Samaritha Beldusk

Eira of the Thirty Trees's page

44 posts. Alias of Ariarh Kane.


Full Name

Eira Sigridsdottir

Race

Elven Aasimar

Classes/Levels

Shaman (of Life Spirit) 1| AC 14, T12, FF12| HP 10/10, F+2/+4, R+4/+5, W+5 | CMB +0, CMD 12, Resist acid/cold/electricity 5| Init +2/+4, Perc. +7 | 2/4 Channel Positive Energy

Gender

F

Size

M

Age

24

Alignment

NG

Deity

Life Spirit

Languages

Common, Celestial, Skald, Elven, Polyglot (bonus/free language)

Strength 11
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 16
Charisma 17

About Eira of the Thirty Trees

Eira (pronounced AY-rah)

Eira's Song

Physical Description:

• Height: 5’9”
• Weight: 135 lbs
• Hair: Long, cascading platinum blonde.
• Eyes: Large/wide, almond-shaped, glacier-blue colour, framed by thick, neat brows.
• Ears: Elegantly Pointed, but not overly prominent.
• Body: Lithe, graceful, with just the right amount of feminine curve.
• Skin: Alabaster fair (flawless).
• Tribal Tattoos in green ink (made from the flowers of native plants) on forehead and top of arms.
• Age: 24 years
• Voice: Accented and Melodic

Image of Eira

Backstory:

Backstory of Eira of the Thirty Trees

Eira Sigridsdottir was born in the Lands of the Linnorm, in the Horn Quarter/District of Kalsgard, and home to the farmers. Her mother’s people grew barley and beans and raised sheep, goats, geese and chickens on the land. Her mother, Sigrid was a beautiful human Ulfen woman. Her dalliance with an Elf; her father, who had come from the Oak quarter was brief – only a night – and then he had disappeared. It was then Eira was conceived and Sigrid became a young, unwed mother, living on her own (Sigrid’s parents had died the winter before when the great snows fell).

When Eira was born, it was obvious the girl child was different from the usual Ulfen of the region. She had a fine down of platinum blonde hair and large, ice-blue eyes. Her ears were pointed, like an Elf’s, but with a more gracious slope and height. Her flawless pale skin had a vibrant, vital glow. The local seer, Eskil, vessel of the Stag Lord, proclaimed the child was touched by the gods and a fair omen. Such a birth was seen as a blessing to the farmers of Kalsgard.
When Eira was five years old, sea-raiders from beyond the Steaming Sea had come to their farm – slain her mother, taken what they could and abducted Eira. News of the child’s distinction and rarity had reached down into Varisia and beyond. Such a god-touched child could fetch a great sum of gold coin.

The raiders landed in Riddleport in Varisia and it was there Eira spent a year until she garnered enough interest for her captors to strike a handsome deal. She was placed on another ship, the Black Pearl, destined for Port Peril in The Shackles. On board this ship were also a number of warriors and a holy man from the Mwangi Expanse – transported to Port Peril to be sold in the slave markets.

Unfortunately, the storms and winds from the Eye of Abendego proved too difficult and the ship was torn apart on the coastline off the Sodden Lands. The Mwangi men and Eira were thrown overboard during the disaster. Eira was saved by one of the silent warriors. Once ashore, she was taken with them inland, deep into the Mwangi Jungles. It was there that the Mwangi Shaman, Mosa Oza Thirty Trees, adopted the child for she reminded him of the Wild Elves, yet different for her fair colouring. He, and the village of warriors, taught the child their tongue, Polyglot, and how to use a longspear and light crossbow. Her Shaman father showed her how to heal the wounds of the villagers. Mosa Oza Thirty Trees regaled her with stories of the spirits and their powers – how to commune with the spirits of the trees and animals and to harness the energy of living things around them. Eira excelled and made her adoptive father proud. Her name became Eira of the Thirty Trees. Her lessons came from the world at large – watching, listening and trying/acting.

When Eira was twenty one years of age, Mosa Oza Thirty Trees had a keen vision, and knew it was his northern daughter’s time to leave and find her true place in the world. Eira set off and travelled the lands as carefully as she could; attempting to hide her true ancestry from those who would profit from her bloodline. She practiced what her adopted father had taught her and within years she formed a powerful bond with a Life spirit. It was then her spirit animal came to her; a tiny, cunning fox whom she named Runa. Together they communed and Eira’s spirit magic began to blossom.

It was in the port city of Eleder in Sargava, where she learned of a ship, The Kaava Cutter, making a journey to deliver new colonists to the small Sargavan colony of Pridon’s Hearth. And so she met with the recruiters, signed up and set course for the settlement; hoping to see where the Spirits would lead her.

Eira's Character Sheet:
Female Elven Aasimar Shaman 1 (Pathfinder Hybrid Class, Advanced Class Guide)
NG Medium Outsider (Native)
Init +2/+4 in ruins; Senses Darkvision 60ft; Perception +7

--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 12 (+2 Armor, +2 Dex)
hp 9 (1d8+1)
Fort +2 (add +2 vs hot weather), Ref +4/+5*, Will +5; (*+1 trait bonus on saving throws against traps and natural hazards.)
Resist acid 5, cold 5, electricity 5, fire 5

--------------------
Offense
--------------------
Speed 30 ft.
Melee Longspear +0 (1d8/x3/brace, reach/P)
Melee Dagger +0 (1d4/19-20x2/P or S)
Ranged Dagger +3* (1d4+1*/19-20x2/P or S, 10ft range increment)(*with Point-blank shot, add +1 to hit and damage if within 30 ft.)
Ranged M/W Light Crossbow (Water) +4* (1d8+1*/19-20x2/80ft range/P) (*with Point-blank shot, add +1 to hit and damage if within 30 ft.)

Special: Channel Positive Energy (DC 13) 1d6+1, 4 times/day

Alternate Spell-Like Ability: You can cast weapon of awe once per day as a spell-like ability

Spells Known (CL 1; concentration +4)

1st (3/day, DC 14)—Bless, Cure Light Wounds (1d8+1+1*), Detect Undead (Spirit Magic slot)
Orisons (at will, DC 13)— Dancing Lights, Detect Magic, Guidance

Spirit Life

Spirit Animal Fox

--------------------
Statistics
--------------------

Str 11, Dex 14, Con 14, Int 12, Wis 16, Cha 17 (Ability Modifiers +2 Wis, +2 Cha)
Base Atk +0; CMB +0; CMD 12

Feats Point-Blank Shot, Alertness (bonus from spirit animal) (when in arm's reach of "familiar"/spirit animal)

Traits
• Eternal Understanding (Religion): Though you haven’t been traditionally educated, you’re blessed with potent observation and discernment. Benefit(s) You can attempt Knowledge checks with a DC of 15 or lower untrained.
*• Blessed Touch (Faith): Divine power flows through you like a mountain stream, making your healing touch more potent than that of others. Benefit(s): You heal 1 additional point of damage when using lay on hands, channelling energy, or casting a cure spell.
• Silent Hunter (Regional): Benefit: You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you.
• Adopted (Social): You were adopted and raised by someone not of your race, and raised in a society not your own. Benefit: As a result, you picked up a race trait from your adoptive parents and society, and may immediately select a race trait from your adoptive parents’ race. (Chosen Human Race trait: Spirits in the Stone: You have an almost instinctive ability to sense danger and peril in ruined structures. Benefit: Whenever you’re in ruins, you gain a +2 trait bonus on Initiative checks and a +1 trait bonus on saving throws against traps and natural hazards.
• Drawback: Attached: You have a strong emotional attachment to a person or object that you’re terrified of losing. (Eira has a treasured locket her mother gave to her as a child before she was abducted by the sea-reavers. It’s her only token from her mother/birthland.) Effect: The GM chooses the object of your attachment. Whenever the object of your attachment is either threatened, in danger, or in someone else’s possession, you take a –1 penalty on Will saves and a –2 penalty on saves against fear effects. If the person or object to which you’re attached is ever lost, killed, or destroyed, exchange this drawback for the Doubt drawback.

Skills
Background (2 per level):
• Handle Animal +7 (1 rank)
• Linguistics +2 (1 rank)

Adventuring (5+1FC=6):
• Diplomacy +9 (1 rank, +2 skilled)
• Heal +10 (1 rank, + 2 healer’s kit)
• Know. Nature +5 (1 rank)
• Know. Religion +5 (1 rank)
• Perception +7 (0 ranks, not a class skill, +2 Skilled, +2 Alertness)
• Sense Motive +5 (0 ranks, not a class skill, +2 Alertness)
• Spellcraft +5 (1 rank)
• Stealth +3 (0 rank, +1 trait bonus)
• Survival +8/+10 (1 rank, +1 trait bonus, +2 circumstance bonus from kit)

Languages Common, Celestial, Skald, Elven, Polyglot (bonus/free language)

SQ Orisons, Spirit, Spirit Animal, Spirit Magic

Gear (Starts with Explorer’s Outfit valued at 10gp for free) Starting gold 400gp.

Armour: Lamellar Cuirass (15gp, +2 to AC, No ACP, Weighs 8 lbs)
Weapons and ammunition: Longspear (5gp, 9lbs), Dagger (2gp, 1 lbs), Masterwork Light Crossbow (water) (free, 4 lbs), 20 Xbow bolts (2gp, 2 lbs)
General Gear:
• Mother's passed down Ulfen-forged locket (gift/prized possession, - lbs)
• Masterwork Survival Kit (50gp, 5 lbs, carried on pack mule) (A survival kit provides the necessary tools for day-to-day existence in the wilderness. It typically contains a flint and steel, a mess kit, two waterskins (enough to hold water for 1 person for 1 day), very basic maps showing major landmarks, and a small utility knife. A masterwork survival kit contains higher quality gear and a guide to identifying flora and fauna. It grants you a +2 circumstance bonus on Survival checks to get along in the wild, deal with severe weather, keep from getting lost, avoid natural hazards such as quicksand, and predict the weather.)
• Poncho, (5sp, 2 lbs. This circle of water-resistant fabric (typically wool or leather) has a hooded opening in the centre, making it easy to slip it on or off and protecting your entire body from rain or snow.)
• Kit, Grooming (1gp, 2 lbs. This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.)
• Kit, Healer’s (50gp, 1 lbs. This collection of bandages and herbs provides a +2 circumstance bonus on Heal checks. A healer’s kit is exhausted after 10 uses.)
• Partially Charged Wand of CLW (10 charges, 150gp, - lbs, 1d8+1)
• Bedroll (1sp, 5 lbs)
• Fur Blanket (5sp, 3 lbs)
• Silk Rope (10gp, 5 lbs)
• Masterwork Backpack (50gp, 4 lbs. This backpack has numerous pockets for storing items that might be needed while adventuring. Hooks are included for attaching items such as canteens, pouches, or even a rolled-up blanket. It has padded bands that strap across the chest and the waist to distribute its weight more evenly. When wearing a masterwork backpack, treat your Strength score as +1 higher than normal when calculating your carrying capacity.)
• Hot Weather Outfit (8gp, 4 lbs. Covering your body from head to foot in light, airy cloth keeps you cooler than baring your skin to the sun. This outfit typically consists of a loose linen robe and loose head covering and veil. The outfit provides a +2 bonus on Fortitude saves to resist warm or hot weather. This does not stack with any bonuses gained from the Survival skill.)
• Elven Trail Rations (3 days worth, 6gp, 3 lbs. Consists of soft trail bread made of oats mixed with other grains, berries, and nuts and sweetened with honey. They supplement this trail bread with dried fruits and nuts. If you are an elf who subsists on nothing but these rations for at least 1 week, you receive a +2 bonus on checks and saves that benefit from the Endurance feat. This benefit lasts until you eat a meal other than the rations or go for a full day without eating a day’s worth.)
Total Cost and Weight: 350gp & 1sp out of 400gp (approx. 50gp remaining), 58 lbs (medium load) (STR 12 due to M/W backpack: Light Load: 43 lbs or less, Medium Load: 44-86 lbs, Heavy Load: 87-130 lbs.)

• Received 25 gp (her share of the 100gp given by Sheriff Adaela Praet)

• Purchased from Oyin Emporium: 1 x Repellent, Vermin (4 gp, - lbs) (This vile-smelling white paste keeps vermin at bay if spread on the skin. Normal-sized (Fine) vermin avoid you. Swarms of vermin must make a DC 15 Fortitude saving throw in order to enter your square. Once applied, vermin repellent remains effective for 4 hours or until you spend 1 round washing it off.). 1 Flask of Acid (8gp, 1 lbs) (You can throw a flask of acid as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A direct hit deals 1d6 points of acid damage. Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash.), 1 flask of Alchemist's Fire (Free, 1 lbs) (You can throw a flask of alchemist’s fire as a splash weapon with a range increment of 10 feet. A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire.)
• Pack mule hire (and its gear/equipment) for a week: 4 gp.
• Gifted the Witterwil children 2gp.

Remaining coin: 50gp (from starting wealth) + 25 gp from Adaela's coin less new purchases and hire 16gp and less gold gift (2gp) = 57 gp. Total carrying weight: 58+2=60 lbs (medium load).

SPECIAL ABILITIES
Racial:
• Ability Score Racial Traits: Aasimars are insightful, confident, and personable. They gain +2 Wisdom and +2 Charisma.
• Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. See the Linguistics skill page for more information about these languages.
Defense Racial Traits
• Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Feat and Skill Racial Traits
• Skilled: Aasimar have a +2 racial bonus on Diplomacy and Perception checks.
Magical Racial Traits
• Alternate Spell-Like Ability (Sp): You can cast weapon of awe once per day as a spell-like ability.
Senses Racial Traits
• Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

From Fox Familiar: Mistress gains a +2 bonus on Reflex saves
Alertness (Ex): While a familiar/spirit animal is within arm's reach, the master gains the Alertness feat (+2 to Perception and Sense Motive).
Empathic Link (Su): The master has an empathic link with her familiar/spirit animal to a 1 mile distance. The master can communicate empathically with the familiar/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 her familiar does.
Familiar Bonus: The master of a fox familiar gains a +2 on Reflex Saves

Life Spirit:
Life Spirit: A shaman who selects the life spirit appears more vibrant than most mortals. Her skin seems to glow, and her teeth are a pearly white. When she calls upon one of this spirit’s abilities, her eyes and hair shimmer in the light.

Spirit Magic Spells: Detect undead (1st), lesser restoration (2nd), neutralize poison (3rd), restoration (4th), breath of life (5th), heal (6th), greater restoration (7th), mass heal (8th), true resurrection (9th).

Hexes
A shaman who chooses the life spirit can select from the following hexes.

Curse of Suffering (Su): The shaman causes a creature within 30 feet to take more damage from bleed effects and causes its wounds to heal at a slower rate. When the cursed creature takes bleed damage, it takes 1 additional point of bleed damage (even if the bleed is ability damage). Furthermore, when the target is subject to an effect that would restore its hit points, that effect restores only half the normal amount of hit points. This curse lasts for a number of rounds equal to the shaman’s level. A creature affected by this hex cannot be affected by it again for 24 hours.
After the duration ends, the creature cannot be the target of this hex again for 24 hours.
Deny Succor (Su): The shaman can place this hex on a single creature within 30 feet. The target does not heal damage from cure spells and does not benefit from any spells or effects that remove conditions. This effect lasts for a number of rounds equal to 1/2 the shaman’s level. A successful Will saving throw negates this effect. Whether or not the saving throw is successful, the creature cannot be the target of this hex again for 24 hours.
Enhanced Cures (Su): When the shaman casts a cure spell, the maximum number of hit points healed is based on her shaman level, not the limit imposed by the spell. For example an 11th-level shaman with this hex can cast cure light wounds to heal 1d8+11 hit points instead of the normal 1d8+5 maximum.
Life Link (Su): The shaman creates a bond between herself and another creature within 30 feet. Each round at the start of the shaman’s turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points if the bonded creature’s hit points are reduced to –5 or fewer, it heals 5 hit points and the shaman takes 5 points of damage. The shaman can have one bond active per shaman level. The bond continues until the bonded creature dies, the shaman dies, the distance between her and the bonded creature exceeds 100 feet, or the shaman ends it as an immediate action. If the shaman has multiple bonds active, she can end as many as she wants with the same immediate action.
Life Sight (Ex): The shaman can see the states of life, death, and general health of those around her. When she uses this ability, she can tell whether or not creatures within 30 feet of her that she can see are living, wounded, dying, or dead. She can also tell if those creatures are confused, disabled, diseased, nauseated, poisoned, sickened or staggered. At 12th level, when using life sight she is able to sense all nearby living creatures; this functions similar to blindsight, but only for living creatures within 30 feet of her. The shaman can use this ability a number of rounds per day equal to her shaman level, but these rounds do not need to consecutive.

Spirit Animal : The shaman’s spirit animal appears to be a beautiful and very healthy version of its species, and seems especially vibrant and full of life. Her animal companion gains fast healing 1; if the spirit animal already has fast healing, instead its fast healing increases by 1.

Spirit Ability: A shaman who chooses the life spirit as her spirit or wandering spirit gains the following ability.
Channel (Su): The shaman can channel positive energy like a cleric, using her shaman level as her effective cleric level when determining the amount of damage healed (or dealt to undead) and the DC. The shaman can use this ability a number of times per day equal to 1 + her Charisma modifier.

Greater Spirit Ability
A shaman who chooses the life spirit as her spirit or wandering spirit gains the following ability upon having access to the greater version of that spirit.
Healer’s Touch (Su): The shaman gains a +4 bonus on Heal checks. As a standard action, the shaman can move up to half her speed and touch up to six dying creatures. Each creature is automatically stabilized without the need of a Heal check.

True Spirit Ability
A shaman who chooses the life spirit as her spirit or wandering spirit gains the following ability upon having access to the true version of that spirit.
Quick Healing (Su): The shaman calls upon her spirit to enhance the speed of her healing abilities. This ability allows her to channel positive energy or cast a cure spell as a swift action. The shaman can use this ability a number of times per day equal to her Charisma modifier.

Spirit Animal: Runa the Fox:

Spirit Animal: Grey Fox, Female named: Runa
This cunning yet wary animal pounces on live prey.
XP 100
N Tiny outsider (native)
Init +2; Senses low-light vision, scent; Perception +8

DEFENSE
AC 15, touch 14, flat-footed 13 (+2 Dex, +2 size, +1 Natural)
hp 5 (1d8+2+1/2)
Fort +3, Ref +4, Will +1

OFFENSE
Speed 40 ft.
Melee bite+2 (1d3-1)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 9, Dex 15, Con 13, Int 6, Wis 12, Cha 6
Base Atk +0; CMB +0; CMD 9 (13 vs. trip)

Feats Skill Focus (Perception)

Skills Acrobatics +2 (+10 when jumping), Perception +8, Stealth +10, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent

SPECIAL ABILITIES
• Familiar - The master of a fox familiar gains a +2 bonus on Reflex saves.
• 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.
• Through Life Spirit: Gains fast healing 1

ECOLOGY
• Environment any
• Organization solitary, pair, or skulk (3-12)

Image of Runa

General Grey Fox info:

What Do They Look Like?
The grey fox has a deep-chested body with four short, powerful legs, an ideal physique for speed and endurance. Its muzzle is elongated, its ears are pointed, and its tail is bushy. Grey foxes have extremely sharp, curved claws that allow them to dig dens, capture their prey, climb trees, and protect themselves from predators.

From nose to tail, grey foxes measure between 32 and 46 inches, with the tail contributing to over a third of their length. Grey foxes usually weigh about seven to thirteen pounds, with an average height of 12 inches up to their shoulders. Males are only slightly larger than females. The grey fox is covered with a salt-and-pepper colored coat that contains a combination of grey, black, white, and red fur. As its name suggests, the grey fox is mostly grey on its body, face, and belly. The red fur on the sides of its face, neck, ears, legs, and on parts of its tail sometimes causes this species to be confused with the red fox. The black and white fur is blended throughout the grey fox’s coat, but its cheeks, muzzle, and throat are all white, and the tip of the tail is black.

What Are Their Senses Like?
The grey fox has 42 teeth, with four of them being sharp canine teeth. This animal has dark eyes with oval-shaped pupils and is known to have keen eyesight, even in dim lighting. A grey fox’s sense of hearing and its sense of smell are even stronger than its eyesight. These senses serve as advantages for a fox when hunting for prey and when detecting danger. In addition, the grey fox has scent glands on its face, on the pads of its feet, and just inside the anus. The grey fox uses the scent glands inside the anus to mark its territory and to attract potential mates, just as a domesticated dog uses these scent glands.

What Kind of Tracks Do They Make?
Grey foxes have extremely sharp, curved claws that allow them to dig dens, capture their prey, climb trees, and protect themselves from predators. Sometimes the claws can be seen in the tracks, but other times they are not visible. Their tracks are small, usually less than two inches long, and they reveal four toes. These paw prints are symmetrical with the two toes in the centre lying slightly ahead of the toes that lie on either side.

Diet
The grey fox is a solitary hunter, and eats a lot of different things such as berries, nuts, birds, insects, rabbits and other rodents. The grey fox is an omnivore, a meat and plant eater.

Spiritual Prayers for Channel Energy:

"Oh, Grann Lespri, ki gen vwa mwen tande nan van an, ki moun souf bay lavi a tout koute lapriyè m 'ak favè veso mwen ak limyè ou Se konsa, veso sa yo m' ka rapyese ak restore."

("Oh, Great Spirit, whose voice I hear in the wind, Whose breath gives life to all, Hear my plea and grace my vessel with your light, So theses vessels I may mend and restore.")

"Oh, Grann Lespri, ki gen vwa mwen tande nan van an, ki moun souf bay lavi a tout koute lapriyè m 'ak favè veso mwen ak limyè ou Se konsa, zanj lan vide gode sa a m' ka rapyese ak restore."

("Oh, Great Spirit, whose voice I hear in the wind, Whose breath gives life to all, Hear my plea and grace my vessel with your light, So this vessel I may mend and restore.")