Full Name |
Holone Carynore |
Race |
Elf |
Classes/Levels |
Shaman 1 (Bones Spirit) Init +2 AC 14/12/12 HP 12/12 F+1 R+2 W+6 Perc+5 Speed 30 |
Gender |
Female |
Size |
Medium (6'0"; 105 lbs) |
Age |
129 |
Alignment |
Neutral |
Deity |
Nethys |
Languages |
Elf, Common |
Strength |
12 |
Dexterity |
14 |
Constitution |
12 |
Intelligence |
12 |
Wisdom |
18 |
Charisma |
11 |
About Holone Carynore
20 points buy
Str 12 (2) Dex 12 (2) Con 14 (5) Int 10 (0) Wis 16 (10) Cha 11 (1)
Racial bonus +2 Dex/Int , -2 Con
L1 bonus +2 Wis
Race Elf
Gender Female
Age 129
Class Shaman (FC+1 skill )
Init +2 ; Senses Perception+4
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BUFFS AND CONSUMABLES
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DEFENSE
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Weapon and Armor Proficiencies: A shaman is proficient with all simple weapons as well as with light armor and medium armor.
AC 14 , touch 12, flat-footed 12
(+ 2 Armor,+2 Dex)
Hp 12/12 Temp hp []
Fort +1, Ref+2 , Will +6
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OFFENSE
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Speed 30
Melee +1
Morningstar +1, 1d8+1, Crit 20 (*2)
Ranged +2
Special Attacks
Touch Of the Grave (Touch attack) 1d4+1, 3/day
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STATISTICS
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Base Atk +0; CMB +1; CMD 13
Feats
L1 Toughness +3hp at lvl 1; +1 hp/level above lvl 3
Traits
Worldly: You have acquired an unusual breadth of life experience—more than others of your age, race, or culture. Once per day when attempting a skill check for a skill you're untrained in, you can roll twice and take the better result.
Campaign:
Besmara’s Blessing: You were born aboard a ship at sea or down by the docks in a port city on an auspicious day. Old salts and sea dogs nod knowingly and say that Besmara the Pirate Queen, goddess of piracy, sea monsters, and strife, has marked you for a greater destiny. You don’t know anything about that, but you’ve always felt more at home on the sea than on land, and your keen eyes can easily pick out a sail on the distant horizon. You gain a +1 trait bonus on Perception and Profession (sailor) checks. In addition, once per week you can reroll a Profession (sailor) check and take the higher result (you must announce that you are using this ability before the results of the check are known).
Drawback:Power-Hungry: You're addicted to power. You take a —2 penalty on Will saving throws against charm and compulsion effects if the creature creating the effect promises wealth or power.
Bonus Trait
Reincarnated: You lived a previous life as someone—or something—else. For you, life and death are a cycle, and you have no fear of death. You gain a +2 trait bonus on saving throws against fear and death effects.
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SKILLS
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Skills(4 base+1 int+0 race+1fc=6/level)
Diplomacy +4
Heal +8
Know Planes +5
Know Religion +5
Spellcraft+5
Survival +8
Background Skills
Artistry-Painting +5
Prof-Sailor +8 (+9 with Trait)
Languages Common, Elf, Draconic
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SPECIAL QUALITIES
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EQUIPMENT AND GOLD
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Starting gold 135
PP
GP 41
SP
CP
Armor/shield (8)
Lamellar cuirasse
Weapons (6)
Morningstar
Gear (22)
Witch kit (a backpack, a bedroll, a belt pouch, candles (10), chalk (10), a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.), Healing kit
Total weigth 36
Encumbrance
Light 0-43
Med 44-86
Heavy 87-130
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MAGIC
Spirit (Su): A shaman has a mystical connection with the spirits of the world. She forms a lasting bond with a single spirit, which grants a number of abilities and defines many of her other class features.
At 1st level, a shaman gains the spirit ability granted by her chosen spirit. She adds the spells granted by that spirit to the list of spells that she can cast using spirit magic. She also adds the hexes possessed by that spirit to the list of hexes that she can use with the hex and wandering hex class features.
Spirit Animal (Ex): At 1st level, a shaman forms a close bond with a spirit animal tied to her chosen spirit. This animal is her conduit to the spirit world, guiding her along the path to enlightenment. The animal also aids a shaman by granting her a special ability.
A shaman must commune with her spirit animal each day to prepare her spells. While the spirit animal does not store the spells as a witch's familiar does, the spirit animal serves as her conduit to divine power. If a shaman's spirit animal is slain, she cannot prepare new spells or use her spirit magic class feature until the spirit animal is replaced.
Spirit Magic: A shaman can spontaneously cast a limited number of spells per day beyond those she prepared ahead of time. She has one spell slot per day of each shaman spell level she can cast, not including orisons. She can choose these spells from the list of spells granted by her spirits (see the spirit class feature and the wandering spirit class feature) at the time she casts them. She can enhance these spells using any metamagic feat that she knows, using up a higher-level spell slot as required by the feat and increasing the time to cast the spell (see Spontaneous Casting and Metamagic Feats).
Spirit Animal: The shaman's spirit animal gives off a ghostly glow and seems nearly transparent. The animal is under the constant effects of blur, with a caster level equal to the shaman's level.
Spirit Ability: A shaman who chooses the bones spirit as her spirit or wandering spirit gains the following ability.
Touch of the Grave (Su): As a standard action, the shaman can make a melee touch attack infused with negative energy that deals an amount of damage equal to 1d4 points + 1 point for every 2 shaman levels she possesses. She can instead touch an undead creature to heal it of the same amount of damage. A shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, any weapon that the shaman wields is treated as an unholy weapon.
Spells
Orisons (3/day) Daze, Stabilize, Resistance
L1 (2+1 Spirit) Cause Fear (Spi);Cure Light Wounds, Sleep
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APPEARANCE
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Height 6'0
Weight 105
Eye Color black
Hair Color white
General appearance:tall and gaunt, black used clothes, white sash
Region of Origin the Seas
Deity Nethys
Backstory:
The only child of a sailor's couple, Holone liked to spend some time alone on boats, playing when she was little, doing odd jobs here and there when she was in age. She didn't knew what to do, and didn't bother too much learning a trade, as she was still fairly young and felt she had all the time in the world.
Then a freak accident happened, as she was exploring a darker part of an island the boat has just sailed to, and entered a small cave. Some big rocks near the entrance of the cave fell, and she was trapped for four long days, before managing to find another exit. Her pet animal died- in fact she had to eat it, something that still haunt her today. While underground, she dreamed fevereshly of the seas, of an human pirate called Nerabilion, strong and able to kill whoever faced him. She started to believed she was his reincarnation, and that only fuelled her with the power to survive.
She then started to train her mind to understand that link with the world of the dead. So far, she has never found proof of Nerabilion'life and deeds, but she is stubbornely seeking. She sometimes can be quite blunt with people, and sometimes kind. She start to believe she could do better than those in power sometimes, and that all she needs is a little more training and experience. Time, she reasons, is on her side, as a long lived elf.
She arrived some three months ago in Port Peril, and is still considered as odd by most of the people, even if she has proven to be a valuable asset for those in need of magical or more mundane Healing.
Personality:
sometimes cold and aloof, sometimes warmer. She has little patience for small troubles, but she is at the same time quite able to plan on the long term. She enjoys that magic gives her small power about life and death, and is an ardent worshipper of Nethys.
She speaks sometimes too much (and very highly) about Nerabilion, even if no one else has ever hear that name