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About Pfaff# 105836-12
Defense
Offense
Shaman Spells Prepared (CL 1st; Concentration +4)
Statistics
Shaman Class Features:
Weapon and Armor Proficiency
A shaman is proficient with all simple weapons, and with light and medium armor. Spell Casting
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
[b]Spirit Magic
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
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
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)
DEFENSE
OFFENSE
STATISTICS
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
Shield Proficiency (Combat)
Traits
Erutaki Sky Reader
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
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. |