Garundi Alchemist

Meresankh's page

No posts. Alias of Sensen.


Full Name

Meresankh

Race

Shabti

Classes/Levels

Medium 1

Gender

Female

Size

Medium

Age

7284

Deity

Pharasma

Location

Osirion

About Meresankh

Statistics:
Female Shabti Medium 1
AL Medium Outsider (native)
Init +; Senses: darkvision 60 ft.; Perception +
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DEFENSE
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AC 10, touch 10, flat-footed 10 (+ Dex)
HP
Fort +, Ref +, Will +
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OFFENSE
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Speed 30 ft.
Melee
Ranged
Space 5 ft., Reach 5 ft.
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SPECIAL ABILITIES
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Spirit (Su):
A medium serves as a vessel to channel spirits—astral echoes of powerful souls from ages past that live on in myth and legend. Each day, a medium can channel a spirit through a ritual known as a seance. Seances take 1 hour to perform and require the medium’s concentration. At the end of a seance, the medium invites a local spirit to inhabit him and serve as his spirit for that day. Each spirit arises from one of six legends, which are described further beginning on page 33. Though the medium can choose the legend to which the spirit he channels belongs, he must channel that spirit from an appropriate location. Each spirit has a favored location it usually inhabits, though spirits may also be present at other locations appropriate to their legends; such locations are listed in each legend’s Favored Locations entry. The medium gains the spirit’s listed seance boon and lesser spirit power for 24 hours. The medium also gains the spirit’s intermediate spirit power at 6th level, its greater spirit power at 11th level, and its supreme spirit power at 17th level. After 24 hours, the medium loses contact with the channeled spirit and can perform another seance.

A medium can invite his allies to participate in his seance—shared seance (see page 31) and certain spirit powers affect other participants. A character counts as participating so long as she maintains physical contact with another participating character and willfully opens herself to the spirit; unlike the medium, other participating characters can take other actions during this time. Only creatures with an Intelligence score of at least 3 can participate in a seance.

In addition to granting power to the medium, a channeled spirit can influence the medium. By channeling a spirit, the medium allows the spirit to gain 1 point of influence over him. If the medium loses that 1 point of influence, he loses contact with the spirit, though he is still unable to perform a new seance until the normal 24 hour period has elapsed since his last seance. When the spirit leaves after the 24-hour duration and before the next seance, the spirit’s influence over the medium resets to 0. Certain abilities allow the medium to gain additional power in exchange for allowing the spirit more influence over him.

When a spirit gains at least 3 points of influence over the medium, the dual impulses housed within the same body cause the medium to meld with his spirit’s consciousness. The resulting muddled sense of self and struggle for control causes the medium to take a –2 penalty on initiative checks as well as a specific additional penalty listed in each spirit’s entry. However, the spirit’s mental presence grants the medium a +4 bonus against possession effects and a +2 bonus on saving throws against mind-affecting effects that are not related to possession.

If a spirit ever attains 5 or more points of influence over the medium, the medium completely loses control to the spirit. He effectively becomes an NPC under the GM’s control until after he awakens the next day with the spirit gone.

During his seance, the medium can choose to channel a weaker spirit to gain its help without incurring as much of its influence. If he does so, he can forgo any number of spirit powers, starting with his most powerful spirit power. For each spirit power he forgoes, the medium can use his spirit surge ability twice without incurring influence.

Spirit Bonus (Su): When a medium channels a spirit, he gains a bonus on certain checks and to certain statistics, depending on the spirit. A 1st-level medium’s spirit bonus is +1; it increases by 1 at 4th level and every 4 levels thereafter.

Spirit Surge (Su): After failing a d20 roll that was modified by his spirit bonus, a medium can allow his spirit to gain 1 additional point of influence over him in order to add 1d6 to the check’s result without taking an action. This can cause the check to succeed instead of fail. The medium must be conscious and aware to use this ability, and he can use this ability at most once per round. At 10th level, the medium’s spirit surge die increases to 1d8, and at 20th level it increases to 1d10.

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STATISTICS
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Str , Dex , Con , Int , Wis , Cha
Base Atk +0; CMB +; CMD

Feats:

Racial Traits:
Immortal (Ex): Shabti do not age naturally and can’t die of old age. While some might come into being at age categories other than adulthood, they never leave their original age categories. Spells and effects that cause aging affect a shabti as normal.
Immune to Undeath (Ex): Shabti can’t become undead. Spells and abilities that would transform a shabti into an undead creature have no effect.
Past Life Knowledge (Ex): Shabti remember bits of their past lives. As a result, they treat all Knowledge skills as class skills.
Resist Level Drain (Ex): A shabti takes no penalties from energy drain effects, though it can still be killed if it accrues more negative levels than it has Hit Dice. After 24 hours, any negative levels a shabti takes are automatically removed without the need for additional saving throws.
Shattered Soul (Ex): Shabti who are killed are exceptionally difficult to return to life. Anyone who attempts to return a shabti to life using raise dead, resurrection, or a similar spell must succeed at a caster level check whose DC is equal to 10 + the shabti’s Hit Dice. If it fails, the spell fails and the caster can’t return the shabti to life for the next 24 hours (though the caster can try again after this period).
Spell-Like Ability: A shabti can use suggestion once per day as a spell-like ability, with a caster level equal to the shabti’s class level.

Traits:
Resurrected: At some time in the recent past you died, but you were brought back to life—whether because of magic, a blessing of the gods, a destiny you have to fulf ill, or perhaps it just wasn’t your time to die yet. Whatever the nature of your resurrection, your experience gave you a fascination with death, and you hope to find some insight into the nature of mortality by exploring the tombs of Wati’s famous necropolis. You gain a +2 trait bonus on saving throws against death effects. In addition, you do not die until your hit points drop to a negative amount equal to or lower than your Constitution score + 4.

Skills:

Background Skills:

Spells Known:
Knacks (Save DC ) - grave words, guidance

Spell-like Ability:
1/day - suggestion

Languages: Common (Osiriani), Ancient Osiriani

Favored Class Bonuses:
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GEAR/POSSESSIONS
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All weapons above, and:

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Magical Items
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Carrying Capacity Light: lb. Medium: lb. Heavy: lb.

Currency: 0 gp, 0 sp, 0 cp
Total Weight: lb.

Backstory: