Sabina Merrin

~Shardra~'s page

31 posts. Alias of Scizzoot.


Full Name

Shardra

Race

Dwarf

Classes/Levels

Lvl1 Shaman HP11/11, AC15 (T:9, FF:15), Init+1, Perc+4, Saves(F+2,R-1,W+5; +3vPoison,+5vSpells), CMB-1, CMD8

Kolo:
Tuatara Lvl1, HP5/5, AC14 (T:13,FF:13, Init+2, Perc+4, Saves(F+2, R+2, W+5), Bite +3(1d3-4 attach)

Gender

Female

Size

Medium

Alignment

Neutral

Languages

Common, Dwarven, Terran, Undercommon

Strength 8
Dexterity 8
Constitution 14
Intelligence 14
Wisdom 17
Charisma 14

About ~Shardra~

Female dwarf shaman 1
N Medium humanoid (dwarf)
Init +1; Senses darkvision; Perception +4

DEFENSE
AC 15, touch 9, flat-footed 15 (+6 armor, –1 Dex)
hp 11 (1d8+3)
Fort +2, Ref –1, Will +5; +3 vs. poison, +5 vs. spells and spell-like abilities

OFFENSE
Speed 20 ft.
Melee morningstar –1 (1d8–1)
Ranged light crossbow –1 (1d8/19–20)

Special Attacks
spirit ability (monstrous insight 5/day)
Shaman Spells Prepared (CL 1st; concentration +4)
1st —heightened awarenessACG, obscuring mist; identifyS,
0 (at will)—daze (DC 13), guidance, light
S spirit spell; Spirit (lore)

STATISTICS
Str 8, Dex 8, Con 14, Int 14, Wis 17, Cha 14
Base Atk +0; CMB –1; CMD 8
Feats Steel SoulAPG

Skills Diplomacy +6, Heal +7, Knowledge (history) +2 (+4 on dwarves
and their enemies, and can roll those untrained), Knowledge
(nature) +6, Knowledge (religion) +6, Perception +4 (+6 stone),
Spellcraft +6; Armor Check Penalty –5

Traits glory of old, reactionary

Languages Common, Dwarven, Terran, Undercommon

SQ defensive training, hatred, lore keeper, hardy, spirit animal (deep crag tuatara named Kolo), spirit magic, stability, stonecunning

Combat Gear alchemist’s fire, scroll of cure light wounds;
Other Gear four-mirror armorUC, morningstar, light crossbow with 10 bolts, spell component pouch, backpack, waterskin, 13 gp

SPECIAL ABILITIES
Defensive Training Shardra gains a +4 dodge bonus to AC against
giants, which also applies to CMD.

Monstrous Insight As a standard action 5 times per day, Shardra can
attempt to identify a creature with a +1 bonus to her Knowledge
check. Whether or not she succeeds, she gains a +2 insight bonus to
attack rolls and AC against that creature for 1 minute.

Spirit Animal Kolo looks particularly unassuming and gains a +2 on
initiative checks and a +4 on Stealth checks. As a deep crag tuatara, he gains a +4 racial bonus on Stealth checks to blend with rocky terrain, as well as the other abilities of a normal tuatara.
Stability Shardra gains a +4 bonus to CMD to resist bull rush and trip attempts when standing on the ground.

Stonecunning Shardra gains a +2 to Perception to notice unusual
stonework (already included) and receives an automatic check to
notice such features when she passes within 10 feet, even if she
isn’t actively looking.

Cure Light Wounds Shardra’s scroll heals a touched target for
1d8+1 damage.

Daze Shardra dazes one humanoid creature within 25, causing it to
lose its next turn (Will DC 13 negates). Once a creature is dazed by
this spell, it is immune to it for 1 minute.

Guidance Shardra can give a touched target a +1 competence bonus
that the target can use on any attack roll, saving throw, or skill
check in the next minute.

Heightened Awareness Shardra gains a +2 competence bonus on
Perception and Knowledge checks for 10 minutes. She can end the
spell early to gain +4 on an initiative check.

Identify Shardra can spend three rounds focusing on a magic item in
her possession in order to roll Spellcraft at a +16 to identify it.

Light An object Shardra touches sheds light for 10 minutes. She
can’t have more than one copy of this spell active at once.

Obscuring Mist Shardra calls forth a mist in a 20-foot-radius
spread centered on her for 1 minute or until a moderate or
strong wind blows it away or a fire spell burns it away. Until then,
the mist blocks vision (even darkvision). Attacks against adjacent
creatures in the mist suffer a 20% miss chance from concealment,
and creatures farther into the mist have total concealment (50% miss
chance and can’t be targeted by sight).

Kolo:

About Kolo
Tuatara
N Tiny animal
Init +2; Senses darkvision 60 ft., low-light vision; Perception +4

DEFENSE
AC 14, touch 13, flat-footed 13 (+1 Dex, +2 size)
hp 5 (1d8+1)
Fort +3, Ref +3, Will +0

OFFENSE
Speed 20 ft., climb 20 ft.
Melee bite +3 (1d3–4 plus attach)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 2, Dex 13, Con 12, Int 6, Wis 10, Cha 5
Base Atk +0; CMB –1; CMD 5 (9 vs. trip)
Feats Weapon Finesse
Skills Acrobatics +5 (+1 when jumping), Climb +9, Perception +4, Survival +4; Racial Modifiers –4 Acrobatics when jumping, +4 Perception, +4 Survival

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.