Race |
Centaur |
Classes/Levels |
Nature Shaman 3. HP: 27/27, NL: 0 | AC 14/11/13 | F+5 R +3 W+8 | Per: +5 (+7 near Kajika) | Init: +1 | Stormburst 4/day, Spirit magic: Charm Animal,Barkskin |
Gender |
Female |
Alignment |
NG |
Deity |
Gaia |
Occupation |
Shamaness |
About Rhiastra
Rhiastra
Female Monstrous Humanoid (Centaur)
Shamaness (Nature Spirit) 3
Max HP: 27 (3d8+6 Con+3 FCB) Current HP:27 Non Lethal:
STR 16(+3) DEX 12(+1) CON 15(+2) INT 10(+0) WIS 18(+4) CHA 12(+1)
Defense
AC: 14 (10+3 Armor + Natural +1 Dex)
Touch: 11
Flat footed: 13
Armor :Studded leather +3 AC Max Dex +5 ACP: 0 CMD:16 (20 vs Trip/Overrun)
Speed: 40
Saves:
Fort: +5 Reflex: + 3 Will: +8
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Offense
BAB:+2 CMB:+6 Initiative +1
Combat:
Melee: Longspear +5 1d8+3 x3 Brace/Reach
Melee: Javelin +3 1d6+3 30ft
Ranged: Thorn Javelin (spell) +3 1d8 DC 15 fort or sickened 1 round
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Racial
Centaurs, the famed half-man/half-horse people, are most commonly found in Silmaria or in the lands surrounding Spielburg. They are an agrarian people and prefer farming over hunting or making war, though some have become great scholars and teachers.
Centaurs use the following racial traits:
• +2 Constitution, +2 Wisdom. Centaurs are hearty and famed for their calm, thoughtful presence.
• Centaurs are humanoids with the changed subtype.
• Large: Centaurs are Large creatures. They gain a +2 size bonus to Strength and a -2 size penalty to Dexterity. They take a -1 size penalty to their AC, a -1 size penalty to attack rolls, a +1 bonus on combat maneuver checks and their CMD, and a -4 size penalty to Stealth checks. They take up a 10 foot square space and have a reach of 5 feet.
• Base Speed: Centaurs have a base speed of 40 (30 feet + their quadruped bonus).
• Quadruped: Centaurs possess four legs, giving them a +4 racial bonus to CMD against trip attempts and a +10 foot bonus to their base speed. They may use weapons and armor as if they were Medium size.
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Spells
Spirit Magic 1/day: Charm animal (1st), barkskin (2nd)
o-level per day:4 Unlimited
Dancing lights, Detect Magic, Know Direction, Create Water
1st level per day:2+1 Cast:
Bless, Endure elements, Thorn Javelin.
2nd level per day:1+1 Cast
Burning Gaze, Wild instinct
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Special Abilities HEX DC's 15
Orisons, spirit, spirit animal, spirit magic, stormburst, Hex (Entangling curse),
Spells: A shaman casts divine spells drawn from the shaman spell list. A shaman must choose and prepare her spells in advance.
Spirit: Nature
A shaman who selects the nature spirit takes on an appearance that reflects the aspect of the natural world she has the closest connection to. A nature shaman from the forest has a green tinge to her skin and hair, with eyes of sparkling emerald and the scent of green leaves and flowers about her. A nature shaman from the tundra is typically alabaster pale, with platinum hair and crystal blue eyes, and her skin always seems strangely cold.
Spirit Magic Spells: Charm animal (1st), barkskin (2nd), speak with plants (3rd), grove of respite (4th), awaken (5th), stone tell (6th), creeping doom (7th), animal shapes (8th), world wave (9th)..
A shaman who chooses the nature spirit as her spirit or wandering spirit gains the following ability.
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.
Hex: Entangling Curse (Su) : The shaman entangles a creature within 30 feet for a number of rounds equal to the shaman's Charisma modifier (minimum 1). A successful Reflex 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.
Entangled condition: Move at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell.
Healing Hex(Su)- This acts as a cure light wounds spell, using the witch’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 hex acts like cure moderate wounds. (1d8+3)
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Languages: Trade pidgin, Silmarian
Skills:4 per level(12)
Climb +
*Diplomacy +1
*Fly +
*Heal +8
Intimidate +1
*Knowledge Arcana +
*Knowledge Religion+
*Knowledge Planes+
*Knowledge Nature+10
Perception +5 (+7)
*Ride +
Sense motive + 9
*Spellcraft +4
Swim +4
*Survival +10 (+15)
Stealth -3
*UMD +
Background skills
*Craft +1
*Handle Animal +5
*Knowledge Geography +2
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Feats:
Extra Hex, Accursed Hex
Traits:
Devotee of the Green
Your faith in the natural world or one of the gods of nature makes it easy for you to pick up on related concepts.
Benefits: You gain a +1 trait bonus on Knowledge (geography) and Knowledge (nature) checks, and one of these skills (your choice) is always a class skill for you.
Survivalist
You are experienced in carefully moving slaves from one hideout to the next.
Benefit: You gain a +5 trait bonus on all Survival skill checks made to get along in the wild, travel in severe weather, keep from getting lost, or predict the weather.
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Equipment/Gear
Traveler's outfit (free)
Shaman's kit :includes a backpack, a bedroll, a belt pouch, candles (10), a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol.(Demeter)
Feather Token (Tree) a gift from the dryad she saved.
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Description
Rhiastra
Height: 8ft 11’ (head to ground) 5ft 5’’ (at withers)
1150lbs
Rhiastra radiates a wild primal bond with the natural world immediately striking people as being somehow....."more natural" than everyone else around her.
A young centauress in excellent physical condition, her skin on her upper body, clearly touched by the sun, carries a healthy glow, her raven black hair wild and untamed, carrying the occasional tinge of deep green among its silky locks, amber eyes glimmer with understanding, holding a wisdom that belies her age. Her lower body, the sleekly powerful muscle, shining roan coat and flowing silvery tail of a champion warhorse. The scent of fresh grass and wildflowers wafts around her constantly, her entire presence carrying the serenity of a forest glade.
Personality
With a normally serene nature and a ready smile, Rhiastra possesses a naturally agreeable, if somewhat reserved personality. Her love of the natural world is evident in just about avery aspect of her, preferring wild open spaces to towns or more civilized regions. This is often reflected in her moods, becoming increasingly more at ease, the further into the wilds she is.
Though usually even tempered, her wrath when invoked can be as relentless as the very forces of nature she wields.
Background
Growing up on one of the more secluded islands of Silmaria, Rhiastra has carried a deep love for the natural world all of her life, coupled with a desire to travel and explore. Feeling drawn to not only Gaia herself, but the calling of the multitudes of nature spirits and some of the other deities of her homeland, the young centauress became an unconventional disciple of the gods of nature, devoted in her own way, and sharing a deep connection with the natural world as a whole.
One day while roaming one of the lesser known forests, the came across a trio of humans who’s attempted to take advantage of a dryad they’d managed to surprise. When she rebuffed their rather lecherous advances, they decided to cut down her tree out of spite. Accosting them and demanding they leave and never return, they decided to take their frustrations and desires out on Rhiastra, much to their detriment when she proved far more dangerous than they anticipated.
This began a deep friendship between herself and the dryad Evvie, and further awakened Rhiastra’s desire to protect those who would be taken advantage of. After a little over a year, her wanderlust got the best of her and she set off for the adventurer’s guild, taking with her a token gifted by Evvie, infused with a touch of her power.
Wealth
pp gp sp cp
gems
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Spirit Animal
The shaman's spirit animal looks feral, and appears to be in peak physical form. The animal can move through any sort of undergrowth or natural difficult terrain at its normal speed without taking damage or suffering any other impairment. If the animal has a fly speed, it can ignore the penalty on Fly skill checks for winds up to windstorm strength
Natural Armor Adj.: The number noted here is in addition to the familiar's existing natural armor bonus.
Int:7 The familiar's Intelligence score.
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.
KAJIKA –
FOX
N Tiny animal
Init +2; Senses low-light vision, scent; Perception +8
DEFENSE
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 14 (3 hit dice)
Fort +4, Ref +4, Will +5
OFFENSE
Speed 40 ft.
Melee bite +4 (1d3-1)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 9, Dex 15, Con 13, Int 7, Wis 12, Cha 6
Base Atk +0; CMB +0; CMD 9 (13 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +2 (+10 when jumping), Perception +8, Stealth+10, Survival +4 (+8 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent
SPECIAL ABILITIES
Spirit Animal
The master of a fox familiar gains a +2 bonus on Reflex saves.
Spirit Animal Special Abilities:
Alertness, improved evasion, share spells, empathic link, Deliver touch spells
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Received Healing Hex today:
Jendrick
Hektor
Marche