Lady

Natanja Ogenj's page

190 posts. Alias of Ariarh Kane.


Full Name

Natanja Ogenj

Race

Aasimar (Peri-Blooded-Emberkin)

Classes/Levels

Shaman 2 [ HP: 20/20 | AC: 15 T: 12 FF: 13 | F: +1 R: +2 W: +6 (+7/+5) | Init: +2 Perc: +3/+6/+8 ]

Gender

F

Size

M (5'9", 125 lbs)

Age

64 (youthful in appearance -- more akin to a human in their 20's)

Alignment

NG

Languages

Common, Celestial, Nirisian, Draconic

Strength 12
Dexterity 14
Constitution 13
Intelligence 14
Wisdom 16
Charisma 15

About Natanja Ogenj

Natanja: pronounced Nah-tahn-yah

Party At A Glance Spreadsheet

Chosen Spirit:

Chosen Spirit: Flame
A shaman who selects the flame spirit has a radiant light behind her eyes and the faint smell of smoke about her. When she calls upon one of this spirit's abilities, a hungry spectral flame dances around her body.

Spirit Magic Spells: Burning hands (1st), resist energy (2nd), fireball (3rd), wall of fire (4th), summon monster V (fire elementals only, 5th), fire seeds (6th), fire storm (7th), incendiary cloud (8th), fiery body (9th).

Hexes

A shaman who chooses the flame spirit can select from the following hexes. 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.

Cinder Dance (Ex): The shaman's base speed increases by 10 feet. At 5th level, the shaman receives Nimble Moves as a bonus feat. At 10th level, the shaman receives Acrobatic Steps as a bonus feat. The shaman doesn't need to meet the prerequisites of these feats.

Fire Nimbus (Su): The shaman causes a creature within 30 feet to gain a nimbus of fire. Though this doesn't harm the creature, it does cause the creature to emit light like a torch, preventing it from gaining any benefit from concealment or invisibility. The target also takes a –2 penalty on saving throws against spells or effects that deal fire damage. The fire nimbus lasts for a number of rounds equal to the shaman's level. A successful Will saving throw negates this effect. Whether or not the save is successful, the creature cannot be the target of this hex again for 24 hours.

Flame Curse (Su): The shaman causes a creature within 30 feet to become vulnerable to fire until the end of the shaman's next turn. If the creature is already vulnerable to fire, this hex has no effect. Fire immunity and resistances apply as normal, and any saving throw allowed by the effect that caused the damage reduces it as normal. At 8th and 16th levels, the duration of this hex is extended by 1 round. After the vulnerability ends, the creature cannot be the target of this hex again for 24 hours.

Gaze of Flames (Su): The shaman sees through fire, fog, and smoke without penalty as long as there is enough light to otherwise allow her to see normally. At 7th level, the shaman can gaze through any source of flame within 10 feet per shaman level, as clairvoyance. The shaman can use this ability a number of rounds per day equal to her shaman level, but these rounds do not need to be consecutive.

Ward of Flames (Su): The shaman touches a willing creature (including herself ) and grants a ward of flames. The next time the warded creature is struck with a melee attack, the creature making the attack takes 1d6 points of fire damage + 1 point of fire damage for every 2 shaman levels she possesses. This ward lasts for 1 minute, after which it fades away if not already expended. At 8th and 16th levels, the ward lasts for one additional attack. Once this ward ends, the creature cannot be the target of this hex again for 24 hours.

Spirit Animal

The shaman's spirit animal is surrounded by a nimbus of flame that gives off light like a candle. This nimbus is warm to the touch, but doesn't cause any damage. The animal is immune to fire damage, but is vulnerable to cold damage.

Spirit Ability

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

Touch of Flames (Su): As a standard action, the shaman can make a melee touch attack that deals 1d6 points of fire damage + 1 point for every 2 shaman levels she possesses. A 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 flaming weapon.

Spell Casting:

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.

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 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).

Physical Description:
Of human appearance, Natanja stands at 5'9" and weights 125 lbs. She has a fierce beauty, with striking, wispy copper hair and bright golden-amber eyes that shine with a radiant light. There is always the faint smell of smoke around her, and, when she calls upon one of her spirit's abilities, a hungry spectral flame dances around her body.

Extra info: As Natanja's temper changes, so does the light radiating from her eyes. It progresses as follows red-orange (mild temper), yellow, blue and white (being the hottest).

Pic of Natanja

Pic of Oko

Personality/Character:

When Natanja enters a room/space, she immediately exudes warmth and exuberance. People are drawn to the force of her personality and nature. Her looks are not subtle and often draw attention (good and bad). She is confident in herself not to let stares or misconceptions bother her too much. She is driven -- always on the go -- striving, looking to help and prove herself. Natanja never gives up. She is full of passion and sometimes emotions can cloud her logic and swiftly draw her temper. When riled or pushed, she can come become aggressive and will push back. She is fiercely loyal to those whom she trusts and respects.

(Extra info: Contemplative and spiritual. She tries to weigh the options and consequences but sometimes her impulsiveness is too hard to rein in and she gives into it. She struggles with her own nature at times - sometimes her ire can have a cruel edge.

Background:
Natanja enjoyed the heat and it was fortuitous that she had been born in a desert township. Her parents, father Demian and mother Brana, were human and devout clerics, preaching in and protecting the local temple. From the moment Natanja was born, her parents and the other clergymen of the temple noted her unusual colouring, appearance and later her fascination/penchant for fire magic. She was only very young when they sat her down in the temple and explained that she inherited a celestial bloodline from some long-ago ancestor on her mother’s side. There were other Emberkin living among the people of her town and they confirmed Natanja’s clear divine heritage. The Aasimar child was then protected by her parents, the Temple community and the Emberkin – other Peri-bloods just like her.

Ten years had passed before her parents conceived and gave birth to another child – this time a human son – Natanja’s brother, Branek. Sadly, his life was short-lived and Branek died on his fifth birthday from an unexplained, withering illness – to the great sadness of his parents and sister. Her parents never conceived again - Natanja remained an only child. She experienced nightmares almost every night and woke with eyes aflame as if ready to do battle with some unseen, sinister presence.

It was much later she felt the pull of the spirit world – sensed the connection of the Flame deepen and awaken the divine power within her. It was then that her spirit hawk, Oko, came to her and together they worked tirelessly with the other Emberkin across the nation to recruit and support mortals in the endless fight against the dark forces. Natanya travelled from city to city assembling humans together to fight against the evil that threatened her home.

Her parents were among the trusted few who helped guard a precious and ancient scroll in the temple. Attempts to steal the scroll occurred from time to time and it was during one of these attempts that her parents were killed in service of their god and for the side of good. Natanja was then left without family. Driven, she practised and honed her divine powers – she knew she was only just scratching at the surface of the powers’ true potential. Oko was the conduit from whence she attained her powers and her bond with the spirit hawk was immutable.

Natanja offered her services as a Wisewoman from time to time when healers were sought and clerics were inundated or scarce.

(To be continued...)

Family Line:
Parents: Demian and Brana Ogenj (human, deceased)
Brother: Branek Ogenj (human, deceased)
Paternal Grandparents: Borys and Lida Ogenj (human, deceased)
Maternal Grandparents: Milo and Jurisa Korda (human, deceased)
Greatx4 Grandfather: Eran Korda (Emberkin, ?)

Natanja's Homeland:

The longstanding desert Kingdom of the White Sands of Niris is situated many miles south of the Kingdom of Theramark.

The capital is Fyrah and is ruled by Prince Nkosi III. It’s a metropolis, whose population consists of Humans, Dwarves, Elves, Half-Elves and Celestials (mainly Emberkin). There are also a number of angelic servants of God living in the capital.

Fyrah is home to the Grand Temple of the Enduring Sun. The clergy of the temple follow the teachings of Saint Kres.

The main languages of Niris are Common and Nirisian.

The main exports of Fyrah are exotic, fragrant spices and a rare flower elixir which allows the imbiber to retain vigour and vitality. It does not grant immortality but longevity, especially to the humans who are envious of the longer-lived races. There is also a prominent black market dealing in stolen antiquities, scrolls and artefacts.

Spirituality/Faith:
Natanja has formed a powerful bond with Eth, the Flame Spirit. Eth guides Natanja on her journey, strengthening/enhancing her fire magic, using Oko as its vessel. The Spirits are also one of God's creations and people of the natural places worship them as though they are gods.

****************************************************************

Natanja Ogenj
Female Aasimar (Peri-Blooded-Emberkin) Shaman 2 (Pathfinder Hybrid Class, Advanced Class Guide)
NG Medium Outsider (Native)
Init +2; Senses Darkvision 60ft; Perception +3/+6/+8
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+3 Armor, +2 Dex)
hp 20 (2d8+2, +2 for favoured class)
Fort +1, Ref +2, Will +6 (+7/+5 due to Spirit Talker);
Resist acid 5, cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee Masterwork Morningstar +3 (1d8+1/x2)
Melee Masterwork Cold Iron Dagger +3 (1d4+1/x3)
Ranged Masterwork Cold Iron Dagger +4 (1d4+1/x3/10ft range increment)
Special Attacks: Touch of Flame (5/day) Melee Touch Attack +2 (1d6+1 fire damage)

Spell-Like Abilities (Swapped out Pyrotechnics 1/day for Variant Aasimar Ability #80: You gain fire resistance 5.)

Spells Known (CL 2)
1st (4/day)— bane (Will DC 14), burning hands 1/day (Reflex DC 14, bonus spell slot, spontaneously cast, from Spirit Magic), cure light wounds (Will DC 14), protection from evil (Will DC 14)
0 (at will)— detect magic, guidance (Will DC 13), resistance (Will DC 13), stabilize (Will DC 13)

Spirit Flame
Spirit Animal Hawk

Hexes Ward of Flames (Su): The shaman touches a willing creature (including herself) and grants a ward of flames. The next time the warded creature is struck with a melee attack, the creature making the attack takes 1d6 points of fire damage + 1 point of fire damage for every 2 shaman levels she possesses. This ward lasts for 1 minute, after which it fades away if not already expended. At 8th and 16th levels, the ward lasts for one additional attack. Once this ward ends, the creature cannot be the target of this hex again for 24 hours.

--------------------
Statistics
--------------------
Str 12, Dex 14, Con 13, Int 14, Wis 16, Cha 15 (Ability Modifiers +2 Int, +2 Cha)
Base Atk +1; CMB +2; CMD 15

Feats Combat Casting, Alertness (bonus) (when in arm's reach of "familiar"/spirit animal)
Traits Pyromancer (Race), Dangerously Curious (Magic), Spirit Talker (Religious), Oppressive Expectations (Drawback)
Skills Craft (Alchemy) +7(2 ranks), Diplomacy +7(2 ranks), Handle Animal +6(1 rank), Heal +7(1 rank), Know. Nature +6(1 rank), Know. Planes +8(1 rank), Know. Religion +6(1 rank), Perception +3/+6/+8 (0 ranks, +3 from Familiar Bonus, +2 bonus from Alertness), Prof. (Wisewoman) +8(2 ranks), Ride +6(1 rank), Spellcraft +9(2 ranks), Sense Motive +3/+5 (0 ranks, +2 from Alertness), Survival +7(1 rank), UMD +8(1 rank) Racial Skill Modifiers +2 Know. Planes, +2 Spellcraft

Languages Common, Celestial, Nirisian (bonus for high INT) Draconic (bonus for high INT),

SQ Orisons, Spirit, Spirit Animal, Spirit Magic, Hex

Gear
(Starting with Explorer's Outfit worth 10gp), Masterwork Studded Leather Armor (175gp, 20 lbs, no ACP), Masterwork Cold Iron Dagger (304gp, 1 lbs), Masterwork Morningstar (308 gp, 6 lbs), CLW Wand with 9 charges remaining (used 1 charge) (150gp), Oracle's Kit (9 gp; Weight 29 lbs. This kit includes a backpack, a bedroll, a belt pouch, candles (10), a flint and steel, an iron pot, mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin), Blanket (5sp, 3 lbs), 1 Alchemist’s Fire (20gp, 1 lbs, 1d6x2, fire type, splash weapon), 1 flask Holy Water (25gp, 1 lbs), Inkpen (1sp, -lbs), Book (Journal) (10gp, 1 lbs) (Cost 991gp & 4sp, remaining coin is approx. 10gp) (Total weight 62 lbs – medium encumbrance) (light: 50 lbs or less, medium: 51–100 lbs, heavy: 101–150 lbs) Purchased at Vigilant: mule (8gp) and pack saddle (5gp).

Items & Funds from Angelina:
New coin given out by Eli (from Angelina): 10 platinum, 6 gold, 1 silver and 1 copper piece.

SPECIAL ABILITIES
Touch of Flames (Su) 5/day: As a standard action, the shaman can make a melee touch attack that deals 1d6 points of fire damage + 1 point for every 2 shaman levels she possesses. A 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 flaming weapon.

Alertness (Ex): While a familiar/spirit animal is within arm's reach, the master gains the Alertness feat (+2 to Perception and Sense Motive).

Empathic Link (Su): The master has an empathic link with her familiar/spirit animal to a 1 mile distance. The master can communicate empathically with the familiar/spirit animal, 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 her familiar does.

Familiar Bonus: The master of a hawk familiar gains a +3 bonus on sight-based and opposed Perception checks in bright light.

***************************************

Spirit Animal: Hawk Stats:

Female, Name: Oko
Hawk CR 1/3
XP 135
N Tiny Outsider (Native)
Init +3; Senses low-light vision; Perception +14

DEFENSE
AC 16, touch 16, flat-footed 12 (+3 Dex, +2 size, +1 Natural Armor Adjustment)
hp 10 (1d8)
Fort +2, Ref +5, Will +5
Resist Immune to fire damage (vulnerable to cold damage)

OFFENSE
Speed 10 ft., fly 60 ft. (average)
Melee 2 talons +6 (1d4–2)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 6, Dex 17, Con 11, Int 6, Wis 14, Cha 7
Base Atk +1; CMB +2; CMD 10
Feats Weapon Finesse, Improved Evasion
Skills Fly +7, Perception +14; Racial Modifier +8 Perception

SPECIAL ABILITIES

Familiar
The master of a hawk familiar gains a +3 bonus on sight-based and opposed Perception checks in bright light.

The shaman's spirit animal is surrounded by a nimbus of flame that gives off light like a candle. This nimbus is warm to the touch, but doesn't cause any damage. The animal is immune to fire damage, but is vulnerable to cold damage, taking half again as much damage (+50%) from any source that deals cold damage.

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.