Erutaki

Nalket of the Ghost Wolves's page

78 posts. Alias of Jesse Heinig.


Full Name

Nalket of the Ghost Wolves

Classes/Levels

INACTIVE - GAME DIED

Size

Medium

Age

22

Alignment

Neutral Good

Location

Numeria

Languages

Common (Taldane), Hallit

Occupation

Shaman, healer

Homepage URL

Picture library

Strength 12
Dexterity 12
Constitution 14
Intelligence 13
Wisdom 16
Charisma 13

About Nalket of the Ghost Wolves

Nalket of the Ghost Wolves
Female human shaman (animist) 3
NG Medium humanoid (human)
Init +1; Senses Perception +3

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Defense
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AC 15, touch 12, flat-footed 14 (+3 armor, +1 Dex, +1 deflection)
HP 24 (3d8, +6 Con)
Fort +3 (+1 base, +2 Con), Ref +3 (+1 base, +1 Dex), Will +6 (+3 base, +3 Wis)

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Offense
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Speed 30 ft.
Melee Masterwork cold iron longspear +5 (1d8+1/x3; piercing)
Melee Cold iron spiked gauntlet +4 (1d4+1/x2; piercing)
Melee Cold iron dagger +4 (1d4+1/19-20/x2; piercing or slashing)
Ranged Sling +3 (1d4/x2; bludgeoning)
Spells Prepared (CL 3rd; concentration +6)
• 2nd—cure moderate wounds, resist energy
• 1st—bless, burning hands, cure light wounds
• 0 (at will)—create water, dancing lights, detect magic, enhanced diplomacy, mending

Favored class spell knowledge added:
• 1st—shield of faith
• 0—enhanced diplomacy

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Statistics
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Str 12, Dex 12, Con 14, Int 13, Wis 16, Cha 13
Base Atk +2; CMB +3; CMD 14
Languages: Common (Taldane), Hallit

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Feats
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Human
Nature Soul: You are innately in tune with nature and venerate the power and mystery of the natural world.
Benefit: You get a +2 bonus on all Knowledge (nature) checks and Survival checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Level 1
Eschew Materials: You can cast many spells without needing to utilize minor material components.
Benefit: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.

Level 3
Ghostslayer (Combat): Your blade is keen enough to hew incorporeal creatures.
Prerequisite(s): Base attack bonus +1, Knowledge (religion) 1 rank.
Benefit(s): As a swift action, you can imbue a weapon you wield with spiritual energies for 1 round. An imbued weapon damages incorporeal creatures as though it were magical. If the imbued weapon has an enhancement bonus of +2 or greater, it functions as a ghost touch weapon.
A weapon imbued in this way can deal precision damage (such as sneak attack damage) to incorporeal creatures.

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Traits
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Ancestral Weapon (Regional): You have inherited a sacred tribal weapon wielded by your forebears since the days before the Rain of Stars, and you were trained in its use from a young age.
Requirements: Numeria
Benefit: Select either cold iron or silver. You begin play with a masterwork melee weapon made of the material of your choice. You must be proficient with this weapon, and its combined cost cannot exceed 500 gp. You gain a +1 trait bonus on attack rolls with weapons made of the selected material.
Chosen weapon: Masterwork cold iron longspear

Sacred Touch (Faith): You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer.
Benefit: As a standard action, you may automatically stabilize a dying creature merely by touching it.

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Skills
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Total skill ranks: 19 (12 shaman, +3 Int, +3 human, +1 favored class)

Diplomacy +10 (3 ranks, +1 Cha, +3 class skill, +3 familiar)
Heal +9 (3 ranks, +3 Wis, +3 class skill)
Knowledge (nature) +9 (3 ranks, +1 Int, +3 class skill, +2 feat)
Knowledge (religion) +7 (3 ranks, +1 Int, +3 class skill)
Spellcraft +7 (3 ranks, +1 Int, +3 class skill)
Survival +11 (3 ranks, +3 Wis, +3 class skill, +2 feat)
Swim +2 [+1] (1 rank, +1 Str)

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Untrained Skills
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Acrobatics +1 [0] (+1 Dex)
Climb +1 [0] (+1 Str)
Sense Motive +3 (+3 Wis)

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Gear
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Starting wealth total: 180 gp

Traveler's outfit (free)
Masterwork cold iron longspear (free from trait, 9 lbs.)
Cold iron spiked gauntlet (10 gp, 1 lb.)
Cold iron dagger (4 gp, 1 lb.)
Sling (1 lb.)
Sling bullets, 10 (1 sp, 5 lbs.)
Hide shirt (20 gp, 18 lbs.)
+1 ring of protection
Masterwork backpack (50 gp, 4 lbs.)
[
• Bedroll (1 sp, 5 lbs.)
• Blanket (5 sp, 3 lbs.)
• Grooming kit (1 gp, 2 lbs.)
• Flint and steel (1 gp)
• Healer's kit (10 uses, 50 gp, 1 lb.)
• Lamp (1 sp, 1 lb.)
• Lamp oil, 2 pints (2 sp, 2 lbs.)
• Trail rations, 2 days (1 gp, 2 lbs.)
• Waterskin (1 gp, 4 lbs.)
• 45 gp
]

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Special Abilities
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Human

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.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Shaman (animist) 3

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.
Chosen Spirit: Ancestors

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.
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.
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.
Chosen Familiar: Thrush (speaks Common and Hallit)

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).
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.

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.
Using this ability is a standard action that requires no contact or shared language with the target, but it includes verbal and somatic components. If a target is afflicted with multiple conditions, the animist targets one condition at a time (of her choosing). The animist cannot use this ability on himself.
At 5th level, the animist can use this ability to exorcise minor conditions without needing to attempt a Diplomacy check. He can dispatch major conditions without a roll at 9th level, severe conditions at 13th level, and dire conditions at 17th level. Doing so still requires one use of this ability per condition.
This ability replaces the hex gained at 2nd level.

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Backstory
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Description: Nalket is a young woman scarred by Numeria. She has the dark hair and heavily tanned, wind-whipped complexion common to the Kellid barbarians. She has strong features and is notably tall, though not especially muscular. Like most Kellid, she favors sensible clothing, including leather breeches, fur-trimmed boots, a thick vest and a sensible hat.
When armed for combat, she wears a fur-trimmed shirt of thick hide, and bears a lengthy spear tipped with a jagged chunk of broken-off metal. She also wears a glove on her left hand, pierced through with damaged screws and nails.
Nalket is usually accompanied by a nondescript gray thrush.

Hair: Brown
Eyes: Brown
Height: 5' 10"
Weight: 152 lbs.

Personality: Nalket speaks little around strangers, though when she does choose to speak, she is surprisingly eloquent. She is straightforward in delivery but has a knack for bringing people together.
As a Ghost Wolf, Nalket does not shy from conflict, but she is smart enough to recognize when other options are better. She has a strong distrust of technology that would take a great deal of time to overcome (to her tribe, it is taboo), underscored by the horrid excesses of the Technic League and their poor treatment of the Kellid people.
Nalket does not have strong food preferences - like all Kellids she is a survivalist, eking out a subsistence living as a nomadic hunter-gatherer. She is used to working in a tribal structure and thus tends to form close bonds of friendship with small groups, which causes her grief when her friends die - she feels these losses very keenly. She likes seeing children but is not sure that she wants her own.

Background: Nalket comes from the Ghost Wolf tribe of the Kellids, a tribe of aggressive hunters and warriors. Their leader, Xol-Nomag, is a powerful and inspirational barbarian woman, but Nalket is not a great warrior; instead, she showed an affinity from an early age for speaking with the spirits and calling upon them for magic. Trained as a shaman, she learned to revere the dead ancestors of her people and speak to the denuded spirits that inhabit the land and the objects of the Numerian waste.
Though the Ghost Wolves are fierce fighters, even they lose battles. Nalket was on a vision quest with a small group, looking for a technological enemy to destroy as a proof of prowess, when they were ambushed by a Technic League scavenging party. Nalket was captured, but she does not know what happened to her companions - including her older sister, a savvy scavenger named Ila.