Imoa's past is as much of an enigma as she is. When asked about any aspect of her past, she always tells a different story, and when challenged she defends that past with a such a sincerity that those who argue with her sometimes wonder if she really believes the fabrication. In truth, Imoa only truly remembers wandering the seas serving aboard vessel after vessel, moving from one to another as the wind or waters pulled her. She even earned herself a small bit of a reputation as mischievous if benevolent spirit as each time she found herself on a new ship she assumed a new role and image. Sometimes it was a first first mate, an entertainer, or even a chef. What ever the persona she took on, she was always sincere, passionate, encouraging, eccentric, and a fantastic story teller. Around Imoa, the winds seemed to blow just a little stronger, the water would seem a little stiller, and the sun would shine just a little brighter. And the something would catch her eye at a harbor or port, and she'd be gone, often leaving a bewildered "replacement", or someone with the skills and desire to fill the shoes she'd left behind. Now she's taken a liking to the strange mix of creatures who've joined the watch in a city called Chance, and decided to join their ranks, with a story or two to share, and an open eye and ear for new ones.
1st Level Spells Known DC:15 (4/4 per day)
Saving Finale
Dazzling Blade
Vanish
Grease
Class Abilities (Paladin):
Aura of Good (Ex)
Detect Evil (Sp)
Smite Evil (Sp) (1/1)per day.
(+4 to AC, attack,+3 to damage(+6 to undead, evil dragon, evil outsider)
Divine Grace (Su) +Cha to saves
Lay on Hands (Su) (5/5) per day heals 1d6 (remove fatigue)
Divine Health (Ex)
Shared Precision (Su)
At 3rd level, when a divine hunter hits a creature with a ranged attack, she grants her allies within 10 feet of her the benefit of the Precise Shot feat against that target until the start of her next turn. Her allies must remain within 10 feet of her, and must be able both to see and hear the divine hunter to gain this benefit.
Class Abilities (Bard):
Bardic Performance (12/12) rounds per day (standard)
Sea Shanty
Still Water
Inspire Courage
Fascinate
Distraction
World Traveler (Ex)
A sea singer gains a bonus equal to half his bard level on Knowledge (geography), Knowledge (local), Knowledge (nature), and Linguistics checks. He can reroll a check against one of these skills, but must take the result of the second roll even if it is worse. He can reroll one additional time per day at 5th level and every five levels thereafter.
Sea Legs (Ex)
At 2nd level, a sea singer gains a +4 bonus on saving throws against air and water effects and effects that would cause the sea singer to slip, trip, or otherwise be knocked prone. He gains a +2 bonus to CMD against grapple, overrun, and trip.
Familiar
At 2nd level, a sea singer acquires an exotic pet—a monkey or parrot (treat as raven)—that gains abilities as a wizard’s familiar, using the sea singer’s bard level as his wizard level.