Pathfinder Campaign Setting: Inner Sea Combat (PFRPG)

Kaede Tenko's page

10 posts. Alias of DBH.


Full Name

Kaede

Race

Human. Shaman (Life) 6. AC 18, t 13, f-f 16. hp 45. Fort +4, Ref +5, Will +9. Init +2. Perception + 15

Classes/Levels

Shaman 6

Gender

Fem

Size

Med

Age

24

Alignment

CG

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

About Kaede Tenko

KAEDE

Female Human (Tian-Shu) shaman 6. CG medium humanoid (human)

Init +2; Senses Perception +15,

Languages Aquan, Common, Polyglot, Tien

AC 18, touch 13, flat-footed 16. hp 45. Fort +4, Ref +5, Will +9

Abilities Str 10, Dex 14, Con 12, Int 14, Wis 16, Cha 14

Speed 30 ft. (6 squares)

Ranged masterwork crossbow, light +7 (1d8/19-20), within 30 ft. +8 (1d8+1)
Melee dagger +1 (alchemical silver) +5 (1d4/19-20)
Ranged dagger +1 (alchemical silver/thrown) +7 (1d4+1/19-20), within 30 ft. +8 (1d4+1)
Melee dagger (cold iron) +4 (1d4/19-20)
Ranged dagger (cold iron/thrown) +6 (1d4+1/19-20), within 30 ft. +7 (1d4+1)
.
Base Atk +4; CMB +4; CMD 17

Special Actions Misfortune, Wave Strike,

Prepared Spells Prepared Spell List
Shaman (CL 6th):
3rd - dispel magic , fly (DC 16) , water breathing (DC 16)
2nd - cure moderate wounds (DC 15) , flame blade , hold person (DC 15) , restoration (lesser) (DC 15)
1st - bless , cure light wounds (DC 14) , monkey fish (DC ) , protection from evil (DC 14)
0th - create water , dancing lights , detect magic , stabilize (DC 13)

Special Qualities Bonus Feat, Channel (3d6, DC 15, 3/day), Familiar's Alertness ability active, Healing, Hex, Life (Spirit), Orisons, Skilled, Spirit, Spirit Animal, Spirit Magic, Wandering Hex, Wandering Spirit, Water Sight, Waves (Wandering Spirit), Weapon and Armor Proficiency,

Feats Alertness, Fast Learner, Point-Blank Shot, Precise Shot, Selective Channeling

Skills
Bluff +5,
Craft (Alchemy) +11,
Diplomacy +10,
Fly +6,
Handle Animal +7,
Heal +12,
Knowledge (Nature) +10,
Knowledge (Planes) +8,
Knowledge (Religion) +8,
Perception +15,
Profession (Cook) +9,
Profession (Sailor) +9,
Ride +6,
Sense Motive +5,
Spellcraft +11,
Stealth +2,
Survival +10,
Swim +10,

Possessions ring of protection +1; mithral shirt +1; cloak of resistance +1; pirate clothes (basic); dagger (cold iron); Masterwork Crossbow, Light ; Handy Haversack [ Alchemist's Kit; Grooming Kit; Healer's Kit; Survival Kit (Masterwork); Waterproof Bag (x2); Oldlaw Whiskey (Bottle) (x2); Stove Can; ]; Waterproof Bag [ Coffee (Cup); Honey (Jar); Coffee Pot; Chocolate (Bar) (x2); Powdered Milk; ]; Wrist Sheath, Spring Loaded [ Dagger +1 (Alchemical Silver); ]; Belt Pouch [ Sewing Needle; String (50 ft.); Wire Saw (Adamantine); ];

Bonus Feat Humans select one extra feat at 1st level.

Channel (Su) You can unleash a wave of positive energy. You must choose to deal 3d6 points of positive energy damage to undead creatures or to heal living creatures of 3d6 points of damage. Creatures that take damage from channeled energy receive a DC 15 Will save to halve the damage. You can use this ability 3 times per day.

Familiar's Alertness ability active (Ex) PC has a familiar that has the Alertness (Ex) ability and it is within arms' reach, the master gains the Alertness feat.

Healing (Su) A shaman soothes the wounds of those she touches. This acts as cure moderate wounds, using the shaman's caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours.

Hex A shaman learns a number of magical tricks, called hexes, which grant her powers or weaken foes. Using a hex is a standard action that doesn't provoke an attack of opportunity unless otherwise noted. The saving throw DC to resist a hex is 16.

Life (Spirit) 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)

Misfortune (Su) The shaman causes a creature within 30 feet to suffer grave misfortune for 1 rounds. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A successful Will saving throw (DC 16) negates this hex. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, the creature cannot be the target of this hex again for 24 hours.

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

Seeker You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

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. 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) 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.

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.

Touched by the Sea You've always felt the call of the sea and your blood surges with the ebb and flow of the tides. Perhaps one of your parents was a sailor or pirate, or maybe one of your ancestors had a bit of aquatic elf or undine blood in them. Whatever the reason, you're as comfortable in the water as you are on land. You gain a +1 trait bonus on Swim checks and Swim is a class skill for you. In addition, penalties on attack rolls made underwater are lessened by 1. You came to Port Peril in search of your destiny, and after a few drinks at a tavern called the Formidably Maid, you went down to the docks to take in a view of the sea. The last thing you remember is a blow to the back of your head and the waves rushing up to meet you.

Wandering Hex A shaman can temporarily gain the use of one of the hexes possessed by either one of her spirits. She must make this selection each day when she prepares her spells. For the purposes of this ability, she can select any hex possessed by her spirit or wandering spirit. If she selects it from her wandering spirit, she loses the hex immediately if she bonds with another spirit, although she can then select a different hex to gain using this ability, from either her spirit or her new wandering spirit. This ability otherwise functions as the hex class feature.

Wandering Spirit (Su) A shaman can form a temporary bond with a spirit other than the one selected using her spirit class feature. She must make this selection each day when preparing her spells. While this feature is active, she gains the spirit ability granted by the spirit. She also adds the spells granted by that spirit to her list of spells that she can cast using spirit magic. She does not add the hexes from her wandering spirit to her list of hexes that she can choose from with the hex class feature.

Water Sight (Su) The shaman sees through fog and mist without penalty as long as there is enough light to otherwise allow her to see normally. She can use these abilities for 6 rounds per day, but these rounds do not need to be consecutive.

Water Sight (Wandering)

Waves (Wandering Spirit) Spirit Magic Spells: hydraulic push (1st), slipstream (2nd), water breathing (3rd), wall of ice (4th), geyser (5th), fluid form (6th), vortex (7th), seamantle (8th), tsunami (9th)

Wave Strike (Su) As a standard action, the shaman can perform a melee touch attack that drenches a creature and pushes it away. The opponent takes 1d6+3 points of nonlethal damage and is pushed 5 feet directly away from the shaman. This movement does not provoke attacks of opportunity. A shaman can use this ability 5 times per day.

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

NALA

Male Familiar Viper animal 1

None tiny animal/magical beast (familiar, augmented magical beast, familiarbase)

Init +3; Senses Low-Light Vision, Perception +14, Scent,

Communication Empathic Link, Speak with Master,

AC 19, touch 15, flat-footed 16. hp 22 (1HD), Fast Healing 1
Fort +1, Ref +5, Will +6

Speed 20 ft. (4 squares) Climb 20 ft. Swim 20 ft.

Melee bite +9 (1d3-3)

Base Atk +4; CMB +5; CMD 12

Special Actions Poison,
Abilities Str 4, Dex 17, Con 8, Int 8, Wis 13, Cha 2

Special Qualities Alertness, Deliver Touch Spells, Deliver Touch Spells, Empathic Link, Fast Healing 1, Improved Evasion, Intelligence Score, Low-Light Vision, Natural Armor Bonus, Scent, Share Spells, Speak with Master, Spirit Animal,

Feats Weapon Finesse

Skills Acrobatics +3, Acrobatics (Jump) -1, Appraise -1, Bluff -4, Climb +17, Craft (Untrained) -1, Diplomacy +1, Disguise -4, Escape Artist +3, Fly +11, Handle Animal -2, Heal +7, Intimidate -4, Knowledge (Nature) +4, Knowledge (Planes) +2, Knowledge (Religion) +2, Perception +14, Perform (Untrained) -4, Ride +4, Sense Motive +1, Spellcraft +5, Stealth +15, Survival +5, Swim +20,

Possessions

Alertness (Ex) While a familiar is within arm's reach, the master gains the Alertness feat.

Deliver Touch Spells (Su) If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the "toucher." The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Deliver Touch Spells (Su) Your spirit animal can deliver touch spells or hexes for you. If you and the spirit animal are in contact at the time you cast a touch spell, you can designate your animal as the "toucher." The spirit animal can then deliver the touch spell just as you would. If you cast another spell before the touch is delivered, the touch spell dissipates. If you activate a hex, your spirit animal can be used to make the touch; you don't have to be in contact with the animal to use this ability with hexes.

Empathic Link (Su) The master has an empathic link with his familiar to a 1 mile distance. The master can communicate emphatically 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.

Fast Healing (Ex) You regain hit points at 1 hit points per round. You regain hit points at 1 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.

Improved Evasion (Ex) When subjected to an attack that normally allows a Reflex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

Intelligence Score

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Natural Armor Bonus

Poison (Ex) Injury; Save Fort DC 9; Frequency 1/round for 6 rounds; Effect 1d2 Con damage; Cure 1 save.

Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility.

Share Spells (Ex) The master may cast a spell with a target of "You" on her animal companion (as a spell with a range of touch) instead of on herself. A master may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

Speak with Master (Ex) If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Spirit Animal (Su) The spirit animal appears to be a beautiful and very healthy version of its species, and seems especially vibrant and full of life.

Background.

Growing up on Shenchu bay in the Shackles is a good preparation for a life of piracy. Kaede showed early signs of being gifted in the art of healing and as soon as she was able enlisted as a ship’s surgeon on the Golden kiss.

Kaede served well until the Kiss went down off the Devil’s arches after a running battle with two Chelaxian pirate hunters. The crew managed to get the dying ship close enough that the survivors were able to reach the shore alive.

Kaede has been hiring on as ship’s surgeon with anyone who needs a good healer since then. Though she avoids ships with a reputation for cruelty. Being Shackles born Kaede regards piracy as a normal part of life, but she thinks evil acts are needless and wasteful.

Kede is a short, slender Tian-shu woman, her long black hair kept back in a braid and tied up when she’s working. She is pleasant company socially, likes a drink and a bit of fun. When working she’s no nonsense and pragmatic. A career of dealing with the wounds and injuries of pirates means she’s seen a lot of blood and gore.

Her time at sea has given her other skills, Kaede can also serve in a pinch as Ship's cook or as a crew member.