Undine

Korez's page

170 posts. Organized Play character for heavydisking.


Full Name

Korez

Race

male undine shaman of heavens 3 | HP 24/24, stardust 1/2 | AC 20, T 14, FF 17 | F +5, R +5, W +8, resist cold 5 | CMB +2, CMD 15 | Spd 20', Swim 30' | Perc +12 | Init +7

Strength 10
Dexterity 16
Constitution 13
Intelligence 12
Wisdom 18
Charisma 8

About Korez

Korez
male undine shaman 3 of heavens
neutral good medium outsider (native)

Init +7; Senses darkvision; Perception +12

XP 8 Fame 16 Prestige 15
PFS # 161871-19 Faction Scarab Sages

DEFENSE
AC
20, touch 14, flat-footed 17 (+6 armor, +3 dex, +1 deflection)
HP 24 (3d8 +3 Con +3 FC)
Fort +5, Ref +5, Will +8
Special Defenses cold resistance 5, hydrated vitality

OFFENSE
Speed
20 ft land, 30 ft swim
Melee longspear +2 (1d8, x3, P, brace, reach)
Ranged mwk light crossbow +6 (1d8, 19-20/x2, 80' range, P)
Special Attacks stardust 2/day, heaven's leap, misfortune

STATISTICS
Str
10 (+0), Dex 16 (+3), Con 13 (+1), Int 12 (+1), Wis 18 (+4), Cha 8 (-1)
BAB +2, CMB +2, CMD 15

Feats
Alertness:
bonus feat from familiar You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Improved Initiative: You get a +4 bonus on initiative checks.
Extra Hex: You gain one additional hex. You must meet all of the prerequisites for this hex.

Traits
Seeker:
You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Dangerously Curious: You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.

Skills 4 skill points/level +1/level (Int)= 15
Climb -1, Diplomacy +5 (+7 in Irrisen or vs Plane of Air), Intimidate -1 (+1 vs Plane of Air), Knowledge (nature, planes, religion) +5, Perception +12 (+14 to find hidden objects in the Gloomspires), Profession (astronomer) +8, Spellcraft +6, Sense Motive +6, Survival +8, Use Magic Device +5
AC Penalty -3

Languages
Common, Aquan, Auran

Racial Abilities
Base Speed:
Undines have a base speed of 30 feet on land. They also have a swim speed of 30 feet, can move in water without making Swim checks, and always treat Swim as a class skill.
Energy Resistance:
Undines have cold resistance 5.
Spell-Like Ability:
Undines can use hydraulic push 1/day (caster level equals the undine’s level).
Darkvision: Undines can see perfectly in the dark up to 60 feet.
Hydrated Vitality:
An undine with this racial trait gains fast healing 2 for 1 round anytime she submerges completely within a body of natural salt water, fresh water, or brackish water. Stagnant, poisoned, or trapped water (such as an artificial pit or a bag of holding) does not activate this ability. The undine can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces water affinity.

SQ
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. Like other spellcasters, a shaman can cast only a certain number of spells of each spell level per day. 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. These spells are cast like any other spell, but they are not expended when cast and may be used again.
Spirit: 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.
Hex: A shaman learns a number of magical tricks, called hexes, which grant her powers or weaken foes. At 2nd level, a shaman learns one hex. At 4th, 8th, 10th, 12th, 16th, 18th, and 20th level, the shaman learns new hexes. A shaman can select from any of the following hexes or from any of the hexes listed in the description of her chosen spirit. A shaman cannot select a hex more than once unless noted otherwise. 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 equal to 10 + 1/2 the shaman’s level + the shaman’s Wisdom modifier.
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 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.
Spirit Animal: 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. If a spirit animal is lost or dies, it can be replaced after 24 hours through a special ritual that consumes material components worth 500 gp per shaman level. The ritual takes 8 hours to complete. The new spirit animal must be of the same sort of creature as the previous one.
Deliver Touch Spells: 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.
Heaven’s Leap: 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.
Stardust: 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.
Misfortune: The shaman causes a creature within 30 feet to suffer grave misfortune for 1 round. 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 negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. 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.

Spells Prepared
2 (2/day) - barkskin, lesser restoration
1 (3/day) – bless, burning hands, monkey fish
0 (5/day) - detect magic, guidance, light, mending, resistance
Caster Level 3 Concentration +7

Spirit Magic
2 (1/day) - hypnotic pattern
1 (1/day) - color spray

Spell-like Ability
1/day - hydraulic push

GEAR
Combat Gear
masterwork breastplate, longspear, masterwork light crossbow, 20 bolts, 2 1 flasks acid

Other Gear antiplague, antitoxin, 2x scroll of shield, wand of cure light wounds (41 charges), cloak of resistance +1, ring of protection +1, noble's outfit, explorer's 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, climber's kit These crampons, pitons, ropes, and other tools give you a +2 circumstance bonus on Climb checks

Money 3206 gp

FLUFF
Description
Korez's aquatic heritage is strikingly evident in his visage. He has vestigial gills and his hair seems quite fin-like.

History Korez comes from a small coastal community in Varisia. He found he had an innate connection with the stars as he spent long nights as a youth gazing up at them. This time spent in the out of doors on the coast led to his further communing with the spirits of the sea and the air. When he matured, he felt the pull of the stars calling him to make his own permanent mark on the world. He traveled to Absalom and earned an invitation to join the Scarab Sages.

Age 72

Deity Desna

SPIRIT ANIMAL

Charlie the Rat:
Rat
neutral tiny outsider (native)

Init +2; Senses low-light vision, scent; Perception +1

DEFENSE
AC 16, touch 14, flat-footed 14 (+2 Dex, +2 size, +2 natural)
hp 13 (3d8)
Fort +2, Ref +4, Will +4

OFFENSE
Speed 15 ft., climb 15 ft., swim 15 ft., fly 5 ft.
Melee bite +6 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 2, Dex 15, Con 11, Int 7, Wis 13, Cha 2
Base Atk +0; CMB +0; CMD 6 (10 vs. trip)

Feats Weapon Finesse

Skills Climb +10, Stealth +18, Swim +10; Racial Modifiers +4 Stealth

SQ
Familiar: Master gains a +2 bonus on Fortitude saves.
Spirit Animal: The flesh of the shaman’s spirit animal accurately reflects the stars that would be visible in the night sky, no matter where the animal is or the time of day. Due to this, it can be used as a star map. In addition, it gains a fly speed of 5 feet; if the animal already has a fly speed, instead its fly speed increases by 10 feet. While the animal is flying, a small nimbus of light surrounds it.
Alertness: While a familiar is within arm’s reach, the master gains the Alertness feat.
Improved Evasion: 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: 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.
Deliver Touch Spells: 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.

Chronicles

6-06: Hall of the Flesh Eaters:
XP 1
Fame/Prestige 2
Gold 507
Day Job 0

Boons
Gloomspire Explorer:
Despite having studied only a small portion of Sevenfingers's tomb, you are now one of the Society's foremost authorities on the enigmatic Gloomspires. While adventuring in the Gloomspires, you receive a +2 bonus on all Perception checks made to find hidden objects such as traps, treasure, and secret doors. If you check the box included with this boon, you gain the benefits of this boon for the duration of one scenario set anywhere other than the Gloomspires. One unchecked box.

Items Available for Purchase
horn of fog (2000 gp)
sandals of quick reaction (4000 gp)

0-04: The Frozen Fingers of Midnight:
XP 1
Fame/Prestige 2
Gold 467
Day Job 0

Boons
The Yegevna family in Irrisen recognizes you as a close associate for freeing their daughter, Natalya, from her icy prison. When in Irrisen, you gain a +2 circumstance bonus on all Diplomacy rolls when you mention the Yagevna family and how you assisted them.

Items Available for Purchase
potion of cure moderate wounds (300 gp)

Pathfinder Quests: Phantom Phenomena / GM CREDIT:
XP 1
Fame/Prestige 2
Gold 500
Day Job 0

Boons
Draw from the Deck:
You have recovered a psychically charged harrow deck, commonly used for telling fortunes. You can expend its remaining energy to draw a card at random as a standard action, and you gain a +2 enhancement bonus to the ability score that matches the suit of the card drawn until the end of the adventure. If you do not have a harrow deck available, instead roll 1d6 to determine the suit (1 is Strength, 2 is Dexterity, 3 is Constitution, 4 is Intelligence, 5 is Wisdom, and 6 is Charisma). When you use this boon, cross it off your Chronicle sheet.
Impressive Find: A representative from the Pathfinder Society - an organization of archaeologists and explorers - has heard of your discoveries in Ustalav and invites you to join the Society as a field agent. Once you earn 12 or more fame, your superiors award you one additional Prestige Point (but not Fame) in recognition of your excellence. You cannot have more Prestige Points than Fame, and if you would exceed this maximum, the bonus Prestige Point must be spent immediately or lost. Used
Well-Earned Reward: Dr. Quolorum's principal mission in these missions was uncovering the secret behind the strange phenomena near Lantern Lake, and any treasure recovered was merely a pleasant surprise. Although a share of the treasure was not in the original contract, he subsidizes the cost as a favor to you. You may purchase any of the three treasures below at a reduced price: gloves of swimming and climbing (5000 gp), necklace of fireballs (300 gp), and robe of useful items (2500 gp).

Items Available for Purchase
gloves of swimming and climbing (6250 gp)
necklace of fireballs (type I) (one 3d6 bead remaining; 450 gp, limit 1)
robe of useful items (still has one of each of the following patches: dagger, lit bullseye lantern, steel mirror, 10-foot pole, 50-foot coil of hempen rope, sack, potion of cure serious wounds, 24-foot-long ladder, scroll of glitterdust, a bouquet of roses, 3 adamantine arrows, antitoxin, cauldron containing enough hot lamb stew to serve 8 Medium creatures; 3500 gp)

4-01: Rise of the Goblin Guild / GM CREDIT:
XP 1
Fame/Prestige 2
Gold 520
Day Job 0

Items Available for Purchase
brooch of shielding (40 points remaining; 600 gp, limit 1)
elixir of hiding (250 gp)
necklace of fireballs (type II) (2 2d6 spheres; 600 gp, limit 1)
potion of cure moderate wounds (300 gp)
potion of gaseous form (750 gp)
potion of resist energy, fire (300 gp)
wand of cure light wounds (24 charges; 360 gp, limit 1)

8-08: Tyranny of Winds, Part 1: The Sandstorm Prophecy:
XP 1
Fame/Prestige 2
Gold 1192
Day Job 0

Boons
Air Affinity:
Your connection to elemental air has grown stronger over the course of your recent adventures. This boon has no mechanical effect on its own, but it may interact with other boons or play a role in future adventures - especially those set on the elemental planes.
☐ ☐ Strength of the Scorpion Coast (Scarab Sages): Your studies at the Sandflow Source have taught you how to draw upon the powers of air and earth to strengthen yourself. You may check a box that precedes this boon to add a bonus equal to twice the number of Air Affinity boons you have earned with this PC on a combat maneuver check. Alternatively, you may check a box to add a bonus equal to twice the number of Earth Affinity boons you have earned with this PC to your CMD until the beginning of your next turn as an immediate action.
Genie Heritage: Your ifrit, oread, sylph, and undine characters have a stronger connection to their genie forebears. Characters only gain access to these options if they do not trade out the air, earth, fire, or water affinity racial traits. If you use the benefits of this boon on a different character than the one who receives this Chronicle sheet, include a copy of this Chronicle sheet with that character's records.
Ifrit: Ifrit bloodragers with the elemental (fire) bloodline and ifrit sorcerors with the efreeti bloodline treat their Charisma score as 2 points higher for all sorceror and bloodragers spells and class abilities.
Oread: Oread bloodragers with the elemental (earth) bloodline and oread sorcerors with the deep earth or shaitan bloodlines treat their Charisma score as 2 points higher for all sorceror and bloodragers spells and class abilities.
Sylph: Sylph bloodragers with the elemental (air) bloodline and sylph sorcerors with the djinni or stormborn bloodlines treat their Charisma score as 2 points higher for all sorceror and bloodragers spells and class abilities.
Undine: Undine bloodragers with the elemental (water) bloodline and undine sorcerors with the aquatic or marid bloodlines treat their Charisma score as 2 points higher for all sorceror and bloodragers spells and class abilities.
Oread's Favor: You have earned the respect of the oread researcher Qiarah. This boon may be used in conjunction with other boons to grant one or more of your characters access to oread-related options.

Items Available for Purchase
cloak of resistance +1 (1000 gp)
feather token (fan; 200 gp)
potion of cure moderate wounds (300 gp)
potion of levitate (300 gp)
ring of feather falling (2200 gp)
ring of sustenance (2500 gp)
scroll of invisibility (150 gp)
wand of glitterdust (4 charges; 360 gp, limit 1)
wand of magic missile (8 charges; 120 gp, limit 1)
bracers of armor +2 (4000 gp)
sandals of the lightest step (5000 gp; Pathfinder RPG Ultimate Equipment 232)
wand of cure moderate wounds (10 charges; 900 gp, limit 1)
wand of magic missile (CL 5th; 8 charges; 600 gp, limit 1)

8-10: Tyranny of Winds, Part 2: Secrets of the Endless Sky:
XP 1
Fame/Prestige 2
Gold 1205
Day Job 20

Boons
Air Affinity:
Your connection to elemental air has grown stronger over the course of your recent adventures. This boon has no mechanical effect on its own, but it may interact with other boons or play a role in future adventures - especially those set on the elemental planes.
☐ Jairo's Generosity: Jairo has not forgotten your friendly and respectful demeanor toward him when you first met. He provides you with a free noble's outfit. In addition, he offers you a discount if you wish to purchase one of his flying carpets. You may check the box that precedes this boon to purchase a carpet of flying at the following discounted price: 5 ft. by 5 ft. (18,000 gp), 5 ft. by 10 ft. (31,500 gp), or 10 ft. by 10 ft. (54,000 gp).
Uneasy Alliance: You have accepted Ashasar's offer of alliance with the Concordance. This boon may play a role in future adventures.

Items Available for Purchase
elemental flux (20 gp; Pathfinder RPG Advanced Race Guide 203)
feather token (whip, 500 gp)
keylight lantern (2000 gp)
spell lattice (1000 gp, Pathfinder RPG Advanced Class Guide 235; contains shock shield, Pathfinder RPG Ultimate Combat 243)
wand of mage armor (3 charges; 45 gp, limit 1)
+1 cloudburst chain shirt (6250 gp; Pathfinder RPG Advanced Race Guide 160)
cloak of resistance +1 (1000 gp)
elemental gem (air, 2250 gp)
elemental gem (fire, 2250 gp)
elixir of forceful exhalation (900 gp; Pathfinder RPG Advanced Race Guide 160)
horn of fog (2000 gp)
potion of fly (750 gp)
ring of protection +1 (2000 gp)
wand of mage armor (10 charges; 150 gp, limit 1)

8-12: Tyranny of Winds, Part 3: Caught in the Eclipse:
XP 1
Fame/Prestige 2
Gold 1312
Day Job 20

Boons
Air Affinity:
Your connection to elemental air has grown stronger over the course of your recent adventures. This boon has no mechanical effect on its own, but it may interact with other boons or play a role in future adventures - especially those set on the elemental planes.
☐ ☐ ☐ Foe of All Winds: Striking into the depths of the Plane of Air, you've defeated the resurrected champion of Hshurha, the Duchess of All Winds. Word spreads of how you defied the will of a demigod, and as a result, you gain a +2 circumstance bonus on all Diplomacy and Intimidate checks made against natives of the Plane of Air. In addition, your time on the Plane of Air has granted you some means of control over its natural powers. Once per adventure, you can check a box that precedes this boon to cast gust of wind as a spell-like ability (CL 6th). If you have two or more Air Affinity boons, you can instead cast wind wall (CL 8th). If you have three or more Air Affinity boons, you can instead cast wind walk (CL 10th).

Items Available for Purchase
Horn of the Hurricane (20,000 gp)
scroll of dimension door (700 gp)
wand of glide (4 charges; 360 gp, limit 1)

8-02: Ward Asunder:
XP 1
Fame/Prestige 2
Gold 1300
Day Job 10

Boons
▫ Jiraku’s Respect:
You have helped the dosojin kami Jiraku restore her faith in her stewardship of the Pilgrim’s Path. She gifts you with a portion of her power as a blessing. By checking the box that precedes this boon, you may use one of the following spell-like abilities. Use your character level as the caster level, and use either your own Charisma or 17 (whichever is higher) for determining any saving throw DCs.
Subtier 3–4: You may cast invisibility, longstrider, stone shape, or wind wall.
Kami Reunited: Even if their ward is forever broken in two, you have brought the two kami wardens together once more and received their blessing. You may benefit from this boon only if you have both the Jiraku’s Respect and Tanbaru’s Respect boons, and you may not select Tanbaru as a familiar unless you choose to cross out this boon. You gain a +2 bonus on Charisma-based skill checks to influence kami and oni and on saving throws to resist their spells and other abilities. Once per adventure as a swift action, you may activate one of the following abilities.
Jiraku’s Eternal Path: Until the beginning of your next turn, you may move through up to 10 feet of difficult terrain as if it were normal terrain; this effect stacks with the benefits of the Acrobatic Steps and Nimble Steps feats. During this time, you also gain a +3 bonus on saving throws against any effect that would directly impede your movement, such as entangle or slow. When this effect ends, you regain 1d8+5 hit points.
Tanbaru’s Insight: For the next 10 minutes, you gain a +2 insight bonus on Perception checks and the ability to cast detect magic at will as a spell-like ability. When this effect ends, you receive the answer to a single question as if you had cast augury (CL 6th). If you are at least 5th level, you can instead ask one question as per divination. At 7th level, you can instead ask one question as per commune.

Items Available for Purchase
oil of barkskin (CL 6th; 600 gp, limit 1)
oil of enlarge person (CL 5th; 250 gp, limit 1)
oil of jump (CL 5th; 250 gp, limit 1)
scroll of expeditious retreat (CL 5th; 125 gp, limit 1)