Figurine

Cynthia, Shaman of Hope's page

333 posts. Alias of Rednal.


Full Name

Cynthia

Race

Human

Classes/Levels

Shaman 5 | HP: 24/34 | AC: 16, T: 13, FF: 13 | Fort: +2, Ref: +4, Will: +9 | Melee: +3, Ranged: +6 | BAB: +3, CMB: +3, CMD: 16 | Init: +9 (Roll 2x), Perception: +13 |

Special Abilities

Sherlock Scan

Strength 10
Dexterity 16
Constitution 12
Intelligence 16
Wisdom 21
Charisma 14

About Cynthia, Shaman of Hope

Cynthia

Appearance

Female human shaman (speaker for the past) 5/Hierophant 1 (Pathfinder RPG Advanced Class Guide 35, 111)
NG Medium humanoid (human)
Init +9; Senses Perception +13
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Defense
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AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 34 (5d8+10)
Fort +2, Ref +4, Will +9; +2 trait bonus vs. charm and compulsion
Defensive Abilities hard to kill
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Offense
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Speed 30 ft.
Ranged light crossbow +6 (1d8/19-20)
Special Attacks hexes (evil eye, fetish, fortune, slumber), mythic power (7/day, surge +1d6)
Shaman (Speaker for the Past) Spells Prepared (CL 5th; concentration +9)
. . 3rd—dispel magic, stone shape; locate object[Sp]
. . 2nd—barkskin, hold person (DC 17), lesser restoration; tongues[Sp]
. . 1st—bless, comprehend languages, hex vulnerability, protection from evil, unseen servant; identify[Sp]
. . 0 (at will)—create water, detect magic, light, read magic
. . Sp spirit magic spell; Spirit Lore Wandering Spirit
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Statistics
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Str 10, Dex 16, Con 12, Int 16, Wis 21, Cha 14
Base Atk +3; CMB +3; CMD 16
Feats Craft Wondrous Item, Extra Hex[APG], Extra Hex[APG], Extra Mythic Power[M], Improved Initiative
Traits birthmark, reactionary
Skills Diplomacy +8, Fly +6, Heal +11, Knowledge (arcana) +5, Knowledge (dungeoneering) +4, Knowledge (engineering) +4, Knowledge (geography) +4, Knowledge (history) +7, Knowledge (local) +7, Knowledge (nature) +8, Knowledge (nobility) +4, Knowledge (planes) +8, Knowledge (religion) +7, Linguistics +7, Perception +13, Sense Motive +6, Spellcraft +11 (+15 to identify magic items), Survival +10, Use Magic Device +10
Languages Celestial, Common, Draconic, Elven
SQ adroit, legendary item[MA], legendary power, legendary surge, monstrous insight, mythic bond, revelation of the past (temporal celerity[UM])
Other Gear hide shirt, crossbow bolts (40), light crossbow, 1091 gp

Loot wand of shocking grasp (12 charges), wand of magic missile (CL5, 49 charges), Scroll of Fly x2, Scroll of Mirror Image x2, Scroll of Invisibility x2

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Special Abilities
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Adroit (Spellcraft) Choose a single skill that can be augmented by the item's legendary surge. As a swift action, the item's bonded creature can expend one use of legendary power to gain a +20 insight bonus on the next check she attempts with that skill before the end of her turn.
Birthmark +2 save vs. charm & compulsion
Evil Eye -2 (8 rounds, DC 17) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Fetish (Ex) +4 bonus to Spellcraft to identify magic items.
Fortune (1 round) (Su) Ally in 30 ft can roll 2d20 for an attack, save, ability, or skill check (and take higher) once/rd. Usable once every 24 hours on each target.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Inspired Spell (Su) Use 1 power, cast one divine spell from your class spell list at +2 CL, it doesn't need to be known/memorized.
Legendary Power (2/day) All legendary items contain a pool of power - at least two uses that recharge each day.
Legendary Surge (+1d6 to Skill Checks - Charisma, Skill Checks - Intelligence, Skill Checks - Wisdom All legendary items have a legendary surge ability, similar to a mythic character's surge ability (see page 170). It can be used only on specific rolls or checks based on the nature or purpose of the legendary item.
Monstrous Insight (5/day) (Su) As a standard action, attempt know check to ID monster and gain +2 to att & AC vs. that foe.
Mythic Power (7/day, Surge +1d6) Use this power to perform your mythic abilities.
Slumber (5 rounds, DC 17) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg).
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Temporal Celerity (Su) Whenever you roll for initiative, you can roll twice and take either result. At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order

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Cynthia is a Shaman, a human with the ability to tap into the spirits of the world and benefit from their powers. In particular, she plays host to a Spirit of Lore and acts as a speaker for the past, using the knowledge of the past as a guide for the present. Unlike some of the others in the group, combat is not her primary calling - though she's an extremely sensible person and carries around a light crossbow to protect herself with.

Instead, Cynthia focuses on aiding and supporting others. Her memorized spells typically take the form of supporting spells, rather than offensive ones, though she's been known to memorize special spells when she knows something interesting is going to happen... and she does seem to have a way of guessing the future with an uncanny degree of accuracy. When she's not supporting her companions with magic, Cynthia can often be found observing their enemies and providing information about them - she knows far more about most creatures alive than most people ever expect, and her training has focused around ways to put that to use and help the other trainees exploit any weaknesses their enemies have.

In her personal time, Cynthia is a bit of a loner, content to sit on the edge of a group as long as she can still sit close enough to be included. Her status as what's essentially a Wise Woman in training makes it a little harder for her to form personal relationships, though she doesn't actively push people away, either. All in all, she usually comes off as a nice girl.

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Levelup Plans:

None right now