Destrina's page

Organized Play Member. 6 posts (1,770 including aliases). No reviews. No lists. No wishlists. 27 Organized Play characters. 18 aliases.


About Destrina

Presenting Shivkah. She is a Peri-Blooded Aasimaar (who appears to be a human of Mwangi descent) oracle of the heavens with the tongues (Celestial) curse following the hierophant path. Her deity is Desna, and I took the Imagination (Luck) spell 'Minor Image' for my Trait SLA, assuming it's cool to take a subdomain spell.

Stat Block:

Shivkah
Female Peri-Blooded Aasimar (Emberkin) Oracle 1
CG Medium outsider (human, native)
Init +4; Senses Perception +5
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Defense
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AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 9 (1d8+1)
Fort +1, Ref +1, Will +3 (+3 vs. charm and compulsion); +2 circumstance vs. blinded or dazzled
Resist oracle's curses (tongues), acid 5, cold 5, electricity 5
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Offense
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Speed 20 ft.
Melee dagger -1 (1d4-1/19-20)
Ranged light crossbow +1 (1d8/19-20)
Spell-Like Abilities (CL 1st; concentration +5)
. . 1/day—pyrotechnics (DC 16)
Oracle Spells Known (CL 1st; concentration +5):
1st (4/day)—bless, cure light wounds, murderous command (DC 15)
0 (at will)—create water, detect magic, light, purify food and drink (DC 14)
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Statistics
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Str 9, Dex 12, Con 12, Int 16, Wis 12, Cha 18
Base Atk +0; CMB -1; CMD 10
Feats Noble Scion of War
Traits faithful artist, irrepressible, touched by divinity
Skills Diplomacy +8, Knowledge (planes) +7, Knowledge (religion) +7, Linguistics +6, Perception +5, Perform (string instruments) +9, Sense Motive +7, Spellcraft +7
Languages Abyssal, Aklo, Celestial, Common, Infernal, Polyglot, Sylvan
SQ halo, mysteries (mystery [heavens]), revelations (moonlight bridge), scion of humanity, truespeaker
Other Gear hide armor, crossbow bolts (20), dagger, light crossbow, backpack, bedroll, belt pouch, flint and steel, silver holy symbol (Desna), Lyre, trail rations, light horse, bit and bridle, feed (per day), mess kit, pot, riding saddle, saddlebags, silk rope, soap, torch, trail rations, waterskin, 12 gp, 1.5 sp, 8 cp
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Special Abilities
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Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Faithful Artist (Perform [string instruments]) With Desna's blessing, you have pursued an artistic path. You gain a +1 trait bonus to one Perform skill, and Perform is always a class skill for you.
Halo +2 to intimidate vs evil creatures and to saves against becoming blinded or dazzled.
Irrepressible You can use your Charisma modifier instead of Wisdom for Will saves vs. charm & compulsion.
Moonlight Bridge (10') (4/day) (DC 14) (Su) Create a 10' bridge of moonlight from your position. It lasts 24h or until you cross it.
Scion of Humanity Count as a human for any effect related to race. Pass as human without using disguise.
Tongues (Celestial) You can only understand and speak one language in combat.
Truespeaker Learn two languages for each rank you put in Linguistics.

Horse Stat Block:

Northstar
Horse
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
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Defense
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AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
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Offense
--------------------
Speed 50 ft.
Melee 2 hooves -2 (1d4+1)
Space 10 ft.; Reach 5 ft.
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Statistics
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Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, Run
Tricks Come, Heel, Riding, Stay
Skills Perception +6
SQ riding
Other Gear bit and bridle, feed (per day) (3), mess kit, pot, riding saddle, saddlebags, silk rope, soap, torch, trail rations (2), waterskin
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Special Abilities
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Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Riding [Trick] The animal has been trained to bear a rider.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Appearance:

Before you stands an exceedingly tall and thin Mwangi woman. Her black hair is held in a multitude of thin braids that fall to the small of her back. They frame a face of almost unearthly beauty, with high cheekbones and slightly tilted eyes, her irises bright gold. Her perfectly smooth, unblemished skin is the color of chocolate. A number of small gold piercings adorn her ears and nose, a small gold chain running across her left between two such piercings. She wears a linen dress, deep red in color and well made in the Sargavan style. Over this she wears a grey hide (rhinocerous) jerkin, a utilitarian brown linen cloak with a hood, and a belt of the same hide as her armor. Her stout brown leather boots appear to be of Taldoran make. She bears an ivory handled knife at her belt and a crossbow hangs from a strap around her torso. The crossbow appears to be new, and of local make.

Personality:

Shivkah takes the tenets of her goddess to heart, always travelling the world and living life to its fullest. She is carefree but always willing to help those in need. Shivkah would rather talk than fight, but two things will always cause her to enter the fray: slavery and tyranny. Those under the yoke of others cannot experience all of life, and that runs counter to her faith. Shivkah tries to see the best in people and tries to be kind to everyone she meets. She makes friends quickly, but she is no pushover. She will speak her mind when others tread near to harming others, but does so as a form of mediation or friendly advice rather than judgment or condemnation.

Background:

Shivkah was born to a family in one of the Bekyar tribes of the southernmost region of the Mwangi Expanse. Her childhood was one of chores and survival, as her tribe lived deep in the jungles further south than even Sargava. While her strangely light eyes were viewed with suspicion by her tribe's elders, she was left unmolested until her curse came upon her at the age of 18. A neighboring tribe raided her village, and as the fighting got near, Shivkah began speaking in tongues. The villagers around her were terrified, and after the battle, she was exiled from her home. Scared and alone, with only an ivory handled knife and the dress on her back, Shivkah tried to survive in the jungle. One night, Desna came to her in a dream. The goddess explained to the young woman that her blood was divine and that she had the power of the heavens coursing through her. At the end of the dream, Desna beckoned Shivkah to travel north to one of the godess's temples in Sargava. The oracle heeded Desna's advice and crossed the jungle into Sargava, and found the temple in Eleder, and was taken in by Desna's clergy.

Shivkah spent around a year at the temple developing her growing powers. Eventually, she left to travel the world and experience all she could, carrying a silver holy symbol the priests gave her as a gift. Her first voyage was a pilgrimage to the renowned Swallowtail Festival in Sandpoint, Varisia. After an enjoyable, uneventful festival, Shivkah walked the Varisian Caravan paths to Magnimar, Riddleport, and Korvosa. After a trip to Kaer Maga, she moved on to Cheliax, then Andoran, and Taldor. Her next long stop was at the City at the Center of the World, Absolom. She spent half a year exploring Aroden's masterpiece, before moving on. Her most recent trip was a river voyage from Cassomir, up the entire length of the Sellen River to Lake of Mists and Veils, eventually landing at Egede in Mendev. From there, Shivkah traveled to Nerosyan, and after a few days there to Kenabres, where she arrived just days ago. Who knows what awaits her here at the edge of the Worldwound.


________________________________________________________________

Valarael stuff:

Stat Block:

Valarael Shadowsong
Female Elf Alchemist (Mindchemist) 1
CN Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +5
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Defense
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AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 8 (1d8)
Fort +2, Ref +5, Will -1; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Melee rapier -1 (1d6-1/18-20)
Ranged bomb +5 (1d6+4 Fire)
Special Attacks bomb 5/day (1d6+4 fire, DC 14)
Spell-Like Abilities (CL 1st; concentration +3)
. . 1/day—comprehend languages, detect magic, detect poison, read magic
Alchemist (Mindchemist) Spells Prepared (CL 1st; concentration +5):
1st—shield (2)
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Statistics
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Str 9, Dex 16, Con 10, Int 18, Wis 9, Cha 14
Base Atk +0; CMB -1; CMD 12
Feats Brew Potion, Point-Blank Shot, Throw Anything
Traits calistrian courtesan, firebug, ship's surgeon
Skills Craft (alchemy) +8 (+9 to create alchemical items), Diplomacy +6 (+7 to gather information, reduced to +4(+5) for 24 hours when you fail an opposed Charisma based check), Heal +4 (+6 with kit), Knowledge (arcana) +8, Knowledge (nature) +8, Perception +5, Profession (courtesean) +3, Sense Motive +0, Spellcraft +8, Use Magic Device +6 (+4 for 24 hours when you fail an opposed Charisma based check); Racial Modifiers +2 Perception, alchemy
Languages Common, Elven, Vudran, Tien, Varisian, Polyglot
SQ cognatogen, weapon familiarity, vain
Other Gear studded leather, rapier, belt pouch, flint and steel, wooden holy symbol (Calistria), trail rations, mule, alchemy crafting kit, backpack, bedroll, bit and bridle, blanket, feed (per day), formula book, lamp, mess kit, night tea, oil, pack saddle, pack saddle, rope, soap, sunrod, trail rations, waterskin, 7 gp, 1.5 sp, 9 cp
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Special Abilities
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Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can identify potions by touch.
Bomb 1d6+4 (5/day) (DC 14) (Su) Thrown Splash Weapon deals 1d6+4 fire damage.
Calistrian Courtesan You worked in one of Calistria’s temples as a sacred courtesan, and you know how to flatter, please, and listen. You gain a +1 trait bonus on Sense Motive checks and Diplomacy checks to gather information, and one of these skills (your choice) becomes a class skill.
Cognatogen (DC 14) (Su) At 1st level, a mindchemist learns how to create a cognatogen, as per the cognatogen discovery.
This ability replaces the mutagen class ability (a mindchemist cannot create mutagens unless he selects mutagen* as a discovery).
Comprehend Languages (1/day) (Sp) (Envoy) With Intelligence 11+, cast Comprehend Languages once per day.
Detect Magic (1/day) (Sp) (Envoy) With Intelligence 11+, cast Detect Magic once per day.
Detect Poison (1/day) (Sp) (Envoy) With Intelligence 11+, cast Detect Poison once per day.
Elven Immunities - Sleep You are immune to magic sleep effects.
Firebug +1 to attack rolls with thrown splash weapons.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Read Magic (1/day) (Sp) (Envoy) With Intelligence 11+, cast Read Magic once per day.
Ship's Surgeon - You begin play with a fully stocked healer's kit and gain a +1 trait bonus on Craft (carpentry) and Heal checks, and Heal is a class skill for you.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Vain -2 to Cha checks for 24h after failing an opposed Cha check

Mule Stats:

Flagg
Mule
N Medium animal
Init +1; Senses low-light vision, scent; Perception +5
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Defense
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AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 13 (2d8+4)
Fort +5, Ref +4, Will +0
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Offense
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Speed 30 ft.
Melee 2 hooves +2 (1d3+1)
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Statistics
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Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +2; CMD 13 (17 vs. trip)
Feats Endurance, Run
Skills Perception +5
Combat Gear oil (2); Other Gear alchemy crafting kit, backpack, bedroll, bit and bridle, blanket, feed (per day) (3), formula book, healer's kit, lamp, mess kit, night tea (10), pack saddle, pack saddle, rope, soap, sunrod, trail rations (2), waterskin
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Special Abilities
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Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Appearance:

Valarael is a tall, thin, elven woman, with long, straight, platinum-blonde hair. She has a beautiful, angular face, with striking blue, tilted eyes. Her skin is very fair, smooth, and unmarred. She wears well-cut but utilitarian yellow linen, with a black leather vest and overskirt. Her studded leather armor is black with studs of yellow-dyed metal. Her belt and boots are of the same black leather, and a painted wooden holy symbol is displayed prominently on thong around her neck. She carries many small vials in slots on her belt and bandoleers, and carries a sheathed rapier at her waist.

Personality:

Valarael tries to embody the detached, feylike nature of the elves like her goddess, Calistria. She chooses her path and holds to it, not because of some higher calling or sense of duty, but because she chooses it. While she harbors a grudge once given reason, she is not cruel to those who do not deserve it, and she has a soft spot for children, slaves, and mistreated animals. She is a sensual being, charismatic and beautiful, and she uses that aspect of herself to hide her intellect and agility from others. Valarael lacks strong moral convictions, and any appearance of a moral code is simply expediency and self-preservation. For example, senseless killing goes past her bounds, as it would merely cause another to visit vengeance upon her.

Background:

Though born in Kyonin, Valarael Shadowsong remembers almost nothing of it. At only a few years of age, her parents left the land of the elves to live in the City at the Center of the World after her mother had been invited to join the Pathfinder Society. Shortly thereafter, Val's father, a moderately famous carpenter in Kyonin, was contracted by a group of fellow Calistria worshipers to craft all the furniture for their new temple in Absolom. Val was left in the care of the Calistrian priests much of the time while her mother was away and her father worked, though she picked up a few carpentry lessons from him. Her duties at the temple was exposure to various alchemical and black market substances used by the priests and sacred prostitutes. This kindled the young elf's interest in alchemy, and she proved extremely adept at the skills required for what became her passion. Val essentially lived at the temple and made a number of friends and lovers there, although she never became a priest herself, these experiences led Val to be an extremely devout worshiper of the Savored Sting.

Upon reaching her majority, Valarael became a sacred prostitute for a five years. During this time she learned to leverage her beauty and magnetism to get what she wanted, as well as the value of serving others for one's own gain. True to her goddess, Val sought to experience all the world's pleasures, and took to traveling to do so. Her first travels were devoted to her burgeoning love of alchemy. The young elf traveled to wizard and alchemist schools and universities around the Inner Sea, using her body as currency, to learn the ways of far flung alchemists. She learned of mixtures that improved the mind at the expense of the body, fiery explosions, alchemical tools and weapons, medicine both common and magical, and magical concotions that emulated the spells of mages.

Now truly an alchemist, Val had a variety of skills to pay passage to the far flung destinations she wished to see. A ship that had no need for a surgeon or alchemist would almost always take payments of flesh for passage, and the world opened up to her. Over the course of two decades, Valarael saw more of the world than most, from the exotic lands of Tian Xia, to the Impossible Kingdoms of Vudra, to most of the lands of the Inner Sea. She discovered a profound love of knowledge and libraries on her journeys, and learned foreign languages of to peruse the tomes of some of these distant temples of learning. While not profitable in terms of material wealth, these journeys provided Val with all the happiness she could hope for.

Her most recent journey was to the Mwangi expanse, where she studied tribal history and the pieced together language known as 'Polyglot'. Having spent a few years there, she's off to the Land of the Linnorm Kings, to see what she can find in that distant, northern land. However, with a storm forcing a stop in the Shackles, a night at the Formidably Maid may prove to force a different journey altogether, at least for the time being.

RP Sample 1:

Ok, this one is from a combat where my halfling ally has been dropped to 0 by a pair of sinspawn and my character, Kala Steelheart, overruns past the two of them to save her life.

Seeing that Zoli is quite injured Kala does the most brash thing she can think of. She barrels through the monster to protect the halfling. "Morythine!" the warrior yells, "Step aside! I'm coming through!" She drops her javelin and rushes down the hallway, drawing her sword. As the pale monk deftly sidesteps, she raises her shield, blocking the bite of the one in her path, her momentum knocking it to the ground as she crashes into it. The claw of the other clangs harmlessly off her epaulet as she passes by.

"You shall not have this one while I draw breath! By Iomedae I swear it!"

RP Sample 2:

This was from the pre-selection RP of that same game. Another character, who also ended up being selected, told a story in character. I did my best to match him.

"Many thanks, Xamarath, I am indeed a warrior, and from the lands north of here," Kala says to the wizard in red, and continues, "I would be happy to hear a tale."

Kala listens attentively to the recounting, enjoying it. "A fine boast, much like those told at festivals in my homeland," she thinks. The man's use of magic to enhance the performance was well done, as well done as the Skalds in the Lands of Linnorm Kings in her opinion.

After the performance, Kala spoke up, "Well done Xamarath, a finer boast could not have been made by a Skald. Allow me a humble attempt to at least be a candle to your sun."

The Ulfen warrior removes her helmet, placing it on the ground, and takes a moment to compose herself. After a deep breath she begins, "From the ruined lands of Sarkoris my ancestor, Valki, traveled west. Alone, she crossed the witch-cursed land of Irrisen. Alone, she carved out a new life for herself in the Lands of the Linnorm Kings. Alone, she earned the respect of the Ulfen through her skill at arms."

Kala pauses, wetting her lips, then continues "But her time alone was at an end when the frost giant Grimnir Icehammer raided Valki's village. Though she fought mightily, she could not slay the giant. Time and time again, giant and warrior clashed, and each time neither was slain. Valki's strength was beginning to flag against the tireless assault when an Ulfen man joined the battle, armed with naught but this sling," she gestures to the sling on her belt and goes on, "and armored with naught but a wool shirt. His name was Olaf Mudheel and he was a mere goatherder. Olaf launched rock after rock at the giant, doing little damage, only distracting it. Soon, Grimnir turned and swung his hammer at Olaf, striking true and launching the man 15 feet through the air."

A look of pride settles upon the warrior as she concludes, "Valki, however, saw her chance, and took it. She hacked at the giant's ankle, felling him like a great tree. Three times Valki drove her shield, now my shield, into its face, and three times she drove her sword, now my sword, into its heart. For this deed, Valki was given the name Giantsbane, and the man she married was no longer Olaf Mudheel, but Olaf Fireheart."

Kala bows as she finishes the story and says, smiling, "Perhaps more humble than your story fair wizard, but no less heroic."

RP Sample 3:

I'm just writing this off the cuff to show a bit of Val's personality. Harder to do with no one to key off of.

The stormwall approached as lightning danced over the ocean just west of Port Peril, a scant few miles offshore now. On the dock an elven woman and a human man argued. "Well, you'll just have to make do with what you've had, Kleddus." Val said, smirking. "If you think you're entitled to more, you've the wit of a shovel. Journey's done and so's my payment for it." Val could see the man was infuriated, he'd obviously come to think of her as his property. The men she'd slept with were like that somtimes, she just hoped he had the sense not to push the issue. It was bad enough being blown into the gods know what kind of situation in the Shackles, she didn't need a burned boat and an angry chasing after her again. It'd gotten a little dicey the last time a ship's captain had become possessive.

"Now list'n her' yuh elf-cunt!" the man roared, "Yer guna be doin what I tell yuh ta do! An'if yer thinkin' not, I'll let the boys have yuh too!" The old ship's captain reached for her arm and Val dodged out of the way, deftly grabbing a pair of vials from her bandoleers as she backtracked.

"You know I can burn your damned ship down with a few of these if I want to," Valarael said in a warning tone, hefting the two tiny vials, "and Calistria help me, I will if you give cause." The man's face nearly went white as she spoke.

"Damn you and damn yer whore goddess." Kleddus shouted, spitting on the ground before Valarael at the end of each sentence. "Get outma sight, and take yer thrice-cursed mule with ya. Yer not welcome board muh n'more. Spread yer legs fer anudda way of this rock!"

Val could hear him cursing loudly as he walked back into his cabin, but she merely shrugged and turned away. She walked down the dock and grabbed Flagg's reins, leading the mule into the pirate capital, in search of whatever passed for an inn. Eventually finding her way to the Formidably Maid, Val stabled Flagg and decided to stay in the common room for the evening, guessing that not sleeping would be the safeest choice. As Val walked to the entrance of the tavern, she heard a cry, and turned to see a pair of men roughing a human woman up, likely preparing to rape her. The elf drew a pair of vials for the second time that night, but just as she was about to call out to the men, the world went dark.

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Valki & Karn

Stat Block:

Valki
Human (Kellid) Oracle (Dual-Cursed Oracle) 1 (Pathfinder RPG Advanced Player's Guide 42; Pathfinder RPG Ultimate Magic 0)
CG Medium humanoid (human)
Init -2; Senses Perception +6
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Defense
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AC 19, touch 13, flat-footed 16 (+4 armor, +2 shield, +3 Dex)
hp 9 (1d8+1)
Fort +1, Ref +4, Will +4; +1 trait bonus vs. arcane spells
Weakness oracle's curses (haunted, lame)
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Offense
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Speed 15 ft.
Melee hanbo +0 (1d6)
Oracle (Dual-Cursed Oracle) Spells Known (CL 1st; concentration +5):
. . 1st (4/day)—bless, cure light wounds, unbreakable heart{super}ISWG{/super}
. . 0 (at will)—create water, detect magic, ghost sound (DC 14), light, mage hand, purify food and drink (DC 14)
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Statistics
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Str 10, Dex 7, Con 12, Int 12, Wis 14, Cha 18
Base Atk +0; CMB +0; CMD 8
Feats Extra Revelation[APG]
Traits beast bond, superstitious (kellid)
Skills Bluff +6, Diplomacy +10, Handle Animal +9, Knowledge (nature) +5, Perception +6, Ride -6, Sense Motive +8, Spellcraft +5; Racial Modifiers +2 Sense Motive
Languages Common, Hallit, Sylvan
SQ mysteries (mystery [lunar]), revelations (primal companion, prophetic armor), silver tongued
Other Gear hide armor, heavy wooden shield, hanbo, backpack, masterwork, belt pouch, blanket, blanket, winter, flint and steel, wooden holy symbol (Desna), mess kit, silk rope (50 ft.), spell component pouch, trail rations (5), waterskin, 9 gp, 3 sp
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Special Abilities
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Animal Companion Link (Ex) You have a link with your Animal Companion.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Lame One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance. At 5th
Prophetic Armor (Ex) You may apply your Charisma modifier instead of Dexterity to AC and Reflex saves.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Silver Tongued You can shift a creature's attitude by three steps with Diplomacy.
Superstitious (Kellid) +1 on saving throws against arcane spells

Animal Companion Stats:

Karn
Tiger
N Medium animal
Init +3; Senses low-light vision, scent; Perception +2
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Defense
--------------------
AC 14, touch 13, flat-footed 11 (+3 Dex, +1 natural)
hp 11 (+2)
Fort +4, Ref +6, Will +2
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Offense
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Speed 40 ft.
Melee bite +3 (1d6+2) and
. . 2 claws +3 (1d4+2)
Special Attacks rake (2 claws +3, 1d4+2)
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Statistics
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Str 15, Dex 17, Con 13, Int 2, Wis 15, Cha 10
Base Atk +1; CMB +3; CMD 16 (20 vs. trip)
Feats Power Attack
Tricks Attack, Attack, Attack Any Target, Defend, Down, Heel, Hunt, Sneak
Skills Stealth +7 (+11 in Undergrowth), Survival +3; Racial Modifiers +4 Stealth in Undergrowth
SQ attack, attack any target, defend, down, heel, hunt, sneak
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Special Abilities
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Attack [Trick] The animal will attack on command.
Attack Any Target [Trick] The animal will attack any creature on command.
Defend [Trick] The animal will defend you.
Down [Trick] The animal will break off combat on command.
Heel [Trick] The animal will follow you.
Hunt [Trick] Hunts or forages for food to bring to handler.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Sneak [Trick] Creature stays hidden.

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Naashi

Spoiler:

Naashi Spirit Speaker
Female half-orc (mystic) shaman (speaker for the past) 6 (Pathfinder RPG Advanced Class Guide 35, 111)
N Medium humanoid (human, orc)
Init +1; Senses darkvision 60 ft.; Perception +13
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Defense
--------------------
AC 21, touch 12, flat-footed 20 (+7 armor, +1 deflection, +1 Dex, +2 shield)
hp 51 (6d8+18)
Fort +7, Ref +6, Will +13
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Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Special Attacks hexes (arcane enlightenment, chant, evil eye, misfortune[APG])
Shaman (Speaker for the Past) Spells Prepared (CL 6th; concentration +11)
. . 3rd—dispel magic, haste, heroism; locate object[S]
. . 2nd—calm emotions (DC 17), fog cloud, hold person (DC 17), mirror image; tongues[S]
. . 1st—aspect of the nightingale, bless, discern next of kin[ACG] (DC 16), hex vulnerability[ACG] (DC 16), sleep (DC 16); identify[S]
. . 0 (at will)—create water, detect magic, guidance, purify food and drink (DC 15)
. . S spirit magic spell; Spirit Lore Wandering Spirit
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Statistics
--------------------
Str 8, Dex 12, Con 14, Int 14, Wis 21, Cha 14
Base Atk +4; CMB +3; CMD 15
Feats Accursed Hex[UM], Endurance, Extra Hex[APG], Extra Hex[APG]
Traits fate's favored, irritable diplomat, natural-born leader
Skills Acrobatics -3 (-7 to jump), Diplomacy +9, Knowledge (history) +9, Knowledge (nature) +8, Knowledge (planes) +7, Knowledge (religion) +8, Linguistics +7, Perception +13, Perform (wind instruments) +3, Sense Motive +9, Spellcraft +11, Survival +10
Languages Common, Dwarven, Giant, Goblin, Orc, Terran
SQ gatekeeper (knowledge [planes]), manifestation points, ability scores, mark of slavery, monstrous insight, orc blood, revelations of the past (voice of the grave[APG], wisdom of the ancestors[UM])
Combat Gear oil of silence, pearl of power (1st level), wand of cure light wounds, wand of hex vulnerability (50 charges); Other Gear +1 chainmail, +1 mithral buckler, cloak of resistance +1, handy haversack, headband of inspired wisdom +2, ring of protection +1, bedroll, belt pouch, candle (10), flint and steel, Flute, hemp rope (50 ft.), mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Fetish, dire wolf, bit and bridle, carnivore feed (per day), exotic military saddle, leather barding, saddlebags, 389 gp, 5 sp
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Special Abilities
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Accursed Hex Target a creature with a hex a second time that day if it made its save the first time
Arcane Enlightenment (Su) Add Charisma bonus wizard spells to your spells known list.
Chant (Su) As a move action, extend the duration of other hexes by 1 rd.
Darkvision (60 feet) You can see in the dark (black and white only).
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Evil Eye -2 (8 rounds, DC 18) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Gatekeeper (Knowledge [Planes]) Once you are aware of a soulgate, DC 30 Knowledge (planes) check to open it.
Manifestation Points, Ability Scores ([none], 22/psychic duel) Every combatant begins a psychic duel with a pool of MP equal to the combatant’s HD + the average of her Intelligence, Wisdom, and Charisma scores. As a free action, a combatant can draw from this pool to generate MP. A combatant who draws any numb
Mark of Slavery -2 to skills and attacks after failing a skill check, unless you're retrying the skill check,
Misfortune (1 round, DC 18) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Monstrous Insight (5/day) (Su) As a standard action, attempt know check to ID monster and gain +2 to att & AC vs. that foe.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Voice of the Grave (-2 saves, 6 rounds/day) (Su) You can use speak with dead, as the spell, for a number of rounds per day equal to your oracle level. These rounds do not need to be consecutive. At 5th level and every 5 levels thereafter, the dead creature takes a cumulative –2 penalty on
Wisdom of the Ancestors (Divination 90%, 1/day) (Su) Once per day, you can enter a trance in which you commune with the spirits of your ancestors. This trance lasts for 10 minutes, which must be uninterrupted and during which you can take no other actions. When you come out of this trance, you have gai

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Ashka
Dire wolf (Pathfinder RPG Bestiary 278)
N Large animal
Init +2; Senses low-light vision, scent; Perception +10
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Defense
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AC 16, touch 11, flat-footed 14 (+2 armor, +2 Dex, +3 natural, -1 size)
hp 37 (5d8+15)
Fort +7, Ref +6, Will +2
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Offense
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Speed 50 ft.
Melee bite +7 (1d8+6)
Space 10 ft.; Reach 5 ft.
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Statistics
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Str 19, Dex 15, Con 17, Int 2, Wis 12, Cha 10
Base Atk +3; CMB +8; CMD 20 (24 vs. trip)
Feats Run, Skill Focus (Perception), Weapon Focus (bite)
Skills Acrobatics +2 (+6 to jump with a running start, +10 to jump), Perception +10, Stealth +3; Racial Modifiers +4 to survival when tracking by scent
SQ manifestation points, ability scores
Other Gear leather armor, bit and bridle, carnivore feed (per day) (10), exotic military saddle, saddlebags
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Special Abilities
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+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Manifestation Points, Ability Scores ([none], 13/psychic duel) Every combatant begins a psychic duel with a pool of MP equal to the combatant’s HD + the average of her Intelligence, Wisdom, and Charisma scores. As a free action, a combatant can draw from this pool to generate MP. A combatant who draws any numb
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Trip (Ex) You can make a trip attempt on a successful attack.