Narava

Tarael the Peregrin's page

183 posts. Organized Play character for Helikon.


Full Name

Tarael the Peregrin

Race

Samsaran

Classes/Levels

Shaman 6

Stats:
hp 43/43 AC 18|T 11 |FF 17 F +3|R +3|W +8, Init 9, Per +13

Gender

female

Size

medium

Age

68

Special Abilities

Spirit, Spirit Animal, Spirit Magic, 1/day—comprehend languages, deathwatch, and stabilize.

Alignment

NG

Deity

Korada

Location

Absolom

Languages

Common and Samsaran, Celestial, Auran

Strength 10
Dexterity 12
Constitution 12
Intelligence 14
Wisdom 21
Charisma 11

About Tarael the Peregrin

Data:

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
STR: 10 / 10 = 0
DEX: 12 / 12 = 2
CON: 14 /12 = 5 (-2 Samsaran Racial)
INT: 13 / 15 = 3 (+2 Samsaran Racial)
WIS: 16 / 121 = 10 (+2 Samsaran Racial) +1 Level up +2 Enh
CHA: 10 / 10 = 0


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:
A shaman casts divine spells drawn from the shaman spell list (see page 48). A shaman must choose and prepare her spells in advance.
To prepare or cast a spell, a shaman must have a Wisdom score equal to at least 10 + the spell’s level. The saving throw DC against a shaman’s spell is 10 + the spell’s level + the shaman’s Wisdom modifier.
Like other spellcasters, a shaman can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 1–9. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–3 in the Pathfinder RPG Core Rulebook).
Shamans commune with their spirit animals to prepare their spells. Each shaman must choose a time when she must spend 1 hour each day in quiet contemplation with her spirit animal to regain her daily allotment of spells. A shaman can prepare and cast any spell on the shaman spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily communion.

Orisons:
Shamans can prepare a number of orisons, or 0-level spells, each day as noted on Table 1–9. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Spirit (Su): Heaven
A shaman forms a mystical bond with the spirits of the world. She forms a lasting bond with a single spirit (see Spirits on page 37), which grants a number of abilities and defines many of her other class features.
At 1st level, a shaman gains the spirit ability granted by her chosen spirit. She adds the spells granted by that spirit to the list of spells that she can cast using spirit magic. She also adds the hexes possessed by that spirit to the list of hexes that she can use with the hex and wandering hex class features.
At 8th level, the shaman gains the abilities listed in the greater version of her selected spirit. At 16th level, the shaman gains the abilities listed for the true version of her selected spirit.
If the shaman takes levels in another class that grants a mystery (such as the oracle), the spirit and mystery must match, even if that means one of them must change. Subject to GM discretion, the shaman can change her former mystery or spirit to make them conform.
Stardust (Sp): 3 times a day
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, and it cannot benefit from concealment or any invisibility effects. The creature takes a –1 penalty on attack rolls and sight-based Perception checks. This penalty to 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 half 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.

Spirit Animal (Ex):
At 1st level, a shaman forms a close bond with a spirit animal tied to her chosen spirit. This animal is her conduit to the spirit world, guiding her along the path to enlightenment. The animal also aids a shaman by granting her a special ability.
A shaman must commune with her spirit animal each day to prepare her spells. While the spirit animal does not store the spells like a witch’s familiar does, the spirit animal serves as her conduit to divine power. If a shaman’s spirit animal is slain, she cannot prepare new spells or use her spirit magic class feature until the spirit animal is replaced.

Wandering Spirit (Su):
At 4th level, a shaman can form a temporary bond with a spirit other than the one selected using her spirit class feature. She must make this selection each day when preparing her spells. While this feature is active, she gains the spirit ability granted by the spirit. She also adds the spells granted by that spirit to her list of spells that she can cast using spirit magic. She does not add the hexes from her wandering spirit to her list of hexes that she can choose from with the hex class feature. At 12th level, she gains the abilities listed in the greater version of her wandering spirit. At 20th level, she gains the ability listed in the true version of her wandering spirit.

Wandering Hex:
At 6th level, a shaman can temporarily gain the use of one of the hexes possessed by either one of her spirits. She must make this selection each day when she prepares her spells. For the purposes of this ability, she can select any hex possessed by her spirit or wandering spirit. If she selects it from her wandering spirit, she loses the hex immediately if she bonds with another spirit, although she can then select a different hex to gain using this ability, from either her spirit or her new wandering spirit. At 14th level, a shaman can select two wandering hexes each day instead of one. This ability otherwise functions as the hex class feature.

Spirit Magic:
A shaman can spontaneously cast a limited number of spells per day beyond those she prepared ahead of time. She has one spell slot per day of each shaman spell level she can cast, not including orisons. She can choose these spells from the list of spells granted by her spirits (see the spirit class feature and the wandering spirit class feature) at the time she casts them. She can enhance these spells using any metamagic feat that she knows, using up a higher-level spell slot as required by the feat and increasing the time to cast the spell (see Spontaneous Casting and Metamagic Feats on page 113 of the Core Rulebook).
Hexes:
Evil eye
The shaman causes doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (shaman’s choice): ability checks, AC, attack rolls, saving throws, or skill checks. This hex lasts a number of rounds equal to 3 + the shaman’s Wisdom modifier. A successful Will saving throw reduces this to just 1 round. At 8th level, the penalty increases to –4. This is a mind-affecting effect.
Misfortune
The shaman causes a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A successful Will saving throw negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, the creature cannot be the target of this hex again for 24 hours.
Chant
Fortune


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:
Acid Flask 10
--Weight: (1)
Weight Total: 24 + (8(Clothes))
Light: 30, Med: 60, Heavy: 90

--Weight:

Cash:
(G12)
0 Platinum
36 Gold
7 Silver
3 Copper


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
hp 5 (1d8+1)
Fort +3, Ref +4, Will +1

OFFENSE

Speed 40 ft.
Melee bite +1 (1d3-1)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS

Str 9, Dex 15, Con 13, Int 6, Wis 12, Cha 6
Base Atk +0; CMB +0; CMD 9 (13 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +2 (+10 when jumping), Perception +8, Stealth +10, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent
Improved evasion, share spells, empathic link


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.