Naheeba

Madam Zabeth Skoata's page

111 posts. Alias of BinkyBo.


Race

Changeling Life Shaman (Animist) 5

Classes/Levels

~ HP:33/33 ~ AC:16 Tch:12 ff:14 ~ CMD 16 ~ Fort:+2 Ref:+3 Will:+8 ~ Init:+2 Per:+10

About Madam Zabeth Skoata

Background:
Zabeth (born Mim) grew up in Metrol, the capital of Cyre. She was a child of the streets who was usually wise and quick enough to avoid the worst repercussions those of her kind faced just trying to survive. There was one time she was not.

Mim had become fascinated by an extravagant woman - a fortune teller named Madam Zabeth. She was enamored by the woman's style and manner, and longed to know her own future, but she did not have the coin for a reading. She stole, was chased and caught just outside the Madam's tent. Madam Zabeth heard, and lied that Mim was a niece and paid off the offended. The two grew close, and after many years when Madam Zabeth passed, Mim took her visage, name, and manner... as well as her trade.

Mim (now Madame Zabeth) then traveled, and was not in Cyre when it fell. After the Last War she moved to Breland, and took up her trade - mostly for travelers and adventurers - in the Deathsgate district of Sharn.

Most recently she got the bug for adventuring.. having been recruited for a mission to Mournland which quickly ended with the death or grievous wounding of all but herself. Her thirst for adventure was left piqued but unrequited.

Personality and Appearance:
Zabeth is warm and matronly, and has a dramatic theatrical demeanor. She is the type to remind one of their manners with a pleasant voice, calm expression, and a knife to the belly.

Though in her mid-twenties, Zabeth's preferred form looks to be about forty. She wears flowing silks of red, black, and silver over her mithral chain shirt and leathers. Her jewelry is ostentatious.. necklace of large beads, several gaudy rings on each hand, and silver bracelets on each wrist. She walks with a cane topped with a silver bird. A dark blue yellow-beaked pot-bellied thrush is never far from her.

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Zabeth Skoata (Mim)
Changeling Shaman (Animist) 5
NG Medium humanoid (shapechanger)
Init +3; Senses Perception +8 (+10 with familiar)
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AC 16, touch 12, flat-footed 14 (+2 Dex, +4 armor)
hp 35 (5d8+5)
Fort +2, Ref +3, Will +8 (+2 vs mind-affecting and poison)
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Speed: 30 ft. (30 ft.)
Ranged: light crossbow +6 (1d8/19-20x2)
Melee: MW Ribbonweave Cane +5 (1d8+1/19-20x2) S
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Str 13, Dex 14, Con 12, Int 10, Wis 19, Cha 14
Base Atk +3; CMB +4; CMD 16

Feats: Extra Channel, Exotic WP Ribbonweave,
Psychic Sensitivity (see fortune telling below)
Extra Hex - Tongues

Traits: Guiding Spirit - roll d20 twice and take higher result 1/day
Unpredictable - +1 bluff and treat as class skill

Special: Channel Energy 2d6 5/day; Wrangle Condition 6/day; Hex - Evil Eye (Su) -2 for 7rds.

Skills and Languages:
+10 Bluff 2(+3,+2)+1 trait, +2 race (1 rank fco)
+12 Diplomacy 4(+3,+2)+3 familiar
+6 Disguise 1(+3,+2) (1 rank fco)
+10 Handle Animal 5(+3,+2)
+10 Heal 3(+3,+4) (1 rank fco)
+5 Knowledge (nature) 2(+3,+0)
+5 Knowledge (planes) 2(+3,+0)
+5 Knowledge (religion) 2(+3,+0)
+6 Linguistics 3(+3,+0)
+10 Perception 4(+4) +2 familiar
+8 Profession (fortune teller) 1(+3,+4)
+6 Ride 1(+3,+2) (1 rank fco)
+12 Sense Motive 4(+4)+2 race, +2 familiar
+10 Survival 3(+3,+4)

Languages Common, Elven, Auran, Terran.

Prepared Spells:
(4 0-level / 4 + 1 spirit magic 1st level / 3 + 1 spirit magic 2nd level, 2 + 1 spirit magic 3rd level)

0 - Create Water, Detect Magic, Light, Mending
1st - Charm Animal, Cure Light Wounds, Monkeyfish, Murderous Command, Speak With Animals (sm)
2nd - Cure Moderate Wounds, Skinsend (sm), Spiritual Weapon, Wild Instinct.
3rd - Cure Serious Wounds, Speak With Dead, Speak With Plants (sm)

(Murderous Command - fco)

Racial and Class Features:
--Racial--

>Mutable Mind and Body: +2 racial bonus to saving throws vs. mind-
affecting effects and poisons.
>Naturally Social: +2 racial bonus on Bluff, Intimidate and Sense Motive.
>Blend In: Disguise and Linguistics are always class skills.
>Minor Shape Change (Su): All changelings have the ability to transform
themselves at will. This ability is similar to Alter Self with the
following exceptions.

This ability is a supernatural ability, akin to a lycanthrope's
shapechange, and thus, it is not subject to dispelling.
Using this ability is a full round action that does not provoke
attacks of opportunity.
While this ability does not affect clothing or gear, it does effect
the tactile, olfactory and audible aspects the new form, thus granting
a +10 circumstance bonus to Disguise checks.
This ability does allow changelings to appear as specific people,
including those of other genders.
This ability does not grant any new abilities or movement rates.
Likewise, this ability does not allow the changeling to change its size
category.
It lasts for as long as the changeling desires, even if unconscious
or sleeping (although changelings do revert back to their natural form
upon death).
Anything that can see through or acts on a shapechanger's alternate
forms applies to a changeling in the same manor.
Changelings with grievous physical wounds (lost eye, severed hand,
etc) cannot disguise that injury regardless of their form, nor can a
changeling mimic such an injury intentionally.

--Shaman (Animist)--

>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.

>Hex - Evil Eye(Su): 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.

>Hex - Tongues (Su): The shaman understands any spoken language
for a number of minutes per day equal to her level, as comprehend
languages. This duration does not need to be consecutive, but it must be
spent in 1-minute increments. At 5th level, a shaman can use this
ability to speak any language, as tongues.

>Wrangle Condition (Su)
At 2nd level, the animist interacts directly with unwholesome spirits of
the ills that trouble him or his people. To the animist, negative
conditions manifest as anthropomorphic spirits or are caused by such
spirits (visited upon the creature by bad magic). Either way, the
animist can attempt to persuade the spirit to leave its victim alone,
thus performing a miraculous healing. As the animist grows in power, he
can simply inform these spirits that they are unwelcome and command
them to depart.

The animist can attempt a Diplomacy check to persuade the condition’s
spirit to leave. Conditions the animist can affect are ranked from
minor to dire, with each category having an accompanying Diplomacy DC
(see below). The animist cannot take 10 or 20 on the check or receive
aid from any creature except another shaman. Failure by 5 or less means
the condition spirit is willing to leave the target and transfer to the
animist for the rest of the duration or until cured; this happens only
if the animist is willing. Failure by 10 or more means that not only is
the target inflicted with the condition, but the animist is as well
(whether or not he is willing) for the remaining duration or until cured.

Minor Conditions (DC 15): Fatigued, shaken, and sickened.

Major Conditions (DC 20): Dazed and staggered.

Severe Conditions (DC 25): Exhausted, frightened, and nauseated.

Dire Conditions (DC 30): Blinded, deafened, paralyzed, and stunned.

The animist can use this ability a number of times per day equal to 1/2
his shaman level + his Wisdom modifier. Using this ability is a
standard action that requires no contact or shared language with the
target, but it relies on audible components and the target must be
within 30 feet.

>Animist Spirit Magic
The animist adds the following spells to the list of spells he can cast
using spirit magic: speak with animals (1st), skinsend (2nd), speak
with plants (3rd), malfunction (4th), dream (5th), speak with stone
(6th), control construct (7th), trap the soul (8th), soul bind (9th).

This ability replaces the spirit magic spells gained from the shaman’s spirit.

>Spirit Ability: Channel (Su) The shaman can channel positive energy
like a cleric, using her shaman level as her effective cleric level when
determining the amount of damage healed (or dealt to undead) and the DC.
The shaman can use this ability a number of times per day equal to 1 +
her Charisma modifier.

>Spirit Animal
Thrush (Maury)
N Diminutive animal
Init +2; Senses low-light vision; Perception +10

AC 19, touch 16, flat-footed 17 (+2 Dex, +4 size, +3 natural armor)
hp 16 (fast healing 1)
Fort +0, Ref +4, Will +5

Speed 10 ft., fly 40 ft. (average)
Melee bite +4 (1d2–5)
Space 1 ft.; Reach 0 ft.

Str 1, Dex 15, Con 6, Int 8, Wis 15, Cha 6
Base Atk +2; CMB –2; CMD 3
Feats Skill Focus (Perception)
Skills Fly +12, Perception +10

Special: Deliver Touch Spells, Alertness, Improved Evasion, Share Spells
Empathic Link, Speak With Master.

Fortune Telling:
(Psychic Sensitivity skill unlocks)

Automatic Writing (Linguistics): Once per week, you can spend 1
hour posing questions while your hand unconsciously scribbles messages
of varying legibility and accuracy. At the end of this hour, You
attempt a Linguistics check to decipher the meanings of these messages.
If successful, you gain information as though you had used augury.
If you have 10 or more ranks in Linguistics, you can attempt a higher DC
check to instead gain information as though you had used divination.
The chance of successfully producing coherent or meaningful writing
from any of these effects equals 60% plus 5% for every 1 by which your
check result exceeds the DC (to a maximum of 90%). You must choose
which DC you’ll try to meet before attempting the check. The GM rolls
the check and d% roll secretly, so that you can’t tell whether the
messages are accurate.

Writing Results Ranks Required DC
As augury spell 1 20
As divination spell 10 30

Action: Automatic writing takes 1 hour.

Dowsing (Survival): Once per day, you can follow a dowsing rod’s
movements to locate a particular type of location. Each attempt
requires 10 minutes of intense concentration, after which you attempt
the Survival check with the DC listed on the table below. The maximum
range at which you can detect anything using dowsing is 400 feet + 40
feet per rank in Survival you possess. The rod’s directions persist for
up to 10 minutes. You choose a particular target each time you dowse,
and get the following information on a successful check.

Find Water: The dowsing rod points toward the largest source of fresh
water within range, including aquifers, lakes, ponds, and springs.

Grave Dowsing: The dowsing rod points in the direction of the largest
burial site, cairn, or tomb within range.

Locate Metal and Gems: You concentrate on a specific metal or mineral.
On a successful check, the dowsing rod points to the largest quantity
of the selected mineral within range.

Dowsing Target DC
Water 15
Grave 20
Mineral 25

Action: Dowsing attempts take 10 minutes to initiate. The results of the
check persist for 10 minutes afterward.

Faith Healing (Heal): You can use faith healing once per day.
The DC and effect of the Heal check depend on the task you attempt. You
can’t use faith healing on yourself.

Restore Vitality: You suppress ability damage. You perform a 1-hour
ceremony, after which you attempt a Heal check against the DC of the
effect that caused the ability damage.

If you succeed at the check, you temporarily suppress 1 point of ability
damage for 1 hour, plus 1 additional point and hour for every 5 by
which the check result exceeds the DC. A creature can benefit from this
treatment no more than once per day.

Suspend Affliction: You treat one curse, disease, or poison affecting a
creature. You enter into a deep trance for 1 hour while you treat the
subject, after which you attempt your Heal check. If the check is
successful, you suspend the effects of the affliction by 1 hour, plus
1 hour for every 5 by which you exceed the DC. This time doesn’t count
against the effect’s duration (if any). The affliction can still be
cured by other means while it’s suspended.

Remove Affliction: You can attempt to permanently remove an affliction
in an 8-hour ceremony, after which you attempt a Heal check. If the
result of the check is at least double the DC of the original
affliction, the sufferer can attempt another saving throw using the
original DC to permanently cast off the effect.

Task DC
Restore vitality Effect’s save DC
Suspend affliction Affliction’s save DC
Remove affliction Double the affliction’s save DC

Action: Restoring vitality and suspending afflictions each require
1 hour in a quiet environment. Permanent removal of afflictions requires
8 hours of heavy activity.

Hypnotism (Diplomacy): You can use hypnotism once per day. The DC
of a Diplomacy check to hypnotize is 20 + the subject’s Will save
modifier against mind-affecting enchantment (compulsion) effects. All
uses of hypnotism are mind-affecting enchantment (compulsion) effects.

Implant Suggestion: You can implant a suggested course of reasonable
action in the mind of a willing creature, along with a defined trigger.
To implant a suggestion, you spend 1 minute inducing a trance-like
state in the subject, after which you attempt a Diplomacy check. If the
check is successful, You implant the course of action, as a suggestion
spell with a duration of 10 minutes plus 10 additional minutes for
every 1 by which your check result exceeds the DC. If the subject
ceases to be willing, it can attempt a Will save once each round to
shake off the effects. The save DC is equal to 10 + 1/2 your character
level + your Charisma modifier. You can attempt to subtly implant a
suggestion in the mind of an unwilling creature with an attitude of
indifferent or better after 1 minute of continuous, calm interaction
with that creature, but the DC is 10 higher.

Recall Memory: You can draw out forgotten memories from a willing
subject. You spend 1 minute inducing a calming, trance-like state in
the subject, after which you attempt a Diplomacy check. If you succeed
at the check, the hypnotized creature can reroll any previously failed
Intelligence or Knowledge check to recall the forgotten information
with a +4 bonus. The information must be something the subject once
knew or was exposed to.

Action: Hypnotism takes 1 minute of calm interaction.

Prognostication (Sense Motive): Once per day, you can predict a
creature’s fortune for the near future. You spend 10 minutes
interpreting the divination means at your disposal. The GM then
attempts a secret Sense Motive check with a DC modified by the
subject’s Hit Dice (see the table below). The result of the check can
give you basic insight into the subject’s nature, including its
alignment, class, and levels or Hit Dice, and might reveal clues to the
creature’s immediate future.

Determining the immediate future as an augury spell has a chance of
successfully interpreting meaningful readings equal to 60% plus 5% for
every point by which the check result exceeds the DC (to a maximum of
90%). With a single check, you determine all the information whose DC
you meet.

For instance, if you had a result of 22 when telling the fortune of a
creature with 2 HD, you would learn that creature’s alignment and class,
but not its level, HD, or fortune.

Task DC
Determine alignment 15 + creature’s HD
Determine class 20 + creature’s HD
Determine level or HD 25 + creature’s HD
Determine fortune as augury spell 25 + creature’s HD

Try Again: Yes. You can attempt to read a particular creature’s fortune
repeatedly, but only once per 24 hours.

Read Aura (Perception): Once per day, you can examine the natural
aura of a creature or object to discern the subject’s alignment,
emotions, health, or magic. This requires 10 minutes of concentration,
after which you attempt a Perception check. Each time, you must pick
one of four auras to read: alignment, emotion, health, or magic. The
result of the check applies only to the selected aura. You must be
within 30 feet of the subject at all times during the reading.

Objects typically have only magic auras, though some also have alignment
auras (and intelligent items have emotion auras). You can still attempt
to detect a type of aura an object doesn’t have, but you get no
results. The DC varies depending on the aura, as shown on the table.

Read Alignment Aura: You attempt to read the alignment aura, learning
the alignment and its strength. An alignment aura’s strength depends on
the creature’s Hit Dice or item’s caster level, as noted in the
description of the detect evil spell.

Read Emotion Aura: The colors within the target’s aura reveal its
emotional state. If successful, you learn the target’s disposition and
its attitude toward any creatures within 30 feet of it. For a number of
rounds equal to the amount by which you exceeded the skill check’s DC,
You gain a +2 circumstance bonus on Bluff, Diplomacy, Intimidate, and
Sense Motive checks against the target.

Read Health Aura: Viewing the flow of vital force, you assess a
creature’s physical condition. You learn if the creature is unharmed or
wounded, if it is poisoned or diseased, and whether it is affected by
any of the following conditions: confused, disabled, dying, nauseated,
panicked, staggered, stunned, and unconscious. You also learn the total
number of points available in its ki pool, grit pool, or similar
resource.

Read Magic Aura: You attempt to determine the number and power of all
magical auras on a target creature or object (see detect magic to
determine a magic aura’s power). If the check is successful, you can
attempt Knowledge (arcana) or Spellcraft checks to determine the school
or identify properties of a magic item, as normal. If the item is
affected by magic aura or a similar spell, you can realize this and
determine the actual properties of the item if your check result
exceeds the DC by 5 or more. If the spell is of a higher level (such as
aura alteration), increase this threshold DC by 2 for every spell level
beyond 1st.

Task DC
Read alignment aura 15 + creature’s HD or item’s caster level
Read emotion aura 20 + creature’s HD or item’s caster level*
Read health aura 15 + creature’s HD
Read magic aura 20 + creature’s HD or item’s caster level

* Intelligent items only.

Action: Reading an aura requires 10 minutes of study.

Try Again: Yes. You can read a creature or object’s aura more than once,
whether you read the same aura or a different one. You can still
attempt only one skill check to read an aura per day.

Worn Gear: (30.5 lbs) Mithral Chain Shirt, Masterwork Ribbonweave Cane,
Light Crossbow, Quiver (20 bolts), Sleeves of Many Garments, Entertainer's
Outfit, dagger, waterskin, gaudy costume jewelry.

Masterwork Backpack: (30 lbs) 40 bolts, trail rations (8), bedroll, blanket,
50' silk rope, grooming kit, cooking kit.

Encumbrance: light 60.5 lbs. Wealth: 749gp, 4sp

gear cost and weight:

Entertainer's outfit -/4
Mithral Chain Shirt 1100/12.5
MW Ribbonweave 370/3
Sleeve of Many Garments 200/1
Light crossbow 35/4
Quiver 20 bolts 2/2
waterskin 1/4
costume jewelry 40/-

Masterwork Backpack 50/4
40 bolts 4/4
bedroll blanket 6sp/8
4 trail rations 2/4
50'silk rope 10/5
grooming kit 1/2

1823.6