Vanara

Pinesong Rippleroot's page

137 posts. Organized Play character for gemmik.


Full Name

Pinesong Rippleroot

Race

| HP: 13/13 | AC 16 (T13, FF 13) | CMB: +1 CMD: 14 | F:+0 R:+3 W:+6 | Init +3 | Perc +3, SM +3, Diplomacy +5, Bluff/Intimidate +2

Classes/Levels

| Speed 30 ft. Climb 20 ft. | Spells: 1st: 2/3 | Spirit Magic: 1st: 1/1 | Goodberries: 0/8, Shapeshift: 1/2, Storm Burst: 4/5 | Active Conditions: Fatigued, Nonlethal (3)

Gender

Male Vanara Shaman

About Pinesong Rippleroot

Statistics:

PFS # 293440-5
Faction Concordance
Experience 3
Fame 5, Prestige Points 3

Pinesong Rippleroot
Male Vanara Shaman 2
NG Medium Humanoid (vanara)
Init +3; Senses Low-light vision, Perception +3

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DEFENSE
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AC 16, touch 13, flat-footed 13 (+3 armour, +3 Dex, +0 shield)
hp 13 (2d8)
Fort +0, Ref +3, Will +6

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OFFENSE
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Speed 30 ft., Climb 20 ft.
Melee wooden stake +4 (1d4 P)
Ranged light crossbow +4 (1d8 P/19-20) (80 ft.)

Shaman Spells Prepared (CL 2nd, Concentration +5)
…1st—cure light wounds, cure light wounds, goodberry (2d4)
…0—daze, detect magic, guidance, stabilize

Spirit Magic (CL 2nd, Concentration +5)
…1st—1/day—charm animal

Offensive Abilities: storm burst (5/day)

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STATISTICS
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Str 10, Dex 16, Con 10, Int 10, Wis 16, Cha 14
Base Atk +1; CMB +1; CMD 14
Traits dangerously curious, reckless
Feats weapon finesse
Skills Acrobatics +11 (2R), Climb +10 (2R, not a class skill), Diplomacy +5, Knowledge (nature) +5 (2R), Stealth +5 (0R), Survival +7, Swim +5 (2R), Use Magic Device +7 (roll twice)
(5 points; 4 class, 0 INT, 0 race, 1 favoured class)
Abilities hex (shapeshift), nimble, orisons, risky troublemaker, spirit (nature), spirit ability (storm burst), spirit animal (pig), spirit magic
Proficiencies simple weapons, light armour, medium armour
Languages Common, Vanaran

Special Abilities:

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SPECIAL ABILITIES
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Climb A creature with a climb speed has a +8 racial bonus on all Climb checks. The creature must make a Climb check to climb any wall or slope with a DC higher than 0, but it can always choose to take 10, even if rushed or threatened while climbing. If a creature with a climb speed chooses an accelerated climb (see above), it moves at double its climb speed (or at its land speed, whichever is slower) and makes a single Climb check at a –5 penalty. Such a creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.

Diplomacy The master of a pig familiar gets +3 on diplomacy skill checks.

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.

Hex
Shapeshift The shaman transforms herself into another form for a number of minutes per day equal to her level, as alter self. This duration does not need to be consecutive, but must be spent in 1-minute increments. Changing form (including changing back) is a standard action that doesn’t provoke an attack of opportunity. At 8th level, this ability works as beast shape I. At 12th level, this ability works as beast shape II. At 16th level, this ability works as beast shape III. At 20th level, this ability works as beast shape IV.

Risky Troublemaker Vanara families who seek to emulate the Monkey King teach their members that unexpected opportunities are worth taking great risks. These vanaras can choose to roll twice on Use Magic Device checks. If they do, they take the higher result unless either die roll is a natural 1, in which case the check automatically fails. This racial trait replaces prehensile tail.

Share Spells: The shaman may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A shaman may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (native outsider).

Spirit (Su): A shaman forms a mystical bond with the spirits of the world. She forms a lasting bond with a single spirit (see Spirits on page 37), which grants a number of abilities and defines many of her other class features. 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): 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. See the Spirit Animal section on page 47. 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 on page 113 of the Core Rulebook).

Storm Burst (Su): As a standard action, the shaman causes a small storm of swirling wind and rain to form around one creature within 30 feet. This storm causes the target to treat all foes as if they had concealment, suffering a 20% miss chance for 1 round plus 1 round for every 4 shaman levels she possesses. The 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 thundering weapon. (5/day)

Gear/Possessions:

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GEAR/POSSESSIONS
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Combat Gear wooden stake, light crossbow, bolts (30), acid, holy water (4 3), scroll of comprehend languages (2), scroll of entangle (2 1), scroll of obscuring mist (2), scroll of protection from evil (4), wand of cure light wounds (50 chagres)
Possessions +1 lamellar cuirass, backpack, belt pouch, blanket, chalk, charcoal, flint and steel, grooming kit, journal, mess kit, torch, waterskin
Carrying Capacity
Light 0-33 lb. Medium 34-66 lb. Heavy 67-100 lb.
Current Load Carried 32.5 lbs.
Money 718 GP 7 SP 8 CP

Temporary Gear:

Boons:

[X] Blessing of Aurelliax: By helping the people of Highdelve, you have also earned the favor of its protector, Aurelliax. As a sign of her appreciation, she has provided you a small golden dragon statuette. You can check the box that precedes this boon to tap into the statuette’s faint magic and gain one of the benefits below; afterward cross out all of the benefits below, (except Dragon’s Friend, if you selected that benefit).
Dragon’s Prosperity: Before attempting a Day Job check to earn additional gold at the end of one adventure, you can use this benefit to triple the amount of gold the check grants you (maximum 300 gp).
Dragon’s Luck: Before you roll any one d20 roll, you can use this benefit to roll twice and take the higher result. For 1 minute afterward, you gain a +1 luck bonus on all attack rolls, skill checks, ability checks, and saving throws.
Dragon’s Scales: You gain fire resistance 5 for 24 hours.

Dragon’s Friend: The statuette permanently transforms into a fairly harmless animal with supernaturally golden features, such as gold-hued fur, feathers, or scales. Once per day, the animal can either deal an additional 1d6 fire damage with one natural attack or can gain fire resistance 10 against one attack. You can select any Diminutive, Tiny, or Small animal suitable for a familiar. You can choose to adopt this creature as your familiar, spirit animal, or similar companion, replacing your current companion at no cost. Otherwise, you can keep the creature as a loyal pet. USED ON CUTIE PIE

[][][] Cleaning House: You’ve removed Phlegos Dulm from the Pathfinder Society, forcing the cruel half-orc to flee from Katapesh. While the Kotargo Lodge was seized by Phlegos’s many creditors, Wulessa Yuul reclaimed as many of the lodge’s assets as she could, setting aside a small trove for you in case of emergencies. Once per adventure you can spend 1 minute and check a box next to this boon to gain a free potion of cure light wounds. If you are 7th level or higher when you check a box, you instead gain a potion of cure serious wounds.

Highdelve’s Hero: You were instrumental in saving Highdelve from imminent attack and preserving its Brightbloom tradition. [s]If you played one of the provided pregenerated characters, you earn the benefit below associated with that character. Otherwise, choose one of the benefits below. Cross out the other benefits. [/s]
[X] Torgen: You have tracked down an errant shipment of expensive goods, which has earned you the favor of Brevoy’s finest merchants. When purchasing a weapon or armor of masterwork quality (or made of a material that is automatically masterwork, such as mithral), you can check the box that precedes this boon to reduce that item’s cost by 150 gp. Used on masterwork lamellar cuirass

Simian Heritage: You may play a vanara character (Pathfinder RPG Bestiary 3280, Pathfinder RPG Advanced Race Guide 206, or Pathfinder Campaign Setting: Inner Sea Races 253), beginning at level 1 as normal. Other than access to this additional race, all character creation rules are the same as those outlined in the Pathfinder Society Roleplaying Guild Guide. This Chronicle sheet must be the first Chronicle sheet for the given character, and you must bring a copy of one of the rulebooks listed above to all sessions in which this character appears as if access to this race selection were granted by the Additional Resources list.

[][][][][] Well-Connected: You’ve made a friend who wields substantial clout not just in Katapesh but throughout the Inner Sea region. Once per adventure before attempting an Appraise, Disable Device, Knowledge (local), Perception, Profession, or Stealth check, you can check a box next to this boon to add 1d6+1 to the roll, representing the benefits of the information filtered to you by Yigrig Moneymaker’s extensive underground network.


Background:

Pinesong was a strange vanara. He was born hairless, with massive, bulging eyes, and a short stunted tail. The other vanara thought he was hideously deformed! As he grew it didn't get any better. His hair never grew in, his tail never got longer, and his eyes? Well, they got bigger, but that just creeped everyone out more. Eventually, the tribe could take it no more and Pinesong (whose birthname is Bug-eye Manycurse) was abandoned. He was still a child then, but he took to life in the forests with enthusiasm. The birds never complained or called him ugly. The bugs never screamed when he came to play with them. The animals became his friends, and the wilds his home. He was happy, and free. In time, Pinesong's hair did grow in. It's very thin, and a good breeze shows off his many bald spots, but he's very proud of it. He keeps it long and refuses to trim it, worried that it won't grow back. He brushes it all the time and styles it in outlandish hair-dos. His tail is still too short, and never really grew in. He's also quite chubby and big for a vanara, with a bulging tummy, and a wide, happy, face.

Eventually, Pinesong reached the edge of the woods and found something amazing! A TOWN. They had homes made from dead trees, and could shape the earth into little cute rectangles for making things! Apparently they were called bricks and they were not for throwing. Pinesong was fascinated! He moved in right away, but still finds the ways of the city strange. He doesn't understand why they get mad when he sleeps on rooftops. Or why they greet him with shrieks and screams. His concepts of ownership are, admittedly, in need of some work. They offered him a home at this place with barred windows, but he got bored so he left. They didn't like that very much. He loves trying to build beautiful things like the city folk do, but he's horrible at it. His inventions always malfunction and break, usually causing him to hurt himself. A minor price to pay for mastering a craft!

In time, Pinesong made some great friends. There was a grippli who was delightfully exciting! She thought his big eyes were beautiful, which made him blush all the way to the tips of his wonderfully styled fur. There was an elf who could breathe water! A feat he'd like to accomplish one day! And there was a ratfolk who knew the many intricacies of city life which so eluded him.

One day he found a little pig who was being chased by naughty children with sticks! Pinesong swooped in to save the pig, and he hasn't let his side since. He's decided to call the pig 'Cutie Pie.’ Pinesong loves his curly little tail and his happy squeals. Pinesong was very surprised to find that Cutie Pie is magical! When he asks Cutie Pie for magical power, nature listens, and the magic flows up into Cutie Pie and into Pinesong. It’s pretty cool!

Despite his newfound fascination with city-life, Pinesong cares deeply for the natural world. He wants to protect the many animals, plants, and delicate eco-systems of Golarion. He has a soft spot for lost things, foundlings, and orphans of all kinds. He's a happy fellow, with a jolly, screeching laugh. He's a bit oblivious to the intricacies of society, and the cultures around him, but loves learning about such things. He's constantly trying to make friends, even though most people are creeped out or irritated by him. Despite his goofy demeanour, Pinesong is uncommonly wise, and his group of friends often turn to him for advice, comfort, healing, and guidance.

Pinesong recently helped out at an animal shelter, where he found homes for a variety of animals. Happy he was so helpful, Pinesong went out around town to check on the pets. Unfortunately, one of the people he sold some pigs to turned out to be a merchant who was on his way to Highdelve to sell the pigs to a butcher shop! Pinesong knows that people tend to eat meat, but those pigs were NOT for eating! They were for lovng! Pinesong has set out to stop the salesman from selling the pigs at the fair in Highdelve! (Or, to at least ensure they get sold to someone who won’t eat them!). Happily, Pinesong found the pigs new homes.

In other news, her saved a town named Highdelve and rode a dragon! Then Cutie Pie grew big gold scales on her back and shoulders.

Appearance and Personality:

Pinesong Rippleroot is a chubby, vanara with a bulging tummy, thin white fur, and a short stubby tail. His eyes bright green and much too big, which makes them look like they’re bulging out of his head, but his smile is wide and happy. His hair on the top of his head is styled into an outlandish hair do! It looks very odd! With every breeze his fur moves around, showing off his many bald spots. He smells of grass and flowers.

Pinesong wears a belt he fashioned himself from a braided vines and grass. There’s a wooden stake hooked onto it, and a belt pouch. On his back is a crossbow and a backpack, and over his chest he wears some odd looking armour made of little squares that he thought was fascinating! He does not wear pants or shoes.