Thanks for confirming the firearms proficiency GM. I did consider being one of those mad crossbow-wielders, but it's the Wild West... gotta have some six-shooter action :D
Robert Henry: That's almost bang on actually! (in a distaff counterpart kind of way ;) No
Without further ado, I would like to introduce Farasha Aeval, dhampir inquisitor
Her first and only childhood memories were of the stark Eastern European orphanage she was raised in. Sponsored by the church of the cross, it provided a roof over her head and two meals a day, and demanded everything else in return.
Farasha was always told her 'condition' made her less than the others around her, those who could bask in the warmth of healing energies when injured, whilst she had to wait to heal by herself. Alone.
She was eventually recruited and trained to seek out those who were deemed too dangerous for normal hunters to seek; vampires. She proved competent enough that when a hue and cry was raised in the new world, the church sent her in response.
New York was an ordeal for several reasons, not the least of which being her complete unpreparedness for the sheer number of people, the intermingled cultures. They assigned a local to guide her, wise in the ways of the new land. Though he had not been seen before or since, he spoke to her like she was all that mattered. This follower of Coyote showed her that faith did not need to be blind, nor filled with misery and suffering. Curiosity and open-mindedness were to be treasured, not locked in a box. She learned more about both herself and the world in those few days she spent in his company than she had in the years preceeding.
Finally ordered to assault an enclave of undead, she barely succeeded in her mission, her team were killed to a man. Upon her return to the church she learned the job was supposed to be a suicide mission. As they ordered her back to Europe with not even a thanks uttered from their lips, she snapped, instead walking away to find her own path.
In the wild and untamed tumult of the seething city landscape around her, Farasha had glimpsed another path, one she could freely choose. Coyote smiled on her, and she put one foot in front of the other until she arrived in New Orleans, the spicy Creole cooking bringing warmth and blush to her cheeks, the music soothing and joyous.
Looking to the untamed frontier, she knew where she had to go next, and signed on to explore.
Despite a hardened exterior from spending so much time on her own, Farasha is starting to soften a little and enjoy herself. In the thick of battle she becomes a machine, efficiently destroying her enemies using every trick in her arsenal, no quarter asked or given. She likes to challenge herself by trying new things, trying to conquer her own limits a little at a time.
Her eyes show her as way older than her years. Long dark hair is tied back in a ponytail and covered with a Fedora to keep the sun and dust out of her eyes. She wears a long duster over a white shirt and leather pants, a revolver on her hip and a pepperbox rifle sheathed on her back or in her hands.
This is a work in progress, will finish and buy gear if chosen!
Female Dhampir Inquisitor (Ravener Hunter, Sanctified Slayer, Urban Infiltrator) 4
hp 24 (8 + (3*4) class + 4 Fave class)
Feats (bonus)Demon Hunter, (1) Point Blank Shot, (3) Precise Shot
Traits Faithful (+1 knowledge (religion), +1 to heal/harm from channels and cure/inflict spells cast), Awakened from Stasis (Only require 2 hours rest)
Undead Resistance: Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
Resist Level Drain (Ex): A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.
Vampiric Empathy: Though dhampirs often relate poorly to humanoids, some share an affinity with baser creatures. These dhampirs gain the ability to communicate with bats, rats, and wolves as if under the effects of a speak with animals spell (caster level equal to 1/2 the dhampir’s Hit Dice). In addition, they gain a +2 racial bonus on Diplomacy checks when dealing with these animals. Whenever these dhampirs initiate an exchange, animals begin with a starting attitude of indifferent. This is a supernatural ability.
Darkvision: Dhampir see perfectly in the dark up to 60 feet.
Low-light vision: In addition to their ability to see perfectly in the dark up to 60 ft, dhampir have low-light vision, allowing them to see twice as far as humans in conditions of dim light.
Negative Energy Affinity: Though a living creature, a dhampir reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it.
Weapon and Armor Proficiency: An 'Into The West' inquisitor is proficient with all simple weapons, plus firearms, longbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields).
Gifted Detective (Ex): An urban infiltrator adds her Wisdom modifier as well as her Charisma modifier on Bluff and Disguise skill checks and on Diplomacy checks to gather information. Attempting a Diplomacy check to gather information never takes an urban infiltrator more than 1 hour.
Stern Gaze (Ex): Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
Cunning Initiative (Ex): At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.
Detect Alignment (Sp): At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.
Track (Ex): At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.
Studied Target (Ex): A sanctified slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.
If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).
Sneak Attack (Ex): At 4th level, if a sanctified slayer catches an opponent unable to defend itself effectively from her attack, she can strike a vital spot to deal extra damage. The sanctified slayer’s attack deals additional damage anytime her target would be denied a Dexterity bonus to AC (whether or not the target actually has a Dexterity bonus), or when the sanctified slayer flanks her target. This additional damage is 1d6 at 4th level, and increases by 1d6 every 3 levels thereafter. Should a sanctified slayer score a critical hit with the sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (such as a sap, whip, or an unarmed strike), a sanctified slayer can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, even with the usual –4 penalty.
A sanctified slayer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A sanctified slayer cannot use sneak attack while striking a creature with concealment.
This ability replaces the later iterations of the judgment ability.
Charged by Nature: Rather than having a deity patron, a ravener hunter is charged by spirits to eradicate evil wherever it appears. At 1st level, a ravener hunter chooses an oracle mystery from the following list: ancestor, battle, flame, heavens, life, lunar, nature, solar, stone, time, volcano, waves, wind, or wood. She gains one revelation from her chosen mystery. She must meet the revelation’s prerequisites, using her inquisitor level as her effective oracle level to determine the revelation’s effects, and she never qualifies for the Extra Revelation feat. The ravener hunter gains a second revelation from her chosen mystery at 8th level.
This ability replaces domain.
Holy Magic: A ravener hunter adds all spells of 6th-level and lower on the cleric spell list with the good descriptor to her inquisitor spell list as inquisitor spells of the same level. If a spell appears on both the cleric and inquisitor spell lists, the ravener hunter uses the lower of the two spell levels listed for the spell. She cannot cast 2 with the chaotic, evil, or lawful descriptors, even from spell trigger or spell completion items.
This ability alters the inquisitor’s spells.
Demon Hunter: At 3rd level, a ravener hunter gains Demon Hunter as a bonus feat, ignoring its prerequisites. She also gains a +2 bonus on Knowledge (religion) checks to recognize the worshipers of any deity with the Demon subdomain, as well as a +2 morale bonus on attack rolls and caster level checks to overcome spell resistance of creatures that she recognizes as followers of such a deity.
This ability replaces the teamwork feat gained at 3rd level
This sounds like a lot of fun :)
I grew up watching Eastwood films with my dad so this is very appealing, especially the way it's been shuffled together with the PF mythos!
GM, would you consider allowing inquisitors to have firearms proficiency instead of hand/repeating crossbows?
All good if not, exploring several options :D
Javell: It's all good, appreciate Praxim's suggestion, but whilst it was free the extra AC didn't hurt, however paying for such a minor plus when she relies more on miss chance and energy protection to stop from getting damaged doesn't seem efficient :s
Lym, appreciate the offer and Aurora is no stranger to ink on her skin :) Just she can create two tattoos on the fly herself each day. Though thinking about it, would always be good to have some emergency spells ready to go, after all they never expire until they're used... hmm, ok, I'll definitely order a tattoo to add to Aurora's collection, give me a bit to think what spell(s) :D
Javell, honestly no worries, let me know if Thordak needs spotting for a shopping spree! Also thanks for the freedom of movement suggestion, will think on it! Regarding the cloak, I should have explained my fuzzy logic better! If Thordak was being hit for 20 hp damage every swing, then over 5 attacks he would have taken 100 hp total. Probability-wise we'd then expect the cloak to have affected one of those attacks, hence saying a 20% miss chance is essentially the same as a 20% reduction in damage taken :)
'Hooking up' might be a bit strong for Aurora and Thordak, at least as yet ;)
However I do envisage them both, many years from now, acting like an old married couple whether or not their relationship remains platonic over time :)
Excellent idea on the bow, it gives Thordak another combat option which is great!
Javell, I feel somewhat chagrined as Aurora came to the party with full WBL :s
So I have a suggestion for you, and it's even something plausible IC!
Now, presuming that OOC you agree it would be useful to you, Aurora is going to visit Magnimar and purchase a gift for Thordak. She didn't like seeing him get hurt during the recent fighting, so her thoughts lie in a protective manner, towards a minor cloak of displacement. This would give him a permanent blur effect, and whilst not boosting AC in any way, would then offer a 20% reduction in hp loss during combat. From what I've read about it, I think with 'to hit' versus AC scaling you're better off finding ways to mitigate the damage rather than boost AC by a few points. Then again this is the highest level I've played so I stand to be corrected!
Aurora already has the two most important items for her, a cloak of arcane heritage and headband of charisma, so honestly I was struggling to find other items to buy and was likely going to bank the gold. Much better that it is used to help the party! If the cloak doesn't suit, then let's find something that does!
Also to be clear, the gift is offered both IC and OOC as exactly that, no strings attached :)
Ah and thank you Nazard :)
Wow!! I have *absolutely no idea* what to buy!
Though i do know Aurora is going to be doing some retraining so she can get some elemental spell shenanigans on board, actually experiencing fire immune enemies has caused her to re-evaluate the limited usefulness of her rod!
Thanks for the pick DM, looking forward to this :)
I hope no-one minds but I've a couple of thoughts about Joseph Bakerson and Tania Teg.
Joe, we're in a 'one shot' that won't move beyond 5th level, so your fave class bonus might be better spent as hp or skill points :)
Tania, I think you should speak 5 languages in addition to common (3 from linguistics ranks plus two from your intelligence bonus).
Meowzebub, Lucetta can be a terror in melee but her ranged options are indeed slim, though ironically more favorable against swarms. Perhaps we should stock up on more splash weapons as you suggest!
Hi djpika, always happy to provide feedback when asked :)
When a recruitment piques my interest as much as this one I can't help but look over everyone else's characters anyway ;)
Nice job with the evocative language and description, I felt the horror of what he was going through and it flowed very naturally as to how his current personality and behavior had developed from his formative experiences *shudders* I feel like he has walked straight off the page of one of Shelley or Byron's stories!
From a crunch perspective, all I could discern is I think your 2nd lvl bloodline spell should be see invisibility rather than invisibility.
Hope you found the above useful :)
Ok, I am pleased to present Lucetta De Leon :)
A laconic history...:
Lucetta was likely the sole survivor of a plague-ridden shantitown that had succumbed to that year's pestilence, her small and shivering body carried out of that decaying malaise in the arms of Madame Laveau, a local apothecary and priestess of Narrah.
Since she was but a few years old she has lived in Laveau's shop, 'The Bitter Vial', and under her watchful eye. Since then she has earned her keep and learned her trade well, assisting and apprenticing to the shop's mistress for nearly two decades. During that time she learned of generosity from an orphan's empty purse, vengeance from the frothing angry mouth of a betrayed spouse, patience from the quiet and ever unperturbed Madame Laveau. Each lesson hidden behind the work of tending to the flock of Cutter's Square, the tenement of houses built haphazardly upon and through each other that seemed to surround the Bitter Vial like a layer of bone and dust.
When Lucetta experienced her first transformation, Laveau was there to calm and counsel, and save the life of the young lady that was with her at the time. More lessons were learned, of fur and fang, and crimson eyes in the dark. Another protector for the Square was born, and those of the sharp trade who made their living cutting purses or throats learned quick to ply their trades elsewhere. Of those villains whose foulness reached the ears of the women of the Bitter Vial rather than the streets of their home, their names were whispered in shadowed secret to those of the watch that knew to keep their minds forgetful about where they'd heard the suggestion. On occasion the Watch retain Madame's services to identify odd alchemy or poisons, or to investigate a corpse where other avenues have failed to bear any fruit.
A few months ago, a year and a day since Lucetta's change, Laveau left her in charge of the Bitter Vial citing a matter of most import she needed to attend to, in collecting a debt of life she was owed. Her last words breathed in Lucetta's ear as she left were that Lucetta was not her true name, nor De Leon that of her family, but that all would be clear upon her return.
Lucetta waits now, still clinging to her name, and looking to embrace a distraction to tide her over until Madame's return.
On erudite matters of substance...:
Female Skinwalker (fanglord) alchemist (Beastmorph, Vivisectionist) 5
Traits Reckless (+1 bonus on Acrobatics checks, and Acrobatics is always a class skill), armor expert (-1 to ACP of worn armor)
The racial ability score bonus and additional feature last as long as the skinwalker remains in that form, and a skinwalker can remain in bestial form for as long as she wants. A skinwalker can return to her humanoid form as a swift action. To change forms and gain a different benefit, a skinwalker must first return to her humanoid form then use her shapechange ability again.
Sneak Attack: 3d6
Beastform mutagen: Takes one hour to brew, maximum 1 at a time. +4 DEX, -2 WIS, +2 NA and pick 1 of (darkvision 60 ft, low-light vision, scent, swim 30 ft) lasts 50 minutes
Cruel Anatomist: a vivisectionist may use her Knowledge (nature) skill bonus in place of her Heal skill bonus.
Poison use: Alchemists are trained in the use of poison and cannot accidentally poison themselves when applying poison to a weapon.
Throw anything: An alchemist adds her Intelligence modifier to damage done with splash weapons, including the splash damage if any. You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.
Spontaneous Healing (Ex): The alchemist gains the ability to heal from wounds rapidly. As a free action once per round, she can heal 5 hit points as if she had the fast healing ability. She can heal 5 hit points per day in this manner for every 2 alchemist levels she possesses. If the alchemist falls unconscious because of hit point damage and she still has healing available from this ability, the ability activates automatically each round until she is conscious again or the ability is depleted for the day.
My favorite Pett:
Whilst I thought the final dungeon of Escape from Old Korvosa was pretty epic in scale, well-designed and big in ideas as well as saturated in theme, I think the best parts of the adventure are the characters. From the Old Emperor through to Laori, they're all well thought through and thematic. My favorite scene was the Old Emperor's court and trying to persuade him to let you see Salvator. I still recall the horror in a fellow player's eyes as their PC was bullrushed in to the wolverine pit during Blood Pig!
Hi DM :)
Still here and still interested, I got 90% of the way through building my vivisectionist alchemist before the following happened: ok so replace brew potion with extra bombs, but vivisectionists don't have bombs... what does the PFS FAQ say? Oh vivisectionist isn't permitted for PFS play at all >.<
So just re-jigging the mechanics of the character and will hopefully have fluff and crunch up within 24 hours :)
Ah this sounds very appealing!
I'm a big fan of noir and urban horror; Fallen London, Penny Dreadful and of course Pett's 'Escape from Old Korvosa' :)
I'm thinking of a criminal informer, one who is immersed in the underworld but that tries to keep to a certain code of behavior, and helps the watch with investigating and removing those who live in the shadows but that step 'over the line'.
Noted about PFS standard chargen, but just a quick question on the allowed races. PFS has allowed various different options over the years, so I'm wondering whether the urban horror themed races (skinwalker, changeling, dhampir, ratfolk, tiefling) might be acceptable?
Have to say Dal, your lack of enthusiasm for the subject matter didn't stop you from showcasing great characters, bravo for diving in and RP'ing so well :)
I learned things about both the character builds and the system (firmly adding my support to LL and Ictoo around ouchy guns!) from each scenario, found the melee-focused Razor a little frustrating at times given most enemies were ranged and she had none. Perhaps she should have asked Concussion to throw her, fastball special style :p
I think I will return to Midnight for the actual game, keeping her kineticist side and giving up the brawler angle to try and find a better synergy and to boost her ranged and support capabilities rather than trying to do both melee and ranged well (which never work, even with gestalt!).
Still keen :D
LL: I like your musician concept :) Have you considered the Sound Striker bard archetype? (anyone else get the musician vibe from those two guys in Kung Fu Hustle when they first read that archetype!?)
Considering computers are supposed to be the most logical things in the world, I swear they have personalities and just don't behave!
So turns out the SSD has died a horrible and unrecoverable death, not too much lost as I do try to back up regularly, but hey ho. Most importantly have another machine again now to use for posting with :p
OK, I am please to present Farasha Aeval, Oracle of the Streets.
As she stood in front of the imposing desk, her gaze traced the deep gouges in the scarred wood as she tried to keep her composure. Each told a story, hers was as yet still unfolding.
The man behind the desk cleared his throat and she glanced up, his uniform was well-worn but clean and neatly presented.
So I'm to understand Miss Aeval...
she flinched at the use of her family's name
... that you were caught red-handed stealing two loaves from Tanner's Bakery this evening?
The weight of his question hung in the air, pressing down upon her. She stood mute, head downcast even with his appraising gaze fixed upon her.
Being silent now will just land you in more trouble...
She opened her mouth to speak, then shut it again quickly. He sighed, leaning back on his chair and pouring two glasses of water from the decanter on the desk.
Loyalty is a funny thing, I knew a guardsman a couple of years back, thought he was doing this girl a favour. He let a couple of things go when he should of arrested her, thought he could keep her on the straight and narrow if she just got cut some slack.
He pushed one of the glasses forward with the other, then took a long gulp, staring wistfully at the liquid as if he could change it to whisky with force of will alone.
She ended up killing someone during a robbery. Of course she fingered the guard straight away, said she'd been bribing him for years, she sold anyone and everyone she could up the river, anything to get a lighter sentence. She didn't give a rat's tail about that poor guardsman, even though he had only the best intentions for her.
He stood up and walked around the desk, sitting on the edge and picking up the glass of water, pressing it in to the girl's hands.
She sipped slowly, suspicion etched across her face.
He continued his story
What I'm trying to say is that I know you didn't steal the bread, I know you were in fact putting it back...
Her mouth opened in an O of surprise. He raised one hand dismissively.
There are eyes everywhere, the how of that isn't important, what *is* important is that you weren't breaking the law, you were trying to right it. Care to tell me why?
She closed her eyes, forcing back sudden tears. Swallowing down the lump in her throat, she found some steel inside herself. She'd known this had been coming for a long while now.
My family... she managed, before having to bite her lip.
The captain stood and listened, nodding. She kept going, forcing out all the words she'd kept inside for so long.
...we've aways moved around, place to place. They... they do a bit of thieving to support themselves.
She hung her head in shame
I've never liked it, and they've always known I wasn't really a part of that sort of thing. It kept me... I'm a bit of a black sheep to them, won't steal, won't con, they made me keep lookout if I wanted to eat though.
My sister, she took two loaves of bread from that bakers this morning. I know them, that family, overheard how bad the owner had it, owed money, struggling to keep his own family fed. Something just snapped, I couldn't stand by any more and see good people taken advantage of. Took the bread off my sister and went to put it back, then your guards caught me...
He nodded, adding a little smile.
It speaks well of you that you're honest with me, though I note you've kept quiet today just long enough for your family to flee the city...
She looked shocked, her cheeks reddening. He laughed.
I told you, eyes everywhere! Well we can't rightly arrest you for putting stolen property back where it belongs, and the culprit is beyond our jurisdiction now, so what am I to do with you then? Do you have any plans now your family has left you?
His bluntness might have upset her, but there was something else nestled in her now. She felt powerful.
I feel free, but I don't really know what to do with that yet. she offered truthfully.
He tapped one large finger on his chin thoughtfully.
Well now, don't say no just yet, but I might have something that would tide you over till you find your feet...
Farasha has been a part of the guards since that day, finding a camaraderie in its ranks that she never felt when she was growing up. Never really connecting with the wilderness she grew up traveling across, she has taken the city in to her heart, and it in turn has found a kindred spirit in her.
Female Catfolk Oracle of the Streets 1
NG humanoid (catfolk)
Init +3; Senses Perception +4; Scent
Traits child of nature (You gain a +2 trait bonus on Survival checks, and Survival is a class skill for you), Tongue of many towns (You gain a +1 trait bonus on diplomacy and Knowledge (local))
Cat's Luck (Ex): Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Curiosity: Catfolk are naturally inquisitive about the world around them, though some are more curious than others. Such catfolk gain a +4 bonus on Diplomacy checks to gather information, and Knowledge (history) and Knowledge (local) are always class skills for them. If they choose a class that has either of these Knowledge skills as class skills, they gain a +2 racial bonus on those skills instead. This racial trait replaces natural hunter.
Climber: Catfolk with this racial trait possess a climb speed of 20 feet (along with the +8 racial bonus on Climb checks a climb speed affords). This racial trait replaces sprinter.
Scent: Catfolk with this racial trait gain the scent ability. This racial trait replaces the low-light vision racial trait.
Here is my submission, Natalya Artemisa, Undine Shaman.
A few years ago, Natalya was born and lived in an underwater Undine colony located near the Eye of Abendego. It was a small settlement dedicated to the peaceful study of the eternal hurricane, the site of which was known only to its inhabitants and the occasional trusted visitor. The magical research being carried out was harmless, and the Undines strove to avoid all contact with their neighbours in the hope of avoiding conflict. Unfortunately, nearly ten years ago during one of the worst storms the Shackles had ever seen, the colony was infiltrated and destroyed by sahuagin intent on expanding their territory.
The Malenti who had gained the colony's trust, and subsequently betrayed its location, opened the defences and let a horde of attackers in. Struggling to hold off the evil forces, Natalya's parents strove to protect her at all costs, abandoning their research and attempting to flee. They managed to escape the slaughter, but were cornered by the very malenti who had betrayed the colony. Seeing no other option, Natalya's father sacrificed himself to buy her and her mother time to get her to safety. Her mother swam in to the Eye of Abendego itself, giving herself to the raw power of nature and praying that they would survive.
Some time later, Natalya was found by fisherman three days out of Port Peril, just drifting on the water. Of her mother there was no sign. Fortunate that the crew were good sorts, and believed her story of no memory of anything before being in the water, Natalya was able to work her passage back to land. The fishermen named her 'Natalya', saying she reminded him of his daughter, lost at sea years ago. She accepted the name in honor of the man's loss, and has used it even since.
She remained at port, waiting for news to come about her family or the settlement. She worked first as a dock hand and runner to feed herself, then more recently as an apprentice doctor as she learned she skills she knew she would need out at sea. After all these years she has finally let go of the hope that her mother or another survivor might seek her out, or that she might come across someone who knows what happened.
Natalya has not been idle during her years in Port Peril, she has used the time to study the strange connection to the world around her that she has always seemed to have, even before her travel through the Eye. Soon after arriving on the surface she befriended an osprey, and through this connection she has experienced her powers over nature grow and grow. When she felt she was ready, she decided to seek her fortune on the waves, and if Besmara wills it she might use her powers to determine what happened all those years ago to her family. And of course who to blame for the betrayal of the settlement.
The tale of her discovery after the storm is a well told one around the dock taverns, and consequently she is reasonably well known about the port. Canny sea dogs and seasoned deck hands alike showed no surprise when she quit her job and declared she was going to find her fortune at sea, with her own ship and crew. They nodded sagely and wished her well, offering up what prayers they had that she would return safe.
Realising she needs to build her knowledge before commanding a ship of her own, she finds herself in the Formidably Maid, chasing rumour that there are ships in port on a recruiting drive...
She stands around five and a half feet tall, with a sinuous frame that glides rather than walks across the floor. A tangle of dark hair cascades to her shoulders but is usually kept pinned up out of the way with a decorative hairclip. Those few who have 'pressed their luck' over the years have discovered its dual purpose as a hidden switchblade knife. Her skin has a tinge of blue about it, clearly showing her non-human heritage. She favors practical, close-fitting clothing that doesn't restrict her movement either on board ship or in the water. She will typically wear a thigh-length shift belted at the waist and she'll go barefoot where she can, but booted where she has to. She wears a tricorne hat when out in the sun, but finds it prohibitive when indoors so usually ends up ditching it as soon as she can.
Female Undine Shaman 1
CN medium outsider (native, aquatic)
Init +3; Senses Perception +4, darkvision 60 ft.
AC 17, touch 13, flat-footed 14 (+3 Dex +4 armor)
hp 10 (8 class + 2 CON)
Fort +3, Ref +3, Will +5
Spirit Animal (Osprey)
Water Sense: Undines with this racial trait can sense vibrations in water, granting them blindsense 30 feet against creatures in contact with the same body of water
Hydrated Vitality: An undine with this racial trait gains fast healing 2 for 1 round anytime she submerges completely within a body of natural salt water, fresh water, or brackish water. Stagnant, poisoned, or trapped water (such as an artificial pit or a bag of holding) does not activate this ability. The undine can heal up to 2 hit points per level per day with this ability, after which it ceases to function
Storm Burst (Su): As a standard action, the shaman causes a small storm of swirling wind and rain to form around one creature within 30 feet. This storm causes the target to treat all foes as if they had concealment, suffering a 20% miss chance for 1 round plus 1 round for every 4 shaman levels she possesses. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier.
GL all :)