Alchemical Items
Antiplague x2
Antitoxin x1
Tracking Powder x2
Smokestick x1
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Special Abilities
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Deliver Touch Spells Through Familiar (Su) - Your familiar can deliver touch spells for you.

Empathic Link with Familiar (Su) - The master has an empathic link with his spirit animal to a 1 mile distance. The master can communicate empathically with the spirit animal, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his spirit animal does.

Familiar Bonus: +3 to Stealth checks

Alertness - While a spirit animal is within arm's reach, the master gains the Alertness feat.

Share Spells with Familiar - 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).

Speak with Master (Ex) - If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Wandering Hex - At 6th level, a shaman can temporarily gain the use of one of the hexes possessed by either one of her spirits.
She must make this selection each day when she prepares her spells. For the purposes of this ability, she can select any hex possessed by her spirit or wandering spirit. If she selects it from her wandering spirit, she loses the hex immediately if she bonds with another spirit, although she can then select a different hex to gain using this ability, from either her spirit or her new wandering spirit. At 14th level, a shaman can select two wandering hexes each day instead of one. This ability otherwise functions as the hex class feature.

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.

Background:

Briana began her life seemingly destined for success, or at least success by her wealthy family's standards. Gifted with the celestial bloodline that occasionally manifested itself in her family every few generations, her parents held high expectations for her. From childhood onward, she was given all of the education needed to make her a lady of society and an excellent wife for some young nobleman. She took painting lessons and was schooled in such topics as languages, local history, etiquette, and the art of diplomacy. She was dressed and adorned to accentuate her most attractive features and downplay her flaws. Through all of this, she never complained and worked hard to satisfy her parents wishes, for she knew how lucky she was to have the life that she did in comparison to many of the citizens of Magnimar - to complain or lament her lot in life seemed selfish and ungrateful.

Everything changed the day that she began to sense strange presences around her, even when she seemed to be alone. The intensity with which these presences made themselves known to her strengthened over time - from a feeling of being observed to strange whispers in her mind. However, Briana was not afraid. As time passed, she began to be able to distinguish these presences from one another, with one in particular standing out to her. A spirit of knowledge, it seemed almost...fond of the young woman, impressed with her willingness to learn, and it often whispered to her of things far beyond the scope of her home and life in Magnimar.

As Briana was growing more comfortable with her newfound connection to the spirit world, her behavior became more and more unusual. Though she continued to excel in her scholarly studies, she seemed less and less concerned about attending to her duties in the social realm. When her peers attempted to engage her in chewing over the latest gossip, her mind often seemed to be elsewhere. When young men came calling, she began contriving any excuse she could to avoid having to entertain them. The final straw came when her parents caught her in the garden, communing with the spirits that only she could sense. Under the assumption that their daughter was in the grip of some sort of demonic possession, her parents sought the aid of anything that they could - scholars, clergymen, healers, exorcists. No one seemed to believe Briana's story of being able to commune with friendly spirits, until an old Shoanti wisewoman was discreetly summoned to examine her. After spending some time with the girl, the old woman explained that their daughter seemed to have been born with an innate ability to commune with spirits in the natural world; this was not uncommon amongst her own people. Though they were relieved that Briana was not under demonic possession, they were ashamed rather than proud that their daughter had this capability. They ordered her to cease consorting with spirits like a primitive barbarian and to act like the lady that she was born to be.

Briana flew into an uncharacteristic rage, feeling utterly betrayed by the very people who were supposed to love and support her and seeing for the first time the utter oppressiveness of her life up to that point. She grabbed a handful of belongings as well as her pet cat and fled into the rain, her father's shouts not to return ringing in her ears. But it was all a bluff, her parents expected that the dark night and the storm would quell their daughter's rebellious outburst and that she would return within the hour. But she didn't. And if her parents could have heard her laughter as she disappeared into the rain, they would have known that she wouldn't be back.

The Pathfinder Society:

Though her parents attempted to hush up the real reason that they had disowned their daughter by spreading tales of her supposed debauchery and unladylike behavior, rumors of Briana's ability to commune with spirits drew the attention of the Pathfinder Society. Though people with such capabilities were not unknown to the Society, they were unusual to find outside of the Shoanti peoples, who rarely had reason to align themselves with the Pathfinders. After some deliberation, an offer to join was extended to the young woman. The Society reasoned that her education and abilities would be a boon in the practical assistance that she could offer in the field. A secondary boon would be the opportunity for her powers to be more closely observed and monitored, though this part was glossed over somewhat in the invitation.

Suddenly finding herself needing a means to provide both for her and for Rowenna, Briana gladly accepted the Society's offer. She reasoned that it would be a good opportunity for her to learn more about the world at large as well as to build a new name and future for herself. Since joining the Society Briana has received some basic training in the use of weapons and armor, but she prefers to rely on her magic whenever possible.

Personality:

Briana seems wise beyond her years in some respects but naive in others, still getting accustomed to living as an ordinary citizen and interacting with the common man. Her well-spoken manner and way with words are often received favorably, but her noble background and upbringing sometimes causes strife with the more worldly members of the the Pathfinder Society as they tend to view her with disdain and condescension - feeling that her abilities are less than practical for the dirtier work (combat, exploration) of being a Pathfinder. This exacerbates the pressure Briana puts on herself to succeed, born of a childhood of high expectations.

Appearance:

This is a pretty good idea of what she looks like, sans the pretty noblewoman's outfit.

Rowenna:

Briana's closest friend and confidante is her pet cat, Rowenna. Though she's not completely sure, Briana suspects that the awakening of her spirit senses have also affected her pet. Since then her bond with Rowenna seems stronger, with the cat appearing to understand her on a deeper level than the average pet. Oddly enough, she seems relatively eager to accompany Briana wherever she goes.