Monk

Onna's page

71 posts. Alias of The Morphling.


Race

Female Android Unsworn Shaman 1;

Classes/Levels

HP 11/11 | AC 16 (FF 14 T 12) CMD 14 | Fort +4 Ref +2 Will +5 | Init +2 Percep +12 Sense Motive +1

About Onna

Onna
Female Android Shaman (Unsworn Shaman) 1
LN Medium Construct/Humanoid (Android)
Init +2; Senses Darkvision 60 ft., low-light vision; Perception +12, Sense Motive +1
Speed 30 ft.
Space 5 ft.; Reach 5 ft.
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DEFENSE
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AC 16, touch 12, flat-footed 14 (+4 Armor, +2 Dex)
HP 11 (1d8+3)
Fort +4, Ref +2, Will +5 (+4 vs. mind-affecting effects, paralysis, poison, and stun)
Immune Sleep, disease, fear, emotion, morale, fatigue, exhaustion
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OFFENSE
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Melee Weighted Spear +2 (1d8+3 piercing or 1d6+3 bludgeoning) x3/x2
Ranged Sling +2 (1d4+2 bludgeoning) x2
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STATISTICS
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Str 14 (+2), Dex 14 (+2), Con 14 (+2), Int 10 (+0), Wis 16 (+3), Cha 8 (-1)
Base Atk +0; CMB +2; CMD 14
Feats Extra Hex (Healing Hex)
Traits Desperate Resolve, Seeker
Campaign Trait Against the Technic League (Spells)
Drawback Naive
Skills Heal +7, Knowledge (Nature) +4, Linguistics +1, Perception +12
Languages Common, Hallit
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SPECIAL ABILITIES
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Hexes (Su): Onna calls upon the spirits of her past lives for magic, and they answer her call with the power to inflict hexes of healing and harming power on friend or foe. The power of healing is innate to her, but each day, the spirits grant her a different power to supplement her own talent.

  • 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.

  • Slumber (Su): The Dreamer spirit can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for 1 round. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

    Favored Class (Shaman): The path of the shaman comes naturally to Onna, granting her +1 hit point per level.

    Alert: Androids gain a +2 racial bonus on Perception checks.

    Emotionless: Androids have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks.

    Exceptional Senses: Androids have darkvision and so can see perfectly in the dark to a range of 60 feet and in addition, they possess low-light vision.

    Constructed (Ex): For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), androids count as both humanoids and constructs. Androids gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects. Androids can never gain morale bonuses, and are immune to fear effects and all emotion-based effects.

    Nanite Surge (Ex): An android's body is infused with nanites. Once per day as an immediate action, an android can cause her nanites to surge, granting a bonus equal to 3 + the android's character level on any one d20 roll; this ability must be activated before the roll is made. When an android uses this power, her circuitry-tattoos glow with light equivalent to that of a torch in illumination for 1 round.

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    SPELLS
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    Spells Prepared (3/1+1) (CL 1st; concentration +5 (+8 if grappled, pinned, in violent weather, or entangled) (Save DCs +1 vs. the Technic League)
    0 (at will, DC 13) - virtue, stabilize, guidance
    1 (DC 14) - entangle, bless
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    GEAR/POSSESSIONS
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    Held Weighted Spear (8 lbs, 10 gp)
    Worn Hide Armor (25 lbs, 15 gp)
    Carried Backpack (2 lbs, 2 gp), Trail Rations x10 (10 lbs, 5 gp), Sling (0 lbs, 0 gp), Healer's Kit (1 lb, 50 gp), 10 sling bullets (5 lbs, 1 sp)
    Carrying Capacity Light: 58 lbs Medium: 59–116 lbs Heavy: 117–175 lbs Current 51 lbs (light load)
    Money 0 pp 32 gp 9 sp 0 cp

    Ôka, Skunk Familiar:
    Ôka, Male Skunk
    N Tiny magical beast (Protector Familiar)
    Init +2; Senses low-light vision, scent; Perception +5
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    DEFENSE
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    AC 15, touch 14, flat-footed 13 (+2 Dex, +2 size, +1 natural)
    hp 5
    Fort +1, Ref +4, Will +3
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    OFFENSE
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    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 (DC 11)
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    STATISTICS
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    Str 3, Dex 15, Con 9, Int 6, Wis 12, Cha 6
    Base Atk +0; CMB +0; CMD 6
    Feats Weapon Finesse, Combat Reflexes, Bodyguard
    Skills Perception +5
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    SPECIAL ABILITIES
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    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.

    Share Spells: Onna may cast a spell with a target of "You" on Ôka (as a touch spell) instead of on herself. She may cast spells on Ôka even if the spells do not normally affect creatures of Ôka's type (magical beast).

    Empathic Link (Su): Onna has an empathic link with Ôka as long as they are within 1 mile of each other. Onna can communicate empathically with her familiar, but cannot see through his eyes. Because of the link's limited nature, only general emotions can be shared. Onna shares the same connection to an item or place that Ôka does.

    Physical Appearance:
    At first glance, the short, muscular woman in the primitive dress of a Kellid tribeswoman appears like any other wanderer of the Numerian wastes, but a keen-eyed observer notices some differences. Her skin is immaculately smooth and unblemished - hardly what one would expect from the harsh life of the open plains. Elaborate tribal markings are painted on her face, arms, and neck - inked from dyes the young woman crafts herself each day, marking her with the signs only spirits know to read. These elaborate designs are painted atop the spiraling lines of her nanite circuitry - glistening, sometimes-glowing markings Onna knows only as "star marks," so called in her tribe by how the holy woman's skin gleams in radiant patterns like the night sky during rituals.

    Backstory:
    The Blackclaw tribe was blessed, that much was known. They had a holy woman who knew neither age nor death. Always a young woman, she interceded on behalf of the tribe with the spirits and knew the ways of the stars to read the spirits' messages written in the sky. She had been with the tribe since before even the time of the elders' childhoods, and it was whispered that when she passed into the spirit world, she would be reborn into her own body, revitalized and full of life once more.

    This holy woman was called Onna, the Hallit word for "mother." Each time she was reborn, the tribe's lorekeepers would teach her the history of her past lives until she learned to meet her past selves in person through the spirit-sleep. This was the way of things until the newest Onna, barely four years after her rebirth and still learning the ways of the tribe's spirit magic, received a terrible vision. She witnessed herself soaring high above the world, adrift among the stars of the infinite sky, looking down upon the plains of her tribe's homeland. She spotted a beautiful violet flame upon a hilltop, and her eyes were drawn to it. As she watched, the flame vanished, snuffed out like a candle. All at once, she was wracked with terrible fear. Something was wrong, she could feel it at once. She awakened with a scream, but returning to the waking world did nothing to quell the terror in her heart. Eyes open or shut, she could see the image of that light being devoured like it were right in front of her. Each night since, the vision returned, growing worse each time until it threatened to drive her mad. On the tenth night, the young girl gathered her belongings for travel and fled the village, driven like one possessed. She knew not her path, but ran with no rest for days across the open plain until she came upon a settlement atop a lumpy hill she knew all too well from her terrible dreams.

    Onna had come to Torch, and there she would find her true path.

    Old Hexes:
    Evil Eye (Su): The gaze of a wrathful shaman carries the spirits' anger. The target takes a –2 penalty on one of the following (shaman’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the shaman’s Wisdom modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to –4.