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About Tarael the PeregrinData:
Name: Tarael the Peregrin Race: Samsaran Job: Shaman 5 Age: 68 Alignment: NG Personality: Likes: Dislikes: Favorite foods: Hobbies: Physical Description: Deity: Nethys Languages: Common and Samsaran, Celestial, Auran 20 point buy for stats
Combat:
Hit Points: 38 / 38 (5d8+5+5) Init: +9 --------------------------------------------------- X-Bow +3, 1d8, 19-20 x2, P, Tanto (Dagger) 2, 1d4, 19-20 x2, P/S --------------------------------------------------- Attack: Melee: 0 = 3(base) + 0(STR); Range: 4 = 3(base) + 1(DEX); CMB: 3 = 3(base) + 0(STR); CMD: 14 = 10 + 3(base) + 0(STR) + 1(DEX); --------------------------------------------------- AC: AC: 18 = 10 + 7(Armour) + 0(Shield) +1(Dex); Touch: 11 = 10 + 1(Dex); Flat: 17 = 10 + 7(Armour) + 0(Shield); --------------------------------------------------- Saves: Fort: 4 = 2(base) + 1(CON)+1r; Ref: 4 = 2(base) + 1(DEX)+1r ; Will: 11= 5(base) + 5(WIS)+1r; Samsaran:
Racial Traits: +2 Intelligence, +2 Wisdom, –2 Constitution: Samsarans are insightful and strong-minded, but their bodies tend to be frail. Medium: Samsarans are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Samsarans have a base speed of 30 feet. Low-Light Vision (Ex): Samsarans can see twice as far as humans in conditions of dim light. Lifebound (Ex): Samsarans gain a +2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points. Samsaran Magic (Sp): Samsarans with a Charisma score of 11 or higher gain the following spell-like abilities: 1/day—comprehend languages, deathwatch, and stabilize. The caster level for these effects is equal to the samsaran's level. Mystic Past Life (Su): You can add spells from another spellcasting class to the spell list of your current spellcasting class. You add a number of spells equal to 1 + your spellcasting class’s key ability score bonus (Wisdom for clerics, and so on). The spells must be the same type (arcane or divine) as the spellcasting class you’re adding them to. For example, you could add divine power to your druid class spell list, but not to your wizard class spell list because divine power is a divine spell. These spells do not have to be spells you can cast as a 1st-level character. The number of spells granted by this ability is set at 1st level. Changes to your ability score do not change the number of spells gained. This racial trait replaces shards of the past. Acid Splash, Glitterdust, Fireball Languages: Samsarans begin play speaking Common and Samsaran. Samsarans with high Intelligence scores can choose from the following: any human language, Abyssal, Aquan, Auran, Celestial, Draconic, Giant, Ignan, Infernal, Nagaji, Tengu, and Terran. Shaman:
Weapon and Armor Proficiencies: A shaman is proficient with all simple weapons, and with light and medium armor. Spells:
Orisons:
Spirit (Su): Heaven
Spirit Animal (Ex):
Wandering Spirit (Su):
Wandering Hex:
Spirit Magic:
Feats, Traits,Skills:
Feats: Improved Iniative Extra Hex Extra Hex --------------------------------------------------- Traits: Tomb Raider +1 to Perc and Knowledge History Transmuter of Korada +1 level to transmutation spells --------------------------------------------------- Skills Shaman 4 +INT = 6 x (4+2) = 36 ACP = -0 //Armour Check Penalty Acrobatics: 1 = 0 + DEX Mod +0 - ACP; Appraise: 2 = 0 + INT Mod + 0; Bluff: 0 = 0 + Cha Mod +0 Climb: -1 = 0 + STR Mod + 0 -ACP; Craft: 1 = 0 + INT Mod + 0; *Diplomacy: 9 = 6 + Cha Mod +3 Disable Device: NA = 0 + DEX Mod +0 - ACP; *Disguise: 0 = 0 + Cha Mod +0 Escape Artist: 1 = 0 + DEX Mod +0 - ACP; Fly 4 = 1 + DEX Mod +3 - ACP; Handle Animal: 0 = 0 + CHA Mod + 0; Heal: 4 = 0 + WIS Mod + 0; Intimidate: 0 = 0 + Cha Mod +0 Know(Arcane): 2 = 0 + INT Mod + 0; Know(Dung): 2 = 0 + INT Mod + 0; Know(Engin): 2 = 0 + INT Mod + 0; Know(Geo): 2 = 0 + INT Mod + 0; Know(Hist): 3 = 0 + INT Mod + 0+1; Know(Local): 2 = 0 + INT Mod + 0; Know(Nature): 8 = 3 + INT Mod + 3; Know(Noble): 2 = 0 + INT Mod + 0; Know(Planes): 6 = 1 + INT Mod + 3; Know(Religion): 6 = 1 + INT Mod + 3; Linguistics: 2 = 0 + INT Mod + 0; Perception: 17 = 6 + WIS MOD + 3 + 2+1; Prof. (Merchant) 16 = 6 + WIS MOD + 3 + 2; Ride: 1 = 0 + DEX Mod + 0 -ACP; Sense Motive: 2 = 0 + WIS Mod +0 + 2; Sleight of Hand: NA = 0 + DEX Mod + 0 -ACP; *Spell Craft: 11 = 6 + INT Mod + 3; Stealth: 1 = 0 + DEX Mod +0 - ACP; *Survival: 14 = 6 + WIS Mod + 3; Swim: -1 = 0 + STR Mod + 0 -ACP; *Use Magical Device: 4 = 1 + Cha Mod +3 Spells:
DC = 10 + Wis + Level Shaman: Spells Known: Bless Level-0: (5) Acid splash Daze Detect Magic Prestitigation Read Magic Level-1: (2+1) Colour Spray (DC 15) 2x Entangle (DC 16) Cheetahs sprint Level-2: (1+1) Owls Wisdom Bears endurance Glitterdust Level 3: Bestow Curse Fireball Ancestor Spirit spells: unseen servant (1st), spiritual weapon (2nd), heroism (3rd) Equipment:
Weapons: (2gp) Sling Bullets 1 (1sp) Longspear --Weight: 6 Armour: 25 Mithral Agile Breastplate --Weight: 0 Scrolls 25gp Cure light wounds Wand clw Wayfinder Misc: Wand Cure light wounds (Lv1 50 charges) Adventure Gear: Shaman's kit: a backpack a bedroll a belt pouch candles (10) a flint and steel an iron pot, a mess kit rope soap a spell component pouch, trail rations (5 days), a waterskin wooden holy symbol. MW Prof Scribe Tools.) Flaks of Acid Explorers Outfit free Walking boots (Dependable Drummadys) jewelled MW Guntys Hearty Breads (You start every Adventure with 4 Trail rations) Noble´s Outfit Potion of Heroism 525 Wand of cure light wounds 12 charges Witch´s end Tavern From Rivers to mountain History of Isger The Nini Secrets Handy Haversack Headband of Wisdom +2 Wand of bless weapon (10 charges) Potion of lesser Restoration --Weight: 18 Special Substances and items:
--Weight: Cash:
Appearance:
Height: 4' 7" Weight: 95 lbs Hair: Blue white Eyes: Silver orbs Skin: light blue Tamashī no ketsugō:
Snow Hare-Familiar N Tiny magical beast Init +2; Senses low-light vision, scent; Perception +8 DEFENSE AC 16, touch 14, flat-footed 13 (+2 Dex, +2 size)+2 natural
OFFENSE Speed 40 ft.
STATISTICS Str 9, Dex 15, Con 13, Int 6, Wis 12, Cha 6
Backstory:
PFS:
Exchange faction S9:
[][][]APSIS PROFITEER (2+ goals): You have learned to spin others’ frustration against the Aspis Consortium into profit. When you participate in a scenario that features the Aspis Consortium, ask your GM to initial a box before this boon. Once per adventure, you can cross off an initialed box to obtain an item whose gp price is no more than 75 gp × the number of goals you have completed. These items have a resale value of 0 gp. SHOWMANSHIP (4+ goals): Once per adventure, you can use your bonus for any Craft or Profession skill in place of your bonus for a Disable Device, Knowledge (engineering), or Use Magic Device check as if you were trained in that skill. UNPARALLELED SUPPLIER (7+ goals): Your access to superior resources makes your team deadlier. You can re-roll a total number of your or your allies’ -------------------------------------------------------------------- []Visit one of the following cities during the course of an adventure: Bloodcove, Eleder, Kibwe, Kalabuto, Nantambu, or Senghor. While in the city, purchase or sell an item worth at least 100 gp × your character level. [X]Recruit a named NPC merchant, trader, smuggler, or similar figure to cooperate with the Exchange. Doing so requires a successful Diplomacy or Profession (merchant) check (DC = 15 + your character level). [][]Resolve a combat encounter nonviolently through diplomacy, trickery, bribery, or a similar tactic. [X][X]Gain access to a unique or variant item during the course of an adventure whose rules are printed on your Chronicle sheet. [][]Create a lasting impression on a sentient creature by exceeding the DC of the Intimidate check to make the creature friendly by 10 or more. Alternatively, foster peaceful interactions by learning how to speak and read seven or more languages, one of which must be Polyglot. If you do so, check both of this goal’s boxes. []Undermine a rival entrepreneur or merchant so that you can claim his market share. Doing so requires a successful Bluff, Intimidate, or Profession (merchant) check (DC = 15 + your character level). [X][]Identify a valuable business prospect during the course of an adventure. Doing so requires a successful Appraise, Knowledge (local), Profession (merchant), Sense Motive, Stealth check (DC = 15 + your character level). [][][]/[][]Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character. Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals. Introduction:
Tarael the Peregin is a slim average sized young woman. He has light blue skin and very long silver blue hair , with silver orbs for eyes. She usually wears a linen emerald coloured Tunic over a strong leather skirt and soft black boots. In battle she wears an emerald green coloured leather lamellar armor, and a crossbow. Her voice is a soft sopran. She is accompanied by a snow white hare she calls Tamashī no ketsugō. |