Race |
l Senses: Perception +8; +10 vs. Incorporeal/Invisible, Darkvision 60 ft. |
Classes/Levels |
Female NG Undine Shaman (Speaker for the Past) 5 l Active Conditions: |
Gender |
HP: 38/38 l AC: 11, T 11, FF 10 l CMD 14 l F +3, R +2, W +7 l Resistance: Cold 5 | Water Sight (5/5 rds) | Wave Strike (5/5) | Spirit Shield (5/5 hr) l L1: 5/5, L2: 4/4, L3: 3/3 l Init +5 |
About Callah, Water's Voice
Callah, Water's Voice
PFS ID# 192133-15
Occupation:
Experience: 12
Fame: 22
Prestige: 18
Wealth: 15,482 gp, 7 sp
Callah, Water's Voice
Female Undine Shaman (Speaker for the Past) 5
NG Medium Outsider (Aquatic, Native)
Init +5; Senses Darkvision 60 ft.; Perception +8 (+10 vs. surprise and to detect invisible or incorporeal creatures)
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Defense
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AC 11, touch 11, flat-footed 10 (+1 Dex)
HP 38
Fort +3, Ref +2, Will +7
Resist Cold 5
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Offense
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Speed 30 ft., Swim 30 ft.
Melee
Cold Iron Dagger +3 (1d4/19-20)
Longspear +3 (1d8/×3)
Silver Light Mace +3 (1d6)
Ranged
Sling +4 (1d4)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Shaman Spells Prepared (CL 5th; concentration +8)
3rd - Blindness/Deafness, Heroism, Water Breathing (S)
2nd - Barkskin, Hold Person, Slipstream (S; DC 15), Spiritual Weapon
1st — Entangle (DC 14), Frostbite, Wave Shield, Hydraulic Push (S), Obscuring Mist
0 (at will) — Create Water, Detect Magic, Guidance, Stabilize
Shaman Hexes
Chant (Su) - A shaman can chant as a move action. Any creature that is within 30 feet that is under the effects of the shaman’s charm, evil eye, fortune, fury, or misfortune hex has that effect’s duration extended by 1 round. A shaman cannot select both this hex and the witch’s cackle hex.
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.
Spirit Shield (Su) - You can call upon the spirits of your ancestors to form a shield around you that blocks incoming attacks and grants you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this shield causes arrows, rays, and other ranged attacks requiring an attack roll against you to have a 50% miss chance. You can use this shield for 1 hour per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-hour increments.
Water Sight (Su) - The shaman sees through fog and mist without penalty as long as there is enough light to otherwise allow her to see normally. At 7th level, she can use can use scrying, using any calm pool of water that’s at least 1 foot in diameter as the sole focus. At 15th level, this functions as greater scrying. She can use these abilities for a number of rounds per day equal to her shaman level, but these rounds do not need to be consecutive.
Spirit - Waves
Spirit Ability: Wave Strike (Su) - As a standard action, the shaman can perform a melee touch attack that drenches a creature and pushes it away. The opponent takes 1d6 points of nonlethal damage + 1 point for every 2 shaman levels they possess and is pushed 5 feet directly away from the shaman. This movement does not provoke attacks of opportunity. A shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, any melee weapon she wields is treated as if it had the quenchingUE weapon special ability.
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Statistics
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Str 10, Dex 13, Con 14, Int 12, Wis 17, Cha 14
Base Atk +3; CMB +3; CMD 14
Feats
Extra Hex
Improved Initiative
Spiritual Guardian
Traits
Outsea Native (River Kingdoms)
Spirit Sense
Skills
Diplomacy +10 - (5 rank, 3 class, 2 Cha)
Kn. History +9 - (5 rank, 3 class, 1 Int)
Kn. Local +9 - (5 rank, 3 class, 1 Int)
Kn. Nature +9 - (5 rank, 3 class, 1 Int)
Kn. Planes +5 - (1 rank, 3 class, 1 Int)
Kn. Religion +6 - (2 rank, 3 class, 1 Int)
Linguistics +6 - (2 rank, 3 class, 1 Int)
Perception +8 - (2 rank, 3 class, 3 Wis)
Spellcraft +6 - (2 rank, 3 class, 1 Int)
Swim +9 - (1 rank, 3 class, -3 ACP, 8 Swim Speed)
Languages Aquan, Auran, Common, Osiriani, Polyglot
Other Gear Armored Coat, Sling bullets (20), Bedroll, Blanket, Canteen, Flint & Steel, MW Backpack, Trail Rations (5), Wooden Holy Symbol of Hanspur, Wrist Sheath (spring-loaded)
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Special Abilities
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Amphibious (Ex) - Some undines are born with a permanent bond to water. Undines with this racial trait gain the aquatic subtype and amphibious special quality. This racial trait replaces the spell-like ability racial trait.
Darkvision (60 feet) - Undines can see in the dark (black and white only).
Energy Resistance, Cold (5) - Undines have the specified Energy Resistance against Cold attacks.
Hydrated Vitality (10 HP/day) - An undine with this racial trait gains fast healing 2 for 1 round anytime she submerges completely within a body of natural salt water, fresh water, or brackish water. Stagnant, poisoned, or trapped water (such as an artificial pit or a bag of holding) does not activate this ability. The undine can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces water affinity.
Swim (30 feet) - Undines have a Swim speed.