Vadoma Gall

Jalila - "Moon Stone"'s page

2 posts. Alias of Chesca Wyndamere.


Full Name

Jalila "Moon Stone"

Race

Human (Shoanti)

Classes/Levels

Shaman (Life) 1

Gender

F

Size

M

Age

18

Alignment

NG

Deity

Desna "Mother Moon"

Languages

Common, Shoanti (Regional/Ethnic), Orc, Tien

Occupation

Healer

Strength 10
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 16
Charisma 13

About Jalila - "Moon Stone"

Name pronounced as Jah-lee-lah

Backstory:

Bit of info: Born and raised in the Lyrune-Quah (The Moon Clan). Their territory is in the Cinderlands of Varisia. The Lyrune-Quah are said to be among the best archers and hunters of the Shoanti people. Traveling under the bright Storval moon, and hunting by the illumination of the stars in the vast Varisian sky, members of the Moon Clan recognize that a well-aimed arrow is as effective, if not more so, than a whole band of raging brawlers. Animal totems held in high regard are bat, cave bear, field mouse, mountain lion, owl, and wolf. The nature totems of moon, rainstorm, and star are also revered.


Physical Description & Personality:

Hair: Black, straight, naturally tussled and long to her lower back. Wears white feathers in her hair.
Eyes: Large, brown with tiny flecks of grey.
Skin: Tanned with ruddy complexion.
Face: Oval
Mouth: Full lips
2 Tattoos: The rune of Iyon (the Great Moon) and Vinic (the Piercing Stone).
Height: 5'9"
Weight: 130 lbs

Image of Jalila

Stat Sheet:

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Statistics
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Name: Jalila (Honorific: Moon Stone)
Gender: Female, Race: Human (Shoanti) Alignment: NG Class: Shaman (Spirit: Life) 1
Age: 18
Init +2; Senses Darkvision 60ft; Perception +3/+5/+6

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DEFENSE
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AC 14; touch 12; flat-footed 12 (+2 armour, +2 dex)
hp 10 (1d8+2)
Fort +2; Reflex +2; Will +5

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OFFENSE
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Speed 30ft
Melee Dagger +0 (1d4, 19-20/2, 10 ft range when thrown/P or S)
Ranged Stonebow +2 (1d6x2, 50 ft range, B) (add +1 to hit & damage within 30 ft for point-blank shot.)

Special : Channel Positive Energy (1d6) (Will Save for 1/2 Damage: DC 14) 4/day

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Prepared Spells (CL 1, Concentration +5/+8 when grappled, pinned, entangled)
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1st (2+1 spirit magic slot, DC 14): Cure Light Wounds (1d8+1+2trait bonus), Protection from Evil, Detect Undead (spirit magic slot)
0 (at will, DC 13): Detect Magic, Guidance, Read Magic

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STATISTICS
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Str 10 (+0); Dex 14 (+2); Con 14 (+2); Int 12 (+1); Wis 16 (+3); Cha 13 (+1) (Ability Modifiers +2 WIS)
BAB +0; CMB +0; CMD 12

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TRAITS
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Fate’s Favored (Faith): The fates watch over you. Benefit: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
Desperate Resolve (Magic): You are adept at casting spells even in the most precarious situations. Benefit: You gain a +1 trait bonus on concentration checks. This trait bonus increases to +4 when you are grappled, pinned, in violent weather, or entangled.
Rescued (Campaign): At some point in the past, you had a terrifyingly close brush with death. Whatever the peril was, you would have certainly died if not for the swift actions of Koya Mvashti who intervened just in time to save your life. You’ve never forgotten this, and remain fiercely loyal to the NPC who saved you. Perhaps even more importantly, the method in which she saved you seems to have had an impact on your own skills. If Koya saved you, she did so by casting a healing spell on you just before you died, and as a result you gain a +2 trait bonus whenever you use cure spells to heal damage. (Choice: Koya NPC)

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FEATS
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Point-Blank Shot (Combat): You are especially accurate when making ranged attacks against close targets. Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Extra Channel (bonus feat for Human): You can channel divine energy more often. Prerequisite: Channel energy class feature. Benefit: You can channel energy two additional times per day.

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SKILLS 2+5=7
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=== BACKGROUND SKILLS (2 Background Skills/level):

• Handle Animal +5 (1 rank)
• Linguistics +2 (1 rank)

=== ADVENTURING SKILLS (4+1=5):

• Diplomacy +5 (1 rank)
• Heal +7/*+9 (1 rank, *+2 from Healer’s Kit)
• Intimidate +1/*+3 (0 rank,*+2 from dimdweller)
• Know. Nature +5 (1 rank)
• Know. Religion +5 (1 rank)
• Perception +3/*+5/**+6 (0 rank, *+2 racial bonus re dimdweller (concealment & total concealment via darkness or dim light, **+3 bonus on sight-based and opposed Perception checks in shadows or darkness from owl spirit animal/familiar, add a further +2 for Alertness within 30ft of spirit animal.)
• Spellcraft +5 (1 rank)
• Stealth +2/*+4 (0 rank, *+2 from dimdweller)
• Survival +3 (0 rank)

LANGUAGES
Common, Shoanti (ethnic language), Orc, Tien

FCB: Shaman: Add one spell from the cleric spell list that isn’t on the shaman spell list to the list of spells the shaman knows. This spell must be at least 1 level below the highest spell level the shaman can cast. (At level 1 add following orison to list of known Shaman spells: Spark)

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Gear & Equipment (200 gp starting wealth):
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Starting game with Explorer's Outfit worth 10 gp (This set of clothes is for someone who never knows what to expect. It includes sturdy boots, leather breeches or a skirt, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak. Rather than a leather skirt, a leather overtunic may be worn over a cloth skirt. The clothes have plenty of pockets (especially the cloak). The outfit also includes any extra accessories you might need, such as a scarf or a wide-brimmed hat.)

Armour:
• Lamellar Cuirass (15gp, 8 lbs, Armour Bonus +2; Max Dex Bonus +4; Armor Check Penalty 0)

Weapons & Ammunition:
• Stonebow (35gp, 4 lbs)
• 20x Sling bullets for stonebow (2sp, 10 lbs)
• Dagger (2 gp, 1 lbs.)

Gear:
• Masterwork Backpack (50gp, 4 lbs.) (This backpack has numerous pockets for storing items that might be needed while adventuring. Hooks are included for attaching items such as canteens, pouches, or even a rolled-up blanket. It has padded bands that strap across the chest and the waist to distribute its weight more evenly. Like a common backpack, it can hold about 2 cubic feet of material in its main container. When wearing a masterwork backpack, treat your Strength score as +1 higher than normal when calculating your carrying capacity.)
• Kit, Healer’s (50gp, 1 lbs) (This collection of bandages and herbs provides a +2 circumstance bonus on Heal checks. A healer’s kit is exhausted after 10 uses.)
• Kit, Mess (2sp, 1 lbs) (This kit includes a plate, bowl, cup, fork, knife, and spoon, made of wood, horn, or tin. Each item has a handle or small hole, and can be tied together using the included leather cord.)
• Canteen (2gp, 1 lbs)
• Flint & Steel (1 gp, - lbs)
• Belt Pouch (1gp, 0.5 lbs)
• Spell Components Pouch (5 gp, 2 lbs)
• Grooming Kit (1gp; 2 lbs.) (This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.)
• Blanket (5sp, 3 lbs)
• Trail Rations (3 days worth, 15sp, 3 lbs)
• Scroll of Comprehend Languages (25gp, - lbs)
• Leather scroll case (1gp, 0.5 lbs)

Total Cost & Weight: 190gp & 4sp out of 200 (remaining coin=approx 10 gp) & 41 lbs (medium load, based on STR 11 (from MW backpack) Light Load: 38 lbs -, Medium Load: 39-76 lbs, Heavy Load: 77-115 lbs)

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Human Racial Traits:

Ability Score Modifiers: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature. (+2 to Wis)

• [b]Bonus Feat: Humans select one extra feat at 1st level.

Dimdweller (2 RP, alternate racial trait): Whenever characters with this trait benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks. Humans can take this trait in place of the skilled trait, also gaining darkvision to a range of 60 feet.

Shaman Class Features:

The following are the class features of the shaman.

Weapon and Armor Proficiency: A shaman is proficient with all simple weapons, and with light and medium armor.

Spell Casting: 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. 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.

Orisons: Shamans can prepare a number of orisons, or 0-level spells, each day as noted on Table: Shaman. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Spirit (Su): 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.

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 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. Deliver Touch Spells (Su): If a shaman is 3rd level or higher, her spirit animal can deliver touch spells or hexes for her. If the shaman and the spirit animal are in contact at the time the shaman casts a touch spell, she can designate her animal as the “toucher.” The spirit animal can then deliver the touch spell just as the shaman would. If the shaman casts another spell before the touch is delivered, the touch spell dissipates. If the shaman activates a hex, her spirit animal can be used to make the touch; she doesn’t have to be in contact with the animal to use this ability with hexes.)

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: LIFE:

A shaman who selects the life spirit appears more vibrant than most mortals. Her skin seems to glow, and her teeth are a pearly white. When she calls upon one of this spirit’s abilities, her eyes and hair shimmer in the light.

Spirit Magic Spells: Detect undead (1st), lesser restoration (2nd), neutralize poison (3rd), restoration (4th), breath of life (5th), heal (6th), greater restoration (7th), mass heal (8th), true resurrection (9th).

Hexes
A shaman who chooses the life spirit can select from the following hexes.

Curse of Suffering (Su): The shaman causes a creature within 30 feet to take more damage from bleed effects and causes its wounds to heal at a slower rate. When the cursed creature takes bleed damage, it takes 1 additional point of bleed damage (even if the bleed is ability damage). Furthermore, when the target is subject to an effect that would restore its hit points, that effect restores only half the normal amount of hit points. This curse lasts for a number of rounds equal to the shaman’s level. A creature affected by this hex cannot be affected by it again for 24 hours.

After the duration ends, the creature cannot be the target of this hex again for 24 hours.

Deny Succor (Su): The shaman can place this hex on a single creature within 30 feet. The target does not heal damage from cure spells and does not benefit from any spells or effects that remove conditions. This effect lasts for a number of rounds equal to 1/2 the shaman’s level. A successful Will saving throw negates this effect. Whether or not the saving throw is successful, the creature cannot be the target of this hex again for 24 hours.

Enhanced Cures (Su): When the shaman casts a cure spell, the maximum number of hit points healed is based on her shaman level, not the limit imposed by the spell. For example an 11th-level shaman with this hex can cast cure light wounds to heal 1d8+11 hit points instead of the normal 1d8+5 maximum.

Life Link (Su): The shaman creates a bond between herself and another creature within 30 feet. Each round at the start of the shaman’s turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points

if the bonded creature’s hit points are reduced to –5 or fewer,

it heals 5 hit points and the shaman takes 5 points of damage. The shaman can have one bond active per shaman level. The bond continues until the bonded creature dies, the shaman dies, the distance between her and the bonded creature exceeds 100 feet, or the shaman ends it as an immediate action. If the shaman has multiple bonds active, she can end as many as she wants with the same immediate action.

Life Sight (Ex): The shaman can see the states of life, death, and general health of those around her. When she uses this ability, she can tell whether or not creatures within 30 feet of her that she can see are living, wounded, dying, or dead. She can also tell if those creatures are confused, disabled, diseased, nauseated, poisoned, sickened or staggered. At 12th level, when using life sight she is able to sense all nearby living creatures; this functions similar to blindsight, but only for living creatures within 30 feet of her. The shaman can use this ability a number of rounds per day equal to her shaman level, but these rounds do not need to consecutive.

Spirit Animal
The shaman’s spirit animal appears to be a beautiful and very healthy version of its species, and seems especially vibrant and full of life. Her animal companion gains fast healing 1; if the spirit animal already has fast healing, instead its fast healing increases by 1.

Spirit Ability
A shaman who chooses the life spirit as her spirit or wandering spirit gains the following ability.

Channel (Su): The shaman can channel positive energy like a cleric, using her shaman level as her effective cleric level when determining the amount of damage healed (or dealt to undead) and the DC. The shaman can use this ability a number of times per day equal to 1 + her Charisma modifier (1+1=2).

Greater Spirit Ability
A shaman who chooses the life spirit as her spirit or wandering spirit gains the following ability upon having access to the greater version of that spirit.

Healer’s Touch (Su): The shaman gains a +4 bonus on Heal checks. As a standard action, the shaman can move up to half her speed and touch up to six dying creatures. Each creature is automatically stabilized without the need of a Heal check.

True Spirit Ability
A shaman who chooses the life spirit as her spirit or wandering spirit gains the following ability upon having access to the true version of that spirit.

Quick Healing (Su): The shaman calls upon her spirit to enhance the speed of her healing abilities. This ability allows her to channel positive energy or cast a cure spell as a swift action. The shaman can use this ability a number of times per day equal to her Charisma modifier.

Manifestation
Upon reaching 20th level, the shaman becomes a perfect channel for life energy. She gains immunity to bleed, death attacks, and negative energy, as well as to the exhausted, fatigued, nauseated, and sickened conditions. Ability damage and drain cannot reduce her to below 1 in any ability score. She automatically succeeds at saving throws against massive damage. When she is reduced to below 0 hit points, she doesn’t die until her negative hit point total exceeds double her Constitution score.

Spirit Animal: Owl:

Owl CR 1/3 : Female (A beautiful, very healthy/full of life, vibrant version of a young Great Horned Owl: Grey-white-brown feathers for camouflage, brown facial disc and golden eyes. Named: Kachi.)

XP 135
N Tiny Outsider (native)
Init +3; Senses low-light vision; Perception +10

DEFENSE

AC 16, touch 15, flat-footed 13 (+3 Dex, +2 size, +1 Natural Armour Bonus)
hp 5 (1d8)
Fort +2, Ref +5, Will +2

OFFENSE

Speed 10 ft., fly 60 ft. (average)
Melee 2 talons +5 (1d4–2)
Space 2-1/2 ft.; Reach 0 ft.

Fast Healing 1

STATISTICS

Str 6, Dex 17, Con 11, Int 6, Wis 15, Cha 6
Base Atk +0; CMB +1; CMD 9
Feats Weapon Finesse
Skills Fly +7, Perception +10, Stealth +15; Racial Modifiers +4 Perception, +4 Stealth

ECOLOGY
Environment temperate forests
Organization solitary or pair
Treasure none

Owls are nocturnal, rodent-eating birds that make very little noise in flight.

Special:
• Master gains a +3 bonus on sight-based and opposed Perception checks in shadows or darkness
Natural Armor Adj.: +1 is in addition to the familiar's existing natural armor bonus.
Int: The familiar's Intelligence score (6).
Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.