Lady of the Canals

Morana Soto's page

436 posts. Alias of Deaths Adorable Apprentice.


Full Name

Morana Soto NE female human

Race

(Alias: Mirna Suero) Spiritualist lvl 1 / Witch Gravewalker lvl 5 init+1, Percpt+5/+7 Fort+4, Reflex+2, Will+8/+10, / HP 16-27 / Aura of Desecration 30ft aura of evil

Classes/Levels

Misfortune DC15 / Bonethrall DC15 in aura, acts as command undead, 5HD worth.

Gender

female

Size

medium

Age

27

Special Abilities

Light x3 per day

Strength 10
Dexterity 12
Constitution 12
Intelligence 18
Wisdom 14
Charisma 15

About Morana Soto

Morana Soto human female NE Spiritualist lvl 1 Witch Gravewalker lvl 5
Init +1; Spd 30 ft
AC 15, touch 11, flat-footed 10 (+ 1Dex/ mage armor +4); hp 27 (1d8, 1d6)
Meleelt cross bow +3 (1d8 19-20x2 80ft, move action to reload) bolts (10)short spear +2 (1d6 20ft), Short Sword +2 1d6x2
Fort (+2 s class, +1 w class +1 mod) = 4
Reflex (+0 s class, +1 w class +1 mod) = 2
Will (+2 s class, +4 w class, +2 mod +2 if poppet is near) = 8/10

STATISTICS
Str10, Dex 12, Con 12, Int 16, Wis 14, Cha 18
Base Atk +2 ; CMB=+2, CMD= 13

Spiritualist Spells Prepared (CL 1st; concentration +2)
Always prep one of each spell per day.
1st (2 per day DC13)— Mindlink , Telempathic projection
0 (DC12)- Telekinetic projectile , Detect psychic significance , Grave words , Mage hand

Witch Spells Prepared (CL th; concentration +10)
Spells prepped.
3rd lvl = fly, dispel magic
2nd lvl = Hold person x2, Blood Transcription
1st level = Mage Armor*, Burning Hands, *cure lt wounds x2
0 level = Detect Magic, Read Magic, Message, Arcane Mark

3rd (2 per day DC 17)Dispel Magic, Fly
2nd (3 per day DC 16)Hold Person, Blood Transcription, Command Undead, False Life, Aggressive Thundercloud
1st (4 per day DC15)— Ghostbane Dirge, Command , Burning Hands , Chill Touch , Cure Light Wounds , Mage Armor , Ray of Enfeeblement , Touch of Blindness , Unseen Servant
0 (4 per day DC14) - Arcane Mark , Bleed , Daze , Dancing Lights , Detect Magic , Detect Poison , Guidance , Light , Mending , Message , Putrefy Food and Drink , Read Magic , Resistance , Spark , Stabilize ,

Feats
When Phantom is in her head she gets Iron Will, Skill Focus (Diplomacy), Skill Focus (Sense Motive)
If Poppet is in arms reach she gets Alertness
Eschew Materials, Skill Focus (stealth), Craft Wondrous Item, Poppet Familiar

Skills 2 class +1 racial +1 level + 3 Int modifier = 7 per level
Bluff (Cha) +2 Rank, +3 Mod, +3 Class = 8
Craft (Int) (cooking) +1 Rank, +3 Mod, +3 Class = 7
Craft (Int) (alchemy) + rank, +3 mod, +3 class = (+5 with the caulddron)
Diplomacy (Cha) +3 Rank, +3 Mod, +3 Class = 9 or 12 if phantom is in head
Fly (Dex)
Heal (Wis) +1 Rank, +2 Mod, +3 Class = 6
Intimidate (Cha) +2 Rank, +3 Mod, +3 Class = 8
Knowledge (arcana) (Int) +2 Rank, +3 Mod +3, +1 trait Class = 9
Knowledge (Dungeoneering)(Int)+1 Rank, +3 Mod, +3 Class = 7
Knowledge (Engineering)(Int) +1 Rank, +3 Mod, +3 Class = 7
Knowledge (Geography)(Int)+1 Rank, +3 Mod, +3 Class = 7
Knowledge (history) (Int)+1 Rank, +3 Mod, +3 Class = 7
Knowledge (Local)(Int) +2 Rank, +3 Mod, +3 Class = 8
Knowledge (nature) (Int) +1 Rank, +3 Mod, +3 Class =7
Knowledge (Nobility)(Int) +1 Rank, +3 Mod, + 3Class = 7
Knowledge (Religion)(Int) +1 Rank, +3 Mod, +3 Class =7
Knowledge (planes) +1 Rank, +3 Mod, +3, +1 trait Class = 8
Linguistics (Int) +1 Rank, +3 Mod, +3 Class = 7
Perception (Dex) +4 Rank, +1 Mod = 5 or 7 if poppet is near
Profession (sailor)(Wis)+1 rank, +2 mod, +3 class = 6
Sense Motive (Wis) +5 Rank, +2 Mod, +3 Class = 10 or 13 if phantom is in head, 11 if poppet is near, 14 if both
Spellcraft (Int) +4 Rank, +3 Mod, +3 Class =10
Stealth (Dex) +4 Rank, +1 Mod, +3 Skill Focus +2 trait = 10
Survival (Wis) +5 ranks from headband, +2 mod = 7
Use Magic Device (Cha) +2 Rank, +2 Mod, +3 Class = 7

Traits
Desperate Focus = You've often found yourself in situations where a lack of focus can lead to worse than a lost spell.
Benefit: You gain a +2 trait bonus on concentration checks.
Marked by Unknown Forces = That which has marked you for power has also given you proof to show others.
Benefit(s): You may cast light three times per day as a spell-like ability, but this ability only targets the palm of your hand, and it manifests as a glowing sigil representing your ominous birth—a holy or unholy symbol, a demonic symbol, or perhaps some other distinctive marking established by you and your GM. Those who recognize this symbol have a starting attitude toward you of one step closer to friendly (if they are followers of or scholars studying the sign) or one step closer to hostile (if they are opposed to the sign or its followers).
Consorting with the Dark Powers (Witchcraft) = You have been found guilty of summoning an evil outsider. Likely you were captured by the famed witch hunter Sir Balin of Karfeld. The last thing he said to you was, “May Mitra have mercy upon your wretched, damned soul.” If only you could get a chance at revenge!
Punishment: Death by burning
Benefit: You receive a +1 trait bonus to Knowledge (planes) and Knowledge (arcana) checks, and one of these skills (your choice) is always a class skill for you.
Draw back = Attached
You have a strong emotional attachment to a person or object that you’re terrified of losing.
Effect: The GM chooses the object of your attachment. Whenever the object of your attachment is either threatened, in danger, or in someone else’s possession, you take a –1 penalty on Will saves and a –2 penalty on saves against fear effects. If the person or object to which you’re attached is ever lost, killed, or destroyed, exchange this drawback for the Doubt drawback. This item is the sliver ruby dragon pendant, a gift from her child and husband that they saved for two years to get her.
Quiet as death
The Cardinal trained in the arts of being silent and stealthy. You gain a +2 trait bonus to Stealth checks.

Languages Common, Halfling, Infernal, Necril, Elven

Special abilitiesLight x3 per day
Hexes = Aura of Desecration (Su)

At first level, a gravewalker can create a 20-foot-radius aura of evil power. This aura increases the DC of channeled negative energy by +1 and the turn resistance of undead by +1. At 3rd level and every 2 levels thereafter, the radius of the aura increases by 5 feet, to a maximum of 70 feet at 20th level.
This ability replaces the witch’s 1st-level hex.

Misfortune: DC 16 will save
(Effect: The witch can cause 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 Will save 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, a creature cannot be the target of this hex again for 1 day.)

Bonethrall (Su)

At 1st level, a gravewalker can take control of an undead creature within her aura of desecration by forcing her will upon it (Will negates, using her hex DC.) If it fails the save, the creature falls under her control as if she had used command undead (once control is established, the undead remain controlled even if outside the witch’s aura). Intelligent undead receive a new saving throw each day to resist her command. The witch can control up to 1 HD of undead creatures per caster level. If an undead creature is under the control of another creature, the witch must make an opposed Charisma check whenever her orders conflict with that creature’s.
This replaces the witch’s hex gained at 4th level.

Combat Gear = lt cross bow (1d8 19-20x2 80ft, move action to reload)35gp, bolts (10)1gp, short spear (1d6 20ft)1gp
Gear = 996gp 30sp 12cp

Explorers outfit (5lbs), gold ring 10gp, silver ruby dragon pendant 20gp.Sleeves of Many Garments, anti-plague, 2 alchemist fire and one acid, Vast Intelligence +2 (Survival), Hats of Disguise
Cauldron of Brewing
backpack (2gps, 2lbs)], bedroll 1sp, waterskin (1gp, 4lbs), x6 rations (3pg 3lbs), flint & steel 1gp, hemp rope 1gp, twine (50ft 1cp) Compass 10gp (+2 survival vs. getting lost) two coin purses.
waterproof bag 5sp journal 10gp, ink pin 8sp, ink vial 8gp, vials x3 3gp, soap x2 (2cps 1lbs), chalk 1cp,
Cooking Kit ( iron pot, an iron skillet, 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. All the component pieces (except the skillet) fit within the pot for easy storage and transport. 3gp 16lbs)
Mess Kit (plate, bowl, cup, fork, knife, and spoon, made of wood, horn, or tin. Each item has a handle or small hole, and can be tied together using the included leather cord 2sp 1lbs0

Spiritualist Class Abilities:
simple weapons, kukris, saps, and scythes, as well as with light armor
Shared Consciousness At 1st level, while a phantom is confined in a spiritualist's consciousness (but not while it's fully manifested or banished to the Ethereal Plane), it grants the spiritualist the Skill Focus feat in two skills determined by the phantom's emotional focus, unless the spiritualist already has Skill Focus in those skills. It also grants a +4 bonus on saving throws against all mind-affecting effects.
Lastly, once per day, when the spiritualist fails a saving throw against a mind-affecting effect, as an immediate action she can shunt that effect into the phantom's section of her consciousness instead. When she does so, she is not affected by the mind-affecting effect, but for the normal duration of that effect, the spiritualist loses the bonuses on saving throws against mind-affecting effects and the Skill Focus effects granted by her phantom, and can't use this ability to shunt a mind-affecting effect into the phantom's consciousness or manifest her phantom in any way. When a mind-affecting effect is shunted into the phantom's consciousness, spells such as dispel magic and break enchantment can be cast on the spiritualist to end the effect's duration as if the spiritualist were affected by the mind-affecting effect.
Etheric Tether At 1st level, a spiritualist can force the phantom to manifest in an area around her by pushing the phantom's consciousness though the veil of ethereal essence, allowing it to fully manifest in either ectoplasmic or incorporeal form. Whenever her manifested phantom takes enough damage to send it back to the Ethereal Plane, as a reaction to the damage, the spiritualist can sacrifice any number of her hit points without using an action. Each hit point sacrificed in this way prevents 1 point of damage dealt to the phantom. This can prevent the phantom from being sent back to the Ethereal Plane.
This tether is limited. When the phantom is fully manifested, it and the spiritualist must remain within 50 feet of one another for the phantom's manifestation to stay stable with little to no concentration on the part of the spiritualist. The spiritualist can stretch the limited tether, but only when the phantom is in ectoplasmic form.
When a spiritualist starts her turn and her ectoplasmic phantom is more than 50 feet away from her (but closer than 100 feet), the spiritualist must concentrate on the link as a full-round action that provokes attacks of opportunity or the ectoplasmic phantom immediately returns to the Ethereal Plane and cannot be summoned from that plane for 24 hours. This concentration can be interrupted as if it were a spell. Treat this effect's spell level as equal to 1 + 1 per 10 feet farther than 50 feet that the phantom is from the spiritualist (maximum spell level 6th). If the tether is interrupted or the check fails, the phantom immediately snaps back into the consciousness of its spiritualist master.
If the ectoplasmic phantom is ever more than 100 feet away from its spiritualist, or the incorporeal phantom is ever 50 feet away from the spiritualist or outside of line of effect from the spiritualist for more than 1 round per spiritualist level the spiritualist possesses, the tether is automatically broken; the phantom immediately returns to the Ethereal Plane and can't be summoned from that plane for 24 hours.
Phantom A spiritualist begins play with the aid of a powerful and versatile spirit entity called a phantom. The phantom forms a link with the spiritualist, who forever after can either harbor the creature within her consciousness or manifest it as an ectoplasmic or incorporeal entity. A phantom has the same alignment as the spiritualist, and it can speak all the languages its master can. A spiritualist can harbor her phantom in her consciousness (see the shared consciousness class feature), manifest it partially (see the bonded manifestation class feature), or fully manifest it. A fully manifested phantom is treated as a summoned creature from the Ethereal Plane, except it is not sent back to the Ethereal Plane until it is reduced to a negative amount of hit points equal to or greater than its Constitution score.
A spiritualist can fully manifest her phantom through a ritual that takes 1 minute to perform. When the phantom is fully manifested, the spiritualist can change the form of the phantom's manifestation (either from ectoplasmic to incorporeal or vice versa) as a full-round action that provokes attacks of opportunity. When the phantom manifests, its hit points are unchanged from the last time it manifested, unless the phantom was slain and returned to the Ethereal Plane; in this case, the phantom manifests with half its maximum number of hit points.
The phantom does not heal naturally, and can be healed only with magic or by being tended to with the Heal skill while fully manifested in ectoplasmic form. The phantom stays fully manifested until it is either returned to the spiritualist's consciousness (a standard action) or banished to the Ethereal Plane. If the phantom is banished to the Ethereal Plane, it can't return to the spiritualist's consciousness or manifest again for 24 hours.
While fully manifested, a phantom can't be returned to the Ethereal Plane by means of dispel magic, but spells such as dismissal and banishment work normally. Whenever the spiritualist is unconscious or asleep, the phantom immediately returns to the spiritualist's consciousness. If the spiritualist dies, the phantom is returned to the Ethereal Plane, and can't return to the spiritualist's consciousness until 24 hours after the spiritualist is brought back to life.
A phantom can't be dismissed or banished (by a spell or any other similar effect) while it resides in the spiritualist's consciousness, as the phantom is protected from such effects by the power of the spiritualist's psyche.
Fully manifested phantoms can wear magic items and use items (though not wield weapons) appropriate to their forms. Any items worn, carried, or held by a phantom are dropped when the phantom returns to the spiritualist's consciousness, and must be retrieved and donned anew if the phantom wishes to use them when it fully manifests in the future.
Phantoms are self-involved, even jealous, creatures that do not play well with other summoned companions.
A phantom refuses to manifest (either fully or as part of a bonded manifestation; see Bonded Manifestation) in the presence of an eidolon or shadow summoned by the phantom's master. Furthermore, if a phantom is manifested when such a creature is summoned, it immediately retreats into its spiritualist's consciousness, and will not manifest again until the eidolon or shadow is dismissed.
A fully manifested phantom's abilities, feats, Hit Dice, saving throws, and skills are tied to the spiritualist's class level and increase as the spiritualist gains levels. See the Phantoms section for more information.

Witch Class Abilities:

Patron Spells Spirits: 2nd—ghostbane dirge, 4th—command undead, 6th—animate dead, 8th—spiritual ally, 10th—mass ghostbane dirge, 12th—create undead, 14th—control undead, 16th—create greater undead 18th—etherealness.
Gravewalker
Spell Poppet
Each gravewalker carries around a gristly, inanimate poppet stitched from human skin and stuffed with shards of bone, fingernails, and grave dirt. A gravewalker’s spells come from the will of evil spirits residing in the poppet, and its ability to hold spells functions in a manner identical to the way a witch’s spells are granted by her familiar. The gravewalker must commune with her poppet each day to prepare her spells and cannot prepare spells that are not stored in the poppet.
This ability replaces familiar.
The following familiar ability works differently for a gravewalker:
Deliver Touch Spells (Su)
At 3rd level or higher, a gravewalker can use her poppet to deliver touch spells. After casting a touch spell, as a full-round action, the witch can designate a target and stab a pin into her poppet, delivering the spell as a ranged touch attack. The target must be within range of her aura of desecration ability.
Aura of Desecration (Su)
At first level, a gravewalker can create a 20-foot-radius aura of evil power. This aura increases the DC of channeled negative energy by +1 and the turn resistance of undead by +1. At 3rd level and every 2 levels thereafter, the radius of the aura increases by 5 feet, to a maximum of 70 feet at 20th level.
This ability replaces the witch’s 1st-level hex.
Bonethrall (Su)
At 1st level, a gravewalker can take control of an undead creature within her aura of desecration by forcing her will upon it (Will negates, using her hex DC.) If it fails the save, the creature falls under her control as if she had used command undead (once control is established, the undead remain controlled even if outside the witch’s aura). Intelligent undead receive a new saving throw each day to resist her command. The witch can control up to 1 HD of undead creatures per caster level. If an undead creature is under the control of another creature, the witch must make an opposed Charisma check whenever her orders conflict with that creature’s.
This replaces the witch’s hex gained at 4th level.
Possess Undead (Sp)
A gravewalker may take direct control of one of her undead minions within her aura of desecration, as if using magic jar; the witch’s poppet acts as the soul receptacle for this ability. The minion gets no saving throw against this ability.
This replaces the witch’s hex gained at 8th level.

Phantom:
(incorporeal form)
Standing taller than its master this broad male is wreathed in a pale red glow. A faint sent of apples wafts though the air as this figure swirls into view. Completely see though the tall man is dressed in a loose shirt, snug pants, and bare footed. A noose hand around his neck.

Vedran Soto Outsider Init +1; Senses Darkvision 60ft Perception +4
DEFENSE
AC , touch, flat-footed (+2 Dex, +2 dodge)
hp 11 (1d10)
Fort +0+1=1, Ref +2+1=2, Will +2+0+2=4
OFFENSE
Speed 30 ft
Melee 2 slams (1d6+1)
STATISTICS
Str 12, Dex 12, Con 13, Int 7, Wis 10, Cha 13
Base Atk +1; CMB +2; CMD 12
Feats Iron Will, Power Attack
Skills Appraise Bluff (Cha), Craft (Int), Diplomacy (Cha) +1rank, +1mod,+3class =+5, Fly (Dex), Intimidate (Cha) (Int)+1rank +1 mod +3=+5, Knowledge (planes) (Int), Perception (Wis) +1rank, +0mod,+3class=+4, Sense Motive (Wis) +1rank, +0mod,+3class =+4, and Stealth (Dex)
Languages Common
Incorporeal: When the spiritualist chooses to manifest the phantom in incorporeal form, the phantom appears within 30 feet of the spiritualist as a ghostly apparition. It gains the incorporeal subtype, including a deflection bonus to AC equal to its Charisma modif ier. Since it isn't an undead creature, it takes no damage from holy water or positive energy. Unlike other incorporeal creatures, an incorporeal phantom can't attack corporeal creatures, except to deliver touch-attack spells using the deliver touch spell ability. An incorporeal manifested phantom can make slam attacks against other incorporeal creatures as if it were in ectoplasmic form.

(ectoplasmic form)
Standing taller than its master this broad male is wreathed in a pale red glow. A faint sent of apples wafts though the air as this figure fills out. Dressed in a loose shirt, snug pants, and bare footed. A noose hand around his neck. Solid looking and as he move he leave behind little drops of red and goo.

Vedran Soto Outsider Init +1; Senses Darkvision 60ft Perception +4
DEFENSE
AC 14, touch12, 12flat-footed (+2 Dex, +2 nat)
hp 11 (1d10) DR 5/slashing.
Fort +0+1=1, Ref +2+1=3, Will +2+0=2
OFFENSE
Speed 30 ft
Melee 2 slams (1d6+1)
STATISTICS
Str 12, Dex 12, Con 13, Int 7, Wis 10, Cha 13
Base Atk +1; CMB +2; CMD 12
Feats Iron Will, Power Attack
Skills Appraise Bluff (Cha), Craft (Int), Diplomacy (Cha) +1rank, +1mod,+3class =+5, Fly (Dex), Intimidate (Cha) (Int)+1rank +1 mod +3=+5, Knowledge (planes) (Int), Perception (Wis) +1rank, +0mod,+3class=+4, Sense Motive (Wis) +1rank, +0mod,+3class =+4, and Stealth (Dex)
Languages Common
A phantom in ectoplasmic form has the ability to pass through walls or material obstacles. In order to use this ability, it must begin and end its turn outside whatever wall or obstacle it's moving through. An ectoplasmic phantom can't move through corporeal creatures with this ability, and its movement speed is halved while moving through a wall or obstacle. Any surface it moves through is coated with a thin, silvery mucus that lingers for 1 minute.

Darkvision (Ex)
The phantom has darkvision out to a range of 60 feet.
Link (Su)
A spiritualist and her phantom share a mental link that allows for communication across distances (as long as they are on the same plane). This communication is a free action that can be performed even when it isn't the spiritualist's turn, but the spiritualist and the phantom must both be conscious to communicate in this way. This allows the spiritualist to give orders to her phantom at any time. Magic items interfere with a spiritualist's connection to her phantom; as a result, the spiritualist and her phantom share magic item slots.
For example, if the spiritualist is wearing a magic ring, her phantom can wear only one magic ring. In the case of a conflict, the items worn by the spiritualist remain active, and those worn by the phantom become dormant.
The phantom must possess the appropriate appendages to utilize a magic item.
Share Spells (Su)
The spiritualist can cast a spell with a target of “you” on her phantom (as a spell with a range of touch) instead of on herself. A spiritualist can cast spells from the spiritualist spell list on her phantom even if the spells normally do not affect creatures of the phantom's type (outsider). This ability does not allow the phantom to share abilities that aren't spells, even if they function like spells.

Dedication
Either through a sense of love or the desire to finish some unfinished task, a phantom with this emotional focus has an undying devotion to something or someone in the world. It's often the case that a phantom with this emotional focus has a strong familial tie with its spiritualist master. A dedication phantom most often appears as a strong and stern protector with a watchful gaze, and its service to its spiritualist is unwavering. These spirits exude auras of blue, or sometimes rose if their love for their spiritualist masters in life was great. Many times these auras manifest as a halo, giving these phantoms a divine appearance, no matter their actual alignment or opinions on matters of religion.
Skills: The phantom gains a number of ranks in Diplomacy and Sense Motive equal to its number of Hit Dice. While confined in the spiritualist's consciousness, the phantom grants the spiritualist Skill Focus in each of these skills.
Good Saves: Reflex and Will.
Iron Will: The phantom gains Iron Will as a bonus feat. Furthermore, When the phantom is within its master's consciousness, it grants the benefits of Iron Will to its master if its master doesn't have that feat.
Dutiful Strike (Su)
When a creature makes an attack against the phantom's master, the phantom gains a +2 bonus on attack rolls against that target, and deals damage against that target as if the phantom were one size category larger. For the purposes of this ability, an attack includes any harmful spell targeting the spiritualist master of whose area or effect includes the spiritualist master.
Dutiful strike lasts for 1 minute, until another creature attacks the phantom's spiritualist master (at which point this effect transfers to the new attacker), or until the attacking creature is reduced to fewer than 0 hit points, whichever occurs first.
Defending Aura (Su)
When the spiritualist reaches 7th level, the phantom can emit a 10-foot-radius aura that grants protection to nearby allies. It can activate this aura at will as a swift action. Allies within the aura gain a +2 deflection bonus to AC and a +2 bonus to CMD and on all saving throws.
Deactivating the aura is a free action.
Devoted Servant (Su)
When the spiritualist reaches 12th level and is caught unawares by an attack (such as an attack made in a surprise round or while the spiritualist is asleep or an attack by a creature using Stealth), if the phantom is not fully manifested, it automatically fully manifests from the spiritualist's consciousness to protect its master.
The phantom stays manifested as long as the spiritualist is unaware and in danger. This ability requires no action from the spiritualist.
Steadfast Devotion (Su)
When the spiritualist reaches 17th level, the phantom becomes immune to detrimental mind-affecting effects and all forms of possession, such as magic jar and possession. Furthermore, the phantom is immune to banishment, dismissal, and similar effects.

Race:

• Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
• Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
• Base Speed: Humans have a base speed of 30 feet.
• Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Feat and Skill Racial Traits
• Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.
• Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Backstory:
Morana was raised in a home devoted to Pharasma in the city of Ghastenhall. Her mother was a midwife and deeply devote. Her father was a quiet and haunted man he spent his time presiding over funerals and tending to the bereaved. She grew up is a somber and mostly silent home. The grief her father dealt with weighed heavy on him. Her mother was in constant flux from joyous at a happy and safe birth or sullen and moody when a birth went badly. Her parents loved each other deeply and their moods effected the other's frequently.

Seeing the devotion they had to each other Morana new that she wanted a deep love for herself but despite growing up in a deeply religious home she abhorred the Lady of the Graves. Thinking her a cold and unfeeling entity. Believing that if her parents were not so devote they would have had more time for her. Their work left their only child on her own frequently. Fiercely independent and rather rebellious Morana spent many of her first years after reaching womanhood searching for love.

She found it in an older boy named Vedran Soto, an apple farmer from just outside of the city. Those dark brown eyes and the deep tan over strong muscles earned by spending years outside working were what first caught her attention. His kindness was what kept her coming back to the market to find him. Dropping the other boys she had been flirting or more with for the sweet farmer. Spring turned into summer and they were in love. Near the end of summer she realized they had not been as careful as they thought and yet unlike any other boy she had been with the idea of a child was exciting instead of terrifying.

Not sure who she dreaded telling more Vedran or her parents. But it was only fair so she told Vendran first and never one to disappoint his darling. He smiled and asked her to marry him. Her parents were not as happy as the children but since Morana was expecting they gave their consent so long as her mother could deliver the baby.

Morana and Vedran married a two weeks later when she was 16 and he as 19. She moved into his little home that he had on her families land. Seven months later they had a little boy they named Drago Soto. He was so small and their whole world. They had it all. Unquestionable love for each other and their son and all the apples they could want. Years rolled by and their baby became a little boy.

The only real problems they ever had was from Vedrans younger brother, Birati. These problems tended to come in the form of Birati needing money for a debt. And this was a common occurrence. One of the only things Morana and Vedran fought about. Refusing to not help his brother the young couple was never able to set money aside for themselves since Birati always seemed to need help and they had a young and growing son.

Morana's happy but poor world came crashing down on her a few months after their sons ninth birthday. Birati had been arrested for dueling. He killed the other man. Vedran was inconsolable. His little brother was going to be beheaded. Leaving his wife and son home Vedran for a long walk in the orchard. While he was gone some friends of the man Birati killed showed up. If they couldn't make Birati suffer someone would. Hearing the screaming of his family Vedran ran as fast as he could to find a group of men in his home. His home a wreck everything was broken and his wife and son lay bloody on the floor.

The sunlight woke Morana up the next morning. Her whole body ached. He little boy was dead next to her. Sobbing and calling out for Vedran. Picking up Drago and slowly limping outside. There was her husband. Those monsters hung Vedran from a tree. Collapsing from the pain, both physical and mental Morana laying on the ground sobbing onto her dead child just below her husband.

The next day one of Vendrans friends, Radovan, came to check on his friend in the morning. Finding the gruesome scene and once discovering that Moranna was still alive he quickly attached his horse to the Sotos apple filled wagon. Setting Moranna as safely and securely as possible in the wagon he went as quickly as possible to the city to get her the care she needed.

Three days of fever left Moranna trapped with the healers for over a week. Dispite her parents and friends attempts Moranna was inconsolable. She could give a description of the men who killed her family but she did not know them. They wore fabric over their faces.
Once physically healed she was again living in her parents' home only now she was the quiet and somber one. Each night while her parents both slept Moranna fled the house of her youth and went to the graveyard. Sliping though the gate and walking to two still fairly new graves, Vedran Soto and Drago Soto. Sobbing and collapsing onto the ground. Moranna cried until she finally succumbed to sleep. Her father would find her each morning and take her home. This went on for five nights.

On that sixth night in a moment of grief fueled madness Moranna began to dig into the earth separating her from her child. There was a noise she had to get to him. Digging until she hit the wooden coffin and clawing at it with bloody finger. The noises were louder. Now like a murmuring, voices she could barely hear. Climbing out of the hole she made and finding a big enough rock to break the wood.

Something scratched at her mind and her hand burned. Bright light erupted on her hand illuminating her child. There he was unmoving and rotting. Not sure of what was doing but acting on what the murmuring encouraged. Pulling her child apart and remaking him into a tiny little form that resembled a person. Filled bits of her precious little boy she sat there staring at it and never noticed that the sun had risen and that people moved in the graveyard.

She was found and arrested. To Brandscar she would go. They took the poppet away and threw her into a cell. Alone and shaking she could hear a voice this time clear in her mind telling her to be calm. That soothing voice so familiar telling her that they will be together always. When she woke up the little poppet was at her side again. All was right in the world. She lose her head like that bastard who caused all of this and then be with her family again. Though vengeance would be better. The men who did this, the guards who failed to find those murders, and all the other guilty. But how?

That answer came on the way to Brandscar. The caravan Morana is thrown into is wrapped in iron. The only way out is though the locked door. She will die and those monster will live! Sitting sullen in her cage waiting Moran is surprised when the wagon comes to a halt. Smiling to herself when she hears the guards complaining about a tree being in the path. Even though this will leave her trapped in the tiny wagon and the manacles are biting into her she cannot help but be pleased at anything that inconveniences these guards. The guards have to move the tree and they do not sound happy about it.

The lock is rattling but it isn't a guard who opened the door. A hooded figure is there. Climbing in and picking the lock on the manacles. The figure, who by their voice is clearly a woman ushers her out of the wagon and into the shadows of the trees. Pausing frequently to avoid detection. Silently the woman handed her a bag.

Appearance:
Standing at 5'5 with a slight frame Morana has dark skin and chocolate eyes. A naturally beautiful woman and she has always known it. Up until her family was killed Morana always put exceptional effort into her appearance as well. Keeping her long hair in braids with little bit of jewelry she has collected over her life. Her husband did all the heavy work she was able to stay soft and classically feminine. After the loss of her family Morana no longer had anyone to want to look pretty for. Grief stole the vibrancy in her eyes. Refusing to let the scar, that a cruel mans boot had gifted her with, on her lips be healed she wanted to keep it as a reminder of what had happened in her home. Removing all the trinkets from her hair and cutting the length off to her chin to symbolize her mourning.

Dressed in brown men's trousers, a loose shirt with a dark blue vest, and a old travel stained brown cloak full all clothing that was her husband's. She keeps her shorter hair covered in a thin dark fabric. The only decoration she keeps is her wedding band and a small sliver pendant. The pendant is of a dragon holding a little ruby. This was a gift from her husband and son. Drago's name is very close to the word Dragon, which was the young boys nickname and they owned an apple farm which was what the ruby symbolized.

Poppet:

Drago N Tiny construct
Init +2; Senses darkvision 60 ft., low-light vision; Perception+6
DEFENSE
AC 19, touch 14, flat-footed 17 (+2 Dex, +2 size, +3 nat, +2 armor)
hp 13 (half masters, 5 HD)
Fort +3, + 0 = 3
Ref +2, +4 = 6
Will +6, -1 = 5
Immune construct traits (Constructs are immune to death effects, disease, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Constructs are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Constructs are not at risk of death from massive damage.)

OFFENSE
Speed 20 ft.
Melee slam +1 (1d2–1)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 8, Dex 14, Con —, Int 8, Wis 8, Cha 1
Base Atk +2; CMB +4; CMD 14

Skills: uses masters ranks
Craft, (cooking) +1 rank, -1mod, +3 class = 2
Craft (alchemy) +0 rank,
Perception+4 rank, -1 mod, +3 class =6,
Profession (sailor) +1 rank, -1 mod, +3 class = 2
Stealth +4 ranks, +2 mod, +3 class = 9

Languages= Necril

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)
At 3rd level or higher, a gravewalker can use her poppet to deliver touch spells. After casting a touch spell, as a full-round action, the witch can designate a target and stab a pin into her poppet, delivering the spell as a ranged touch attack. The target must be within range of her aura of desecration ability.
Sealed Poppet (Price +200 gp): A layer of protective sealants protects the poppet from flames. The poppet loses its vulnerability to fire. Requirements: resist energy; Cost: +100 gp.
Armored Poppet (Price +300 gp): An armored poppet has thick wooden plates around its torso. The poppet gains a +2 armor bonus to AC. Requirements: mage armor; Cost: +150 gp.
If your caster level is 5th or higher, your poppet familiar either becomes Small in size or gains two augmentations of your choice. You do not need to meet the requirements (or pay the construction cost) to craft these augmentations. At caster level 7th, and every 2 caster levels thereafter, your poppet familiar gains an additional augmentation of your choice.
If your caster level is 7th or higher, your poppet familiar gains the ability to generate spray of splinters as a breath weapon that deals 1d6 points of piercing damage in a 15-foot cone. At caster level 9th and every 2 caster levels thereafter, the damage increases by 1d6 (to a maximum of 7d6 at 19th level). A poppet can use this breath weaponthree times per day.
If your poppet familiar is lost or destroyed, you can replace it with another standard Tiny poppet that you control by undertaking a ritual that takes 8 hours to complete. If your previous poppet familiar was Small or had gained augmentations, you can choose different augmentations for your new poppet familiar.