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About Sabine FinnStats:
Female human (mwangi) druid (shark shaman) 2
NE Medium humanoid (human) Init +3; Senses Perception +8 -------------------- Defense -------------------- AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex) hp 15 (2d8+2) Fort +4, Ref +1, Will +7 -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armor) Melee quarterstaff +3 (1d6+3) Druid (Shark Shaman) Spells Prepared (CL 1st; concentration +5) . . 1st charm animal, cure light wounds, obscuring mist [D], shillelagh (DC 15) . . 0 (at will) create water, guidance, know direction, purify food and drink (DC 14) . . D Domain spell; Domain Water (Oceans domain subdomain) -------------------- Statistics -------------------- Str 14, Dex 13, Con 12, Int 12, Wis 18, Cha 9 Base Atk +1; CMB +3; CMD 14 Feats Augment Summoning, Spell Focus (conjuration) Skills Acrobatics -2 (-6 to jump), Handle Animal +4, Heal +8, Knowledge (geography) +6, Knowledge (nature) +8, Perception +9, Spellcraft +6, Survival +11 Languages Common, Druidic, Polyglot, Sylvan SQ nature bond (Oceans domain), nature sense, surge, totem transformation, wild empathy +0 Other Gear hide armor, quarterstaff, backpack, bedroll, trade goods worth 50 gp, waterproof bags (2), wooden holy symbol of Gozreh, 19 gp, 9 sp -------------------- Special Abilities -------------------- Augment Summoning Summoned creatures have +4 to Strength and Constitution. Druid (Shark Shaman) Domain (Oceans) Totem Transformation At 2nd level, a shark shaman may adopt an aspect of the shark while retaining her normal form. While using totem transformation, the shark shaman may speak normally and can cast speak with animals (fish only) at will.Using this ability is a standard action at 2nd level, a move action at 7th level, and a swift action at 12th level. The shark shaman can use this ability for a number of minutes per day equal to her druid level. These minutes do not need to be consecutive, but they must be used in 1-minute increments. This is a polymorph effect and cannot be used while the druid is using another polymorph effect, such as wild shape.
Sabine Finn was born to parents of a local primitive tribe residing in the jungles near Port Peril. Superstitious to the core, her people quickly abandoned Sabine at the gate of the port town due to an inauspicious birthmark found on her back. The mark, a dark-brown blotch resembling a rearing shark, twists its way from the nape of her neck down the flat of her back before terminating at her left flank. The tribal elders decided to exile the infant for this stain, as sharks were responsible for much devastation and destruction in their culture. As the elders set the infant Sabine down near a muddy gate, the sky darkened and began to pour as if an observant god was watching the girl’s abandonment in sorrow. Fortunately, the torrent of heavy rain caused a member of the port town’s mission to stop his daily fishing expedition and return home. On his journey back, he heard the abandoned girl’s whimpers and took the rainsoaked girl in. Growing up amid the mission was difficult for the wild and free-spirited Sabine, and no matter what tenants the old men attempted to teach her, they all felt wrong. The missionaries often scolded her to cover up and hide her birthmark, for its shape was distasteful to the populace of Port Peril, but the young girl hated the restrictive clothes they forced upon her. It wasn't until she was stranded far from the mission during a severe storm that she finally felt alive. Each arc of lightning and each boom of thunder shook Sabine to her core, and as the fury of the ocean’s waves crashed against the port town’s shores, Sabine knew she had to live near this primeval force. It was then that the orphan took her refuge amid the bustling market stalls at the wharf’s edge. While it was a hard life, Sabine enjoyed the freedom, enjoyed the sounds of the market, and especially thrilled at the forces of nature that regularly assailed the town. Over her adolescence, Sabine wandered through the stalls, living off what she could steal or beg for. While her life often felt empty between the deluges of rain, they always brought with them a divine spark that hit the girl. While those around her would run for shelter, Sabine rushed to the ocean’s edge to meet the full force of the storm head on. During one such blissful event, an old worshiper of Gozreh, the God of Storms and the Sea, spied Sabine and recognized the fervor she displayed for his god. When the storm subsided, the old man approached the girl and offered to teach her the way of his master. Recognizing their shared passion, Sabine quickly agreed. Under the man’s tutelage, Sabine finally felt purpose. She no longer felt ashamed of her mark, for the old man told her that sharks were guardians who consumed those lost at sea so their spirits could reach the afterlife. Everything seemed perfect; unfortunately, that was about to change. One evening, when Sabine returned from foraging in the jungle to provide the next morning’s breakfast, she came upon a group of rough-looking men dragging a slumped and obviously unconscious body aboard a ship. With her own salvation coming from freedom, Sabine attempted to intervene. While the men before her were no match for her fighting skills, an unseen figure behind her quickly rendered her unconscious. Waking up in a dimly lit room, Sabine snapped to attention at the harsh cracking of an unforgiving whip. Turning to face her captors, a callous voice cut the air and sarcastically welcomed her and her fellow captives aboard. With skin the color of a coconut husk yet smooth like a flawless pearl, Sabine is unmistakably an island native. Thick, straight black hair is kept cropped at the shoulders and bobs above an intricate birthmark that bears an uncanny resemblance to a shark. Sabine stands just over five feet tall and has an athletic, muscular body weighing in at 105 pounds. While she may be slight of stature, the force of her personality more than compensates for her diminutive size. Wild grey eyes constantly scan the horizon as if she hears some distant call. She wears revealing clothes and drapes herself in fetishes and jewelry found in nature such as sea shells, shark teeth, and polished stones. Impulsive, passionate, and quick to frenzy, Sabine is eager to draw blood from those who threaten her and those she feels close to. Her frenzy is akin to both the totem creature depicted in her birthmark and to the furious storms she worships; once it begins, there is little that can stop her until her fury runs its course. As a conduit of divine power who exalts Gozreh, Sabine is a source of immense and unpredictable power. She is a free spirit much like the wind, and any attempts to subjugate the devout girl are often met with furious resistance. Those who show reverence to the sea and respect the fury of storms gain the admiration of the young druid; those who fail to admire the sheer force of nature's power are met with contempt. Sabine is drawn to companions who show unbridled passion, and if those companions are attractive to her, she will fight for their affection. Her zest for life makes her a staunch defender of the natural world. Sabine is easily drawn into discussions about divinity, the gods, and religion. She is opinionated and narrow in her views and only accepts an answer of the God of Storms and the Sea as the proper response. If confronted by worshippers of other gods, Sabine sternly points out their flaws and dismisses their viewpoint as false. |