Race |
Human (Shoanti) |
Classes/Levels |
Geokineticist 7 | AC 22, T 16, FF 18 | DR 6/adamantine| Fortification 15% | hp 80/80 (21 nonlethal) | Fort +13, Ref +11, Will +5 | CMD 21 | Initiative +6 | Perception +13 | Burn 3/9 | 3 Hero Points |
Gender |
Female |
About Shadlah Broken-Earth
Shadlah Broken-Earth
Female human (Shoanti) geokineticist 7 (Pathfinder RPG Occult Adventures 10)
NG Medium humanoid (human)
Hero Points 3
Init +5; Senses Perception +13
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Defense
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AC 21, touch 15, flat-footed 18 (+5 armor, +2 deflection, +3 Dex, +1 natural)
hp 73 (7d8+35)
Fort +12, Ref +10, Will +5
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Offense
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Speed 30 ft., climb (earth and stone surfaces) 30 ft.
Special Attacks kinetic blast, metakinesis (empower)
Kineticist Wild Talents Known
. . Defense—flesh of stone
. . Infusions—bowling infusion, extended range, kinetic blade, snake
. . Blasts—earth blast (4d6+9), metal blast (8d6+13)
. . Utility—basic geokinesis, earth climb, elemental whispers, kinetic cover, tremorsense
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Statistics
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Str 10, Dex 17, Con 20, Int 10, Wis 12, Cha 10
Base Atk +5; CMB +5; CMD 20
Feats Alertness, Deadly Aim, Point-Blank Shot, Precise Shot, Weapon Finesse, Weapon Focus (kineticist blast)
Traits reactionary, ruin raider
Skills Acrobatics +12, Appraise +8, Climb +16, Craft (sculpture) +12, Intimidate +8, Knowledge (dungeoneering) +7, Perception +13, Sense Motive +3, Stealth +11
Languages Common, Shoanti
SQ burn (2 points/round, max 8), elemental overflow +2, expanded element (earth), gather power, hero points, infusion specialization 1, internal buffer 1
Combat Gear potion of darkvision, potion of shield of faith +2 (2); Other Gear mwk chain shirt, handy haversack, belt pouch, blanket[APG], candle (2), chalk, everburning torch, flint and steel, hammer, ink, inkpen, journal[UE], masterwork sculpting tools, mess kit[UE], piton (4), sack (2), silk rope (50 ft.), sunrod (3), tindertwig (4), torch (10), trail rations (10), waterskin (2), 136 gp, 2 sp
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Special Abilities
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Bowling Infusion Blast also trips foes.
Burn 2/round (7 nonlethal/burn, 8/day) Burn HP to gain greater effects on your wild talents.
Climb (30 feet, earth and stone surfaces) You have a climb speed, but only on limited surfaces.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Earth Blast (Sp) Level 3; Burn 0
Earth Climb (Su) Gain a climb speed on earth and stone
Elemental Overflow (Ex) Gain a bonus to hit and damage with your blast when you use burn.
Elemental Whispers (Su) Element universal; Type utility (Su); Level 1; Burn 0
You form a friendship with a fragment of your element. The element speaks back to you empathically, like a familiar. Pick a type of creature usually allowed as a famil
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Expanded Element This is a dummy ability to consolidate the expanded elements into a single entry in the statblock. We can't do this through the normal channels, because both primary and expanded elements are added to the same table on the class.
Extended Range Kinetic blast has range of 120ft.
Familiar Bonus: +1 natural armor You gain the Alertness feat while your familiar is within arm's reach.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Infusion Specialization 1 (Ex) Reduce burn cost of blasts with infusions by 1
Internal Buffer 1 (Su) Store burn for use later
Kinetic Blade (Light Weapon) Create a blade of pure energy.
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Kinetic Cover (Sp) A wall for one face of a square within 30 ft appears.
Metakinesis (Su) By accepting burn you affect your kinetic blast as if using a metamagic ability.
Metal Blast (Sp) Level 3; Burn 2
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Snake Blast can bend around corners.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Tremorsense (Su) Move action to gain tremorsense 30 ft for 1r.
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Teete CR –
Armadillo (Ultimate Wilderness 192)
N Tiny magical beast (animal)
Init +2; Senses low-light vision; Perception +14 (+6 on sight-based checks)
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Defense
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AC 20, touch 14, flat-footed 18 (+2 Dex, +6 natural, +2 size)
hp 36 (1d8)
Fort +5, Ref +7, Will +3
Defensive Abilities improved evasion
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Offense
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Speed 30 ft., burrow 5 ft.
Melee claw +4 (1d2-3)
Space 2½ ft.; Reach 0 ft.
Special Attacks deliver touch spells
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Statistics
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Str 4, Dex 15, Con 11, Int 9, Wis 12, Cha 9
Base Atk +5; CMB +5; CMD 12 (16 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +12, Appraise +6, Climb +11, Intimidate +4, Perception +14 (+6 on sight-based checks), Stealth +19, Swim +6; Racial Modifiers -8 Perception on sight-based checks, +4 Swim
Languages speak with animal (same kind only), speak with master
SQ empathic link, natural diver, protective ball
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Special Abilities
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Burrow (5 feet) You have a Burrow speed.
Deliver Touch Spells (Su) Deliever master's touch spells.
Empathic Link (Su) You have an empathic link with your master.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Natural Diver (Ex) Can hold breath for up to 6 minutes.
Protective Ball (Ex) Increase natural armor to +3, but decrease speed to 0.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Speak with Animals of its Kind (Ex) You can communicate verbally with animals similar to yourself.
Speak with Master (Ex) You can communicate verbally with your master.
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Shadlah was born on the streets of Magnimar, the only child of Zoyah Whispers-to-Crows and a Chelaxian father already absent for several months. Though she never knew her father, nor why her mother had left the Sundar-Quah and the open Storval plateau for the walls of Magnimar, she was named and raised with the values of Zoyah’s people – honour, family, and respect.
Unfortunately, even in cosmopolitan Magnimar, a full-blooded Shoanti warrior had little place outside of Lowcleft except as an oddity – so it was in the rough underbelly of the city where Zoyah made her home, working and staying at the Burly Griffon inn in Ordellia, and trying to keep her daughter fed and entertained. One was easier than the other – Shadlah had an enormous appetite for such a small child, but seemed perfectly content to play with marbles and small stones, especially ones with interesting shapes or colours. For that much, Zoyah was thankful.
It was when Shadlah was twelve that the tragedy hit – a minor earthquake hit Magnimar. While everything remained standing, and many residents felt nothing more than the rattling of a jewellery stand or their pots and pans, a run-down arch finally succumbed to its age and crumbled just as Zoyah and Shadlah were walking under it. Zoyah’s final act was to shove her daughter out of the way before the stones came down, burying her in rubble.
Shadlah ignored the blood rushing from her skull and frantically dug through the rubble, scraping her hands raw as she dragged stones aside, alternately sobbing and screaming all the while. When her hands were too bloody to go on, she gave a final desperate scream – and that was the last thing she remembered before the very stones flew apart, knocking her into unconsciousness.
When she came to, she was in the Burly Griffon, in the room she and her mother had shared. The proprietor, the aging Finnegan Blake, explained (between warnings not to move too much, due to her bandaging) that he’d found her half-dead by the rubble. With surprising tenderness, he explained that her mother hadn’t made it.
Though she was offered the room in exchange for light cleaning work, Shadlah had no desire to stay in the room her mother had occupied, and took to the streets instead. She had her few clothes, and her collection of stones and marbles, and that was all she needed for a while.
Magnimar was a mixed blessing. Something had stirred within her, some kind of eldritch connection to stone. Shadlah discovered her abilities mostly by accident – someone grabbed her shoulders while she was walking down the street one day, and when she turned, a jagged shard of rock that hadn’t been there before whipped around with her. When she ran in fear, trying to climb the nearest wall, her hands effortlessly sank into the stone. When a stray dog bit her, her skin was barely damaged.
Even as she whittled small stone figures, selling them for enough coin to eat and sleeping in whatever high places she could find, she experimented with the limits of these strange powers.
It was three years later, when she was fifteen, that she was approached with the proposal. She was having a meal at the Burly Griffon when a stranger offered to buy her a drink. She refused, but he persisted, saying it was needed for “matters of business”. Intrigued, she allowed it, barely touching her drink as she listened.
He was assembling a team, he said, to venture into the dungeons of Varisia in search of wealth. He’d noticed her climbing the belfry effortlessly, and investigation had turned up several eyewitness accounts of the strange Shoanti girl and her mastery over earth and stone. He wanted her to join his expedition.
Shadlah accepted.
The team was herself; Ragnar, the Ulfen man who’d recruited her, whose strength and skill at arms were admirable; Alessa, an elven priestess of Desna; Mitrovic, a mute arcanist with cold eyes; and Nimi Underfoot, a Halfling burglar. They were decent people, mostly, though Shadlah admitted to herself that Mitrovic made her skin crawl with his piercing gaze.
The first dungeon was easy, and with her head swelled with power, Shadlah stayed on with the group. Ruins and relics passed underneath them and through their hands, and Shadlah grew arrogant in her mastery over the earth and stone they spent their days in.
The second disaster of her life came when she grew too cocky. In her assuredness that she’d notice any unusual stonework, she didn’t see the trap, and huge blocks of worked masonry came crashing down, crushing Alessa outright and separating Shadlah from the rest of her group. For three days she tried to free them, trying to move the blocks, but they were too immense. She tried to dig around them, but the stone wouldn’t cooperate. Eventually, starved and half-mad, Shadlah gave up, beginning the long trek back to Magnimar.
With the presumed deaths of her last adventuring party still heavy on her heart, she spent the next two months resuming her former life, selling her small statues, and sleeping in nooks and crannies of alleyways. The open air no longer held appeal for her – she longed for the cold embrace of the earth and stone. She needed to find a new party.