Duchess of Wintercrux Svetochka Elvanna

Cordelia Beltane's page

54 posts. Alias of Mark Thomas 66 (RPG Superstar 2009 Top 16).


Full Name

Cordelia Beltane

Race

Human

Classes/Levels

Shamaness (Heavens Spirit) 1

Gender

Female

Size

Medium

Age

19

Alignment

Chaotic Good

Deity

Desna

Occupation

Lesser noble/Explorer

Strength 10
Dexterity 12
Constitution 12
Intelligence 13
Wisdom 16
Charisma 13

About Cordelia Beltane

Max HP:10 (1d8+1+1FCB) Current HP:10 Non Lethal:
STR 10(+0) DEX 12(+1) CON 12(+1) INT 13(+1) WIS 16(+3) CHA 13(+1)

Defense

AC: 14 (10+2 Armor +1 Natural +1 Dex)
Touch: 11
Flat footed: 13
Resistance:

Armor Leather Max Dex +6 ACP: 0

Speed: 30

Saves:
Fort: +1 Reflex: +3 Will: +5

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Offense
BAB:+0 CMB:+0 Initiative +1

Combat:
Melee: Sickle +0 1d6
Ranged: Spell +1 Varies

Spells
Spirit Magic 1/day: Color Spray (DC 15)

o-level per day: 3 Unlimited
Dancing lights, Detect Magic, Read Magic

1st level per day: 1+1 Cast:
Produce Flame, Cure light wounds

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Special Abilities

Orisons, spirit, spirit animal, spirit magic, stardust

Spells: A shaman casts divine spells drawn from the shaman spell list. A shaman must choose and prepare her spells in advance.

To prepare or cast a spell, a shaman must have a Wisdom score equal to at least 10 + the spell's level. The saving throw DC against a shaman's spell is 10 + the spell's level + the shaman's Wisdom modifier.

Like other spellcasters, a shaman can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Shaman. In addition, she receives bonus spells per day if she has a high Wisdom score.

Shamans commune with their spirit animals to prepare their spells. Each shaman must choose a time when she must spend 1 hour each day in quiet contemplation with her spirit animal to regain her daily allotment of spells. A shaman can prepare and cast any spell on the shaman spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily communion.

Spirit: Heavens 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.

Heavens spirit 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).

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

Stardust (Sp): 4/day 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.

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Languages: Common,

Skills:

Climb +0
*Craft +1
*Diplomacy +2
*Fly +1
*Handle Animal +7
*Heal +7
Intimidate +1
Knowledge Arcana +1
*Knowledge Religion+5
*Knowledge Planes+
*Knowledge Nature+5
Knowledge Nobility +1
Perception +5 (Alertness)
*Ride +1
Sense motive +3
Stealth +1
*Spellcraft +
Swim +0
*Survival +7
*UMD +2
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Feats:
Lightning Reflexes, Spell focus (Illusion)

Traits:
Lesser Noble (Regional): You come from an aristocratic family, though your family has long since lost any power or prestige it once had.
Benefit: You gain a +1 trait bonus on Diplomacy and Knowledge (nobility) checks. In addition, your starting money is increased by 100 gp—your “birthright,” such as it is.

Adaptive Magic (Campaign):The wonders of magic have always fascinated you, and you find the urge to tinker and experiment with magic almost irresistible. You could be the child of an alchemist, wizard, or witch; a member of the Pathf inder Society; or maybe someone with a touch of fey or dragon blood. You may not be trained in magic, and you've had your share of accidental mishaps, but you possess a natural knack for activating magic items. You've always been intrigued by the cold magic of the winter witches and ice mages of the North, and would love to get your hands on some of their magic items.

You gain a +1 trait bonus on Knowledge (arcana) and Use Magic Device checks, and Use Magic Device is a class skill for you.

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Equipment/Gear (lbs)
Traveler's outfit (free)
Courtier's outfit (30 gp, 6 lbs.)
Jewelry (50 gp)
Grooming kit
Shaman's kit :includes a backpack, a bedroll, a belt pouch, candles (10), a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.
Sickle
50ft silk rope,
Blanket
Scrivener's kit
leather armor

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Personality
Perhaps the best word to describe Cordelia would be primal.

Filled with a natural verve and a piercing awarness that can be both enticing and unsettling, Cordelia quite often finds herself a subject of attention, which is exactly how she likes it. Though raised among lesser nobility, the natural world and the mysteries of things far beyond the ken of those sitting in thier stuffy manors calls to her.

Capable of rather astutely assessing a situation, her frequent impulsiveness often belies her awareness of everything around her, much to the surprise of those with whom she interacts.

Background
The scion of a minor noble house and daughter of noted scholar Sir Astor Beltane, Cordelia grew up in the typical minor noble circles. Always having posessed a......unique outlook on the worled around her, Cordelia found herself somewhat of an outcast among her peers, ot at least the girs in thier social group, resulting her becoming fast friends with fello outcast Whihemina Cascadian.

A bit of a rebel, despite feeling a strong acll to the natural world

Description

Cordelia

Blessed with naturally bouncy blonde curls and piercing blue eyes

Wealth

pp 205 gp 7sp 50cp
gems

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Spirit Animal
This creature is made of dozens of continually shifting shiny rocks and gemstones. Its centermost stone is larger than the others and occasionally pulses with dim light. The flesh of the shaman's spirit animal accurately reflects the stars that would be visible in the night sky, no matter where the animal is or the time of day. Due to this, it can be used as a star map. In addition, it gains a fly speed of 5 feet; if the animal already has a fly speed, instead its fly speed increases by 10 feet. While the animal is flying, a small nimbus of light surrounds it.

GLIMMER (IOUN WYRD) CR 1/3
XP 135
N Tiny construct
Init +2; Senses blindsight 30 ft.; Perception +4
DEFENSE
AC 16, touch 15, flat-footed 13 (+2 Dex, +1 dodge, +2 size+1 Natural)
hp 5 (1d10)
Fort +2, Ref +4, Will +4
Immune construct traits
OFFENSE
Speed fly 40 ft. (average)
Melee slam +2 (1d4–3)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 4, Dex 15, Con —, Int 6, Wis 14, Cha 5
Base Atk +1; CMB +1; CMD 9
Feats Dodge, Improved Evasion
Skills Fly +10, Perception +2
Languages Common (can't speak), empathic link
SQ ioun affinity, share iouns
SPECIAL ABILITIES
Ioun Affinity (Su)
An ioun wyrd may integrate a number of ioun stones into its body up to 1 + 1/2 its Hit Dice.
Because an ioun wyrd sees all ioun stones as equal and gains no benefits from them, the wyrd's ioun stones can be swapped out by any creature the wyrd trusts.
Share Iouns (Su)
A character with an ioun wyrd familiar gains the benefits of its ioun stones as long as he's within 30 feet of the ioun wyrd.
A typical ioun wyrd is roughly 2 feet in diameter and weighs 15–20 pounds.

Natural Armor Adj.: The number noted here is in addition to the familiar's existing natural armor bonus.
Int: The familiar's Intelligence score.
Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, 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 familiar does.

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. 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.

By communing with the incredible powers of her spirit, the shaman forges a cherished bond with one specific servant of that spirit—known as a spirit animal. A spirit animal is a creature chosen by a shaman to serve as a conduit, allowing her to more fully access the magic of her spirit on a daily basis. The shaman's spirit animal also grants her special powers. This ability uses the same rules as the wizard's arcane bond class feature and is treated as a familiar, except as noted below.

A shaman uses her level as her effective wizard level when determining the abilities of her spirit animal. A shaman can select any familiar available to wizards to serve as her spirit animal, although her spirit animal is augmented by the power of her chosen spirit. Once selected, the spirit animal cannot be changed. Although a shaman's spirit animal uses the statistics of a specific animal, it is treated as an outsider with the native subtype for the purposes of spells and abilities that affect it.

Levels of different classes that are entitled to familiars stack with shaman levels for the purpose of determining any spirit animal abilities that depend on the shaman's level. If a shaman possesses such levels in other classes, her spirit animal always uses the shaman rules for spirit animals, not those used by familiars of other classes (such as witches, wizards, or sorcerers with the arcane bloodline). If the shaman has witch levels, her spirit animal also serves as the conduit to her patron and stores her witch spells. The shaman's spirit animal is treated as a familiar for the purposes of all spells, effects, and abilities that affect familiars.

If a spirit animal is lost or dies, it can be replaced after 24 hours through a special ritual that consumes material components worth 500 gp per shaman level. The ritual takes 8 hours to complete. The new spirit animal must be of the same sort of creature as the previous one.

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