Amiri

Mina Gemblossom's page

139 posts. Alias of Hotaru of the Society.


Full Name

Mina Gemblossom

Race

Maetaur Shaman HP 27/27 FHP 13/13

Stats:
AC/Touch/Flat/CMD 19/13/16/15 Fort/Ref/Wil 4/4/7 Init +3

Classes/Levels

skills:
Handle Animal +8, Heal +8, Nature +6, Perception +15, Sense motive +8, Spellcraft +6(Identify+10), Survival +10

Gender

Female

Size

Medium

Alignment

Chaotic Good, NG leanings.

Languages

Common

Strength 11
Dexterity 16
Constitution 13
Intelligence 10
Wisdom 19
Charisma 17

About Mina Gemblossom

Description:
Mina doesn't dress in the traditional way of her people. While she does wear the skirt that hangs down to nearly the ground, she also wears a metal breastplate, and carries a crossbow, both of excellent make. On the other hand, the breastplate is etched in vines and plant life, so she's not -entirely- separated from the wilds.

Also, unlike most Maetaur, Mina keeps her hair cropped short. She wears an unusual mix of clothing taken from several different cultures, but like her people she wears many belts. Most of which come from the naga, given their apparent coloration.

She's always found with a several quarrels of bolts, and a masterwork backpack, usually dressed well as a traveller. She carries a few random-seeming rocks in her pack, as well as a skunk that is uncommonly large and bulky for his species.

She has dark hair, and similarly dark eyes, a lithe figure, and a beauty that seems almost alien in quality at times. Not that it's entirely likely that anyone will see it, Mina's coat is unusual in that it's gazelle-like in appearance.


Background:
Mina has never felt at home with her people. It's a strange thing to say. Certainly, she believes in a great many of the things that they believe in, and certainly she doesn't entirely disrespect their way of life... but she also simply doesn't entirely believe in all of it. She feels a lot of what her people do holds them back. The fact that the spirits chose her did nothing to dissuade her of this notion.

Mina has traveled across the nearby area, learning from each individual civilization as she came to it, whether the 'lyphs, Naga, humans, halflings, elves... her own people... she hasn't thrown away any idea that seemed fair or reasonable. As a direct result she's not much like other Maetaur in a lot of ways. While most Maetaur have a natural streak, Mina has a wild streak.

Mina comes from a town called Otter's Lake, whose claim to fame is efficient brickworking. It was actually her generation that brought about the bricks, and as a result expanded the village rather quickly. She had only just returned home from one of her 'adventures' when smoke began billowing up from the west; in the general direction of a neighboring village. She headed that way to investigate!


Traits and Feats:

Seeker - +1 Perception, and Perception is a class skill

Endurance: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.

You may sleep in light or medium armor without becoming fatigued.

Extra Hex: You gain one additional hex. You must meet all of the prerequisites for this hex.


Race Features:

Racial Build: (standard – 12 points)
---Racial Qualities---
Type: Monstrous Humanoid (3 RP)
Even though Maetaur are Monstrous Humanoids, they lack Darkvision, and instead have Keen Hearing, granting them a +2 racial bonus to Perception checks. Maetaur have Normal Vision

Size: Small (0 RP)
Due to being Quadrupeds, Maetaur are medium sized creatures. They are required to use small sized weapons and armor (worn on their halfling-like torso).

Base Speed: Slow Speed (-1 RP)
Maetaur have a base speed of 20 feet, which is improved to 30 feet because they are quadrupeds.

Ability Score Modifiers: Standard (0 RP)
+2 Dexterity, +2 Wisdom, -2 Intelligence

Language: Standard Language Quality (0 RP)
Maetaur speak Common

---Racial Traits---
Advance Charisma (4 RP)
Maetaur are considered attractive and well mannered by almost all intelligent races, and receive a +2 racial bonus to their Charisma Score

Skill Bonus, Empathetic (2 RP)
+2 to Intuition* Skill checks to Sense Motives

Quadruped (2 RP)
Increase size to medium
Increase Base Speed to 30’
+4 racial bonus to CMD against trip attempts

Sure-Footed (Quadruped) (1 RP)
+2 to Skill Checks or Saving Throws that involve balance or footing

Pack (Quadruped) (1 RP)
A Maetaur can carry, pull, or drag +20% of weight allowed by its strength, but is limited to normal strength ratings when attempting to lift.


Class Features:
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. 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.

Orisons

Shamans can prepare a number of orisons, or 0-level spells, each day as noted on Table: Shaman. These spells are cast like any other spell, but they are not expended when cast and may be used again.

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.

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.

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

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.

Spirit Animal (Ex)

At 1st level, a shaman's spirit animal gains specific abilities, depending upon the type of spirit selected by the shaman using her spirit class feature. These abilities affect the animal's appearance and grant it special abilities that can aid it in serving the shaman and the spirit it represents and is connected to. These abilities are described in the spirit animal section of each individual spirit description.

Deliver Touch Spells (Su)

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.

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

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.


Hexes:

Fetish (Ex): The shaman receives Craft Wondrous Item as a bonus feat and gains a +4 insight bonus on Spellcraft checks to identify magic items permanently.

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.


Nature Spirit:

Spirit Magic Spells: Charm animal (1st), barkskin (2nd), speak with plants (3rd), grove of respite (4th), awaken (5th), stone tell (6th), creeping doom (7th), animal shapes (8th), world wave (9th).

Spirit Ability

A shaman who chooses the nature spirit as her spirit or wandering spirit gains the following ability.

Storm Burst (Su): As a standard action, the shaman causes a small storm of swirling wind and rain to form around one creature within 30 feet. This storm causes the target to treat all foes as if they had concealment, suffering a 20% miss chance for 1 round plus 1 round for every 4 shaman levels she possesses. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, any weapon she wields is treated as a thundering weapon.


Familiar:

Skunk CR 1/4
XP 100
N Tiny animal
Init +2; Senses low-light vision, scent; Perception +5

DEFENSE

AC 16, touch 14, flat-footed 14 (+2 Dex, +2 size, +2 Natural)
hp 13
Fort +1, Ref +4, Will +4

OFFENSE

Speed 30 ft.
Melee bite +4 (1d3-4), 2 claws +4 (1d2-4)
Ranged spray +4 touch (musk)
Space 2-1/2 ft.; Reach 2-1/2 ft.
Special Attacks musk

STATISTICS

Str 3, Dex 15, Con 9, Int 6, Wis 12, Cha 6
Base Atk +0; CMB +0; CMD 6
Feats Weapon Finesse, Alertness
Skills Perception +5

SPECIAL ABILITIES

Musk (Ex)

Up to twice per day, a skunk can spray a stream of noxious musk at a single target within 10 feet as a standard action. With a successful ranged touch attack, the creature struck by this spray must make a DC 11 Fortitude save or be nauseated for 1d4 rounds and then sickened for 1d4 minutes by the horrific stench. A successful save reduces the effect to only 1d4 rounds of being sickened. A creature cannot use the scent ability as long as it is affected by this musk. The save DC is Constitution-based, and includes a +2 racial bonus.

Improved Evasion
Share Spells
Empathic Link
Deliver Touch Spells

The shaman's spirit animal looks feral, and appears to be in peak physical form. The animal can move through any sort of undergrowth or natural difficult terrain at its normal speed without taking damage or suffering any other impairment. If the animal has a fly speed, it can ignore the penalty on Fly skill checks for winds up to windstorm strength.


Gear:

Agile Masterwork Breastplate
Masterwork Light Crossbow
Heavy Mace
40 Small Bolts
Dilettante's Outfit
Waterskin

Memorized Spells:

0th:
Create Water
Detect Magic
Light
Purify Food and Drink

1st:
Charm Animal
Cure Light Wounds
Entangle
Sleep

2nd:
Barkskin
Cure Moderate Wounds
Sickening Entangle