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Shattered Star Maps
A "brief" note on character creation guidelines. This is my first time GMing, so go easy on me. I know that you are all very experienced and ready to help. I appreciate any tips as we go along. -Background Skills are IN.
-Occult Adventures and Technology Guide are not allowed. Non-core races will be allowed, but remember that you need to be able to function in human society. A party of goblins or strix are going to have a VERY hard time getting anything done in town, and if races like that are included in your group, Diplomacy DCs will be adjusted accordingly. -Other Allowed Content
Shattered Star assumes that your characters are new Pathfinder Society agents or prospective agents. If you want to create a character that will not be affiliated with the Society, you will need to provide a STRONG justification why VC Heidmarch would be sending you on a mission. I noticed in the Player's Guide that Fame was mentioned and even that it will be awarded at a rate of 8 per book. That didn't happen in my FtF group, but it seems like a great idea. Since everything revolves around PFS, let's just use PFS creation guidelines. Content disallowed by PFS may be allowed on a case by case basis, just ask. A note on power builds: I'm not a fan, but if that is your thing, I won't argue with you. Please roleplay your selections though, especially if you are picking a trait that says you are a devout follower of a specific religion.
The PFS character represented by this alias (#227345-3) was mistakenly created with a CORE tag. I have no intention of playing a CORE character at this time, and would like to remove the CORE tag. However, I can find no way to make that change myself. PFS rules allow for a character to switch from Core to Classic (but not the other way around). Even if they didn't, I have not yet played a game with the character. How can I remove the Core tag?
About Cordelia Beltane Max HP:10 (1d8+1+1FCB) Current HP:10 Non Lethal:
Defense AC: 14 (10+2 Armor +1 Natural +1 Dex)
Armor Leather Max Dex +6 ACP: 0 Speed: 30 Saves:
=========================================================== Offense
Combat:
Spells
o-level per day: 3 Unlimited
1st level per day: 1+1 Cast:
============================================================= Special Abilities Orisons, spirit, spirit animal, spirit magic, stardust Spells: A shaman casts divine spells drawn from the shaman spell list. A shaman must choose and prepare her spells in advance. To prepare or cast a spell, a shaman must have a Wisdom score equal to at least 10 + the spell's level. The saving throw DC against a shaman's spell is 10 + the spell's level + the shaman's Wisdom modifier. Like other spellcasters, a shaman can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Shaman. In addition, she receives bonus spells per day if she has a high Wisdom score. Shamans commune with their spirit animals to prepare their spells. Each shaman must choose a time when she must spend 1 hour each day in quiet contemplation with her spirit animal to regain her daily allotment of spells. A shaman can prepare and cast any spell on the shaman spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily communion. Spirit: Heavens A shaman forms a mystical bond 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. At 8th level, the shaman gains the abilities listed in the greater version of her selected spirit. At 16th level, the shaman gains the abilities listed for the true version of her selected spirit. If the shaman takes levels in another class that grants a mystery (such as the oracle), the spirit and mystery must match, even if that means one of them must change. Subject to GM discretion, the shaman can change her former mystery or spirit to make them conform. Heavens spirit A shaman who selects the heavens spirit has eyes that sparkle like starlight, exuding an aura of otherworldliness to those she is around. When she calls upon one of this spirit's abilities, her eyes turn pitch black and the colors around her drain for a brief moment. Spirit Magic Spells: Color spray (1st), hypnotic pattern (2nd), daylight (3rd), rainbow pattern (4th), overland flight (5th), chain lightning (6th), prismatic spray (7th), sunburst (8th), meteor swarm (9th). Spirit Ability: A shaman who chooses the heavens spirit as her spirit or wandering spirit gains the following ability. Stardust (Sp): 4/day 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. ==================================================================== Languages: Common, Skills: Climb +0
Feats:
Traits:
Adaptive Magic (Campaign):The wonders of magic have always fascinated you, and you find the urge to tinker and experiment with magic almost irresistible. You could be the child of an alchemist, wizard, or witch; a member of the Pathf inder Society; or maybe someone with a touch of fey or dragon blood. You may not be trained in magic, and you've had your share of accidental mishaps, but you possess a natural knack for activating magic items. You've always been intrigued by the cold magic of the winter witches and ice mages of the North, and would love to get your hands on some of their magic items. You gain a +1 trait bonus on Knowledge (arcana) and Use Magic Device checks, and Use Magic Device is a class skill for you. =========================================================================== = Equipment/Gear (lbs)
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Filled with a natural verve and a piercing awarness that can be both enticing and unsettling, Cordelia quite often finds herself a subject of attention, which is exactly how she likes it. Though raised among lesser nobility, the natural world and the mysteries of things far beyond the ken of those sitting in thier stuffy manors calls to her. Capable of rather astutely assessing a situation, her frequent impulsiveness often belies her awareness of everything around her, much to the surprise of those with whom she interacts. Background
A bit of a rebel, despite feeling a strong acll to the natural world Description Blessed with naturally bouncy blonde curls and piercing blue eyes Wealth pp 205 gp 7sp 50cp
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GLIMMER (IOUN WYRD) CR 1/3
Natural Armor Adj.: The number noted here is in addition to the familiar's existing natural armor bonus.
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 like 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. By communing with the incredible powers of her spirit, the shaman forges a cherished bond with one specific servant of that spirit—known as a spirit animal. A spirit animal is a creature chosen by a shaman to serve as a conduit, allowing her to more fully access the magic of her spirit on a daily basis. The shaman's spirit animal also grants her special powers. This ability uses the same rules as the wizard's arcane bond class feature and is treated as a familiar, except as noted below. A shaman uses her level as her effective wizard level when determining the abilities of her spirit animal. A shaman can select any familiar available to wizards to serve as her spirit animal, although her spirit animal is augmented by the power of her chosen spirit. Once selected, the spirit animal cannot be changed. Although a shaman's spirit animal uses the statistics of a specific animal, it is treated as an outsider with the native subtype for the purposes of spells and abilities that affect it. Levels of different classes that are entitled to familiars stack with shaman levels for the purpose of determining any spirit animal abilities that depend on the shaman's level. If a shaman possesses such levels in other classes, her spirit animal always uses the shaman rules for spirit animals, not those used by familiars of other classes (such as witches, wizards, or sorcerers with the arcane bloodline). If the shaman has witch levels, her spirit animal also serves as the conduit to her patron and stores her witch spells. The shaman's spirit animal is treated as a familiar for the purposes of all spells, effects, and abilities that affect familiars. If a spirit animal is lost or dies, it can be replaced after 24 hours through a special ritual that consumes material components worth 500 gp per shaman level. The ritual takes 8 hours to complete. The new spirit animal must be of the same sort of creature as the previous one. ==================================================================== |