Full Name |
Enora, the Non-Generic |
Race |
Dwarf |
Classes/Levels |
Shaman 4 l HP: 35/35 l AC: 17 [T: 10, FF: 17] l F: +4, R: +2, W: +9 (+3 v P, +5 v Sp and SPL) l Init: +1 l Per: +8 l |
Gender |
Female |
Size |
M |
Age |
A Lady Has Her Secrets |
Alignment |
N |
Languages |
Common, Dwarven, Terran, Undercommon |
Occupation |
Sage |
Strength |
8 |
Dexterity |
8 |
Constitution |
14 |
Intelligence |
14 |
Wisdom |
18 |
Charisma |
14 |
About Enora, the Non-Generic
Female Dwarf Shaman
N Medium humanoid (Dwarf)
Init +1; Senses: Darkvision, Perception +8
DEFENSE
AC 17, touch 10, flat-footed 17 (+7 armor, +1 deflection, –1 Dex)
hp 35 (4d8+12)
Fort +4, Ref +2, Will +9; +3 vs. poison, +5 vs. spells and spell-like abilities
OFFENSE
Speed 20 ft.
Melee morningstar +2 (1d8–1)
Ranged light crossbow +2 (1d8/19–20)
Special Attacks channel positive energy 2d6 3/day (DC 14), hexes
(chant, evil eye, misfortune), spirit ability (monstrous insight 5/day)
Shaman Spells Prepared (CL 4th; concentration +8)
2nd—barkskin, false life; tonguesS or lesser restorationS
1st —entangle (DC 15), heightened awarenessACG, obscuring mist,
remove fear; identifyS or detect undeadS
0 (at will)—create water, detect magic, guidance, light
S spirit magic spell; Spirit lore; Wandering Spirit life
STATISTICS
Str 8, Dex 8, Con 14, Int 14, Wis 18, Cha 14
Base Atk +3; CMB +2; CMD 12
Feats Extra HexAPG, Steel SoulAPG
Skills Diplomacy +9, Handle Animal +6, Heal +8, Knowledge (history)
+2 (+4 on dwarves and their enemies, and can roll those untrained),
Knowledge (nature) +8, Knowledge (planes) +6, Knowledge
(religion) +8, Perception +8 (+10 stone), Ride +1, Spellcraft +7,
Survival +11; Armor Check Penalty –3
Traits glory of oldDoG, reactionaryAPG
Languages Common, Dwarven, Terran, Undercommon
SQ defensive training, hatred, lore keeper, hardy, spirit animal (deep
crag tuatara named Kolo), spirit magic, stability, stonecunning
Combat Gear alchemist’s fire, scroll of cure serious wounds (2), scroll
of fly; Other Gear +1 breastplate, morningstar, light crossbow
with 10 bolts, cloak of resistance +1, ring of protection +1, wand of
cure light wounds (15 charges), spell component pouch, backpack,
waterskin, 233 gp
SPECIAL ABILITIES
Channel Positive Energy As a standard action, Shardra can choose to either heal allies or damage undead for 2d6 damage (Will DC 14 for
half damage for undead) in a 30-foot-burst.
Chant As a move action, Shardra can chant aloud and extend her evil
eye and misfortune hexes by 1 round for all targets within 30 feet.
Defensive Training Shardra gains a +4 dodge bonus to AC against
giants, which also applies to CMD.
Evil Eye As a standard action, Shardra can give an enemy with
a mind within 30 feet a –2 penalty on attack rolls, AC, saving
throws, or skill checks for 7 rounds (Will DC 16 reduces the
duration to 1 round).
Misfortune As a standard action, Shardra can force an enemy within
30 feet to roll twice on all ability checks, attack rolls, saving
throws, and skill checks and take the lower roll for 1 round (Will
DC 16 negates). She can’t use misfortune on the same target again
for 24 hours.
Monstrous Insight As a standard action 5 times per day, Shardra can
attempt to identify a creature with a +4 bonus to her Knowledge
check. Whether or not she succeeds, she gains a +2 insight bonus
to attack rolls and AC against that creature for 1 minute.
Spirit Animal Kolo looks particularly unassuming and gains a +2 on
initiative checks and a +4 on Stealth checks. As a deep crag tuatara,
he gains a +4 racial bonus on Stealth checks to blend with rocky
terrain, as well as the other abilities of a normal tuatara.
Stability Shardra gains a +4 bonus to CMD to resist bull rush
and trip attempts when standing on the ground.
Stonecunning Shardra gains a +2 to Perception to notice
unusual stonework (already included) and receives an
automatic check to notice such features when she passes within
10 feet, even if she isn’t actively looking.
Wandering Spirit Shardra can switch out her second spirit each
day. If she does so, she loses Channel Energy and the ability to
cast detect undead and lesser restoration as choices
for her extra bonus spell (marked with an S) from her
life wandering spirit, and she gains the new powers and
spells of the other spirit.
Barkskin Shardra can touch a target and grant a +2 enhancement
bonus to natural armor for 40 minutes (if she targets herself, this
increases Shardra’s natural armor to 2, which also raises her flatfooted
AC).
Create Water Shardra creates 8 gallons of water within 35 feet. It lasts
a day if no one drinks it.
Cure Light Wounds Shardra’s wand heals a touched target for
1d8+1 damage.
Detect Magic Shardra can notice magic in a 60-foot-cone. If she
concentrates, she can find how many magic auras there are on the
next round and then attempt to find out more on the round after that.
Detect Undead Shardra can notice undead just like with detect magic
above, but she can only concentrate up to at most 4 minutes before
the spell ends.
Entangle Shardra can cause plants in a 40-foot radius within 560
feet of her to grab at every creature in that area for 4 minutes.
Those creatures must succeed at a DC 15 Reflex save or they
take a –2 to attack rolls and a –4 Dexterity, need to make a
concentration check to cast their spells, and are stuck to that
spot. They can spend a standard action to attempt a DC 15
Strength or Escape Artist check to break free. Even if they are
free, the entire area is difficult terrain, and if they remain in the
area, they must save again each round at the end of your turn.
Any creature entering the area must save immediately. If the
plants are particularly thorny, entangled creatures take 1 damage
per round, and other effects up to your GM might occur in areas
with other sorts of exotic plants.
False Life Shardra gains 1d10+4 temporary hit points for 4 hours,
which can put her above her maximum. She always loses
temporary hit points first before losing her regular hit points.
Fly Shardra has to ro ll 1d20+4 against DC 6 to u se this scroll.
. If she fails, she rolls another d20, and on a 1, the scroll is
destroyed. Shardra’s scroll grants a touched target a 6 0 foot
fly speed and a +6 bonus to F ly checks (+3 total for Shardra
herself) for 5 minutes.
Guidance Shardra can give a touched target a +1 competence bonus
that the target can use on any attack roll, saving throw, or skill
check in the next minute.
Heightened Awareness Shardra gains a +2 competence bonus on
Perception and Knowledge checks for 40 minutes. She can end the
spell early to gain +4 on an initiative check.
Identify Shardra can spend two rounds focusing and then attempt to
identify one item in her possession each round for up to 10 rounds.
She rolls Spellcraft at a +17 to identify each item.
Lesser Restoration After 3 full rounds of casting, a touched target
recovers 1d4 damage to any ability score or loses most magical
effects reducing ability scores. The target is no longer fatigued, and
reduces exhausted to fatigued.
Light An object Shardra touches sheds light for 40 minutes. She can’t
have more than one copy of this spell active at once.
Obscuring Mist Shardra calls forth a mist in a 20-foot-radius spread
centered on her for 4 minutes or until a moderate or strong wind
blows it away or a fire spell burns it away. Until then, the mistblocks vision (even darkvision). Attacks against adjacent creatures in
the mist suffer a 20% miss chance from concealment, and creatures
farther into the mist have total concealment (50% miss chance and
can’t be targeted by sight).
Remove Fear Shardra selects two creatures within 35 feet of
Shardra and within 30 feet of each other. Shardra suppresses all
current fear effects on those creatures for 10 minutes. During
that time, the creatures gain a +4 morale bonus against further
fear effects.
Tongues Shardra grants a touched target the ability to understand and
speak the languages of all intelligent creatures (but not animals) for
40 minutes. The target can understand all languages simultaneously
but can only speak in one language at a time.