Lini

Kasha Mvashti's page

741 posts. Alias of Mark Thomas 66 (RPG Superstar 2009 Top 16).


Classes/Levels

Female Human Shaman (Nature Spirit) 7 | HP: 56/58 | AC 16 (19) T12 FF14 | F+5 R+6 W+8 | Init +2 | Perception +11 |

Gender

Kasha

Age

22

Alignment

Neutral Good

Deity

Green Faith

Location

Sandpoint

Languages

Common, Sylvan, Varisian

About Kasha Mvashti

Max HP:58 (7d8+7+7FCB+7Toughness) Current HP:56 Non Lethal:
STR 12(+1) DEX 14(+2) CON 12(+1) INT 14(+2) WIS 16(+3) CHA 14(+2)

Defense

AC: 16 (10+4Armor + Natural +2 Dex)
Touch: 12
Flat footed: 14
Resistance:

Armor +1 wooden Max Dex + 3 ACP: 0

Speed: 30

Saves:
Fort: +5 Reflex: +6 Will: +8

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Offense
BAB:+5 CMB:+6 Initiative +2

Combat:
Melee: +1 Cold Iron Sickle +7 1d6+2
Ranged: Sling +7 1d4 50 sling bullets 10 groaning bullets
Ranged: Spell +7 Varies
Ranged: 1+ Returning starknife +8 1d4+1 x3 20ft

Wandering Spirit attack: Melee: Touch of Flame (5/day) +6 1d6+3 Fire

Spells
Spirit Magic 1/day each: Burning hands (1st), Barkskin (2nd) Fireball,(3rd), Grove of respite (4th)

o-level per day:4 Unlimited
Dancing lights, Detect Magic, Read Magic, Create Water

1st level per day:3+1 Cast:
Bless, Endure elements, Thorn Javelin, Inflict Light wounds (1d8+5)

2nd level per day:3+1 Cast:1
Flame Blade, Summon Swarm, Touch of bloodletting, Warp wood

3rd level per day 2+1 Cast:1
Fly, Thorny Entanglement, Trial of Fire and Acid

4th level per day 1+1 Cast:
Restoration
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Special Abilities HEX DC's 16

Orisons, spirit, spirit animal, spirit magic, stormburst, Hex (Entangling curse), Hex, Wandering spirit, Wandering Hex

Spells: A shaman casts divine spells drawn from the shaman spell list. A shaman must choose and prepare her spells in advance.

Primary Spirit: Nature
A shaman who selects the nature spirit takes on an appearance that reflects the aspect of the natural world she has the closest connection to. A nature shaman from the forest has a green tinge to her skin and hair, with eyes of sparkling emerald and the scent of green leaves and flowers about her. A nature shaman from the tundra is typically alabaster pale, with platinum hair and crystal blue eyes, and her skin always seems strangely cold.

Spirit Magic Spells: Charm animal (1st), barkskin (2nd), speak with plants (3rd), grove of respite (4th), awaken (5th), stone tell (6th), creeping doom (7th), animal shapes (8th), world wave (9th)..

A shaman who chooses the nature spirit as her spirit or wandering spirit gains the following ability.

Storm Burst (Su) : As a standard action, the shaman causes a small storm of swirling wind and rain to form around one creature within 30 feet. This storm causes the target to treat all foes as if they had concealment, suffering a 20% miss chance for 1 round plus 1 round for every 4 shaman levels she possesses. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, any weapon she wields is treated as a thundering weapon.

Entangling Curse (Su) : The shaman entangles a creature within 30 feet for a number of rounds equal to the shaman's Charisma modifier (minimum 1). A successful Reflex saving throw negates this effect. Whether or not the save is successful, the creature cannot be the target of this hex again for 24 hours.

Entangled condition: Move at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell.

Fury (Su): A shaman incites a creature within 30 feet into a primal fury. The target receives a +2 morale bonus on attack rolls and a +2 resistance bonus on saving throws against fear for a number of rounds equal to the shaman's Wisdom modifier. At 8th and 16th levels, these bonuses increase by 1. Once a creature has benefited from the fury hex, it cannot benefit from it again for 24 hours.

Friend to Animals (Su): The shaman can spontaneously cast summon nature’s ally spells as a druid. In addition, all animals within 30 feet of the shaman receive a sacred bonus on all saving throws equal to the shaman’s Charisma modifier.)

Wandering Spirit: Flame

Spirit Ability
A shaman who chooses the flame spirit can select from the following hexes.
Touch of Flames (Su): As a standard action, the shaman can make a melee touch attack that deals 1d6 points of fire damage + 1 point for every 2 shaman levels she possesses. A shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, any weapon she wields is treated as a flaming weapon.

Wandering Hex: Ward of Flames (Su): The shaman touches a willing creature (including herself ) and grants a ward of flames. The next time the warded creature is struck with a melee attack, the creature making the attack takes 1d6 points of fire damage + 1 point of fire damage for every 2 shaman levels she possesses. This ward lasts for 1 minute, after which it fades away if not already expended. At 8th and 16th levels, the ward lasts for one additional attack. A creature affected by this hex cannot be affected by it again for 24 hours.

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Languages: Common, Sylvan, Varisian

Skills:6 per level(42)

Climb +1
*Craft +7
*Diplomacy +2
*Fly +
*Handle Animal +12
*Heal +13
Intimidate +2
*Knowledge Arcana +8
*Knowledge Geography +10
*Knowledge Religion+7
*Knowledge Planes+6
*Knowledge Nature+12
Perception +11
*Ride +6
Sense motive +5
Stealth +4
*Spellcraft +8
Swim +3
*Survival +12
*UMD +6
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Feats:
Accursed hex (2nd time in same round if unsuccessful), Fast Learner (Human), Toughness, Extra hex, Great Fortitude, Spirit Talker 1x/day commune with any spirit to gain 1 hex for 1 hr
Traits:
Foster Child: Koya Mvashti might be old enough
to be your grandmother, but to you, she’s always been
your mom. Ever since your parents passed away, Koya’s
been taking care of you as if she were your mother. You
never really figured out why Koya took you into her care,
but you do know she’s done this before—most recently
with Sandru Vhiski, whom you think of as your brother.
Growing up, Koya made sure that you had the best
education possible, particularly in one particular topic.
Choose any Knowledge skill—(Arcana), you gain a +2 bonus on
skill checks with that Knowledge skill, and it becomes a
class skill for you. In addition, you gain a +1 trait bonus
on all attack rolls against foes that threaten your adoptive
mother.

Devotee of the Green
Your faith in the natural world or one of the gods of nature makes it easy for you to pick up on related concepts.
Benefits: You gain a +1 trait bonus on Knowledge (geography) and Knowledge (nature) checks, and one of these skills (your choice) is always a class skill for you.

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Equipment/Gear
Traveler's outfit (free) Cold weather outfit
Shaman's kit: includes a backpack, a bedroll, a belt pouch, candles (10), a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.(Green faith), Blanket, 50ft silk rope,

+1 Cold Iron Sickle
+1 wooden armor
Tree Feather token
Handy haversack

Ring of Natural attunement (Leshy)

Scrolls: scroll of restoration, scroll of remove disease, scroll of cure mod wounds, scroll of cure light wounds, scroll of false life, scroll of water walk
Wands:
Wand of CLW 38
Wand of Warp wood 30
Wand of Inflict Moderate Wounds (2d8+3) 12
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Description
Kasha Mvashti

A vibrant young woman in excellent physical condition, Kasha radiates a wild primal bond with the natural world immediately striking people as being somehow....."more alive" than everyone else around her. Her skin, clearly touched by the sun, carries a healthy glow, her hair wild and untamed, carries a tinge of green among its rich earthy tones, eyes glimmer like emeralds, holding a wisdom that belies her age. The scent of leaves and wildflowers wafts around her constantly, while her laughter reminds one of a babbling brook. Markings and tattoos decorate her skin, adding to the aura of natural wildness that emanates form the young shamaness.

Background
Found abandoned at the age of 5 by Sandru, and brought to his adoptive mother Koya Mvashti, the little girl had no one, lacking even a memory of where she came from. Though if an orphan were to end up somewhere, the home of the Varisian fortune teller was as good a place as any. Growing up, Kasha didn't want for much. A loving mother, a responsible and protective older brother, she was loved and cared for, educated better than most children in the town of Sandpoint, not just in sums and writing but the natural world, the stars, the land, all of it.

As she grew she developed a wanderlust, in part due to Sandru's adventuring with his best friend Ameiko, her mothers tales of the open road and her own pull towards the wide open neutral spaces. Encouraged to follow her heart, she took to occasionally travel the surrounding areas, occasionally accompanying the elven ranger Shalelu from whom she learned quite a bit, but often on her own learning the best way possible...through experience.

After her grandmother's death she felt the need to take another sojourn into the wilds, yet her trip was a shorter one this time, worried about Koya's melancholy after mourning. Her surprise at finding that she had gone with Sandru's caravan to explore some detail of Ameiko's past has drawn both her concern and curiosity, leaving her eagerly awaiting their return.

Wealth

pp 1845gp 7sp 50cp
gems

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Spirit Animal

The shaman's spirit animal looks feral, and appears to be in peak physical form. The animal can move through any sort of undergrowth or natural difficult terrain at its normal speed without taking damage or suffering any other impairment. If the animal has a fly speed, it can ignore the penalty on Fly skill checks for winds up to windstorm strength

Natural Armor Adj.: The number noted here is in addition to the familiar's existing natural armor bonus.
Int: The familiar's Intelligence score.
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).
Empathic 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.
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.
Sly - Weasel
N Tiny animal
Init +2; Senses low-light vision, scent; Perception +1

DEFENSE
AC 19, touch 14, flat-footed 16 (+2 Dex, +5 natural, +2 size)
hp 17 HD:4
Fort +2, Ref +5, Will +7

OFFENSE
Speed 20 ft., climb 20 ft.
Melee bite +7 (1d3–4 plus attach)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 3, Dex 15, Con 10, Int 9, Wis 12, Cha 5
Base Atk +4; CMB +4; CMD 10 (14 vs. trip)
Feats Weapon Finesse
Skills Acrobatics +10, Climb +10, Escape Artist +3, Stealth +14; Racial Modifiers +4 Stealth, +8 Acrobatics

SPECIAL ABILITIES
Attach (Ex)

When a weasel hits with a bite attack, it automatically grapples its foe, inflicting automatic bite damage each round.

Special Abilities:
Alertness, improved evasion, share spells, empathic link, Deliver touch spells, Speak with master, Speak with animals of its kind
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Relationship scores:
Koya:10
Sandru:8
Ameiko:6
Shalelu:6

Received Fury Hex today: