Desert Giant

Senva's page

76 posts. Alias of Sedoriku.


RSS

1 to 50 of 76 << first < prev | 1 | 2 | next > last >>

Good luck everyone. I'm starting a new job out of the country and don't know what my posting rates will be like. And most of the people here seem like they'd enjoy a Borderlands themed campaign anyways. Thus Senva is bowing out of recruitment (as GM Wolf has her listed above.)


I think I finally found a concept for Senva (crunch wise, character wise I knew what she was going for from post one.) Looking at keeping her oracle heavens mystery and adding the spirit guide archetype. She will drop her sorcerer levels and pick up three levels of rogue with the sniper archetype instead. With this combination she can still color spray most people and drop healing spells with abandon but she can cast an Obscuring mist and, with the flames spirit's "see through fog" hex, snipe people from the mist. Should have her crunch and other pertinent info done tomorrow. Though one final question, would the thrid party oracle curses be acceptable (particularly branded or frenetic?)


Stat 1: 5d6 ⇒ (4, 1, 4, 5, 4) = 18 13
Stat 2: 5d6 ⇒ (2, 5, 5, 5, 2) = 19 15
Stat 3: 5d6 ⇒ (5, 4, 4, 1, 4) = 18 13
Stat 4: 5d6 ⇒ (2, 4, 5, 5, 2) = 18 16
Stat 5: 5d6 ⇒ (3, 6, 4, 3, 3) = 19 13
Stat 6: 5d6 ⇒ (5, 3, 1, 5, 2) = 16 13
Stat 7: 5d6 ⇒ (5, 3, 6, 2, 6) = 22 17

So a 13, 13, 13, 15, 16, 17...
Interesting, seems so middle of the line until I realize the best possible outcome is an 18... Probably get an idea today and finish stuff Friday.

A couple of questions, would the archetypes introduced in the ACG work? Such as spirit summoner or daring champion?


F Luddian (Fetchling)
Stats:
Sorcerer 4/Oracle 4 | HP 9/29 | AC 16 (19) | T 15 (15) | FF 11 (14) | CMD 17 | Fort +4 | Ref +6 | Will +5 | Init +4 |
Skills:
(16 ranks): Intimidate: +9, Knowledge (Arcana): +4, Spellcraft: +10, Linguistics: +1, Stealth: +7, Intimidate +8, Perception: +6, Bluff: +9, Acrobatics: +5, Fly: +8, Diplomacy: +10, Use Magic Device: +10

Sena's still kicking up dust around the tomb.


F Luddian (Fetchling)
Stats:
Sorcerer 4/Oracle 4 | HP 9/29 | AC 16 (19) | T 15 (15) | FF 11 (14) | CMD 17 | Fort +4 | Ref +6 | Will +5 | Init +4 |
Skills:
(16 ranks): Intimidate: +9, Knowledge (Arcana): +4, Spellcraft: +10, Linguistics: +1, Stealth: +7, Intimidate +8, Perception: +6, Bluff: +9, Acrobatics: +5, Fly: +8, Diplomacy: +10, Use Magic Device: +10

It does look like that. As a GM he hasn't posted since late January...

SO, do we want to call this the end or do we want to have someone pick this up as a GM? If the second, from in group or out of group?

I have wanted to start GMing but I don't really know the world or Gestalt at all, thus I would not want to take over this. However, I would be willing to close this down or tie up lose role playing ends, if desired. What does everyone else think?


F Luddian (Fetchling)
Stats:
Sorcerer 4/Oracle 4 | HP 9/29 | AC 16 (19) | T 15 (15) | FF 11 (14) | CMD 17 | Fort +4 | Ref +6 | Will +5 | Init +4 |
Skills:
(16 ranks): Intimidate: +9, Knowledge (Arcana): +4, Spellcraft: +10, Linguistics: +1, Stealth: +7, Intimidate +8, Perception: +6, Bluff: +9, Acrobatics: +5, Fly: +8, Diplomacy: +10, Use Magic Device: +10

Oh god the Deadly Death Crickets of Extremely Slow/Dead PBP Threads!!!!!

Run for your god-fearing character's lives.

Hi people...Hello? ............Hello out there...


F Luddian (Fetchling)
Stats:
Sorcerer 4/Oracle 4 | HP 9/29 | AC 16 (19) | T 15 (15) | FF 11 (14) | CMD 17 | Fort +4 | Ref +6 | Will +5 | Init +4 |
Skills:
(16 ranks): Intimidate: +9, Knowledge (Arcana): +4, Spellcraft: +10, Linguistics: +1, Stealth: +7, Intimidate +8, Perception: +6, Bluff: +9, Acrobatics: +5, Fly: +8, Diplomacy: +10, Use Magic Device: +10

Tired of looking at things in the dark and dank room Senva charges up the stairs, pushing past Velden and advancing into the space above.


F Luddian (Fetchling)
Stats:
Sorcerer 4/Oracle 4 | HP 9/29 | AC 16 (19) | T 15 (15) | FF 11 (14) | CMD 17 | Fort +4 | Ref +6 | Will +5 | Init +4 |
Skills:
(16 ranks): Intimidate: +9, Knowledge (Arcana): +4, Spellcraft: +10, Linguistics: +1, Stealth: +7, Intimidate +8, Perception: +6, Bluff: +9, Acrobatics: +5, Fly: +8, Diplomacy: +10, Use Magic Device: +10

Interested in the bangle more than anything, Senva grabs a bone and tries poking it to see what happens. If nothing interesting occurs she moves on to Creed and Jellena poking the ex-dead doctor-thing to see what he does and peppering the lady with questions, again.


F Luddian (Fetchling)
Stats:
Sorcerer 4/Oracle 4 | HP 9/29 | AC 16 (19) | T 15 (15) | FF 11 (14) | CMD 17 | Fort +4 | Ref +6 | Will +5 | Init +4 |
Skills:
(16 ranks): Intimidate: +9, Knowledge (Arcana): +4, Spellcraft: +10, Linguistics: +1, Stealth: +7, Intimidate +8, Perception: +6, Bluff: +9, Acrobatics: +5, Fly: +8, Diplomacy: +10, Use Magic Device: +10

Senva's happy to make plenty more disasters.


F Luddian (Fetchling)
Stats:
Sorcerer 4/Oracle 4 | HP 9/29 | AC 16 (19) | T 15 (15) | FF 11 (14) | CMD 17 | Fort +4 | Ref +6 | Will +5 | Init +4 |
Skills:
(16 ranks): Intimidate: +9, Knowledge (Arcana): +4, Spellcraft: +10, Linguistics: +1, Stealth: +7, Intimidate +8, Perception: +6, Bluff: +9, Acrobatics: +5, Fly: +8, Diplomacy: +10, Use Magic Device: +10

Senva starts whistling loudly when she sees the fresh blood flowing from the girls wounds. With a quick movement and a short chant, interrupting her whistling, and heals the lady. She resumes her whistling, dragging the woman to the rest of the group.

"Turns out she was alive, though she might have a couple major birth defects... Her post-cranial pulse is non-existent. I didn't hurt her though, if you're wondering...

With this she drops the lady, enamored with Annara, her predicament and her force lash.

"Oh, Oh, OH! Can I help? Please?"


F Luddian (Fetchling)
Stats:
Sorcerer 4/Oracle 4 | HP 9/29 | AC 16 (19) | T 15 (15) | FF 11 (14) | CMD 17 | Fort +4 | Ref +6 | Will +5 | Init +4 |
Skills:
(16 ranks): Intimidate: +9, Knowledge (Arcana): +4, Spellcraft: +10, Linguistics: +1, Stealth: +7, Intimidate +8, Perception: +6, Bluff: +9, Acrobatics: +5, Fly: +8, Diplomacy: +10, Use Magic Device: +10

Senva does not yet have those spells... It might cost a pretty penny.


F Luddian (Fetchling)
Stats:
Sorcerer 4/Oracle 4 | HP 9/29 | AC 16 (19) | T 15 (15) | FF 11 (14) | CMD 17 | Fort +4 | Ref +6 | Will +5 | Init +4 |
Skills:
(16 ranks): Intimidate: +9, Knowledge (Arcana): +4, Spellcraft: +10, Linguistics: +1, Stealth: +7, Intimidate +8, Perception: +6, Bluff: +9, Acrobatics: +5, Fly: +8, Diplomacy: +10, Use Magic Device: +10

She's feeling the back of the girl's neck. There is no pulse there normally. I.e. if you put Senva in a human/human-like anatomy test she would fail, desperately. Mostly i was having fun without stating one way or the other if she is alive or not. I'm guessing she is given the "looks unconscious asleep" and she's not on the map or combat tracker or list of health on the map... but I could be wrong ;)


F Luddian (Fetchling)
Stats:
Sorcerer 4/Oracle 4 | HP 9/29 | AC 16 (19) | T 15 (15) | FF 11 (14) | CMD 17 | Fort +4 | Ref +6 | Will +5 | Init +4 |
Skills:
(16 ranks): Intimidate: +9, Knowledge (Arcana): +4, Spellcraft: +10, Linguistics: +1, Stealth: +7, Intimidate +8, Perception: +6, Bluff: +9, Acrobatics: +5, Fly: +8, Diplomacy: +10, Use Magic Device: +10

Senva, engrossed and grossed out by the ghouls appearance avoids moving in until her stomach settles.

Fort save: 1d20 + 4 ⇒ (2) + 4 = 6

As soon as the ghoul starts to inflate, Senva ducks for cover in the nearby. That thing was not going to explode on her and Velden's pretty cloak. After the explosion is well finished, Senva slowly moves back into the room, wiping what looks like the remnants of a regurgitated breakfast off her mouth.

"Ewwww, it just popped like an over-grown cave slug. Is there another one? I want to watch..." After a glance around the room she slowly starts advancing on the open sarcophagus, her still crackling hand raised. As she moves in, she carefully extends her other hand and starts to feel around the back of the woman's neck.

"She doesn't have a pulse, but she's still warm..." With this she sends a pleading glance at Velden. "Can I... should I shock her?" With thsi she waves her still charged hand.

I am still assuming she is alive here... I am really tempted to see how long I can keep this spell, it probably won't stay overnight but until then...


F Luddian (Fetchling)
Stats:
Sorcerer 4/Oracle 4 | HP 9/29 | AC 16 (19) | T 15 (15) | FF 11 (14) | CMD 17 | Fort +4 | Ref +6 | Will +5 | Init +4 |
Skills:
(16 ranks): Intimidate: +9, Knowledge (Arcana): +4, Spellcraft: +10, Linguistics: +1, Stealth: +7, Intimidate +8, Perception: +6, Bluff: +9, Acrobatics: +5, Fly: +8, Diplomacy: +10, Use Magic Device: +10

Will save: 1d20 + 5 ⇒ (3) + 5 = 8

Pouting slightly about losing her chance to attack the big bad skeleton, Senva is not ready for the wave of dark energy he gives off. She turns her sights and wounded pride on the rotting corpse attacking Michel and Balto, but is yet again disappointed as he delivers two powerful slashes to the target. She sulks into the corner with her still crackling hand, after a moment she notices the black ghoul standing in the corner. She then takes a slightly more defensive posture and waits for him to come to her.
Move action followed by a total defensive, Current AC: 23, This is if he isn't stealth-ing or invisible or whatever...


F Luddian (Fetchling)
Stats:
Sorcerer 4/Oracle 4 | HP 9/29 | AC 16 (19) | T 15 (15) | FF 11 (14) | CMD 17 | Fort +4 | Ref +6 | Will +5 | Init +4 |
Skills:
(16 ranks): Intimidate: +9, Knowledge (Arcana): +4, Spellcraft: +10, Linguistics: +1, Stealth: +7, Intimidate +8, Perception: +6, Bluff: +9, Acrobatics: +5, Fly: +8, Diplomacy: +10, Use Magic Device: +10

It's been fairly dead here so no worries. Hope things calm down from Thursday.


F Luddian (Fetchling)
Stats:
Sorcerer 4/Oracle 4 | HP 9/29 | AC 16 (19) | T 15 (15) | FF 11 (14) | CMD 17 | Fort +4 | Ref +6 | Will +5 | Init +4 |
Skills:
(16 ranks): Intimidate: +9, Knowledge (Arcana): +4, Spellcraft: +10, Linguistics: +1, Stealth: +7, Intimidate +8, Perception: +6, Bluff: +9, Acrobatics: +5, Fly: +8, Diplomacy: +10, Use Magic Device: +10

Yep, combat has slowed somewhat... hoping it will pick up after we get to the point where posting once a day won't completely derail the GM's ability to understand what's happening in the combat.


F Luddian (Fetchling)
Stats:
Sorcerer 4/Oracle 4 | HP 9/29 | AC 16 (19) | T 15 (15) | FF 11 (14) | CMD 17 | Fort +4 | Ref +6 | Will +5 | Init +4 |
Skills:
(16 ranks): Intimidate: +9, Knowledge (Arcana): +4, Spellcraft: +10, Linguistics: +1, Stealth: +7, Intimidate +8, Perception: +6, Bluff: +9, Acrobatics: +5, Fly: +8, Diplomacy: +10, Use Magic Device: +10

Round 13

Bored about the long, drawn-out fight to the point she momentarily fell asleep, Senva decides to make things more interesting and removes a flat, engraved piece of stone from her robes and starts reading a chant off it as it starts to glow. When she finishes the hand holding it starts to crackle with electricity. She then stifles a yawn, trying not to fall asleep again.

More an in-character (read:Japanese high-school girl crossed with the-wise-old-man-when-he-was-twenty-and-stupid with a good dash of zany) way to explain her lack of action last round then a commentary on the fight... She is using a page of spell knowledge to cast shocking grasp. She will be moving in next round.


F Luddian (Fetchling)
Stats:
Sorcerer 4/Oracle 4 | HP 9/29 | AC 16 (19) | T 15 (15) | FF 11 (14) | CMD 17 | Fort +4 | Ref +6 | Will +5 | Init +4 |
Skills:
(16 ranks): Intimidate: +9, Knowledge (Arcana): +4, Spellcraft: +10, Linguistics: +1, Stealth: +7, Intimidate +8, Perception: +6, Bluff: +9, Acrobatics: +5, Fly: +8, Diplomacy: +10, Use Magic Device: +10

^ Minus the internet portion that sounds extremely familiar... Though I can't imagine why.

I really am sorry about my slow posting...


F Luddian (Fetchling)
Stats:
Sorcerer 4/Oracle 4 | HP 9/29 | AC 16 (19) | T 15 (15) | FF 11 (14) | CMD 17 | Fort +4 | Ref +6 | Will +5 | Init +4 |
Skills:
(16 ranks): Intimidate: +9, Knowledge (Arcana): +4, Spellcraft: +10, Linguistics: +1, Stealth: +7, Intimidate +8, Perception: +6, Bluff: +9, Acrobatics: +5, Fly: +8, Diplomacy: +10, Use Magic Device: +10

Round 11
Incised and outing over the boss's response to her last spell, Senva starts a chant sounding much like a fed up mother scolding her naughty child.
Forbid Action on Mr. boss, Will save 16 or no attacks for him...And to update:
1st: 4/8 and 4/8
2nd: 2/4 and 1/4


F Luddian (Fetchling)
Stats:
Sorcerer 4/Oracle 4 | HP 9/29 | AC 16 (19) | T 15 (15) | FF 11 (14) | CMD 17 | Fort +4 | Ref +6 | Will +5 | Init +4 |
Skills:
(16 ranks): Intimidate: +9, Knowledge (Arcana): +4, Spellcraft: +10, Linguistics: +1, Stealth: +7, Intimidate +8, Perception: +6, Bluff: +9, Acrobatics: +5, Fly: +8, Diplomacy: +10, Use Magic Device: +10

Noticing the next-to-impossible-to-heal-Creed is about to go down if not die, Senva starts an angry sounding, almost burning, chant. After a few moments the skeleton master lights on fire. Caught up in the moment, she screams, "Burn! Burn to a crisp, you annoying... الرجل سيئة!"

Eridian:

Bad guy...

Despite her enthusiasm her last few words fall flat.

Spontaneous immolation, DC 17 Fort. save to halve fire damage: 3d6 ⇒ (1, 3, 2) = 6 and not catch fire.


F Luddian (Fetchling)
Stats:
Sorcerer 4/Oracle 4 | HP 9/29 | AC 16 (19) | T 15 (15) | FF 11 (14) | CMD 17 | Fort +4 | Ref +6 | Will +5 | Init +4 |
Skills:
(16 ranks): Intimidate: +9, Knowledge (Arcana): +4, Spellcraft: +10, Linguistics: +1, Stealth: +7, Intimidate +8, Perception: +6, Bluff: +9, Acrobatics: +5, Fly: +8, Diplomacy: +10, Use Magic Device: +10

ROUND 9
Seeing her arrows were effective, Senva sniggers and repeats her spell.

Arrows of happy doom: 4d4 + 4 ⇒ (2, 1, 3, 1) + 4 = 11 Does her silencing effect work with this spell, and does it make any difference to Mr. Corpse-#&$!*@?


F Luddian (Fetchling)
Stats:
Sorcerer 4/Oracle 4 | HP 9/29 | AC 16 (19) | T 15 (15) | FF 11 (14) | CMD 17 | Fort +4 | Ref +6 | Will +5 | Init +4 |
Skills:
(16 ranks): Intimidate: +9, Knowledge (Arcana): +4, Spellcraft: +10, Linguistics: +1, Stealth: +7, Intimidate +8, Perception: +6, Bluff: +9, Acrobatics: +5, Fly: +8, Diplomacy: +10, Use Magic Device: +10

Init: Slow... (4 or so)

Round 7
Senva takes a moment to look at the carnage, and decides to use a spell she had been wanting to use for a while. She starts a chant that starts and stops, barely sounding like a chant at all. She also then starts to jerk in odd ways. After a few second of this she resumes he normal, almost hunched over posture and walks up to the red-rotting zombie and tries to slap it.
Touch of gracelessness. DC 16 fort save to halve a Dex penalty of: 1d6 + 2 ⇒ (2) + 2 = 4 and be able to move with out problem. If he fails, half-movement or more knocks him prone. Lasts 4 rounds

Round 8
Intrigued by the evil man's field, Senva takes a step back before casting her missile spell again, this time at the "corpse-@#$$^#," what ever that meant, and his magic.
five foot step followed by magic missile... Damage?: 2d4 + 2 ⇒ (2, 3) + 2 = 7
Arrow denotes final destination, after move then step.


F Luddian (Fetchling)
Stats:
Sorcerer 4/Oracle 4 | HP 9/29 | AC 16 (19) | T 15 (15) | FF 11 (14) | CMD 17 | Fort +4 | Ref +6 | Will +5 | Init +4 |
Skills:
(16 ranks): Intimidate: +9, Knowledge (Arcana): +4, Spellcraft: +10, Linguistics: +1, Stealth: +7, Intimidate +8, Perception: +6, Bluff: +9, Acrobatics: +5, Fly: +8, Diplomacy: +10, Use Magic Device: +10

will save: 1d20 + 5 ⇒ (4) + 5 = 9
Round six
Senva, wounds bleeding and festering from the stupid negative energy, chants a longer version of her soothing spell.
Cure Moderate wounds: 2d8 + 4 ⇒ (4, 6) + 4 = 14

She then gives the blue-moss covered skeleton a long, cold stare.


F Luddian (Fetchling)
Stats:
Sorcerer 4/Oracle 4 | HP 9/29 | AC 16 (19) | T 15 (15) | FF 11 (14) | CMD 17 | Fort +4 | Ref +6 | Will +5 | Init +4 |
Skills:
(16 ranks): Intimidate: +9, Knowledge (Arcana): +4, Spellcraft: +10, Linguistics: +1, Stealth: +7, Intimidate +8, Perception: +6, Bluff: +9, Acrobatics: +5, Fly: +8, Diplomacy: +10, Use Magic Device: +10

for some reason last night I was thinking 15' of movement was enough to get past Jack's skeleton... As it is obvious Senva will not be able to accomplish the acrobatics and spell-casting, she will do these actions on round 6... if possible.

Round 5: Opps edition
Senva steps up behind Jack and begins a mesmerizing sort of chant. Along with the chant she weaves a cloud of colors, before slowly compressing it and firing it off into the far room. When it reaches the giant rat, it explodes into a miniature, spirited nebula Surrounding the rat.
Hypnotic pattern, centered on Mr. Rat, denoted by a purple diamond. Mr. Rat, the black ghoul, the yellow and the red rot all get a will save vs. 17 or fall fascinated for 2 rounds. (I wish the effects were a little more useful in combat...)

And:
Round 6

Hoping, with the skeleton numbers reduced, she can join the others having fun in the main room. She quickly starts a chant reminiscent of a cheer, before diving head-long past Jack and twirling past the skeleton in front of him. She tries to stick the landing in the space beyond it.
Acrobatics: 1d20 + 5 ⇒ (16) + 5 = 21

Using Shield of Faith to bolster her AC against any AoOs to 25 (Dex 4, Coat 4, Dodge 1, Mobility 4, and finally the spell 2). Hopefully a 21 is enough for avoiding (3, 2 or 1 depending on Jack and Creed's attacks) AoOs from the skeletons.
And an update (to the update: mistakes in bold) to spells left:
1st: 7/8 and 5/8
2nd: 3/4 and 2/4


F Luddian (Fetchling)
Stats:
Sorcerer 4/Oracle 4 | HP 9/29 | AC 16 (19) | T 15 (15) | FF 11 (14) | CMD 17 | Fort +4 | Ref +6 | Will +5 | Init +4 |
Skills:
(16 ranks): Intimidate: +9, Knowledge (Arcana): +4, Spellcraft: +10, Linguistics: +1, Stealth: +7, Intimidate +8, Perception: +6, Bluff: +9, Acrobatics: +5, Fly: +8, Diplomacy: +10, Use Magic Device: +10

Round 5

Hoping, with the skeleton numbers reduced, she can join the others having fun in the main room. She quickly starts a chant reminiscent of a cheer, before diving head-long past Jack and twirling past the skeleton in front of him. She tries to stick the landing in the space beyond it.
Acrobatics: 1d20 + 5 ⇒ (16) + 5 = 21

Using shield of faith to bolster her AC against any AoOs to 25 (Dex 4, Coat 4, Dodge 1, Mobility 4, and finally the spell 2). Hopefully a 21 is enough for avoiding 3 (2?) AoOs from the skeletons.
And an update to spells left:
1st: 7/8 and 5/8
2nd: 4/4 and 3/4


F Luddian (Fetchling)
Stats:
Sorcerer 4/Oracle 4 | HP 9/29 | AC 16 (19) | T 15 (15) | FF 11 (14) | CMD 17 | Fort +4 | Ref +6 | Will +5 | Init +4 |
Skills:
(16 ranks): Intimidate: +9, Knowledge (Arcana): +4, Spellcraft: +10, Linguistics: +1, Stealth: +7, Intimidate +8, Perception: +6, Bluff: +9, Acrobatics: +5, Fly: +8, Diplomacy: +10, Use Magic Device: +10

Round 4

Deciding her comrades have the small skeletons well in hand, and the rotting flesh and cuts from earlier really hurt, Senva hangs back. She starts a soothing chant and brings her hands over the cuts and rots slowly knitting them back together. After a moment or two she stares at her hands and then at the rotting goblin, and then smiles, maliciously.

Cure light wounds: 1d8 + 4 ⇒ (2) + 4 = 6


F Luddian (Fetchling)
Stats:
Sorcerer 4/Oracle 4 | HP 9/29 | AC 16 (19) | T 15 (15) | FF 11 (14) | CMD 17 | Fort +4 | Ref +6 | Will +5 | Init +4 |
Skills:
(16 ranks): Intimidate: +9, Knowledge (Arcana): +4, Spellcraft: +10, Linguistics: +1, Stealth: +7, Intimidate +8, Perception: +6, Bluff: +9, Acrobatics: +5, Fly: +8, Diplomacy: +10, Use Magic Device: +10

Layering issue. Yours was put on the map before the other tokens. If you can single it out, the arrange tab can allows you to bring it to forward.


F Luddian (Fetchling)
Stats:
Sorcerer 4/Oracle 4 | HP 9/29 | AC 16 (19) | T 15 (15) | FF 11 (14) | CMD 17 | Fort +4 | Ref +6 | Will +5 | Init +4 |
Skills:
(16 ranks): Intimidate: +9, Knowledge (Arcana): +4, Spellcraft: +10, Linguistics: +1, Stealth: +7, Intimidate +8, Perception: +6, Bluff: +9, Acrobatics: +5, Fly: +8, Diplomacy: +10, Use Magic Device: +10

"Well that's a big one."Senva comments as the giant rat moves closer to Aannra, "Perfect to try that new spell on." She then takes a moment to look around and make sure the scarred one is not nearby and grumbles slightly as he has moved right behind her. Hoping he won't notice her actions, she steps up behind the little bouncy goblin and away from the green-molded-goblin-corpse. (A nice trade.) She wanted perfect concentration for her first trial of this spell; the elders always warned about the dangers of using unfamiliar spells distracted.

Pulling a small amount of saltpeter out of seemingly nowhere, Senva chants something reminiscent of the goblins the day before. She sprinkles the saltpeter and then jabs her finger at the giant rat as she finishes her chant. The rat in question bursts into flame.

Spontaneous immolation, DC 17 fort save or take 3d6 ⇒ (1, 5, 2) = 8 damage and burst into flame. He still takes half if he saves. If he catches fire, it's a DC 17 reflex save each round to put out the flames and not take a further 1d6 damage.

@Velden: were those cure or harm undead channels? And as far as I can tell this group's combat is pure chaos anyways... This one is just moreso.


F Luddian (Fetchling)
Stats:
Sorcerer 4/Oracle 4 | HP 9/29 | AC 16 (19) | T 15 (15) | FF 11 (14) | CMD 17 | Fort +4 | Ref +6 | Will +5 | Init +4 |
Skills:
(16 ranks): Intimidate: +9, Knowledge (Arcana): +4, Spellcraft: +10, Linguistics: +1, Stealth: +7, Intimidate +8, Perception: +6, Bluff: +9, Acrobatics: +5, Fly: +8, Diplomacy: +10, Use Magic Device: +10

I normally don't go until right before the BBEG, after Velden. We are not worrying too much about order apparently.


F Luddian (Fetchling)
Stats:
Sorcerer 4/Oracle 4 | HP 9/29 | AC 16 (19) | T 15 (15) | FF 11 (14) | CMD 17 | Fort +4 | Ref +6 | Will +5 | Init +4 |
Skills:
(16 ranks): Intimidate: +9, Knowledge (Arcana): +4, Spellcraft: +10, Linguistics: +1, Stealth: +7, Intimidate +8, Perception: +6, Bluff: +9, Acrobatics: +5, Fly: +8, Diplomacy: +10, Use Magic Device: +10

Glad to see you're getting over yiur family issues, Wombat, they are never fun.

Senva should have updated damage from both first and second round. Even have an idea of third round actions...


F Luddian (Fetchling)
Stats:
Sorcerer 4/Oracle 4 | HP 9/29 | AC 16 (19) | T 15 (15) | FF 11 (14) | CMD 17 | Fort +4 | Ref +6 | Will +5 | Init +4 |
Skills:
(16 ranks): Intimidate: +9, Knowledge (Arcana): +4, Spellcraft: +10, Linguistics: +1, Stealth: +7, Intimidate +8, Perception: +6, Bluff: +9, Acrobatics: +5, Fly: +8, Diplomacy: +10, Use Magic Device: +10

Round 2 (Re-done)
Senva, peeved, moves next to Jack and starts venting her frustration in a chant. After a moment or two she releases a stream of fire from her finger tips.

Burning hands, eating two (?) AoO, but reflex 16 for 7 or Burning hands: 4d4 ⇒ (4, 3, 4, 4) = 15


F Luddian (Fetchling)
Stats:
Sorcerer 4/Oracle 4 | HP 9/29 | AC 16 (19) | T 15 (15) | FF 11 (14) | CMD 17 | Fort +4 | Ref +6 | Will +5 | Init +4 |
Skills:
(16 ranks): Intimidate: +9, Knowledge (Arcana): +4, Spellcraft: +10, Linguistics: +1, Stealth: +7, Intimidate +8, Perception: +6, Bluff: +9, Acrobatics: +5, Fly: +8, Diplomacy: +10, Use Magic Device: +10

Sorry had been waiting to see where Senva could move to/what was still living after her companions went, but if we really are moving in whatever order then...

As the group finally leaves the room Senva starts humming something along the lines of "Explosives on embers and rainbows in guts..." She apparently does a passable job singing. (23)

She continues this until the group starts surging forward and Michel starts his much more captivating song. It always intrigued her how much variation 'foxy' could get out of his voice and one instrument... Thusly distracted, she fails to notice that the combat has started right away.

Round One
Senva moves up behind Jack, peeks around the corner and starts a rather pointed chant culminating in a slightly more colorful, but significantly smaller version of Five's spell, with darts of force weaving through people and slamming into the white-painted pygmy and the black-scorched skeleton.
Dealing 5 points of damage to the white pygmy and 4 to the black skeleton.

She braves the wave front of negative energy well, but she seems rather peeved about such a low blow to start with.

Round 2
Antagonized, Senva moves closer until she is standing in front of the white-painted pygmy. She then, blatantly ignoring his attacks, starts a lulling chant.
Casting color spray and eating an AoO, possibly losing the spell. If he misses or she concentrates over the damage then mr. white, and the two blacks need a will save 16 or fall asleep for 8 rounds.

All the dice rolls:

Perform (Sing, for the fun of it): 1d20 + 5 ⇒ (18) + 5 = 23
Magic missile: 1d4 + 1 ⇒ (4) + 1 = 5
Magic missile 2: 1d4 + 1 ⇒ (3) + 1 = 4
Will save: 1d20 + 5 ⇒ (19) + 5 = 24
Color spray duration: 2d4 + 1d4 ⇒ (4, 4) + (1) = 9

Spells:

1st: 7/8 and 7/8
2nd: 4/4 and 3/4


F Luddian (Fetchling)
Stats:
Sorcerer 4/Oracle 4 | HP 9/29 | AC 16 (19) | T 15 (15) | FF 11 (14) | CMD 17 | Fort +4 | Ref +6 | Will +5 | Init +4 |
Skills:
(16 ranks): Intimidate: +9, Knowledge (Arcana): +4, Spellcraft: +10, Linguistics: +1, Stealth: +7, Intimidate +8, Perception: +6, Bluff: +9, Acrobatics: +5, Fly: +8, Diplomacy: +10, Use Magic Device: +10

Senva's excitement visibly rises at the imagery Creed provides. "You have sprinkles in your blood and rainbows in your guts? I have to see this NOW! Let's go!" she rushes jumping up and down and nearly joining the goblin in bouncing off the walls.


F Luddian (Fetchling)
Stats:
Sorcerer 4/Oracle 4 | HP 9/29 | AC 16 (19) | T 15 (15) | FF 11 (14) | CMD 17 | Fort +4 | Ref +6 | Will +5 | Init +4 |
Skills:
(16 ranks): Intimidate: +9, Knowledge (Arcana): +4, Spellcraft: +10, Linguistics: +1, Stealth: +7, Intimidate +8, Perception: +6, Bluff: +9, Acrobatics: +5, Fly: +8, Diplomacy: +10, Use Magic Device: +10

"Okay, if you say so... I'll try tone down the fires." Senva says in response to Avizzi, clearly not completely trusting the scarred, scabbed man. "Happy endings are nice..." she comments completely missing the entendre.

After a moment she moves to the doors and re-hardens her cloak. She enjoys the antics of the little one before turning to everyone, "Are we going or not?"


F Luddian (Fetchling)
Stats:
Sorcerer 4/Oracle 4 | HP 9/29 | AC 16 (19) | T 15 (15) | FF 11 (14) | CMD 17 | Fort +4 | Ref +6 | Will +5 | Init +4 |
Skills:
(16 ranks): Intimidate: +9, Knowledge (Arcana): +4, Spellcraft: +10, Linguistics: +1, Stealth: +7, Intimidate +8, Perception: +6, Bluff: +9, Acrobatics: +5, Fly: +8, Diplomacy: +10, Use Magic Device: +10

Pouting a little over the interesting stick being taken away, Senva finally starts listening to the conversation. "I guess if 'beaches' are a good thing it might be a happy ending..."

Senva then takes any container of good size, and mumbles a quick spell over it. As it fills with water, she takes it over to Avizzi and sets it down a few feet from him. It's obviously an attempt at a peace offering.


F Luddian (Fetchling)
Stats:
Sorcerer 4/Oracle 4 | HP 9/29 | AC 16 (19) | T 15 (15) | FF 11 (14) | CMD 17 | Fort +4 | Ref +6 | Will +5 | Init +4 |
Skills:
(16 ranks): Intimidate: +9, Knowledge (Arcana): +4, Spellcraft: +10, Linguistics: +1, Stealth: +7, Intimidate +8, Perception: +6, Bluff: +9, Acrobatics: +5, Fly: +8, Diplomacy: +10, Use Magic Device: +10

Senva mostly ignores the conversation with so many words she doesn't understand and plays around with the light-stick-thing, turned off (unless we have to activate it to find out what it is). "Don't need any help here. Healthy. Woosh."


F Luddian (Fetchling)
Stats:
Sorcerer 4/Oracle 4 | HP 9/29 | AC 16 (19) | T 15 (15) | FF 11 (14) | CMD 17 | Fort +4 | Ref +6 | Will +5 | Init +4 |
Skills:
(16 ranks): Intimidate: +9, Knowledge (Arcana): +4, Spellcraft: +10, Linguistics: +1, Stealth: +7, Intimidate +8, Perception: +6, Bluff: +9, Acrobatics: +5, Fly: +8, Diplomacy: +10, Use Magic Device: +10

Most of Senva's questions seem to focus around Jellena's home town. She ranges from the broad "Where were you born?" or to the specific "Does everyone dress like that where you come from?" to the extremely detailed, "Wait, are all of those red beads exactly the same size? Are they special to the place you were born (raised)?"

Don't really need/desire answers, but clarification or more detail will always be provided.

With Jellena's promise of support, Senva redoubles her calls for test subjects. "Anyone one want to get set on fire? It would be fun..." she starts as Avizzi starts his outburst, cutting off her words. A gurgle escapes Senva's mouth as the full imagining of having her throat cut runs across her face. "Maybe we should wait." she finishes in a more subdued tone.

Taken by surprise, Senva shyly takes one of the orange drinks and watches wide-eyed as the machine disappears into thin air. She spends the next ten minutes trying to figure out how he did it.

With her pack all ready and her beautiful new cloak on she crowds around Michel and the cynical, pointy-eared one. "So, what's this? Does it do anything?" She then proceeds to help Michel take it apart.
Too late aid another spell craft w/ guidance: 1d20 + 9 + 1 ⇒ (4) + 9 + 1 = 14


F Luddian (Fetchling)
Stats:
Sorcerer 4/Oracle 4 | HP 9/29 | AC 16 (19) | T 15 (15) | FF 11 (14) | CMD 17 | Fort +4 | Ref +6 | Will +5 | Init +4 |
Skills:
(16 ranks): Intimidate: +9, Knowledge (Arcana): +4, Spellcraft: +10, Linguistics: +1, Stealth: +7, Intimidate +8, Perception: +6, Bluff: +9, Acrobatics: +5, Fly: +8, Diplomacy: +10, Use Magic Device: +10

"Ohhhhhhhhh, it's very pretty. Thank-you."
Senva reverently takes off her brand nea cloak and carefully folds it next to her bedroll. In the morning she spends an hour or so just admiring it.

-----------

Swatting the little one from the stones he is definitely too young to safely use, she replies, in an almost patronizing tone, "It wouldn't be safe for kids, sorry little guy."
The spell is spontaneous immolation, does 3d6 dmamges and sets one on fire, not something to be used on children (or perceived children.)


F Luddian (Fetchling)
Stats:
Sorcerer 4/Oracle 4 | HP 9/29 | AC 16 (19) | T 15 (15) | FF 11 (14) | CMD 17 | Fort +4 | Ref +6 | Will +5 | Init +4 |
Skills:
(16 ranks): Intimidate: +9, Knowledge (Arcana): +4, Spellcraft: +10, Linguistics: +1, Stealth: +7, Intimidate +8, Perception: +6, Bluff: +9, Acrobatics: +5, Fly: +8, Diplomacy: +10, Use Magic Device: +10

Senva, absolutely enamored to meet Jellena, spends most of the time from leaving the collapse to meeting Five peppering her with questions. Five's distraction causes the young woman to switch her attention to him and she starts asking about what technology is and how things work. She claims it is her 'payment' and mutters something about Michel's lectures 'putting her to sleep.' She effectively ignores everyone and everything else.

When Five gets fed up (or she runs out of questions), Senva helps set up camp, creating some clean water out of thin air, and casting light on one of the two stones spinning around her head. She also approaches Velden; glances at her her soot-covered, singed cloak; and asks, "Can you help with this?"

She then proceeds to remove, unfold and then water two cubes from her backpack and then unfolds what appears to be a moss blanket and bedroll. She sets these out to dry a little. She spends the next two hours lackadaisically watching the doors while alternating between sitting and thinking and messing around with arcane energy. Before she crawls into bed she pulls the lit up stone down from around her head, renews the spell and gives it to the next watch.

In the morning, she folds and compacts her heavy moss blanket and bedroll, removing the last bits of water. When they are about the same size as last night, she returns them to he pack. After breakfast, she corners Creed and starts, "My mother had a spell she would use to help keep us cool when we visited the lava pool. With a little change it might be helpful."

Having fun with explaining one of her new (4th level) spells. If you want she can roll a diplomacy/intimidate check. She's going to cast resist energy (cold) and...

She starts chanting a quick line of words reminiscent of a warm fire on a cold day. She then, if he doesn't slip into rage or completely run away, pats him on the back and adds "Hold still." Senva moves back and then intones another spell.

...is now using ray of frost.

The ray harmlessly stops short of Creed's body. Senva gives a small sigh of relief before continuing, "Ohh, good that worked... Now, I also thought of a way to recreate the fire goblin's burning, anyone want to help with that?"


F Luddian (Fetchling)
Stats:
Sorcerer 4/Oracle 4 | HP 9/29 | AC 16 (19) | T 15 (15) | FF 11 (14) | CMD 17 | Fort +4 | Ref +6 | Will +5 | Init +4 |
Skills:
(16 ranks): Intimidate: +9, Knowledge (Arcana): +4, Spellcraft: +10, Linguistics: +1, Stealth: +7, Intimidate +8, Perception: +6, Bluff: +9, Acrobatics: +5, Fly: +8, Diplomacy: +10, Use Magic Device: +10

Senva, completely pissed at the rocks that tried to hurt her when she was helping Creed, Michel, Balto, and the helpless Creed, starts ranting in a heavily accented Eridian at the collapsed cave. The rant starts to take a more regulated cadence and culminates in Senva drawing her hands up, spreading her fingers and releasing a jet of flames at the rocks. The rest of this might be beyond the limits of the spell (burning hands), but it's more for characterization then anything... She keeps this up for a few seconds until the rocks are white hot. Finished, she gives the rocks a long stare, snorts derisively, and turns to the rest of the group. Smile back in place, gives Jellena a quizzical look and asks, "Who's this? A friend?"


F Luddian (Fetchling)
Stats:
Sorcerer 4/Oracle 4 | HP 9/29 | AC 16 (19) | T 15 (15) | FF 11 (14) | CMD 17 | Fort +4 | Ref +6 | Will +5 | Init +4 |
Skills:
(16 ranks): Intimidate: +9, Knowledge (Arcana): +4, Spellcraft: +10, Linguistics: +1, Stealth: +7, Intimidate +8, Perception: +6, Bluff: +9, Acrobatics: +5, Fly: +8, Diplomacy: +10, Use Magic Device: +10

Round 7 (cont.?)
Senva starts to dodge the rocks but then notices they would land right on top of Creed. Perplexed as to what to do she stops moving and, intentionally or not, ends up taking the full blunt of the rocks. Rocks fall 2: 2d6 ⇒ (6, 2) = 8 and there goes her servant... Wait she's not buried now, too?

Current Status:

8/21 HP
AC 19
Spells 4/7 and 6/7...
Possibly buried, but definitely pissed


F Luddian (Fetchling)
Stats:
Sorcerer 4/Oracle 4 | HP 9/29 | AC 16 (19) | T 15 (15) | FF 11 (14) | CMD 17 | Fort +4 | Ref +6 | Will +5 | Init +4 |
Skills:
(16 ranks): Intimidate: +9, Knowledge (Arcana): +4, Spellcraft: +10, Linguistics: +1, Stealth: +7, Intimidate +8, Perception: +6, Bluff: +9, Acrobatics: +5, Fly: +8, Diplomacy: +10, Use Magic Device: +10

Don't know if the the Advanced Class Guide is usable now (it's out and on the SRD); but there is the brawler which works somewhat like a monk, but has full BAB and a more martial/feat focus. However, Wis is not as important and you would have to wear armor (though only light armor). Also the Brawler has a Steel-breaker archetype.

If you do go monk/cleric could I recommend (again ACG) the ecclesitheurge archetype? It pairs really well with monk levels and gives some nice benefits too. (I actually wish it had been around when I started a cleric x/monk 1 PFS character...)

Just some options to look at, though if any of them are permissible...


F Luddian (Fetchling)
Stats:
Sorcerer 4/Oracle 4 | HP 9/29 | AC 16 (19) | T 15 (15) | FF 11 (14) | CMD 17 | Fort +4 | Ref +6 | Will +5 | Init +4 |
Skills:
(16 ranks): Intimidate: +9, Knowledge (Arcana): +4, Spellcraft: +10, Linguistics: +1, Stealth: +7, Intimidate +8, Perception: +6, Bluff: +9, Acrobatics: +5, Fly: +8, Diplomacy: +10, Use Magic Device: +10

Round 7
After determining none of the goblins are likely to come back through, Senva gives a sigh. "Oh well, looks like play time is over. Time to clean up."

I hope the guy with the bombs didn't get too hurt... Oh looks like he's trapped under there, where that burning light is.

With this she moves over to the pile of rubble where Creed is buried and chants yet another spell. After a moment, she gestures and parts of the rubble start moving. After a moment she starts trying to move rubble as well.

casting unseen servant.

spells left:
Sorcerer 4/7 and Oracle 6/7


F Luddian (Fetchling)
Stats:
Sorcerer 4/Oracle 4 | HP 9/29 | AC 16 (19) | T 15 (15) | FF 11 (14) | CMD 17 | Fort +4 | Ref +6 | Will +5 | Init +4 |
Skills:
(16 ranks): Intimidate: +9, Knowledge (Arcana): +4, Spellcraft: +10, Linguistics: +1, Stealth: +7, Intimidate +8, Perception: +6, Bluff: +9, Acrobatics: +5, Fly: +8, Diplomacy: +10, Use Magic Device: +10

Damage damage... didn't roll damage.
So Fire 1: 4d6 ⇒ (4, 1, 1, 4) = 10/2=5-5 resistance= no damage, fire damage 2: 3d6 - 5 + 2d6 ⇒ (1, 6, 5) - 5 + (1, 1) = 9 (14 if not separate) damage and no rock damage if saved, correct? If not Rocks fall: 2d6 ⇒ (2, 4) = 6 3 damage.
Healed 4 from Velden's holy wrath, so grand totals of 5-13 damage depending.


F Luddian (Fetchling)
Stats:
Sorcerer 4/Oracle 4 | HP 9/29 | AC 16 (19) | T 15 (15) | FF 11 (14) | CMD 17 | Fort +4 | Ref +6 | Will +5 | Init +4 |
Skills:
(16 ranks): Intimidate: +9, Knowledge (Arcana): +4, Spellcraft: +10, Linguistics: +1, Stealth: +7, Intimidate +8, Perception: +6, Bluff: +9, Acrobatics: +5, Fly: +8, Diplomacy: +10, Use Magic Device: +10

Wow if I am reading this properly Senva and Creed need to save from (4+3+2+2) 11d6 of damage? Ouch glad she wasn't in the center of the fray anymore... Also would her fire resistance work once or twice here (is it one or two sets of fire damage?)
Reflex save 1: 1d20 + 6 ⇒ (18) + 6 = 24
Senva deftly avoids the worst of the fires from the goblins but... Reflex save 2: 1d20 + 6 ⇒ (10) + 6 = 16... cannot dodge to backdraft from the explosion.
Reflex save 3: 1d20 + 6 ⇒ (20) + 6 = 26
Though luckly it throws her beneath the crypt ceiling before the exit crumbles to the ground. After picking herself up off the ground and dusting herslef off, she looks at the group with bright eyes and a huge smile. "That was even better than Michel's explosives! Can we do that again? Please?"

Round Six? There's still more?
She then turns arround to make sure there aren't anymore explosions to be experienced or goblins to knockout. She still keeps the spell she hadn't finished ready.


F Luddian (Fetchling)
Stats:
Sorcerer 4/Oracle 4 | HP 9/29 | AC 16 (19) | T 15 (15) | FF 11 (14) | CMD 17 | Fort +4 | Ref +6 | Will +5 | Init +4 |
Skills:
(16 ranks): Intimidate: +9, Knowledge (Arcana): +4, Spellcraft: +10, Linguistics: +1, Stealth: +7, Intimidate +8, Perception: +6, Bluff: +9, Acrobatics: +5, Fly: +8, Diplomacy: +10, Use Magic Device: +10

God I am jealous. It's still hovering arround the 100's-upper 90's here.


F Luddian (Fetchling)
Stats:
Sorcerer 4/Oracle 4 | HP 9/29 | AC 16 (19) | T 15 (15) | FF 11 (14) | CMD 17 | Fort +4 | Ref +6 | Will +5 | Init +4 |
Skills:
(16 ranks): Intimidate: +9, Knowledge (Arcana): +4, Spellcraft: +10, Linguistics: +1, Stealth: +7, Intimidate +8, Perception: +6, Bluff: +9, Acrobatics: +5, Fly: +8, Diplomacy: +10, Use Magic Device: +10

Round 5: Re-done
Senva falls back to in front of the group, and chants her colorful spell minus the last few words and holds it in case the goblins come closer...

When the GM gives you a chance to retcon actions and mentions squids, terrorist organizations, and self-enacted murder it's a good idea to listen...


F Luddian (Fetchling)
Stats:
Sorcerer 4/Oracle 4 | HP 9/29 | AC 16 (19) | T 15 (15) | FF 11 (14) | CMD 17 | Fort +4 | Ref +6 | Will +5 | Init +4 |
Skills:
(16 ranks): Intimidate: +9, Knowledge (Arcana): +4, Spellcraft: +10, Linguistics: +1, Stealth: +7, Intimidate +8, Perception: +6, Bluff: +9, Acrobatics: +5, Fly: +8, Diplomacy: +10, Use Magic Device: +10

The save DC for Senva's last spell is the same as before, 16.


F Luddian (Fetchling)
Stats:
Sorcerer 4/Oracle 4 | HP 9/29 | AC 16 (19) | T 15 (15) | FF 11 (14) | CMD 17 | Fort +4 | Ref +6 | Will +5 | Init +4 |
Skills:
(16 ranks): Intimidate: +9, Knowledge (Arcana): +4, Spellcraft: +10, Linguistics: +1, Stealth: +7, Intimidate +8, Perception: +6, Bluff: +9, Acrobatics: +5, Fly: +8, Diplomacy: +10, Use Magic Device: +10

It's color spray, 15' cone.


F Luddian (Fetchling)
Stats:
Sorcerer 4/Oracle 4 | HP 9/29 | AC 16 (19) | T 15 (15) | FF 11 (14) | CMD 17 | Fort +4 | Ref +6 | Will +5 | Init +4 |
Skills:
(16 ranks): Intimidate: +9, Knowledge (Arcana): +4, Spellcraft: +10, Linguistics: +1, Stealth: +7, Intimidate +8, Perception: +6, Bluff: +9, Acrobatics: +5, Fly: +8, Diplomacy: +10, Use Magic Device: +10

Move, cast, move? If possible gladly. I think she can only move into position and then cast, but she should be able to get three of the front line casters and three of the more melee inclined... She will be retreating next round of course.

Full Name

Rannveig Flanirsdotter

Race

Carrionette

Size

Tiny

Location

In a Puppet

Occupation

Body Re-Snatcher

Strength 7
Dexterity 14
Intelligence 10
Wisdom 14
Charisma 10

About Marionannveig Puppet-Bound

Marionannveig Puppet-Bound
NG (see below) Tiny construct
Init +6; Senses darkvision 60 ft., low-light vision; Perception +6

DEFENSE
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 19 (3d10+3)
Fort +1, Ref +3, Will +4
DR 2/magic; Immune construct traits
Weaknesses susceptible to mind-affecting effects

OFFENSE
Speed 20 ft.
Melee dagger +3 (1d2–2/19–20)
Space 1 ft.; Reach 1 ft.
Spell-Like Abilities (CL 3rd, concentration +2)
Once per day: Heroism Or find a level 3 spell that suits you better.

Totem Transformation (Su):
At 2nd level, a wolf shaman may adopt an aspect of the wolf while retaining her normal form. This ability functions as the bear shaman ability, but the druid may select from the following bonuses:
• movement (+20 enhancement bonus to land speed)
• senses (low-light vision, scent, +4 racial bonus to Survival when tracking by scent)
• natural weapons (bite [1d4 plus trip] for a Medium druid, +2 CMB to trip).
While using totem transformation, the wolf shaman may speak normally and can cast speak with animals (canines only) at will.

0risons (4 per day)
Detect Magic
Light
Purify Food and Drink
Guidance
1st level (2 per day)
Magic Fang
Cure Light Wounds

STATISTICS
Str 7, Dex 14, Con --, Int 10, Wis 14 Cha 10,
Base Atk +3; CMB +3; CMD 11
Feats: Improved Initiative, Toughness,
Traits: Child of Nature: You gain a +1 trait bonus on all Survival checks, and it becomes a class skill for you.
Freed Slave: You gain a +1 trait bonus on Will saves. )
Skills Perception +3, Stealth +13
Climb: 7 = 1(Rank) + 3(Class) + 3(Str)
Handle Animal: 4 = 2(Rank) + 3(Class) +0(Cha)
Heal: 6 = 1(Rank) + 3(Class) +2(Wis)
Knowlege (Geography): 5 = 1(Rank) + 3(Class) +1(Int)
Knowledge (Nature): 6 = 2(Rank) + 3(Class) +1(Int)
Perception: 6 = 2(Rank) + 3(Class) + 2(Wis)
Ride: 5 = 1(Rank) + 3(Class) + 1(Dex)
Spellcraft: 5 = 1(Rank) + 3(Class) + 0(Int)
Swim: 7 = 1(Rank) +3(Class) + 3(Str)
Survival: 8 = 2(Rank) + 3(Class) + 2(Wis) + 1(Trait)
Languages Common, Druidic
SQ alignment variation, soul focus, Totem Transformation, Wild Empathy, Child of Nature, Freed Slave

SPECIAL ABILITIES
Alignment Variation (Ex) Soulbound dolls are at least partially neutral in alignment, although they can also be chaotic, evil, good, or lawful. They have an alignment-dependent spell-like ability usable once per day as listed below.

Chaotic Neutral: rage
Lawful Neutral: suggestion (DC 12)
Neutral: deep slumber (DC 12)
Neutral Evil: inflict serious wounds (DC 12)
Neutral Good: Heroism Or find a level 3 spell that suits you better.

Susceptible to Mind-Affecting Effects (Ex)
The weakened conviction of a soulbound doll’s soul makes it susceptible to mind-affecting effects, despite the fact that it is a construct.
Soul Focus (Su)
The soul bound to the doll lives within a focus integrated into the doll or its apparel, typically one of the doll’s eyes or a gem embedded into its neck or chest. As long as this soul focus remains intact, it can be used to animate another doll, using the same cost as creating a new construct. Once bound into the soul focus, the soul continues to learn, and so if later it is put into a new doll body, the soul retains its personality and memories from its previous body or bodies. A soul focus has hardness 8, 12 hit points, and a break DC of 20

Wild Empathy (Ex): A wolf shaman can use wild empathy with canines as a full-round action with a +4 bonus.
Totem Transformation (Su):
At 2nd level, a wolf shaman may adopt an aspect of the wolf while retaining her normal form. This ability functions as the bear shaman ability, but the druid may select from the following bonuses:
• movement (+20 enhancement bonus to land speed)
• senses (low-light vision, scent, +4 racial bonus to Survival when tracking by scent)
• natural weapons (bite [1d4 plus trip] for a Medium druid, +2 CMB to trip).
While using totem transformation, the wolf shaman may speak normally and can cast speak with animals (canines only) at will.
Child of Nature: You gain a +1 trait bonus on all Survival checks, and it becomes a class skill for you.
Freed Slave: You gain a +1 trait bonus on Will saves.