Shardra

Shardra of the Rivethun's page

24 posts. Alias of Twigs.


Race

| channel positive energy 2d6 (DC 14) 3/3 | monstrous insight 4/5 | Spells Prepared | 2nd | hold person (DC 16), SNA II, tonguesS or lesser restorationS

Classes/Levels

|1st | mindlinkOA, burning hands (DC 15), cause fear(DC 15)x2, identifyS or detect undeadS | 0 | create water, detect magic, guidance, light

Gender

Pregen N Dwarf Shaman/4 | Init +1, Perc +10 | AC 17/10/17 | HP 35/35 | Fort +4, Ref +2, Will +9; +3 vs poison, +5 vs spells/SLA's | hexes (chant, evil eye (DC 16), misfortune (DC 16))

About Shardra of the Rivethun

URBAN SHARDRA

N Medium humanoid (dwarf)
Init +1; Senses darkvision; Perception +8 (+10 w/ Alertness)
DEFENSE
AC 17, touch 10, flat-footed 17 (+7 armor, +1 deflection, –1 Dex)
hp 35 (4d8+12)
Fort +4, Ref +2, Will +9; +3 vs. poison, +5 vs. spells and spell-like abilities
OFFENSE
Speed 20 ft.
Melee morningstar +2 (1d8–1)
Special Attacks channel positive energy 2d6 3/day (DC 14), hexes (chant, evil eye, misfortune), spirit ability (monstrous insight 5/day)
Shaman Spells Prepared (CL 4th; concentration +8)
2nd— hold person (DC 16), summon nature's ally II, tonguesS or lesser restorationS
1st - mindlinkOA, burning hands (DC 15), cause fear(DC 15)x2, identifyS or detect undeadS
0 (at will)—create water, detect magic, guidance, light
S spirit magic spell; Spirit lore; Wandering Spirit life
STATISTICS
Str 8, Dex 8, Con 14, Int 14, Wis 18, Cha 14
Base Atk +3; CMB +2; CMD 12
Feats Extra HexAPG, Steel SoulAPG
Skills Diplomacy +9, Handle Animal +6, Heal +8, Knowledge (history) +2 (+4 on dwarves and their enemies, and can roll those untrained), Knowledge (nature) +8, Knowledge (planes) +6, Knowledge (religion) +8, Perception +8 (+10 stone), Ride +1, Spellcraft +7, Survival +11; Armor Check Penalty –3
Traits glory of oldDoG, reactionaryAPG
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 x2, smokestick x2, scroll of magic weapon, sanctuary (DC 11), protection from evil x2, scroll of cure serious wounds (2), scroll of fly, , wand of cure light wounds (15 charges); Other Gear +1 breastplate, morningstar, light crossbow with 10 bolts, cloak of resistance +1, ring of protection +1, celestial censer, incense, spell component pouch, backpack, waterskin, 40 gp

SPECIAL ABILITIES:

Channel Positive Energy As a standard action, Shardra can choose to either heal allies or damage undead for 2d6 damage (Will DC 14 for half damage for undead) in a 30-foot-burst.
Chant As a move action, Shardra can chant aloud and extend her evil eye and misfortune hexes by 1 round for all targets within 30 feet.
Defensive Training Shardra gains a +4 dodge bonus to AC against giants, which also applies to CMD.
Evil Eye As a standard action, Shardra can give an enemy with a mind within 30 feet a –2 penalty on attack rolls, AC, saving throws, or skill checks for 7 rounds (Will DC 16 reduces the duration to 1 round).
Misfortune As a standard action, Shardra can force an enemy within 30 feet to roll twice on all ability checks, attack rolls, saving throws, and skill checks and take the lower roll for 1 round (Will DC 16 negates). She can’t use misfortune on the same target again for 24 hours.
Monstrous Insight As a standard action 5 times per day, Shardra can attempt to identify a creature with a +4 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.
Wandering Spirit Shardra can switch out her second spirit each day. If she does so, she loses Channel Energy and the ability to cast detect undead and lesser restoration as choices for her extra bonus spell (marked with an S) from her life wandering spirit, and she gains the new powers and spells of the other spirit.

Kolo (Spirit Animal):

Init: +3, Senses: Perception +7; darkvision 60ft., low-light vision

DEFENSE
AC: 15; Touch 13, Flat-footed 13 (+2 natural, +1 Dex, +2 size)
HP: 17 (4HD)
Fort:+3 Ref:+3 Will:+5;
Defensive Abilities: improved evasion

OFFENSE
Speed: 20ft., climb 20ft.
Space: 2-1/2ft.; Reach 0ft.
Melee: bite +6 (1d3-4 plus attach) or deliver touch spell +6 (as spell)

ATTRIBUTES
Str 2, Dex 13, Con 12, Int 7, Wis 10, Cha 5
BAB: +3, CMB: -3, CMD: 8 (+12 vs trip)
Feats: Weapon Finesse
Skills: Acrobatics +5 (+1 when jumping), Diplomacy +1, Climb +9, Handle Animal +1, Heal +5, Knowledge (history) -1, Knowledge (nature) +1, Knowledge (planes) -1, Perception +7, Ride +3, Spellcraft +0, Stealth +8, Survival +8; Racial Modifiers –4 Acrobatics when jumping, +4 Perception, +4 Survival, +4 Stealth (+8 in rocky terrain)