Classes/Levels |
CMB:+2 CMD:15 | Know:Arcana/Geo/Hist/Local/Nat/Nobility/Plane/Religion:+5, Stealth:+13, Survival:+7 | Condition: OK | Active Spell: None | CLW Wand: 49 charges |
Gender |
Male Varana Shaman 3 | HP: 14/24 | AC:18/19 (20/21 if his spear is braced for charge) (FF15/16, T13/14) Size+1 | Init:+7 | Perception:+10 Low-Light | Saves F:+3,R:+4,W:+5 | |
About Katala Doratian
Character Name: Katala Doratian
Character Race: Vanara
Class: Shaman (Heavens)
Alignment: CG
Deity: Lanxu
Current Moderator: Timespiraled
Adventure: Four Flavors of Heaven
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Gender: Male
Age: 20
Height: 5' 1"
Weight: 140 lbs
Eyes: Brown
Hair: Ivory
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Character Level: 3
EXP Points Gained:
EXP Needed For Next Level:
Known Languages:
Common, Vanaran, Celestial
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Strength: 11 (1 point)
Dexterity: 16 (5 points, +2 Racial)
Constitution: 14 (5 points)
Intelligence: 12 (2 points)
Wisdom: 16 (5 points, +2 Racial)
Charisma: 10 (2 points, -2 racial)
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Hit Points: 24 (10 + (d8+2) x 2)
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Armor Class: 18/19 when small (Base: 10, Dex +3, Armor +5, /Size +1)
Flatfooted Armor Class : 15
Touch Armor Class: 13
MW Lamellar (horn) armor: +5 AC | ACP -3 | Speed: 20' | 30 (15) lbs/250 GP
Special Armor Class Notes: None
CMD: 15 (10 + BAB + STR + DEX)
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Save vs. Fortitude: +3 (Base: +1, Con: +2)
Save vs. Reflex: +4 (Base: +1, Dex:+3)
Save vs. Will: +5 (Base: +3, Wis: +2)
Special Save Notes: None
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Initiative Modifier: +7 (DEX +3, Feat +4)
Base Attack Bonus: +2
DEX +3
CMB: +2
Special Combat Notes: +1 to hit when small
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Weapons:
Magical +1 Boar Spear: d6/d8 | x2 | S | Brace, AC Bonus against charge | 8 (4) lbs./305 GP
- If you hit when set for charge, +2 Shield bonus to AC
Light Crossbow: d6/d8 | 19-20 x2 | P | 80' | 4 (2) lbs/35 GP
Crossbow Bolts (10) | 1 lb/1 GP
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Skills
Total skill points earned: 17: 6 Points/Level (4 + Int(+1) + Favored Class Bonus(+1)) Note: FCB used for Cleric spells at level 3+
Shaman's class skills: Craft(Int), Diplomacy(Cha), Fly(Dex), Handle Animal(Cha), Heal(Wis), Knowledge(nature)(planes)(religion)(Int),
Profession(Wis), Ride(Dex), Spellcraft(Int), and Survival(Wis)
All Knowledge Skills gained by racial trait. Stealth & Perception added by trait.
Diplomacy: = +4 (Cha 0) 1 Ranks +3 [Class Skill]
Handle Animal: = +4 (Cha 0) 1 Ranks +3 [Class Skill]
Heal: = +7 (Wis 3) 1 Ranks +3 [Class Skill]
Knowledge (arcana): = +5 (Int 1) 1 Ranks +3 [Class Skill]
Knowledge (geography): = +5 (Int 1) 1 Ranks +3 [Class Skill]
Knowledge (history): = +5 (Int 1) 1 Ranks +3 [Class Skill]
Knowledge (local): = +5 (Int 1) 1 Ranks +3 [Class Skill]
Knowledge (nature): = +5 (Int 1) 1 Ranks +3 [Class Skill]
Knowledge (nobility): = +5 (Int 1) 1 Ranks +3 [Class Skill]
Knowledge (planes): = +5 (Int 1) 1 Ranks +3 [Class Skill]
Knowledge (religion): = +5 (Int 1) 1 Ranks +3 [Class Skill]
Perception: = +10 (Wis 3) 3 Ranks +3 [Class Skill] Seeker Trait +1
Sense Motive: = +3 (Wis 3)
Stealth: = +13 (Dex 3) 2 Ranks +3 [Class Skill] Familiar+3, Small+4, Trait+1, ACP-3
Survival: = +7 (Wis 3) 1 Ranks +3 [Class Skill]
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Traits & Feats:
Traits:
Highlander: +1 to Stealth & it is a Class Skill. +2 in hilly or rocky areas.
Seeker: +1 to Perception and it is a Class skill
Feats:
Level 1: Improved Initiative
Level 3: Extra Hex
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Racial and Class Skills, Abilities & Features:
Race: Vanara
+2 Dexterity, +2 Wisdom, –2 Charisma: Vanaras are agile and perceptive, but are also rather impish and mischievous.
Vanara: Vanaras are humanoids with the Vanara subtype.
Medium: Vanaras are Medium creatures and have no bonuses or penalties due to their size.
****Normal Speed: Vanaras have a base speed of 30 feet and a Climb speed of 20 feet.
--Tree Stranger- Source Advanced Race Guide pg. 206
Some vanaras have spent their lives among humans in centers of learning instead of traditional treetop homes. These vanaras treat all Knowledge skills as class skills, but lose their climb speed racial trait.
Low-Light Vision: A vanara can see twice as far as a human in dim light.
****Nimble: Vanaras have a +2 racial bonus on Acrobatics and Stealth checks.
--Change Size (Su)- Source Blood of the Beast pg. 28
One vanara in every 500 is gifted with limited shapeshifting ability. Such a creature can adjust her size at will. She gains the change shape ability and the shapeshifter subtype. Instead of changing appearance, she can use change shape to reduce her size category to Small. Her ability scores don’t change, only her size (and thus her weapon damage); normal size penalties and bonuses to AC and CMD and on attack and skill rolls apply. Changing size or returning to her true size is a fullround action. This racial trait alters the vanara’s type and replaces nimble.
Prehensile Tail: A vanara has a long, flexible tail that she can use to carry objects. She cannot wield weapons with her tail, but the tail allows her to retrieve a small, stowed object carried on her person as a swift action.
Languages: Vanaras begin play speaking Common and Vanaran. Vanaras with high Intelligence scores can choose from the following languages: Aklo, Celestial, Elven, Gnome, Goblin, and Sylvan.
Favored Class Options: Shaman (Blood of the Beast pg. 28): 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 level the shaman can cast.
Class: Shaman
Orisons: 0 level spells that can be cast at will
Spirit: Heavens
Spirit Animal: Similar to a Witch's Familiar. Commune with the Spirit Animal to gain spells for the day.
Spirit Magic: Spells gained from the chosen spirit (or the wandering spirit). One additional spell slot per level is gained for Spirit Magic spells.
Hex: Gained from the Spirit, or the general Shaman hexes, or 1 Witch hex. Save vs Hex is 10 + 1/2 level + WIS(3). Hexes gained from the extra hex feat have to be from the Spirit.
Spirit Ability: Stardust (Sp): 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.
Hexes:
Level 2: Evil Eye (Su) (Advanced Class Guide pg. 36): The shaman causes doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (shaman’s choice): ability checks, AC, attack rolls, saving throws, or skill checks. This hex lasts a number of rounds equal to 3 + the shaman’s Wisdom modifier. A successful Will saving throw reduces this to just 1 round. At 8th level, the penalty increases to –4. This is a mind-affecting effect.
Level 3: (From Extra Hex Feat): Heaven's Leap (Su): The shaman is adept at creating tiny tears in the fabric of space, and temporarily stitching them together to reach other locations through a limited, one-way wormhole. As a standard action, the shaman can designate herself or a single ally that she can see who is within 30 feet of her. She can move that creature as if it were subject to jester’s jaunt. Once targeted by this hex, the ally cannot be the target of this hex again for 24 hours.
My Spirit Animal: Shal Snark
N Diminutive animal
Init +1; Senses low-light vision, scent; Perception +5
Defense
AC 17, touch 17, flat-footed 16 (+1 Dex, +4 size, Familiar Natural Armor+2)
hp 12 (Familiar half of my max)
Fort +1 (Base+2, Con-1), Ref +3 (Base+2, Dex+1), Will +4 (Base+3, Wis+1)
Speed 20 ft., climb 15 ft., fly 30 ft. (poor) ** Flight speed increased by 10' due to Heaven's Spirit
Statistics: Str 1, Dex 13, Con 8, Int 7, Wis 12, Cha 13
Feats: Weapon Finesse
For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master's skill ranks, whichever is better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar's total skill modifiers, some skills may remain beyond the familiar's ability to use. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.
Skills Acrobatics +1 (Dex), Climb +13, Fly +3, Perception +11 (Wis+1, Race+4, 3 Ranks, +3 Class Skill), Stealth +22 (Dex+1, Size+12, Race+4, 2 Ranks, +3 Class Skill)
Special Abilities: Bio-luminescence (Ex) All snarks share the ability to glow, shedding light like a candle. This is an involuntary action, which a snark can suppress for 1d6 minutes with a successful DC 12 Will saving throw.
Master of this Spirit Animal gets +3 to Stealth
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Equipment & Gear:
Traveler's Outfit
Cloak of Resistance +1 - 1,000 GP
Masterwork Backpack - 50 GP - 4 (2) lbs (Total: 17/9 lbs)
Bedroll - 1 SP - 5 (1.25) lbs
Ration, Trail (3) - 5 SP ea - 1 (.25) lbs each
Rope, Silk, 50' - 20 GP - 5 lbs
Pouch, Belt - 1 GP - 1/2 lbs (Total 4.5 lbs)
Waterskin - 1 GP - 4 (1) lbs
Wand CLW 49 charges
Weight: 65.5/33.5 (second value is small size)
Weapons: 13/7
Armor: 30/15
Equipment: 22.5/11.5
Total weight carried:
Carrying capacity : Light -> 38/43, Medium -> 76/86 (second number due to MW Backpack)
Starting Gold: 3000 GP
Weapons: 341 GP
Armor: 250 GP
Equipment: 1903 GP, 6 SP
500 paid to supplement the enchantment of my spear.
Remaining Funds: 6 PP, 25 GP, 4 SP
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Movement: 20 ft. (Armor)
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Magic:
Level 0: 4: Daze, Guidance, Light, Stabilize
Level 1: 4 (2 + WIS(1) + Spirit Magic)
- Fallback Strategy
- Bless
- Endure Elements
S: Color Spray
Level 2: 3 (1 + WIS(1) + Spirit Magic)
- Aid
- Spiritual Weapon
S: Hypnotic Pattern
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)
Save: 10 + Spell Level + WIS(3)
Favored Class Bonus used at level 3 for Fallback Strategy
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Character History:
I was born 20 years ago to Kitara and Jolian Doratian in the city of Shuishang. Some might say that being born is the most important moment of your life, but I don't remember it. It was probably pretty important to my parents. Jolian was a dock worker. He was a good father.... I guess. Maybe if I were a better son I'd feel differently, but all I think I learned from him was that "hard work is its own reward". But that's not a lesson that a youngling wants to learn!
Mom was a priestess in the Temple of Lanxu. That became very important to me for a couple of reasons, that I'll explain later.
Actually, I pretty much grew up being under foot in the temple. THAT led to the most important moment of my life! I was young when I got my calling. I mean, really young. You see, Vanara don't age quite like humans. My brothers and sister trained and joined Dad at the docks by the time they were 13. But when I joined my mother at the temple when I could barely walk and talk properly it was obvious that I was different. Then, when I was just 5 years old I met Shal. Shal is a Snark, and he's my Spirit Animal. I didn't really understand much, but the priests at the temple were very impressed. You see, snarks aren't normal creatures. They live in the spirit realms and are rarely seen here. And when Shal landed on me, well, I did what any young boy would do (I think) and I started petting him. And he liked it and started to glow! After that first meeting, we were fast friends, but the temple immediately started training me about the important things that I would need to know. Lots of history (yeck!) and stuff about the gods, and the spirits, and lots of other stuff. Pretty dry, but I guess they figured I'd need to know it!
For the next part of my story I need to say that it wasn't all my fault. Shal made me do it? Well, I was learning to be a Shaman. I had already learned to concentrate on Shal to "commune" with Lanxu for the powers that she would grant me. Or, at least... I think so? I mean, I was doing the whole commune thing. But isn't a God rather busy? So I figured I was probably communing with one of her servants. I mean really? Wouldn't she have a power under her to handle a small fry like me asking for help? Maybe that's why I wasn't getting very far! I was 9 years old and had learned to request and cast orisons. I had even learned a special spell that they called my Spirit Magic. But I hadn't mastered any regular spells. I couldn't cure a hang nail! Then another oddity manifested. I was sitting with Shal, minding my own business and quite bored. (as usual!) I was wishing that I could just sneak away! Suddenly my body started to shrink! I was surprised but Shal didn't seem to think anything strange was happening. When I stopped shrinking I was half my size and looked like a 2 year old! I found out later that while rare, this isn't unknown for my people. One in five hundred or so.... ?? Anyway, I got up and ran out, sneaking away from the temple, and then even the city. I didn't know what I was doing, but this was my ticket to interesting stuff! Being smaller made it easier to hide from folks and I just wanted to be elsewhere. Down at the docks I sneaked on to a boat and stowed away! I didn't know where it was going but I figured I'd get off once it got to anywhere and then figure out my next step.
Well, it was "high adventure". (not really) But it did teach me that planning is important. I learned what hungry really meant. I learned that running off to the wilds was dangerous, and that hiding behind a rock doesn't always work. But, I also learned how to really commune for my magic, (Needing to heal my own skin made it more important!?!) and I learned how to hide better.
Back at home and the temple I also learned that curing magic isn't to be used on a "tanned behind"! And I also started paying better attention in classes. Once I showed that I had matured I was allowed to join the regular staff of the church, tending to the people in the city and occasionally traveling with the others to teach and tend to the people outside of the city.