| Full Name |
Sophie |
| Race |
CMB +11, CMD 24 | F: +5, R: +7, W: +8; +4 vs. disease, +2 vs. Undead, +2 vs. Fear, immune: sickened | |
| Classes/Levels |
Init: +2 | Perc: +0, SM: +12, darkvision | Speed 30ft |
| Gender |
Female NG Changeling Oracle (Spirit Guide) 9 | HP 66 | AC 25 T 14 FF 23 | |
| Size |
Medium |
| Age |
30s |
| Alignment |
NG |
| Languages |
Common, Tien |
| Occupation |
Huntress |
| Strength |
18 |
| Dexterity |
14 |
| Constitution |
9 |
| Intelligence |
10 |
| Wisdom |
10 |
| Charisma |
15 |
About Sophie Kundegard
Sophie Kundegard
Spirit Guide Oracle 9
NG Medium humanoid (changeling)
Init +2; Senses Perc +0, SM +12, darkvision
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Defense
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AC 25, touch 14, flat-footed 23 (10 base + 2 Dex + 8 spirit Shield + 3 natural armor + 1 insight from Dusty Rose Prism Ioun Stone + 1 protection)
HP 66/66 (8 base + 40 eight more levels + 9 toughness + 9 favored class)
Fort +5, Ref +7, Will +8; +4 competence vs. disease, +2 trait vs. Undead, +2 trait vs. Fear, immune: sickened
--------------------
Offense
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Speed 20 ft.
Melee
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)
Ranged
*Aunt Siri's Longbow: +9 1d8+6/x3 (110 ft., piercing)
*Ancestral Weapon
Space 5 ft.; Reach 5 ft.
--------------------
Statistics
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Str (20)
Dex 14
Con 10
Int 10
Wis 10
Cha (17)
Base Atk +6/+1; CMB +11; CMD 23
Feats
Combat Reflexes
Power Attack
Extra Revelation: Voice of the Grave
Toughness
Extra Revelation: Spirit Shield
Traits
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
SQ
+1 natural armor
Claws
Darkvision (60 feet)
Hulking Changeling: +1 racial bonus on melee damage.
ORACLE MYSTERY: Ancestor
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) 9/9 minutes/day: summon +1 simple or martial weapon, and gain proficiency with it
Voice of the Grave (Su) 9/9 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.
Spirit Shield 9/9 hours/day: You can call upon the spirits of your ancestors to form a shield around you that blocks incoming attacks and grants you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this shield causes arrows, rays, and other ranged attacks requiring an attack roll against you to have a 50% miss chance. You can use this shield for 1 hour per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-hour increments.
ORACLE CURSE: Wasting
-4 on all charisma rolls (except Intimidate); +4 competence bonus vs. disease, and immune to sickened condition
SPIRIT GUIDE
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)
Battle Spirit (Su) - 6/6
A shaman surrounds herself with the spirit of battle. Allies within 30 feet of the shaman (including the shaman herself) receive a +1 morale bonus on attack rolls and weapon damage rolls. At 8th level and again at 16th level, these bonuses increase by 1. The shaman can use this ability for a number of rounds per day equal to 3 + her Charisma modifier. These rounds do not need to be consecutive.
- 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.
Touch of Flame (Su) - 6/6
As a standard action, the shaman can make a melee touch attack that deals 1d6 points of fire damage + 1 point for every 2 shaman levels she possesses. A shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, any weapon she wields is treated as a flaming weapon.
- Heavens color spray (1st), hypnotic pattern (2nd), daylight (3rd), rainbow pattern (4th)
(review the hex list--they are all pretty good)
Stardust (Sp) - 6/6
As a standard action, the shaman causes stardust to materialize around one creature within 30 feet. This stardust causes the target to shed light as a candle, preventing it from gaining any benefit from concealment or invisibility. The creature takes a –1 penalty on attack rolls and sight-based Perception checks. This penalty on attack rolls and Perception checks increases by 1 at 4th level and every 4 levels thereafter, to a maximum of –6 at 20th level. This effect lasts for a number of rounds equal to 1/2 the shaman's level (minimum 1). Sightless creatures cannot be affected by this ability. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier.
- 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.
Monstrous Insight (Su) - 6/6
The shaman can identify creatures and gain insight into their strengths and weaknesses. As a standard action, the shaman can attempt a Knowledge check to identify a creature and its abilities (using the appropriate skill for the monster's type) with an insight bonus equal to her shaman level. Whether or not the check is successful, she also gains a +2 insight bonus for 1 minute on attack rolls made against that creature and a +2 insight bonus to her AC against attacks made by that creature. These bonuses last for 1 minute. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier.
- 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.
SPELLS KNOWN
0 - DC13
Create Water
Detect Magic
Enhanced Diplomacy
Guidance
Light
Mending
Read Magic
Virtue
1 - DC14 - 7/7 day
Cure Light Wounds (Oracle)
Divine Favor
Hide From Undead
Sanctuary
Shield of Faith
Weapons Against Evil
Unseen Servant (Mystery)
(Spirit spell)
2 - DC15 - 7/7 day
Burst of Radiance
Cure Moderate Wounds (Oracle)
Ghostbane Dirge
Protection from Evil, Communal
Silence
Spiritual Weapon (Mystery)
(Spirit spell)
3 - DC16 - 7/7 day
Blood Rage
Chain of Perdition
Sand Whirlwind
Cure Serious Wounds (Oracle)
Heroism (Mystery)
(Spirit spell)
4 - DC17 - 4/4 day
Air Walk
Blessing of Fervor
Cure Critical Wounds (Oracle)
Spiritual Ally (Mystery)
(Spirit spell)
spell wishlist:
1st - barbed chains, bless, unwelcome halo
2nd - ashen path, hold person, ironskin, shackle
3rd - bestow curse, mind maze, second wind, shield of darkness, stone shape
4th - divination, divine power, freedom of movement, greater magic weapon, hallucinogenic smoke,
Skills (4 oracle * 9 level = 36 ranks)
+11 Diplomacy (9 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)
+12 Sense Motive (9 ranks + 3 class)
+12 Spellcraft (9 rank + 3 class)
*-3 armor check penalty
Combat Gear
+1 Breastplate (1200 gp/30lbs.)
MWK Cold Iron Longspear (310 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)
Magic Items
belt of giant strength (4000gp)
headband of charisma (4000gp)
+2 cloak of resistance (4000gp)
+2 amulet of natural armor (8000gp)
+1 ring of protection (LOOT)
lesser rod of metamagic, extend (3000gp)
Loot list Gear
Potion, CMW (1/1, worth 300gp)
Potion, lesser restoration (1/1, worth 300gp)
Holy Water (1/1, )
Potion, CLW (1/1, worth 50gp)
Wand, hold person (11/11, worth 165gp)
Stone of Alarm (SOLD)
Other Gear (292.16)
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
7437.78gp
-4000gp belt of giant strength
-1000gp cloak of resistance
2437.78gp
+4593.33gp book 2, part 2
7031.11gp
-4000gp headband of charisma
3031.11gp ( plus 11,157.36gp worth of gear = 14,188.47 total wealth, or 18,811.53gp behind WBL guidelines )
+18,811.53gp WBL catchup
-3000gp upgrading cloak of resistance to +2
-8000gp amulet of natural armor +2
-5000gp dusty rose prism ioun stone
-3000gp lesser rod of metamagic, extend
2842.64gp
light encumbrance is 86lbs.
medium encumbrance is 173lbs. (already at medium encumbrance with breastplate)
Magic Item Wishlist
Celestial Armor? - https://rpgbot.net/pathfinder/characters/celestial_armor.html
Amulet of the Spirits
Ring of Revelation
Circlet of Persuasion?
Staff of Courage (and/or other staves?)
https://www.reddit.com/r/Pathfinder_RPG/comments/2cv8z8/master_list_of_esse ntialuseful_magic_items/
BACKGROUND:
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.
DARK SECRET:
* 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.