HP 21/21 Nonlethal 00/21 | AC 14/10/14 | F: +2, R: +2, W: +10 | Perc: +10 | Spear: 1d8/x3 | Speed 20/30ft | Active Conditions: *NONE* |
Size
Medium
Age
19
Alignment
LN
Deity
Pharasma
Location
Trunau
Languages
Aquan, Common, Giant, Goblin, Orc
Occupation
Healer/guide
Strength
10
Dexterity
10
Constitution
10
Intelligence
14
Wisdom
18
Charisma
14
About Shel
Wand of CLW (1d8+1) 31/50
Female half-orc (mystic) shaman 3
LN Medium humanoid (human, orc)
Init +4; Senses Perception +10
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Defense
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AC 14, touch 10, flat-footed 14 (+4 armor)
hp 21 (3d8)
Fort +2, Ref +2, Will +10
Defensive Abilities sacred tattoo
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee mwk dagger +3 (1d4/19-20) or
. . spear +2 (1d8/×3)
Ranged sling +2 (1d4)
Special Attacks channel positive energy 3/day (DC 13, 2d6), hex (protective luck [1 round])
Shaman Spells Prepared (CL 3rd; concentration +7)
. . 2nd—; lesser restoration[S]
. . 1st—bless (3); remove sickness[S,UM] (DC 15)
. . 0 (at will)—create water, detect magic, guidance, light
. . S spirit magic spell; Spirit Restoration
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Statistics
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Str 10, Dex 10, Con 10, Int 14, Wis 18, Cha 14
Base Atk +2; CMB +2; CMD 12
Feats Endurance, Improved Initiative, Iron Will
Traits artifact hunter, influence
Skills Acrobatics -3 (-7 to jump), Diplomacy +9, Handle Animal +8, Heal +9, Knowledge (nature) +7, Knowledge (planes) +7, Knowledge (religion) +7, Linguistics +3, Perception +10, Profession (Healer) +9, Sense Motive +9, Spellcraft +8 (+9 to identify the properties of magic items), Survival +9, Use Magic Device +8
Languages Aquan, Common, Giant, Goblin, Orc
SQ able assistant, orc blood, spirit animal (chicken (valet) named Phoenix)
Combat Gear scroll of summon nature's ally i (CL 2nd); Other Gear hide armor, mwk dagger, sling, sling bullets (10), spear, adventurer's sash, backpack, bedroll, belt pouch, flint and steel, mess kit, pot, soap, spell component pouch, waterskin, wooden holy symbol of Pharasma, 588 gp, 5 sp
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Special Abilities
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Able Assistant (Ex) Treat valet as it possesed Cooperative Crafting and all Craft skills and item creation feats you have.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Familiar Bonus: +3 hit points You gain the Alertness feat while your familiar is within arm's reach.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Protective Luck (1 round) (Su) Attacks against target creature in 30 ft. must roll twice and take worse result.
Sacred Tattoo +1 to all saves.
Shaman Channel Positive Energy 2d6 (3/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spirit Animal (spirit animal (chicken (valet) named Phoenix)) If spirit animal is slain, cannot use spirit magic or prepare new spells.
Shel:
Shel rarely speaks of her life before she arrived in Trunau. What is generally known by the people of the town is that she is the sole survivor of a small tribe of half-orcs that were wiped out by a larger tribe. She wandered in to Trunau nearly a decade ago, bloody and beaten. The town was no stranger to orphans and took the girl in.
As is typical of youth, Shel resisted much of the things her hosts tried to teach her, like the importance of wearing shoes, feeling that they were trying to tame her. The townspeople’s lack of respect for the spirits also frustrated her. She did what she could to convince the people of Trunau that most of their problems were the result of abandonment by the spirits that inhabit all things. Spending so much time inside hides one from the sight of the sky spirits. Wearing shoes prevents one from ever coming into contact with the earth and, subsequently, prevents the spirits of the earth from ever noticing them. Most people did not care to hear what Shel had to say about spirits, but a few took her teachings to heart. They did not care to entertain her lectures about spirits, but Shel was a powerful healer, child though she was, and the people of Trunau needed healers. This made her something of an important person in town despite her contrarian personality.
Shel is a half-orc native of the Hold of Belkzen. Her red skin and prominent lower canines jutting from her lips betray her orcish heritage but as a fourth-generation half-orc the orc blood in her veins runs thin and she otherwise appears human. Her unadorned nape length hair is sun-bleached white from her long treks across the badlands guiding pilgrims and traders. Tattoos of black chicken feathers cover her left arm and shoulder. A double row of small, raised, “dot” scars run across her collarbone from shoulder to shoulder. The scars spread out to cover her right shoulder and the upper right quarter of her back. A thin, curved scar runs from just above her left brow to the point of her chin and two thin, inch long horizontal scars, one over the other, mark her right cheek. Perhaps due to her relationship with spirits of life and healing, her body is otherwise a flawless monument to health and vitality. When she casts spells, her eyes and hair shimmer with a white light.
Shel maintains many of her habits from her tribal life despite now living in civilized society. She generally goes barefoot and topless, wearing simple, loose fitting cotton trousers or a knee length skirt. She carries a spear when traveling outside Trunau but has little skill with martial weapons. She has an area on a hill near town where she can chant and dance around a bonfire to commune with the spirits of the world. When it is too dangerous to go outside the town walls, she performs her ceremonies as best she can at Bramblehouse. She makes a living as a guide in the wilds near Trunau and as a healer, utilizing both medicine and magic.
Shel was raised to utilize temperance and patients in order to hear the quiet whispers of the spirits, traits that clash with her naturally fiery and independent personality. She had been training to be a shaman of her tribe, a pillar of the community, but she often clashes with the townsfolk of Trunau as many of them still see her as an outsider. She has a forceful personality that is mirrored and even surpassed by her spirit animal, Phoenix.