Estietre Hruska
CG Human Wizard of Cheliax (Spirit Whisperer) 5
Init+6, Per+0/(+2 alertness)
Str 11 ... AC13 tch12 ff11 (+2dex, +1familiar)
Dex 14 .. HP 30/30 (5d6+5+5)
Con 12 .. BAB+2
Int 19 ... Fort+4 (take better of two rolls vs disease) Wis 10 .. Ref+5
Cha 12 .. Will+6 (+2 vs spells and effects with the emotion descriptor; +1 vs compulsion)
--Traits--
Two World Magic: Select one 0-level spell from a class spell list other
than your own. This spell is a 0-level spell on your class spell list
(or a 1st-level spell if your class doesn't have 0-level spells).
(Lullaby)
Child of the Streets: You grew up on the streets of a large city, and
as a result you have developed a knack for picking pockets and hiding
small objects on your person. "... the city provides..."
Benefits: You gain a +1 trait bonus on Sleight of Hand checks, and
Sleight of Hand is always a class skill for you.
Cold Heart: "Crippling emotions are pointless.. nothing more than
breeding grounds for parasitic spirits. I sees no reason to be riled by
such fluttering nonsense."
+2 on saves against spells and effects with the emotion descriptor.
Mwangi Scholar: The Mwangi Expanse is one of the richest
regions in all of Golarion, and also one of the most mysterious.
Despite its history of countless years and its fostering of nameless
empires, very little is known of the Mwangi Expanse by outsiders or
even natives of the primeval, jungle-covered land. You have long
studied the region and its lore, and count yourself among a small
handful of genuine experts throughout the Inner Sea. The Jenivere
promises to take you to the very subject of your fascination, and you
eagerly await firsthand investigation of the deep jungles and
cyclopean ruins of Garund’s interior. You gain Polyglot as a bonus
language and receive a +1 trait bonus on all Knowledge (history)
checks regarding the Mwangi Expanse.
Alternate Racial Trait
Heart of the Slums: Humans who eke out a life in a city's teeming
slums must be quick and clever. They gain a +2 racial bonus on Sleight
of Hand and Stealth checks, and a +4 racial bonus on Survival checks in
urban and underground settings. In addition, they may roll twice when
saving against disease, taking the better roll. This replaces skilled.
Class Abilities:
Arcane Bond (Ex)
When a spirit whisperer chooses an arcane bond, he must choose the
familiar arcane bond, and the familiar gains the spirit animal ability
of his selected spirit (see spirit link, below). The spirit whisperer
does not need a spellbook, but instead stores and prepares his spell
by communing with the familiar as the witch's familiar class feature.
This ability alters arcane bond and replaces the spellbooks class feature.
Spirit Link (Su)
At 1st level, a spirit whisperer forms a mystical bond with a spirit.
The spirit whisperer picks a spirit from the shaman's list of spirits.
At 1st level, he gains a spirit ability granted by that spirit. At 8th
level, he gains the greater spirit ability granted by that spirit. At
20th level, the spirit whisperer gains the manifestation ability
granted by the spirit. He uses his wizard level as his shaman level
for determining the effects and DCs of abilities granted by the
spirit. In addition, he uses his Intelligence modifier in place of his
Wisdom modifier for these abilities. He does not gain hexes, spirit
magic spells, or the true spirit ability typically granted to a shaman
by these spirits.
This ability replaces arcane school and the bonus feat gained at 20th level.
Stardust (Sp): 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.
Lure of the Heavens (Su): The shaman’s connection to the skies above is
so strong that her feet barely touch the ground. At 1st level, she no
longer leaves tracks. At 5th level, she can hover up to 6 inches above
the ground or liquid surfaces. At 10th level, the shaman gains the
ability to fly (as the spell) for a number of minutes per day equal to
her shaman level—the duration does not need to be consecutive, but it
must be used in 1-minute increments.
AC 17, touch 13, flat-footed 17 (–1 Dex, +4 natural, +4 size)
hp 13 (4 HD)
Fort +3, Ref +2, Will +0
Defensive Abilities toxic secretion; Immune plant traits
Speed 20', Fly 5'
Space 1'; Reach 0'
Str 2, Dex 9, Con 13, Int 7, Wis 6, Cha 9
Base Atk +2; CMB –3; CMD 3
SQ petrify
SPECIAL ABILITIES
Petrify (Ex)
A petrifern can petrify itself as a standard action in order to defend
itself from predators. When it does so, the petrifern's natural armor
bonus to AC increases by 5, it gains resistance 10 to cold and fire,
and it can take 20 on Stealth checks to appear as a sprout or fallen
tree branch.
While petrified, the petrifern can't move or take any actions. A
petrifern can remain petrified indefinitely, and can cease its
petrification as a standard action.
Toxic Secretion (Ex)
Petriferns secrete a bitter toxin meant to make them distasteful to
predators. Once per day when a creature touches a petrifern, the plant
can release its toxin, causing the attacker to become sickened for 1d4
rounds if it fails a DC 11 Fortitude saving throw. The save DC is
Constitution-based.
FAMILIAR ABILITIES
Spirit Animal
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.
Grants +1 natural armor bonus to master.
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.
Deliver Touch Spells (Su): If the master and the familiar are in contact
at the time the master casts a touch spell, he can designate his
familiar as the “toucher.” The familiar can then deliver the touch
spell just as the master would. As usual, if the master casts another
spell before the touch is delivered, the touch spell dissipates.
The petrifern is an unusual plant creature that resembles a small
humanoid-shaped fern, and is able to walk about on its roots. It has
the unusual ability to petrify itself at will, hardening its branches
and leaves to resemble those of a plant that has been fossilized by
natural means. A petrifern's chemical makeup not only allows it to
petrify itself, but also doubles as a toxin that the plant can emit
from its foliage when it senses danger.
Like all plants, petriferns subsist on sunlight, oxygen, and water. But
unlike most flora, they can relocate themselves to ensure they always
receive an abundance of nutrients. Once rooted, a petrifern typically
petrifies itself until either the nearby soil is depleted of nutrients
or external factors cause it to seek sustenance elsewhere.
Petriferns reach a maximum height of 1 foot and weigh up to 3 pounds.
Gear:
Worn Gear:
Traveler's outfit, spear, light crossbow, quiver (14 bolts), +1 cloak of resistance,
holy symbol of Desna (brooch), sparkling quartz teak rings, Campfire Bead, scroll of
comprehend languages (CL 1), scroll of tongues (CL3), wand of Vampiric Touch.
Estietre married young on a whim to an older man, Bergden. Soon after,
he was disinherited and became ill, they moved to a tenement in Oppara.
She did everything for Bergden through years of debilitation until he
passed. She'd even hit the streets for something to "take the edge off"
his pain. She liked that the drug dealers called her "Mum".
"Nice boys if you show them a kind face, and never ask for favors."
Their happiest times were when Bergden spoke of his childhood home...
his lost birthright. His family had been Sargavan colonists, and owned
a considerable plantation estate. She longed to see with her own eyes
the verdant opulence in the lands of which he spoke.
Mum spent weeks in a trance of grief, until a singular event shook her loose.
The lingering spirit of a murdered devotee of Desna led Mum to her
remains behind in a ruined home. She found evidence to convict the
killer, and spirit was able to rest. The antique jewelry she wears was
given in gratitude by the slain woman's next of kin.
That night the starry petrifern appeared, and wagged a tiny scolding branch...
"Foul moods invite and harbor foul spirits...."
"Do not play host to sadness, worry, and guilt over what more could have been done."
"Let us go see these wild lands of which you dream."
--- --- --- --- --- ---
Mum Hruska is kind-faced and proper, but something is clearly not quite
right with her. She seems flaky.. naive at times.. often appears lost in
thought (as she is distracted by things no one else can see). Prone to
daydreaming and non-sequitur musings, she is carefree as a pesh-head until
something awakens her tomboy inner child, or the fierce guardian of the flock
within her.
--- --- --- --- --- ---
Only part of the ox-blood bustier-style vest is visible under her ankle-
length midnight blue dress. She wears a lightweight red hooded cloak
made of silk, black polished leather boots, and several pieces of
antique jewelry.