Max HP:41 (4d8+8 +4FCB) Current HP:22 Non Lethal:
STR 14(+2) DEX 14(+2) CON 14(+2) INT 10(+0) WIS 17(+3) CHA 10(+0)
Defense
AC: 15 (10+ Armor + Natural +2 Dex +2 shield +1 Deflection)
Touch: 13
Flat footed: 13
CMD: 17
Resistance: DR 1/— vs Water type/descriptor
SQ: Cannot get lost, Hold breath for 70 rounds
Immune: Sleep
Freedom of Movement while underwater for 1 round (3/day Used: )
Spells: 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. Her base daily spell allotment is given on Table: Shaman. In addition, she receives bonus spells per day if she has a high Wisdom score.
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.
Spirit (Su) Deep
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
Deep Spirit
A shaman who selects the waves spirit has a fluid grace that exhibits itself whenever she moves. When she calls upon one of this spirit’s abilities, floating orbs dance about her, sublimating between icy crystals, misty vapors, and globules of water.
A deep shaman must choose the waves spirit. The deep shaman must choose a spirit animal with the aquatic subtype, and it gains the amphibious special quality instead of gaining the ability to breathe in water. A deep shaman gains Swim as a class skill
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 Ability: Aquatic Spirit Abilities (Su)
A shaman who chooses the waves spirit as her spirit or wandering spirit gains the following ability.
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 points of nonlethal damage + 1 point for every 2 shaman levels they possess and is pushed 5 feet directly away from the shaman. This movement does not provoke attacks of opportunity. A shaman can use this ability a number of times per day equal to 3 + her Charisma modifier.
When used underwater, a deep shaman’s wave strike deals lethal bludgeoning damage and pushes the target away 5 feet + an additional 5 feet for every 6 shaman levels she has.
At 11th level, whenever the deep shaman is underwater, all weapons she holds are treated as if they had the impact special ability instead of quenching. Instead of a swim speed and the ability to breathe underwater, fluid mastery provides tremorsense with a range of 30 feet while in the water, and when underwater, fluid mastery’s torrent deals 1d6 points of damage per shaman level in a 30-foot cone.
Hex: Crashing Waves (Su): The force of a waves shaman’s water spells can bring even the mightiest of foes to the ground. When the shaman casts a spell with the water descriptor, she does so at 1 caster level higher. If that spell deals damage, the target must succeed at a Fortitude saving throw or be knocked prone. At 8th level, the shaman casts water spells at 2 caster levels higher. At 16th level, her ability to knock creatures prone extends to any spell that deals damage.
Her crashing waves hex applies to her spirit abilities that deal damage as if they were spells with the water descriptor, raising her effective shaman level for those abilities.
Hex: 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. At 7th level, she can use can use scrying, using any calm pool of water that’s at least 1 foot in diameter as the sole focus. At 15th level, this functions as greater scrying. She can use these abilities for a number of rounds per day equal to her shaman level, but these rounds do not need to be consecutive.
Hex: Beckoning Chill (Su): The shaman causes one creature within 30 feet to become more susceptible to the sapping powers of cold for 1 minute. When a creature takes cold damage while under this effect, it is entangled for 1 round. If the creature takes cold damage while already entangled by beckoning chill, the duration of the entangled condition increases by 1 round. When a deep shaman uses beckoning chill on a creature in the water, that creature becomes fatigued due to hypothermia for the duration, and it also becomes entangled if the creature takes damage from the deep shaman’s spirit abilities and from spells and abilities with the water descriptor. Once affected, the creature cannot be the target of this hex again for 24 hours.
Wandering Spirit: Lore
Monstrous Insight (Su): The shaman can identify creatures and gain insight into their strengths and weaknesses. As a standard action, the shaman can attempt a Knowledge skill check to identify a creature and its abilities (using the appropriate skill for the monster’s type) with an insight bonus equal to her shaman level. Whether or not the check is successful, she also gains a +2 insight bonus for 1 minute on attack rolls made against that creature and a +2 insight bonus to her AC against attacks made by that creature. These bonuses last for 1 minute. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier.
Traits:
Pearl Diver
You were a pearl harvester and you know just what clues to look for when searching for a worthwhile haul in the briny shallows.
Benefit: You gain a +1 trait bonus on Appraise and Swim checks.
Healthy:
You come from a long line of hale and long-lived people. Growing up, you rarely got sick and had enough energy to run all day if it suited you. You don’t get as tired as other people and repeated physical activities don’t seem to bother you much. You were selected as part of the expedition because the Bountiful Venture Company saw great importance and promise in your robust health. You gain a +1 trait bonus on Fortitude saves, Swim checks to prevent nonlethal damage from fatigue after swimming for more than an hour at a time, and Constitution checks to prevent fatigue. In addition, you can hold your breath for a number of rounds equal to 3 times your Constitution score.
Water-Touched:
You share an affinity with elemental water. You gain DR 1/— against creatures and attacks with the water type.
Racial Traits
Racial Traits:
Racial Traits
• +2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
• Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
• Normal Speed: Half-elves have a base speed of 30 feet.
• Child of the Sea (from Coastal Regions): [BOG] Half-elves from a coastal region with this racial trait gain a +4 racial bonus on Swim checks as well as on Profession (sailor) and Wisdom checks to pilot a sea vessel. They also have an innate sense of direction and can never get lost at sea. This racial trait replaces the low-light vision and keen senses racial traits.
• Sea Legs: Many half-elves find their way onto the water early in their youth, whether they live with trader families, work as smugglers, or plunder alongside pirates. These half-elves receive a +2 racial bonus on Swim checks, as well as a +4 racial bonus on Acrobatics checks to move on narrow or slippery surfaces, and on Climb checks on docks and ships. This racial trait replaces adaptability. Source PCS:ISR
•
• Elf Blood: Half-elves count as both elves and humans for any effect related to race.
• Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
• • Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Favored Class: Half-elves can choose any one class as
their favored class at 1st level (Shaman). Once made, this choice
cannot be changed
Equipment/Gear (lbs)
Traveler's outfit (free)
Shaman's kit :includes a backpack, a bedroll, a belt pouch, a flint and steel, rope, soap, a spell component pouch, trail rations (5 days), a waterskin, and a wooden holy symbol.
Spear, obsidian dagger, fishing net, fishing kit, darkwood buckler(+1)
Potions:
CLW, Barkskin, Ablative Barrier
Alchemicals:
Alchemist fire (1)
Air Crystals
Magical Gear Armor Belt Body Chest Quick Runner’s shirt (1 extra move action/1x, day)
Eyes Feet: Hands: Head: Headband Neck: Rings Ring of Protection +1
Shoulders: Wrists:
Born and raised among a naturalistic tribe of coastal elves whose roaming territory spans the Andoshen-Inner sea area, Ku’Hania, has spent her life in or around water, always drawn to it, feeling not only at home in the water, but sharing a unique bond with the natural spirits inhabiting natural bodies of water. Even while a child, it was whispered that she was in some way blessed by the natural world, and the spirits of the waters in particular, gifted with exceptional physical ability, and able to hear, and communicate with water spirits, whom she played with as a child. As she grew, this bond only increased, drawing the attention of her tribe’s elders, and those around her.
With that came great concern. While her human father, a druid who had found a place among the eleven tribe, was mostly accepted, he had years before made an enemy of the tribe’s shaman, and Ku’Hania’s rising potential to replace him was definitely seen as a threat.
In an attempt to set her on a different path, one less likely to end in plots to end her life out of jealousy and fear, her parents counseled her to seek work within Almas, eventually leading her to apply to the Bountiful Venture Company in their search to find individuals for their colonization of Lost Azlant.
Her stunning physicality, skill on the water, and lack of reliance on the trappings and convenience of modern civilization, seemed the perfect fit for the remote, and unpredictable life the second wave of colonists were likely to find.
Description
Ku’Hania’s appearance is physically impressive to say the least. Tall and well-muscled with a sleek, athletic build, her exceedingly pale skin, emerald-green eyes, and long, seafoam green hair, project a natural wildness that seems perfectly at home in the ocean. Seeming to blend the best physical characteristics of human and elf, she moves with casual ease and grace, especially when aboard a ship or in water.
Wealth
pp 180gp sp cp
gems
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Spirit Animal Hapalochlaena
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.
Spirit animal Blue-Ringed OctopusCR 1/2
XP 200
N Tiny animal (aquatic, amphibious)
Init +6; Senses low-light vision; Perception +1
DEFENSE
AC 20, touch 18, flat-footed 14 (+6 Dex, +2 size, +2 Nat)
hp 20 (4d8)
Fort +2, Ref +7, Will +1
Defensive Abilities ink cloud, Improved Evasion
OFFENSE
Speed 20 ft., swim 30 ft., jet 60 ft.
Melee bite +11 (1d3+1 plus poison), tentacles +9 (grab)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 10, Dex 22, Con 12, Int 7, Wis 13, Cha 3
Base Atk +3; CMB +6 (+10 grapple); CMD 17 (can’t be tripped)
Feats MultiattackB, Weapon Finesse, Feral Grace (Bite)
Skills Escape Artist +16, Stealth +27, Swim +14; Racial Modifiers +10 Escape Artist, +8 Stealth
Special Attacks poison
SPECIAL ABILITIES
Familiar
The master of a blue-ringed octopus familiar gains a +3 bonus on Swim checks.
Ink Cloud (Ex)
While within water, an octopus can emit a 5-foot-radius sphere of ink once per minute as a swift action. This ink provides total concealment and persists for 1 minute.
Jet (Ex)
The octopus can jet 60 feet in a straight line as a full-round action. This does not provoke attacks of opportunity.
Poison (Ex)
Bite—injury; save Fort DC 12; frequency 1/round for 6 rounds; effect 1 Str; cure 1 save.
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.
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.
ECOLOGY
Environment temperate or cold aquatic
Organization solitary
Treasure none
Blue-ringed octopuses are aquatic animals capable of a surprising amount of cunning.
Spirit Animal (Ex)
The skin of the shaman’s spirit animal constantly distorts, much as a pond’s surface ripples when drops of water fall gently into it. The animal gains Mobility as a bonus feat. The animal doesn’t need to meet the prerequisites for this feat. In addition, the animal can breathe underwater
With the shared situation of being a bit of a fish out of water (person from a tribal culture among the more cosmopolitan), and naturalist outlook, Anya is one of the first people around whom Ku’Hania felt somewhat comfortable, feeling less like an outsider, and actually enjoying the gruff silence of her company.
Harcourt Carrolby (LN male human aristocrat 4)
She definitely dislikes him, as she can practically feel the disdain whenever she’s been in his presence. Additionally, she can’t really see how he contributes anything worthwhile to the expedition other than financing, which could just as easily do without his presence
Background Questions::
These questions are just meant to help me and you flesh out your character. You can answer any or all of them, but the more you have the better it is for me.
1. What is your character’s name? Ku’Hania
2. How old is your character? 23
3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)? Ku’Hania’s appearance is physically impressive to say the least. Tall and well-muscled with a sleek, athletic build, her exceedingly pale skin and long, seafoam green hair, project a natural wildness that seems perfectly at home in the ocean.
4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)? Seeming to blend the best physical characteristics of human and elf, she moves with a casual ease and grace, especially when aboard a ship or in water. Anyone paying close attention would notice that she listens far more than she speaks, paying close attention to everything going on around her.
5. Where was your character born? Where were you raised? By who? Born and raised among a naturalistic tribe of coastal elves whose roaming territory spans the Andoshen-Inner sea area, she was raised by her parents, but considered special within her tribe, despite being considered an outsider by a select few due to her half human heritage.
6. Who are your parents? Are they alive? What do they do for a living? Her parents, Jaren Windreed, a human druid who found a place among the eleven tribe, and her mother Kaimana, one of the tribe’s accomplished hunters are still alive. It was they who, seeking to protect her from the jealousy of the tribe’s aging shaman, counseled her to seek work within Almas.
7. Do you have any other family or friends? Not really.
8. What is your character’s marital status? Kids? Single. No children.
9. What is your character’s alignment? True Neutral
10. What is your character’s moral code? Loyal to shoes she sees as her tribe or collective. Protective, honest, sometimes brutally so.
11. Does your character have goals? To take advantage of the opportunity to explore, and to follow the call she feels drawing her to the ocean. She cannot explain it but she feels most at peace when surrounded by water.
12. Is your character religious? More spiritual than religious. She’s aware of “gods” and their servants who weild power similar to her own, but far more real to her are the spirits of nature, and that live within things most people don’t quite understand.
13. What are your character’s personal beliefs? They’re still in the process of forming as she’s only been on her own for a year or two before joining the Bountiful Venture Company.
14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)? She tends to be pensive, taking time to open up to people. She does not always follow common social norms, especially by more metropolitan standards, given her very naturalistic upbringing.
15. Why does your character adventure? Why did your character accept the job? Looking for a purpose. She grew up feeling that she was headed toward being the shaman of her tribe when she got older, but with the current shaman’s resentment putting her in danger, she has to find a new path. The ease with which she handles being around water or on a ship, and her notable physicality lend themselves to the opportunity afforded by re-colonization efforts, and she sees it as a chance to be a part of something completely new.
16. How does your character view his/her role as an adventurer? Somewhat there to protect the others, especially those without magic or fighting ability. She has always sought to take care of the people around her.
17. Does your character have any distinguishing marks (birth-marks, scars, deformities)? Her skin is quite pale, despite long exposure to sunlight, never actually tanning. Her hair is seafoam green naturally, and while not a physical mark she seems to move with an almost preternaturally fluid grace
18. How does your character get along with others? Well enough. She’s far from the most talkative person at first, but around people she’s comfortable with she can be quite personable. It does take a bit to earn her trust, and if broken, it is near impossible to win back.
19. Is there anything that your character hates? Bullies, anyone preying on the weak just for the sake of it. Selfish people who think nothing of those around them.
20. Is there anything that your character fears? She hasn’t found it yet.