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Full Name

Shale Pasha Hedayat

Race

Half Elf

Classes/Levels

Druid (Lion Shaman)

Gender

Female

Size

Medium

Age

30

Special Abilities

Low Light Vision, Woodland Stride, Trackless Step

Alignment

NG

Deity

Sarenrae

Location

Solku

Languages

Common, Elven, Druidic, Sylvan

Occupation

Tapestry Maker

Homepage URL

http://paizo.com/people/ShaleHedayat

Strength 14
Dexterity 13
Constitution 10
Intelligence 13
Wisdom 17
Charisma 12

About Shale Hedayat

Stat Block:

Init: +3, Perception +11

Defense
AC 15, touch 12, flat-footed 13 (+1 Dex, +3 Armor, +1 Dodge)
hp 18 (3d8)
Fort +3, Ref +2, Will +6

Offense
Speed 30 ft.

Melee
Scythe +4 (2d4+3) x4, or 2 claws +4 (1d4+2)
Special Attacks - rake (2 claws +4, 1d4+2)

Range
Sling +3 (1d4+2), 50 ft.

Statistics
Str 14, Dex 13, Con 10, Int 13, Wis 17, Cha 12
Base Atk +2; CMB +5 CMD 15

Skills
+4(Per Level) +1(Int) +1(Favorite Class)x3=18

Climb +6, Handle Animal +10, Heal +7, Knowledge (geography) +6, Knowledge (nature) +8, Perception +11, Profession (tapestry maker) +7, Spellcraft +5, Survival +13

Carrying Capacity
Light, 66 lbs. or less
Medium, 67–133 lbs.
Heavy, 134–200 lbs.

Current Weight Carried
58.5 lbs.

Racial Traits:

Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.

Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.

Elf Blood: Half-elves count as both elves and humans for any effect related to race.

Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.

Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes

Class Features:

Druid
Nature Bond (Ex): At 1st level, a druid forms a close bond with an animal companion. SEE ANIMAL COMPANION

Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person (see Using Skills). The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.

Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Lion Shaman
A shaman with this totem calls upon the proud lion, imposing and majestic, the mighty leader of deadly hunters.

Nature Bond: A lion shaman who chooses an animal companion must select a lion. If choosing a domain, the lion shaman must choose from the Animal, Glory, Nobility, and Sun domains.

Wild Empathy (Ex): A lion shaman can use wild empathy with felines as a full-round action with a +4 bonus.

Totem Transformation (Su): At 2nd level, a lion shaman may adopt an aspect of the lion 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), or natural weapons (bite [1d4], 2 claws [1d4] for a Medium druid, rake, +2 CMB to grapple). While using totem transformation, the lion shaman may speak normally and can cast speak with animals (felines only) at will.

Totemic Summons (Su): At 5th level, a lion shaman may cast summon nature's ally as a standard action when summoning felines, and these summoned creatures gain temporary hit points equal to her druid level. This ability otherwise functions as the bear shaman ability.

Wild Shape (Su): At 6th level, a lion shaman's wild shape ability functions at her druid level – 2. If she takes on the form of a feline, she instead uses her druid level + 2.

Bonus Feat: At 9th level and every 4 levels thereafter, a lion shaman gains one of the following bonus feats: Dodge, Lunge, Improved Iron Will, Iron Will, or Skill Focus (Acrobatics). She must meet the prerequisites for these bonus feats. This ability replaces venom immunity.

Animal Companion:

Reginald - Lion
N Medium Animal
Init +8; Senses low-light vision, scent; Perception +2

Defense
AC 16, touch 14, flat-footed 12 (+4 Dex, +2 natural)
hp 21 (3d8+3)
Fort +4, Ref +6, Will +3

Offense
Speed 40 ft.
Melee bite +4 (1d6+2), 2 claws +4 (1d4+2)
Space 5 ft.; Reach 5 ft.
Special Attacks rake (2 claws +4, 1d4+2)

Statistics
Str 14, Dex 18, Con 13, Int 2, Wis 15, Cha 10
Base Atk +2, CMB +8, CMD 18 (22 vs. trip)

Feats Improved Initiative, Run

Skills Acrobatics +10 Acrobatics, Stealth +9 (+12 in undergrowth);
Racial Modifiers +4 Acrobatics, +4 Stealth (+8 in undergrowth)

Special
Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells (Ex): The druid may cast a spell with a target of “You” on her animal companion (as a spell with a range of touch) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.

Spells Prepared:

0-Level Spells
Guidance, Create Water, Detect Magic, Read Magic

1st-Level Spells
Entangle, Produce Flame, Magic Fang

2nd-Level Spells
Barkskin, Cats Grace

Feats and Traits:

Feats
Dodge - +1 dodge bonus to AC
Mobility - +4 AC against attacks of opportunity from movement
Skill Focus (Handle Animal)- +3 to one skill +6 if 10 ranks

Traits
Exile: For whatever reason, you were forced to flee your homeland. Chance or fate has brought you to town, and it's here that your money ran out, leaving you stranded in this small town. You are also being pursued by enemies from your homeland, and that has made you paranoid and quick to react to danger. You gain a +2 trait bonus on Initiative checks.

Child of Nature (N) You have been blessed to be as comfortable in the wilderness as you are at home. You gain a +2 trait bonus on Survival checks to find food and water, and a +1 trait bonus on Knowledge (nature) checks. One of these skills (your choice) is always a class skill for you.

Equipment:

8 gold, 5 silver, 8 copper

Traveler outfit, 1 gp, 5 lbs
Wooden Armor, 20 gp, +3 AC, +3 Max Dex, –1 Check Penalty, 15%, 25 lbs
Backpack, masterwork, 50 gp, 4 lbs
Scythe, 18 gp, 10 lbs.
Sling, -, -
Bullets, Sling (20), 2 sp, 10 lbs.
Alchemist fire, 20 gp, 1 lbs.
Belt Pouch, 1 gp, 1/2 lbs.
Blanket, 2 sp, 1 lbs.
Rations (x2), 5 sp, 2 lbs.
Waterskin, 1 gp, 4 lbs.
Wetstone, 2 cp, 1 lbs.

Appearance/Personality:

Shale Hedayat is a Half-Elven woman in her early 30’s. She strongly resembles her Elvish side standing 6’2 and perhaps weighing 110 lbs soaking wet. She has high cheek bones and a thin pointed jaw. She wears her long blond hair pulled back in a simple pony tail. She does not hide the pointed ears of her heritage and has pierced the long slender lobes a half dozen times each with simple small silver hoops. Her eyes are bright amber colored and have flecks of purple.

Shale is a loving and protecting person. Warm and open to nearly everyone, Shale is likely to see a random stranger with a foul disposition only to wish them “Have a nice day!” for no reason whatsoever as she passes and truly mean the declaration. She is not naïve in the ways of the world but she does wear her heart out on her sleeve. With a few too many cups of wine Shale can get little to affectionate towards her friends. She knows that when it comes to alcohol she is a light weight and has learned from past experience that unless she wants to apologize or worse have an awkward morning she should abstain from celebrating to greatly.

As with most Druids, the easiest way to make a mortal enemy and drive her into a furious rage is to wantonly abuse animals. Shale is extremely artistic, she loves to draw, weave, and sew. So much so she currently makes a meager living by stitching elegant tapestries to be sold by the caravan merchants who make their way to Katapesh through Solku.

Background/History:

Shale’s mother was lesser spice merchant. Her father was originally her mother’s slave that she purchased for a low price due to his Elvish blood. One foolish night, after far too many cups of wine Shale’s mother ordered her slave into her bedchambers. When her mother discovered she was pregnant she released her father from his slave bonds and hoped he would stay to take care of the child but instead he boarded the first ship, never to be heard from again. Shale’s mother wanted nothing to do with her bastard child so she did the only sensible thing she could and purchased a half elf slave to raise her daughter. Her mother purchased and elderly woman named Zani. It was Zani who raised Shale and taught her about sword play and to be proud of her half blood even if her mother was not.

Shale has always had a deep affinity for nature. She finds beauty in the sand and arid windswept plains of her desert home. Zani had much to do with this love. Many nights Shale and Zani would sneak out to watch the moon and stars make their way across the night sky of the desert. Zani taught Shale to love all things unconditionally and to be a defender of the earth and all living things. When Shale was a teenager, Zani (now very old and not long for the world) decided to teach the girl what she knew about the druidic order. Zani knew that the desert can be a cruel place and Shale would need more than her skill with a sword to survive the Gnolls and bandits after she passed on. Zani taught Shale that she could draw power from the earth and focus it into manifestations of magical energy, have empathy with animals and how to alter her form to become the beast within.

Shale currently resides in Solku but that is not her home town. Originally from Katheer, Shale now wanted for theft by a merchant prince for stealing his pet lion cub. Normally Shale wouldn’t steal bread if she was starving but she overheard the prince’s plan to have the cub de-clawed so it wouldn’t damage his furniture. In the dark of the night with a few helpful friends Shale stole the cub and escaped into the desert. She named the liberated cub Reginald and has raised it to be her loyal companion.

Shale and Reginald traveled for sometime as nomads in the desert before arriving at Solku. Shale took a job as a tapestry maker and has been keeping a low profile always on the lookout for the merchant princes hired goons to drag her back to Katheer. Hiding a lion even in a city like Solku is not an easy task. Recently Shale had to use her magic in a public market against a small gang of thugs to keep her companion (who had been stolen from her small apartment) from being sold to a traveling circus. A feat which has caught the eye of an adventuring party…