Hasari

Pfaff's page

3 posts. Organized Play character for Clebsch73.


Full Name

Pfaff Singer

Race

Human

Classes/Levels

Shaman 1

Gender

Female

Deity

Pulura, Desna

About Pfaff

# 105836-12
Human Shaman 1
NG Medium Humanoid (Human)
Init: +2; Senses Perception +5

Defense
AC 19, touch 12, flat-footed 17 (+5 armor, +2 shield, +2 Dex)
hp 9 (1d8)
Fort +2 Ref +2 Will +5

Offense
Speed 30 ft.
Melee Morningstar +1 (1d8+1) or Sickle +1 (1d6+1)
Ranged Heavy Crossbow +2 (1d10/19-20) (Range 120')
SA: Stardust (Sp)
Spirit: Heavens
Spirit Animal: Raven

Shaman Spells Prepared (CL 1st; Concentration +4)
1st--Bless, Cure Light Wounds, Color Spray (S) (DC 14)
0th--Daze (DC 13), Detect Magic, Light
(S): Spirit Spell

Statistics
Str 13 Dex 14 Con 10 Int 14 Wis 16 Cha 12
Base Atk +0; CMB +1; CMD 13
Feats Great Fortitude, Shield Proficiency
Traits Omen, Erutaki Sky Reader
Skills Diplomacy +5, Handle Animal +5, Heal +7, Knowledge (Nature) +6, Knowledge (Planes) +6, Knowledge (Religion) +6, Spellcraft +6
Languages Common, Celestial, Erutaki
Gear
Other Gear Scale Mail, Heavy Wooden Shield, Sickle, Morningstar, Heavy Crossbow, 10 bolts.
Cost: 122 gp; Weight: 57
GP: 28
Encumbrance: 50/100/150
ACP: -6

Shaman 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.

[b]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).


Spirit:
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.

Heavens
A shaman who selects the heavens spirit has eyes that sparkle like starlight, exuding an aura of otherworldliness to those she is around. When she calls upon one of this spirit's abilities, her eyes turn pitch black and the colors around her drain for a brief moment.

Spirit Magic Spells: Color spray (1st), hypnotic pattern (2nd), daylight (3rd), rainbow pattern (4th), overland flight (5th), chain lightning (6th), prismatic spray (7th), sunburst (8th), meteor swarm (9th).

Spirit Ability
A shaman who chooses the heavens spirit as her spirit or wandering spirit gains the following ability.
Stardust (Sp): As a standard action, the shaman causes stardust to materialize around one creature within 30 feet. This stardust causes the target to shed light as a candle, and it cannot benefit from concealment or any invisibility effects. The creature takes a –1 penalty on attack rolls and sight-based Perception checks. This penalty to attack rolls and Perception checks increases by 1 at 4th level and every 4 levels thereafter, to a maximum of –6 at 20th level. This effect lasts for a number of rounds equal to half the shaman's level (minimum 1). Sightless creatures cannot be affected by this ability. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier.

Spirit Animal: Raven:
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.

Raven (Spirit Animal)
N Tiny outsider (native)
Init +2; Senses low-light vision; Perception +6

DEFENSE
AC 15, touch 14, flat-footed 13 (+2 Dex, +2 size +1 Nat)
hp 5 (1d8–1) [half master’s hp]
Fort +1, Ref +4, Will +6

OFFENSE
Speed 10 ft., fly 50 ft. (average)
Melee bite +4 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 2, Dex 15, Con 8, Int 6, Wis 15, Cha 7
Base Atk +0; CMB +0; CMD 6
Feats Improved Evasion, Skill Focus (Perception), Weapon Finesse
Skills Fly +6, Perception +7

The master of a raven familiar/spirit animal gains a +3 bonus on Appraise checks.

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.

The flesh of the shaman's spirit animal accurately reflects the stars that would be visible in the night sky, no matter where the animal is or the time of day. Due to this, it can be used as a star map. In addition, it gains a fly speed of 5 feet; if the animal already has a fly speed, instead its fly speed increases by 10 feet. While the animal is flying, a small nimbus of light surrounds it.

Feats/Traits:
Feats
When Spirit Animal is within 30’:
Alertness: You often notice things that others might miss.
Benefit: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Great Fortitude
You are resistant to poisons, diseases, and other maladies.
Benefit: You get a +2 bonus on all Fortitude saving throws.

Shield Proficiency (Combat)
You are trained in how to properly use a shield.
Benefit: When you use a shield (except a tower shield), the shield's armor check penalty only applies to Strength- and Dexterity-based skills.
Normal: When you are using a shield with which you are not proficient, you take the shield's armor check penalty on attack rolls and on all skill checks that involve moving.

Traits
Omen (Faith): You are the harbinger of some future event. Whether this event bodes good or ill, you exude an ominous presence. You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you. Once per day, you may attempt to demoralize an opponent as a swift action.

Erutaki Sky Reader
Born in the Crown of the World, you learned to read the aurora and the night sky for portents. Once per day, you gain a +2 luck bonus on a single saving throw. You can apply this bonus after the saving throw is rolled but before the results are revealed.

Religion:
Religion
Pulura: The Shimmering Maiden
CG angel empyreal lord of constellations, homesickness, and northern lights
Holy Symbol northern lights arranged like a face
Temples fortune-tellers’ dens, isolated glaciers, observatories, travelers’ lodges
Worshipers hunters, lonely travelers, nomads, stargazers
Minions bralanis, celestial polar bears, lunar nagas, yetis
Pulura appears in the night sky in far northern regions, dancing amid swirls of multicolored light. Legend tells that her beauty is so extraordinary that she can appear to mortals only distantly; those who come too close are burned in the heat of her glory.
Pulura appears as a lissome Tian woman with the poise of a trained dancer. Multicolored stars gleam among the flowing locks of her black hair, and her robes seem crafted from sheets of green and pink light rather than fabric, the garments flickering and pulsing with each of the Shimmering Maiden’s graceful movements. Pulura’s face is achingly lovely, her expression alluring but with a certain gravity about it. In battle, she wields a sling made from sighs and fires bullets of starlight at her enemies.
Those who live in far northern climates often revere the Shimmering Maiden and believe that the aurora borealis portends her benevolent deeds. Pulura appears to comfort travelers far from home and those who feel alone or are lost in the vast northlands. Her agents often wander the snowy wastes to assist those who have become injured or lost during their travels. Pulura’s followers tell stories of the constellations to help one another learn the night sky and to pass on tales of goodness and light.
Pulura prefers the mortal realm to Elysium. She has a number of homes hidden within the constellations, and frequently visits Desna when she requires counsel.

Desna: Song of the Spheres
Goddess of dreams, stars, travelers, and luck
Alignment CG
Domains Chaos, Good, Liberation, Luck, Protection
Favored Weapon Starknife
Centers of Worship Kyonin, Lands of the Linnorm Kings, Nidal, Numeria, River Kingdoms, Ustalav, Varisia
Nationality: Varisian
While the other gods created the world, legend holds that Desna was busy placing stars in the heavens above, content to allow the other deities to forge a world full of wonders for her and her faithful to explore. Since that day, all those who look up to the stars find themselves captivated by the endless mysteries of the sky. Trailblazers, scouts, adventurers, and sailors praise her name, as do caravaneers and those who travel for business, and her luck makes her a favorite of gamblers and thieves. Desna is depicted as a comely elven woman, clad in billowing gowns with brightly colored butterfly wings on her back, usually surrounded by clouds of butterflies.

Background:
Pfaff was born to an Erutaki mother and a Taldane father (Aristos Colonburrough), an adventurer traveling through the Crown of the World seeking adventure. He did not stay to see the birth of his daughter, who was raised by her mother to be a shaman. Tragic events separated her from her parents and she found herself on a ship bound for the Inner Sea. With limited resources and a need for some income, she joined the Pathfinders. She hopes to return to the Crown of the World eventually, but she has become captivated by the diversity of climates and landscapes of the Inner Sea and looks forward to exploring with the Pathfinders.

Appearance:
Most assume she is mixed breed of Taldane and Tien, but her ancestry on her mother’s side gives her features of the people at the Crown of the World: tan complexion, slanted eyes, dark hair, dark eyes, and high cheekbones. When she draws on the power of the spirit of the heavens, however, her hair can be streaked with glimmers of color, hints of star fields, and her eyes darken until she has no white. Some of the color seems to drain from her clothing and even from the area around her. Her spirit animal is a raven named Siruba, which means good omen in Erutaki. It’s feathers perpetually seem to have glints of light, which in a dark environment are revealed to be an accurate star map of the heavens at that moment. She flies unusually fast and glows as she flies, as if radiating candle-light.