Sophie Kundegard's page

436 posts. Alias of caps.

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| HP 59 | AC 20 T 12 FF 18 | CMB +11, CMD 23 | F: +3, R: +5, W: +7; +4 vs. disease, +2 vs. Undead, +2 vs. Fear, immune: sickened | Init: +2 | Perc: +0, SM: +11


| Speed 20ft


Female NG Changeling Oracle (Spirit Guide) 8








Common, Tien



Strength 18
Dexterity 14
Constitution 9
Intelligence 10
Wisdom 10
Charisma 15

About Sophie Kundegard

Tagline code
Race: note the space at the start, very important to leave it in

Classes / levels: note the space at the start, very important to leave it in
Female NG Changeling Oracle (Spirit Guide) 8

Statblock code
Put in “About” Section to create a Paizo Style Statblock. (You can also get this by exporting BB Code from HeroLab).

Sophie Kundegard
Spirit Guide Oracle 8
NG Medium humanoid (changeling)
Init +2; Senses Perc +0, SM +11,

AC 20, touch 12, flat-footed 18
HP 59/59
Fort +3, Ref +5, Will +7; +4 competence vs. disease, +2 trait vs. Undead, +2 trait vs. Fear, immune: sickened

Speed 20 ft.

Cestus: +11 1d4+6/19-20 (bludgeoning or percing, silvered, so -1 damage when piercing)
Claws: +11/+11 1d4+6/1d4+6 (slashing)
Longspear: +12 1d8+8/x3 (Cold Iron, piercing, reach)

*Grandfather's Naginata: +12 1d8+9/x4 (Cold Iron, MAGIC, slashing, reach)
*Grandmother's Sansetsukon: +12 1d10+9/19-20 (bludgeoning, MAGIC, blocking, disarm)
*Great-Grandmother's Lucerne Hammer: +12 1d12+9/x2 (Silvered, bludgeoning, MAGIC, reach, brace)
*Great-Grandfather's Nodachi: +12 1d10+9/18-20 (Cold Iron, slashing/piercing, MAGIC, brace)
*Great-Uncle Kyrie's Hooked Lance: +12 1d8+9/x4 (Cold Iron, MAGIC, piercing, reach, trip)

*Aunt Siri's Longbow: +9 1d8+5/x3 (110 ft., piercing)

*Ancestral Weapon

Space 5 ft.; Reach 5 ft.

Str (20)
Dex 14
Con 10
Int 10
Wis 10
Cha (17)

Base Atk +6; CMB +11; CMD 23

Combat Reflexes
Power Attack
Extra Revelation: Voice of the Grave

A favor (campaign trait): +2 vs fear
Enemy of the Undead (Geb regional trait): +2 bonus on saves against any spell or spell-like ability from Undead

Languages Aklo, Common, Necril

+1 natural armor
Darkvision (60 feet)
Hulking Changeling: +1 racial bonus on melee damage.

Class Skills: An oracle with the ancestor mystery adds Linguistics, and all Knowledge skills to her list of class skills.
Bonus Spells: unseen servant (2nd), spiritual weapon (4th), heroism (6th), spiritual ally (8th)
Ancestral Weapon (Su) 7/8 minutes/day: summon masterwork simple or martial weapon, and gain proficiency with it
Voice of the Grave (Su) 8/8 rounds/day: You can speak with the dead, as per the spell, for a number of rounds per day equal to your oracle level. These rounds do not need to be consecutive. At 5th level, and every five levels thereafter, the dead creature you question takes a cumulative –2 penalty on its Will save to resist this effect.

-4 on all charisma rolls (except Intimidate); +4 competence bonus vs. disease, and immune to sickened condition

Class Skills: A spirit guide gains all Knowledge skills as class skills. This replaces the bonus class skills gained from the oracle’s mystery.
At 3rd level, a spirit guide can form a temporary bond with a spirit, as the shaman’s wandering spirit class feature. She must make this selection each day when she refreshes her spells. A spirit guide gains one hex of her choice from the list of hexes available from that spirit. She uses her oracle level as her shaman level, and she switches Wisdom for Charisma and vice versa for the purpose of determining the hex’s effects. At 4th level, she adds the bonded spirit’s spirit magic spells to her oracle spells known for that day, but only of spell levels she can cast. At 7th level, she gains the spirit ability of her current bonded spirit.
Each morning, Sophie typically chooses from one of the following spirits and gains some spells and hexes from the choice

  • Battle enlarge person (1st), fog cloud (2nd), magic vestment (3rd), wall of fire (4th)
    (Battle Master or Hampering Hex)
  • Flame burning hands (1st), resist energy (2nd), fireball (3rd), wall of fire (4th)
    Cinder Dance (Ex): The shaman’s base speed increases by 10 feet. At 5th level, the shaman receives Nimble Moves as a bonus feat.
  • Heavens color spray (1st), hypnotic pattern (2nd), daylight (3rd), rainbow pattern (4th)
    (review the hex list--they are all pretty good)
  • Lore identify (1st), tongues (2nd), locate object (3rd), legend lore (4th)
    Confusion Curse (Ex, 3 round duration): The shaman’s command of lore can cause weaker minds to become mired in confusion. The shaman chooses a single intelligent target within 30 feet. That creature must succeed at a Will saving throw or become confused for a number of rounds equal to the shaman’s Charisma modifier (minimum 1). Once affected by this hex, the creature cannot be the target of this hex again for 24 hours.
  • Mammoth enlarge person (1st), bull's strength (2nd), rage (3rd), stoneskin (4th)
    Mammoth's Hide (Su, 8/8): The shaman can touch a willing ally and cause its skin to thicken and sprout thick, shaggy fur. The creature gains a +2 enhancement bonus to natural armor and cold resistance 5 for 10 minutes.

0 - DC13
Create Water
Detect Magic
Enhanced Diplomacy
Read Magic

1 - DC14 - 7/7 day
Cure Light Wounds (Oracle)
Divine Favor
Hide From Undead
Shield of Faith
(Spirit spell)
Unseen Servant (Mystery)
Weapons Against Evil

2 - DC15 - 7/7 day
Cure Moderate Wounds (Oracle)
Ghostbane Dirge
Protection from Evil, Communal
(Spirit spell)
Spiritual Weapon (Mystery)

3 - DC16 - 6/6 day
Blood Rage
Chain of Perdition
Cure Serious Wounds (Oracle)
Heroism (Mystery)
(Spirit spell)

4 - DC17 - 3/3 day
Air Walk
Cure Critical Wounds (Oracle)
(Spirit spell)
Spiritual Ally (Mystery)

Skills (4 oracle * 8 level = 32 ranks)
+10 Diplomacy (8 ranks + 3 class + 3 Cha - 4 Wasting)
+4 Heal (1 rank + 3 class)
+4 Knowledge (Arcana) (1 rank + 3 class)
+4 Knowledge (Geography) (1 rank + 3 class)
+4 Knowledge (History) (1 rank + 3 class)
+4 Knowledge (Local) (1 rank + 3 class)
+4 Knowledge (Nature) (1 rank + 3 class)
+4 Knowledge (Planes) (1 rank + 3 class)
+4 Knowledge (Religion) (1 rank + 3 class)
+1 Linguistics (1 rank)
+11 Sense Motive (8 ranks + 3 class)
+10 Spellcraft (7 rank + 3 class)
*-3 armor check penalty

Combat Gear
+1 Breastplate (1200 gp/30lbs.)
Cold Iron Longspear (10 gp/9 lbs.)
Silvered Cestus (10gp/1 lb.)
Acid [ 2 ] (20gp/2lbs.)
Alchemist's Fire [ 2 ] (40gp/2lbs.)
Holy Water [ 4 ] (100gp/4lbs.)
Oil [ 2 ] (0.2gp/2lbs.)
Oil of Bless Weapon [ 1 ] (50gp/0lbs.)
Oil of Magic Weapon [ 1 ] (50gp/0lbs.)
Tanglefoot Bag [ 1 ] (50gp/4lbs.)
Thunderstone [ 1 ] (30gp/1lbs.)
Vermin Repellant [ 1 ] (5gp/0lbs.)

1220gp/40lbs. combat EQ (plus some items moved up from Other Gear category)

Loot list Gear
Potion, CMW (1/1)
Potion, lesser restoration (1/1)
Holy Water (1/1)
Potion, CLW (1/1)
Wand, hold person (11/11)
Stone of Alarm (SOLD)

Other Gear
Antitoxin [ 1 ] (50gp/0lbs.)
backpack MWK [ 1 ] (50gp/4lbs.)
bedroll [ 1 ] (0.1gp/5lbs.)
Bell [ 1 ] (1gp/0lbs.)
belt pouch [ 1 ] (1gp/0.5lbs.)
Caltrops [ 1 ] (1gp/2lbs.)
Candle [ 1 ] (0.01gp/0lbs.)
Chalk [ 1 ] (0.01gp/0lbs.)
Clay Tankard [ 1 ] (0.02gp/1lbs.)
Compass [ 1 ] (10gp/0.5lbs.)
Crowbar [ 1 ] (2gp/5lbs.)
Earplugs [ 1 ] (0.3gp/0lbs.)
Everburning Torch [ 1 ] (110gp/1lbs.)
Fishhook [ 1 ] (0.1gp/0lbs.)
flint and steel [ 1 ] (1gp/0lbs.)
Grappling Arrow [ 1 ] (1gp/0.5lbs.)
Grappling Bolt [ 1 ] (1gp/0.5lbs.)
Grappling Hook [ 1 ] (1gp/4lbs.)
Hammer [ 1 ] (0.5gp/2lbs.)
Magnet [ 2 ] (1gp/1lbs.)
Manacles [ 1 ] (15gp/2lbs.)
Parchment [ 2 ] (0.4gp/0lbs.)
pitons [ 10 ] (1gp/5lbs.)
Sack [ 1 ] (0.1gp/0.5lbs.)
Sewing Needle [ 1 ] (0.5gp/0lbs.)
Signal Whistle [ 1 ] (0.8gp/0lbs.)
Silent Whistle [ 1 ] (0.9gp/0lbs.)
Silk Rope (50ft.) [ 1 ] (10gp/5lbs.)
Small Steel Mirror [ 1 ] (10gp/0.5lbs.)
Smokestick [ 1 ] (20gp/0.5lbs.)
Spring-loaded wrist sheath [ 1 ] (1gp/1lbs.)
String/Twine (50ft.) [ 2 ] (0.2gp/1lbs.)
Sunrod [ 1 ] (2gp/1lbs.)
Tindertwig [ 2 ] (2gp/0lbs.)
trail rations [ 2 ] (1gp/2lbs.)
Vermin Repellant [ 1 ] (5gp/0lbs.)
Wandermeal [ 10 ] (0.1gp/5lbs.)
waterskin [ 1 ] (1gp/4lbs.)
Weapon Cord [ 1 ] (0.1gp/0lbs.)
Whetstone [ 1 ] (0.02gp/1lbs.)

642gp/70.5 lbs. noncombat EQ

1862gp/110.5lbs. total EQ

138gp in "pockets"

+1169.7gp book 1
-87gp from light horse, bit, bridle, and saddle
-300gp from masterwork transformation on longspear
+5167.08gp book 2, part 1
+1350gp selling stone of alarm


-4000gp belt of giant strength
-1000gp cloak of resistance


+4593.33gp book 2, part 2


-4000gp headband of charisma


light encumbrance is 86lbs.
medium encumbrance is 173lbs. (already at medium encumbrance with breastplate)

Sophie is the offspring of a hag and the last in a long line of Hunters. Raised by simple farmers that adopted her when they found her on the doorstep, as she came into her adolescence she became wracked by visions of men or women, always a different person, locked in combat with terrible monsters. As she came into her young womanhood, these visions tormented her even in waking hours. On the eve of her 16th birthday, she returned home from tending the sheep to discover a monster feasting on her family. She should have fled in terror, but something--someone--came over her. She found herself wielding a large blade and attacking the monster. After a fierce fight that left her badly wounded, she slew it. When the neighbors found her, she was delirious, lost in the throes of a fevrous nightmare. She slept restlessly for days, lost in visions. When she awoke, she confused the neighbors with nervous, insistent talk about monsters and demons and bloodlines. She terrified them, and when she would not stop, they sent her away. But she knew then who she was--in her dreams, her ancestors had reached out to her, marked her, and shown her that she must carry on the family duty to be a Huntress.
And so she did. She nearly died countless times, and did not always succeed in the tasks she set for herself. When one of her failures lead to the deaths of dozens of villagers at the hands of an undead monster that she had awakened and slew too late, she went into a self-imposed exile of sorts. She went to Osirion and became a bodyguard for travelers looking to travel through Geb secretly or unmolested. Using the gifts of her ancestors she was able to guide her wards safely away from roaming undead.
On one such journey she was captured by a human necromancer. Before he could do anything to her, or even take her anywhere, the Professor found her and rescued her. He waved off her thanks and told her he would someday ask her for a favor.
When she first heard of the professor's death, she tried to ignore the summons to his funeral, afraid she might get entangled in events and once again do more harm than good. But her ancestors would not let her rest, and she gave in, making her way to Ravengro. Although nearing her middling years, her curse has left her looking almost ancient. In her time in exile, she has mastered her relationship with her many Hunter ancestors, and is looking to redeem herself.

* mentioned in bio: she feels personally responsible for the deaths of a few dozen people at the hands of an undead monster she inadvertently released.
* she is not young, but she is not nearly as old as she looks
* she is in denial about her race; in spite of the evidence that stares her in the face everytime she looks in the mirror, she has never admitted that part of her heritage to herself.