Sylph

Halmier Diera's page

87 posts. Alias of Dapper Crow.


Full Name

Halmier Diera

Race

Half-Elf Shaman 7 (Life Spirit) HP 60/60 | AC 20 | T 13 | FF 18 | CMD 17 | Fort +5 | Ref +7 | Will +12 | +2 from Hex Nail (2) | Init +2 | Perc +9

Classes/Levels

Active Effects:
Low-light Vision, Constant Deathwatch, Life Link Hex

Gender

M

Size

Medium

Age

26

Alignment

NG

Location

Falcon's Hollow

Languages

Common, Elven

Strength 10
Dexterity 14
Constitution 14
Intelligence 8
Wisdom 20
Charisma 16

About Halmier Diera

Backstory:

Halmier is the son of an elf sorcerer and a human healer. His parents were ambushed in the forest near the elven village where they lived, very close to the time when Halmier was due. In a powerful, but panicked, reaction Halmier's father drove off the attackers in a violent explosion, gravely injuring his own wife in the process. Dying, Halmier's mother used all of the powers at her disposal to save Halmier, giving birth in the charred patch of forest.

Halmier's father vowed never to use his magic again, and quietly raised Halmier in the elven village. His father hid nothing of what happened from Halmier though, so Halmier grew up hating the gods. Why had they not given his mother the strength to save herself? Despite this, he always desired the ability to save others.

Halmier always felt out of place in the elven village. Growing much faster than his childhood friends, who were still older and more experienced than him, he felt much more human. A strong sense of wanderlust drove him to leave the village as soon as he was of age. Shortly after his departure, he stumbled upon a band of witches. This was finally his chance to learn the ability to heal.

The witches kindly took Halmier in and tried teaching him their trade. They quickly realized he was not clever enough to brew a potion or cast their spells, but he was gained the power he was searching for. He was communing with spirits, but in a different way. He continued traveling with the band for a time, refining his healing abilities, but once again wanderlust drove him away from the group. With his newfound powers, he roamed as a lone healer before eventually finding adequate excitement as the member of an adventuring group.

Combat:

Init +2
AC 20, touch 13, flat-footed 18 (+7 armor, +2 Dex, +1 Deflection (ring))
HP 60/60

Melee Masterwork Cold Iron Morningstar +6 (1d8)
Ranged Masterwork crossbow +8 (1d8)
30 Bolts

Saving Throws:

Fort +5
Ref +7
Will +12

+2 racial bonus against enchanments
+1 trait bonus against arcance spells

Skills:

Diplomacy: +11 = 5 (rank) + 3 (class) + 3 (Cha)
Fly: +4 = 1 (rank) + 3 (class) + 0 (Dex)
Handle Animal: +9 = 3 (rank) + 3 (class) + 3 (Cha)
Heal: +18 = 7 (rank) + 3 (class) + 5 (Wis) + 3 (Feat)
Knowledge (nature): +3 = 1 (rank) + 3 (class) - 1 (Int)
Knowledge (religion): +7 = 5 (rank) + 3 (class) - 1 (Int)
Ride: +6 = 1 (rank) + 3 (class) + 2 (Dex)
Perception: +9 = 0 (rank) + 5 (Wis) + 2 (Racial) + 2 (Familiar Alertness)
Spellcraft: +9 = 7 (rank) + 3 (class) - 1 (Int)
Survival: +15 = 7 (rank) + 3 (class) + 5 (Wis)

Feats:

Skill Focus (Heal) from Half-elf racial trait
Human Spirit: Gain one skill point (up to 4) each new hit die All used up
Extra Channel: Channel energy two additional times per day
Extra Hex: Gain an extra Hex
Quick Channel: Channel energy as a move action by using up two daily uses of channel
Flexible Hex: Once per day can change the wandering hex selected

Traits:

Sacred Conduit: +1 to save DC of channeled energy
Failed Apprentice: +1 saving on saving throws against arcane spells

Abilities:

Channel: Channel energy as a good cleric. 1d6 + 1d6/2 levels passed 1st.
Currently 4d6 with Will DC of 17 (10 + 1/2 shaman level + 3 (Cha) + 1 (trait))
6/day (2 used)
Spirit Magic: Grants one spontaneous spell per spell level from spirit or wandering spirit spell list

Wandering Spirit: Flame

Low light vision
Constant Deathwatch effect

Spirit Animal:

Weasel Grants +2 reflex to shaman
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Defense
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AC 19, touch 14, flat-footed 17 (+2 Dex, +5 natural, +2 size)
hp 26/26
Fast Healing 1
Fort +2 Ref +4 Will + 6
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Offense
----------
Speed 20 ft., climb 20 ft.
Melee bite +9 (1d3 - 4 plus attach)
Space 2-1/2 ft.; Reach 0 ft.
----------
Statistics
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Str 3, Dex 15, Con 10, Int 9, Wis 12, Cha 5
Base Atk +5; CMB +5; CMD +11 (15 vs. trip)
Feats Weapon Finesse
Skills Acrobatics +10, Climb +10, Escape Artist +3, Stealth +14;
Racial Modifers +4 Stealth, +8 Acrobatics
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Special Abilities
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Attach (Ex) When a weasel hits with a bite attack, it automatically grapples its foe, inficting automatic bite damage each round.
Alertness Grants master alertness when withing arms reach
Improved evasion Takes no damage on successful reflex, and half on failed.
Share spells Shaman's spells with target self can target familiar
Speak with Master also empathic link if trying to be quiet
Deliver touch spells for the master
Speak with animals of its kind

Hexes:

Powers that take one standard action without provoking an attack of opportunity

Healing: Acts as Cure Moderate Wounds. Each creature can only be affected once per day.
Ward: Can be placed on one creature, granting it +2 deflection to AC and +2 resistance to saves.
Evil Eye: Target gets -2 to ability checks, AC, attack rolls, saving throws, or skill checks. Lasts for 8 rounds, unless passes a DC 18 Will save. Then only lasts for 1 round.

Wandering Hex (selected at the beginning of each day):
Life Link: Can bond with 7 creatures. If a bonded creature is wounded for 5 or more (up to maximum HP), heal creature for 5 HP and damage shaman for 5 damage

Equipment:

Work in progress

+1 Breastplate
Masterwork Cold Iron Morningstar
Masterwork light crossbow
30 bolts

Cloak of Resistance +1
Deathwatch Eyes
Headband of Mental Prowess (Wis, Cha) +2
Ring of Protection +1

Wand of Cure Moderate Wounds

Scrolls: (previously deciphered)
Ball Lighting
Ice Storm
Daylight
Dispel Magic
Clairaudience/clairvoyance
Fireball
Stricken Heart

221 gp

Spells Prepared, plus wand and scrolls:

0th Level
Detect Magic
Light
Mending
Read Magic

1st Level
Bless
Entangle
Hydraulic Push
Obscuring Mist
Remove Fear
Wave Shield
Spontaneous

2nd Level
Aid
Cure Moderate Wounds
Hold Person
Remove Paralysis
Spontaneous

3rd Level
Cure Serious Wounds
Dispel Magic
Remove Curse
Spontaneous

4th Level
Cure Critical Wounds
Ball Lightning
Spontaneous

Wand of Cure Moderate Wounds 14/50

Scrolls:
Ball Lighting
Ice Storm
Daylight
Dispel Magic
Clairaudience/clairvoyance
Fireball
Stricken Heart