Pilla Linuveshi

Mama Cookie's page

277 posts. Alias of Choon.


Full Name

Mama Cookie

Race

HP:32 | AC:17 ; T:13 ; FF:15 ; CMD:11 | Fort:+7 ; Ref:+8; Will:+9 +2 vs fear, -2 vs traps/hazards | Init:+2 ; PER:+13

Gender

Female

Age

Super Old

About Mama Cookie

Mama Cookie is old. There's just no other way to say it. She's probably closing in on Ancient, but no one in the village still living was alive when she was born so nobody has eye witness proof to her actual age.
She is the best of the community. She is kind and gentle and nurturing, but also, when required, strong and brave and forceful. Also, being older than dirt allows you to speak your mind without fear. What are they going to do, hit you? Heaven help them if they did! Mama Cookie is known outside the little village she hails from for exactly three things: her age, her Cookies, and her skill with a frying pan.

However, secretly, Grandma Cookie is getting itchy feet. She's spent years beyond counting here in this little village of Ram. Her children died of old age here! It's time to move on. Desna calls to her. But how?

wish list:

- Celestial armor, because Celestial Armor (22400k gp)
- Clawhand Shield for casting spells while holding another item! (8158 gp)
- Blouse of the Cackling Hag for more better Cackles! (6k gp)
- any staff with spells on my list (for walking)
- Handy Haversack (for treats)
- pearls of power (for my necklace so I can clutch them when offended)

NG Female Halfling (humanoid [Halfling])
Ranger (Divine Tracker, Infiltrator, Skirmisher) / Shaman 3
Init +2; Perception +11;

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Defense
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AC 17, touch 13, flat-footed 15
(Dex +2, Armor+4, Size+1)
hp 32
Fort +7, Ref +8, Will +9
+1 halfling, +2 vs fear, -2 vs traps, hazards
ABP Resistance +1

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Offense
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Melee
Longspear +4 1d6 x3 reach
Improvised +6 1d? x2
Ranged
Starknife +5 1d3 x2 20 ft.
Improvised +7 1d? x2 10 ft.

Speed 20' BAB +3;
Favored Enemy: Animal
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Statistics
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Bought 25: 12,12,13,10,16,14 Halfling +2cha,+2dex,-2str ->

Str 10, Dex 14, Con 12, Int 10, Wis 16, Cha 16
Base Atk +2; CMB 1 ; CMD 12
-1 CMB/D small

Feats:
b: Proficiency: Starknife
f: Alertness
1: Well Prepared I can make a survival check to just happen to "have" something 1/day with a DC of 10+the item's cost
S: Bodyguard: When an adjacent ally is attacked, you may use an attack of opportunity to attempt the aid another action to improve your ally’s AC. You may not use the aid another action to improve your ally’s attack roll with this attack.
b: Endurance: +4 to saves for extreme activity or environments, can sleep in med or light armor
1kb: Extra Hex
3: Extend Spell: spell lasts twice as long, takes up a slot one higher

Traits:
Helpful: Aid another is +4
Suprise Weapon: +2 attack w/improvised weapons
Propitiation: At the start of each day, pick one of the following skills: Appraise, Bluff, Craft (pick one craft skill), Diplomacy, Intimidate, or Knowledge (local). You gain a +2 trait bonus on that skill until the start of the next day.
Drawback:
Sentimental–2 penalty on Perception checks to avoid being surprised and on Reflex saving throws to avoid traps or hazards.

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Magic: CL3 Concentration +6
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Cantrips 4 slots DC 13
Arcane Mark, Detect Magic, Mending, Purify Food 'n Drink

Lvl 1 2 slot +1wis bonus *+1 Spirit DC 14
Bless, Bless, Goodberry, Sleep, *Unseen Servant

Lvl 2 1 slot +1wis bonus DC 15
Extended Unseen Servant (6 hours), Spiritual Squire

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Skills:6 base + 0 Int *=Background
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Craft (alchemy) +9 (3rank,3wis,3class)
Diplomacy +9 (3rank,3cha,3class)
Heal +9 (3rank,3wis,3class)
Know: Nature* +8 (3rank,0int,3class)
Perception +13 (3rank,3wis,3class,2race,2feat)
Spellcraft +4 (1rank,0int,3class
Stealth +12 (3rank,2dex,3class,4size)
Survival +9 (3rank,3wis,3class)
Prof:Chef* +9 (2rank,3wis,3class)

Languages: Common, Halfling
Misc Bonuses: +4 size to stealth, +1/2 survival to follow tracks, -2 perception vs surprise
Healer's Kit: 10/10, +2 to heal checks

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Ranger Tricksy Things
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At 3rd level, an infiltrator learns how to copy the unusual abilities of his prey. He chooses one type of creature he has selected as a favored enemy, such as “aberrations.” The Ranger selects one ability or feat from the adaptation list for that type (see below). A Ranger can use adaptations for 10 minutes per day per Ranger level he possesses. This duration does not need to be consecutive, but it must be used in 10-minute increments. If the adaptation requires the Ranger to make a more specific choice (such as what skill to use with Skill Focus), this choice is permanent and cannot be changed.
Animal: climb 15 ft., darkvision 60 ft., Great Fortitude, Lightning Reflexes, low-light vision, natural armor (+2), swim 15 ft.
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Hexes
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2: Evil Eye: 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.
3b: Misfortune (Su): 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.

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Spirit Ancestors
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Ancestor’s Council (Su) As a standard action the shaman can call upon her ancestors to provide advice and assistance to one ally within 30 feet. The ally gains a +2 bonus on any attack roll, saving throw, ability check, or skill check made before the beginning of the shaman’s next turn. The shaman can use this ability a number of times per day equal to 3 + her Charisma bonus.

Spirit Animal ()
The shaman’s spirit animal has streaks of gray or silver hide, hair, or fur, and long facial hair that appears similar to a wispy mustache or bushy eyebrows.
The spirit animal can speak and understand a number of bonus languages equal to the shaman’s Charisma bonus.

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Racial Traits
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Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin. See the Linguistics skill page for more information about these languages.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Resourceful: Halflings with this trait do not take any penalties for using improvised weapons. This trait counts as the Catch Off-Guard or Throw Anything feats for the purpose of qualifying for feats. This racial trait replaces sure-footed and weapon familiarity.
Keen Senses: Halflings receive a +2 racial bonus on Perception checks.

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Class Features
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Ranger
Favored Enemy (Ex): Animal
At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

Favored Weapon
At 1st level, a divine tracker becomes proficient with the favored weapon of his deity. If his deity’s favored weapon is unarmed strike, he instead gains Improved Unarmed Strike as a bonus feat.
This ability replaces wild empathy.

Track (Ex)
A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Combat Style: Guardian
- Feats: Bodyguard

Shaman
Cantrips
Spirit (Su)
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.

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).

Hex: Healing (Su) - A shaman soothes the wounds of those she touches. This acts as cure light wounds, using the shaman’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this acts as cure moderate wounds.

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Equipment
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Weapons: Machete (+1 survival to "get along" in the wild)
Starknife
Armor: Chain Shirt

Gear in Backpack:a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.

Gear in separate bag: a bedroll, a belt pouch, candles (10), a flint and steel, an iron pot, a mess kit, rope, soap, an iron skillet

an iron pot containing a ladle, a skewer, a wooden cutting board, a cutting knife, an iron tripod for the pot, a packet of tinder, and a small selection of local or otherwise easy to find seasonings. You can attach the skewer to the tripod for roasting small game animals.

metal polish, a small file, a leather paring knife, conditioning oil for leather, two soft cloths, extra leather straps, a sewing needle, and a few buttons.

a simple fishing pole and a small box that contains fishing tackle (hooks, lines, sinkers, floats, and lures).

pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.

bandages and herbs provides a +2 circumstance bonus on Heal checks. A healer’s kit is exhausted after 10 uses.

herbs to treat common conditions during pregnancy, salves for aches and distended skin, swaddling cloths, a small but sharp knife for cutting an umbilical cord, powder for cleaning the newborn, bandages, a needle, and thread. Using the kit gives you a +4 circumstance bonus on Heal checks when dealing with humanoid pregnancy or birth. You may use it for other kinds pregnant or birthing creatures (such as animals or monstrous humanoids), but it only gives a +2 bonus on such Heal checks. A midwife’s kit is exhausted after 10 uses.

A survival kit provides the necessary tools for day-to-day existence in a temperate wilderness. It typically contains a flint and steel, a mess kit, two waterskins (enough to hold water for 1 person for 1 day), very basic maps showing major landmarks, and a small utility knife.

A masterwork survival kit contains higher quality gear and a guide to identifying flora and fauna. It grants you a +2 circumstance bonus on Survival checks to get along in the wild, deal with severe weather, keep from getting lost, avoid natural hazards such as quicksand, and predict the weather.

Money: 232g 6s

bought and weight:
Kit, Shaman’s Price 15 gp; Weight 44 lbs.
Kit, Cooking Price 3 gp; Weight 16 lbs.
Kit, Gear Maintenance Price 5 gp; Weight 2 lbs.
Kit, Fishing Price 5 sp; Weight 3 lbs.
Kit, Grooming Price 1 gp; Weight 2 lbs.
Kit, Healer’s Price 50 gp; Weight 1 lb.
Kit, Midwife’s Price 10 gp; Weight 2 lbs.
Kit, Masterwork survival 50gp; Weight 5 lbs.
Chain Shirt 100g, 25 lbs.
Machete 10g, 2 lbs
Starknife: 24g 3lbs
Longspear: 5gp, 9 lbs
268.5
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Spirit Animal (Familiar)
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Firefoot Fennec Fox
N Tiny animal
Init +3; Senses low-light vision, scent; Perception +8

DEFENSE
AC 16, touch 15, flat-footed 13 (+3 Dex, +2 size, +1 natural)
hp 6 (half mine)
Fort +2, Ref +5, Will +3

OFFENSE
Speed 40 ft.
Melee bite +1 (1d3-1)

STATISTICS
Str 9, Dex 17, Con 11, Int 6, Wis 12, Cha 6
Base Atk +0; CMB +1; CMD 10 (14 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +3 (+11 jumping), Perception +8(10), Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent.

SPECIAL
Alertness, improved evasion, share spells, empathic link
The shaman’s spirit animal has streaks of gray or silver hide, hair, or fur, and long facial hair that appears similar to a wispy mustache or bushy eyebrows.
The spirit animal can speak and understand a number of bonus languages equal to the shaman’s Charisma bonus.
Common, Halfling, Sylvan, Orc