Branda Tulles

Valavastra Cross's page

961 posts. Alias of John Hathaway.


Classes/Levels

retired

About Valavastra Cross

.
.
.
.

Valavastra Cross
vah-lah-VASH-trah CROSS
aasimar shaman 9
Type: outsider (native) + humanoid (human)
Ht: 5'6" // Wt: 110 lbs // Age: 52
Favored Class: shaman (+1 skill pt/lvl)
Alignment: Neutral Good
Languages: Ancient Azlanti, Common (Taldan), Thassilonian
Senses: darkvision

==============STATS=============
Str: 10 (+0) // Dex: 11 (+0) // Con: 12 (+1)
Int: 15 (+2) // Wis: 22 (+6) // Cha: 18 (+4)
================================

Base Stats (20pt buy):

Str 10 (0 pts)
Dex 11 (1 pts)
Con 12 (2 pts)
Int 13 (3 pts)
Wis 15 (7 pts)
Cha 15 (7 pts)
+2 Wis, +2 Cha (racial) / -1 Str, -1 Dex, -1 Con, +1 Int, +1 Wis, +1 Cha (aging effects, penalties ignored by daily sla), +1 Int (lvl 4), +1 Wis (Desna), +1 Wis (lvl 8)

Combat Info
HP: 56 (Max HD+Con mod)+(1/2 HD +Con mod +1)
BAB: +6
CMB: +6
CMD: 16
Initiative: +2
Speed: 30

AC: 14 (10 T / 14 FF) (+4 armor, +0 dex)
Fort: +7 (3 base + 1 con + 2 feat + 1 enhance)
Ref: +4 (3 base + 0 dex + 1 enhance)
Will: +13 (6 base + 6 wis + 1 enhance)

Equipment
Coins: 9gp 9sp
Adventuring Gear
ink (3)
inkpen
journal
musical instrument (recorder)
scrivener's kit
scroll box
scroll case (2)
scholar's outfit

Alchemical Items
holy water (1)
haunt siphon (spent on Father Charlatan)

Weapons & Armor
lamellar (leather)
dagger
quarterstaff
headband of inspired wisdom +2
cloak of resistance +1

Potions
cure light wounds (1)

Scrolls
detect undead (2)
lesser restoration (1)
hide from undead (2)
protection from evil (1)

Wands
cure light wounds (15 charges)

starting gear:

ink (3) ... 24gp
inkpen ... 0.10gp
journal ... 10gp
musical instrument (recorder) ... 5gp
scrivener's kit ... 2gp
scroll box ... 5gp
scroll case (2) ... 2gp
scholar's outfit ... 5gp
holy water (1) ... 25gp
lamellar (leather) ... 60gp
dagger ... 2gp
quarterstaff ... free

Starting Gold: 150gp
Spent: 140.1gp
Remaining: 9.9gp

Class Abilities
Spirit (Lore) (Su): 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.

Spirit Magic Spells: know the enemy (1st), tongues (2nd), locate object (3rd), legend lore (4th), contact other plane (5th), mass owl's wisdom (6th), vision (7th), moment of prescience (8th), time stop (9th)

Monstrous Insight (Su): The shaman can identify creatures and gain insight into their strengths and weaknesses. As a standard action, the shaman can attempt a Knowledge skill 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.

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. See the Spirit Animal section on page 47.

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.

Hex: A shaman learns a number of magical tricks, called hexes, which grant her powers or weaken foes. At 2nd level, a shaman learns one hex. At 4th, 8th, 10th, 12th, 16th, 18th, and 20th level, the shaman learns new hexes. A shaman can select from any of the following hexes or from any of the hexes listed in the description of her chosen spirit. A shaman cannot select a hex more than once unless noted otherwise.

Using a hex is a standard action that doesn't provoke an attack of opportunity unless otherwise noted. The saving throw DC to resist a hex is equal to 10 + 1/2 the shaman's level + the shaman's Wisdom modifier.

Benefit of Wisdom (Ex): The shaman relies on wisdom rather than intellect to gain and retain knowledge. She can use her Wisdom modifier instead of her Intelligence modifier on all Intelligence-based skill checks.

Healing Hex (Su): A shaman soothes the wounds of those she touches. This hex acts as cure light wounds, using the shaman's caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts as cure moderate wounds.

Arcane Enlightment The shaman's native intelligence grants her the ability to tap into arcane lore. The shaman can add a number of spells from the sorcerer/wizard spell list equal to her Charisma modifier (minimum 1) to the list of shaman spells she can prepare. To cast these spells, she must have an Intelligence score equal to at least 10 + the spell's level, but the saving throw DCs of these spells are based on her Wisdom rather than Intelligence. When she casts these spells, they are treated as divine rather than arcane. Each time the shaman gains a level after taking this hex, she can choose to replace one of these spells with a new spell from the sorcerer/wizard spell list. Spells gained: magic missile, shield, glitterdust, heroism, lightning bolt, ball lightning, lightning arc

Flight (Su): The witch grows lighter as she gains power, eventually gaining the ability to fly. At 1st level, the witch can use feather fall at will and gains a +4 racial bonus on Swim checks. At 3rd level, she can cast levitate once per day. At 5th level, she can fly, as per the spell, for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects the witch.

Traits, Feats, and Skills
Racial Traits: scion of humanity, darkvision, immortal spark, deathless spirit
Traits: Inspired by Greatness (campaign), Scholar of the Great Beyond (faith)
Feats: Alertness (spirit animal), Great Fortitude (Lvl 1), Extra Hex (Lvl 3), Spiritual Guardian (Lvl 5), Extend Spell (Lvl 7), Toppling Spell (Lvl 9)

Detailed Racial Traits:

Darkvision: Aasimar can see 60 feet in the dark.
Immortal Spark: Aasimars with this racial trait defy the powers of death. They gain a +2 bonus on Knowledge (history) checks and saving throws against death effects and can use lesser age resistance once per day as a spell-like ability. This racial trait replaces the skilled and spell-like ability racial traits.
Scion of Humanity: Some aasimars' heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.
Deathless Spirit: Particularly strong-willed aasimars possess celestial spirits capable of resisting the powers of death. They gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school. This racial trait replaces celestial resistance.

Detailed Traits:

Inspired by Greatness: Whether you knew Professor Lorrimor well or only in passing, as a colleague or competitor, his career and lifetime of discovery inspired you to be better at what you do. As you honed your craft, you and the professor corresponded, and he was delighted to hear that he had directly or indirectly motivated you to strive for your full potential. Saddened by the news of his death, you feel that you should honor his memory by fulfilling his final wishes and attending his funeral, and by ever striving to attain greater heights and someday match the inf luence and impact of your idol.
**Choose one spell you can cast (produce flame). From now on, you always cast this spell at +1 caster level.

Scholar of the Great Beyond: Your greatest interests as a child did not lie with current events or the mundane—you have always felt out of place, as if you were born in the wrong era. You take to philosophical discussions of the Great Beyond and of historical events with ease. You gain a +1 trait bonus on Knowledge (history) and Knowledge (planes) checks, and one of these skills (history) is always a class skill for you.

Detailed Feats:

Alertness: (Prereqs: none)
Benefit: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Great Fortitude: (Prereqs: none)
Benefit: You get a +2 bonus on all Fortitude saving throws.

Extra Hex: (Prereqs: hex class ability)
Benefit: You gain one additional hex. You must meet the prerequisites for this hex. If you are a shaman, it must be a hex granted by your spirit rather than one from a wandering spirit.

Spiritual Guardian: (Prereqs: ability to cast spiritual weapon, spirit magic class feature)
Benefit: Whenever you cast spiritual weapon, spiritual ally, or a similar spell that grants you a spiritual guardian, that guardian uses your shaman level instead of your base attack bonus to determine its base attack bonus, potentially granting it multiple attacks. Additionally, it gains a +2 bonus on caster level checks to overcome spell resistance as well as on damage rolls.

Extend Spell: (Prereqs: n/a)
Benefit: An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. An extended spell uses up a spell slot one level higher than the spell's actual level.

Toppling Spell: (Prereqs: n/a)
Benefit: The impact of your force spell is strong enough to knock the target prone. If the target takes damage, fails its saving throw, or is moved by your force spell, make a trip check against the target, using your caster level plus your casting ability score bonus (Wisdom for clerics, Intelligence for wizards, and so on). This does not provoke an attack of opportunity. If the check fails, the target cannot attempt to trip you or the force effect in response.

A toppling spell only affects spells with the force descriptor. A toppling spell uses up a spell slot one level higher than the spell's actual level.

Detailed Skills:

Skill Points/level: 7 = 4(class) + 2(int) + 1(fc)
class skill // Armor Check Penalty = 0 // Total Ranks: 56

Acrobatics: +1 = +0(ranks) +0(dex)
Appraise: +9 = +0(ranks) +6(wis) +3(familiar)
Bluff: +4 = +0(ranks) +4(cha)
Climb: +0 = +0(ranks) +0(str)
Craft (): +6 = +0(ranks) +2(wis)
Diplomacy: +15 = +8(ranks) +3(trained) +4(cha)
Disable Device: +0 = +0(ranks) +0(dex)
Disguise: +4 = +0(ranks) +4(cha)
Escape Artist: +0 = +0(ranks) +0(dex)
Fly: +12 = +9(ranks) +3(trained) +0(dex)
Handle Animal: +6 = +0(ranks) +6(wis)
Heal: +6 = +0(ranks) +6(wis)
Intimidate: +4 = +0(ranks) +4(cha)
Knowledge (arcana): +6 = +0(ranks) +6(wis)
Knowledge (dungeoneering): +6 = +0(ranks) +6(wis)
Knowledge (engineering): +6 = +0(ranks) +6(wis)
Knowledge (geography): +6 = +0(ranks) +6(wis)
Knowledge (history): +17 = +5(ranks) +3(trained) +6(wis) +2(racial) +1(trait)
Knowledge (local): +6 = +0(ranks) +6(wis)
Knowledge (nature): +18 = +9(ranks) +3(trained) +6(wis)
Knowledge (nobility): +6 = +0(ranks) +6(wis)
Knowledge (planes): +18 = +8(ranks) +3(trained) +6(wis) +1(trait)
Knowledge (religion): +17 = +8(ranks) +3(trained) +6(wis)
Linguistics: +6 = +0(ranks) +6(wis)
Perception: +14 = +4(ranks) +6(wis) +2(racial) +2(familiar)
Perform (): +4 = +0(ranks) +4(cha)
Profession (teacher): +10 = +1(ranks) +3(trained) +6(wis)
Ride: +0 = +0(ranks) +0(dex)
Sense Motive: +8 = +0(ranks) +6(wis) +2(familiar)
Sleight of Hand: +0 = +0(ranks) +0(dex)
Spellcraft: +18 = +9(ranks) +3(trained) +6(wis)
Stealth: +4 = +0(ranks) +0(dex) +4(class)
Survival: +6 = +0(ranks) +6(wis)
Swim: +4 = +0(ranks) +0(str) +4(hex)
Use Magic Device: +4 = +0(ranks) +4(cha)

Background:
Valavastra Cross, or Vala as most know her, has spent the majority of her adult life in the classroom. A rather esteemed historian at the University of Leipstadt now, Vala was actually born in Varisia and grew up in the city of Magnimar where the old, towering monuments captured her imagination and planted the seeds for her life's course. Having graduated from the Academy in Korvosa, she took a position as an adjunct professor of history in Leipstadt in her mid-twenties. Before long, she'd won herself a full time position at the school and has gone on, at one point or another, to teach most of the students to pass through its doors for the last twenty years.

It was during her time teaching at the university that Vala met Petros Lorrimor. While the two started off as respected colleagues, their professional relationship quickly turned to a fast and solid friendship. Vala always did look up to Petros for the courageous streak he often showed and though she would have liked to have helped him more directly as he quietly stymied various evils that stirred within Ustalav's borders, she never found that same courage within herself.

Now though, after learning of Petros' sudden and tragic death, something has stirred within Vala; something has hardened within her own heart and she now finds herself quite driven to pick up where Petros left off if she can and, though she's sure she can't accomplish even half of what Petros did, she's determined to carry on his mission and legacy.

With that decision made, Vala delivered her resignation to the university board within a day of hearing the terrible news and now sets out for the small and somber hamelt of Ravengro to pay her friend and colleague her last respects.

Personality/Mannerisms:
Vala is an older woman who, while still fairly spry for her age, often notes how her youth abandoned her long ago when trying to make a point. Her years teaching have left her patient and kind and mostly soft spoken, but there's a fire to her if her temper can be stirred.

She loved teaching and is fascinated by history and finds deep satisfaction in peicing together the sequence and consequences of long past events. Vala also took great joy in teaching and in developing younger minds, encouraging them to learn from the past before tripping over similar mistakes today. That characteristic hasn't left her either, and she'll likely be a steady voice of encouragement for those who choose to spend time with her.

Valavastra isn't pleasant or sweet to everyone though. She has little tolerance for arrogance or cruelty, and she can turn frightfully scornful and furious in the face of it. When such behaviors were observed in her students, Vala did not shy away from flunking the unrepentant.

Progression:
Shaman for the foreseeable future! As far as her wandering spirit class feature is concerned, I plan on tying it more directly to her environment than just picking willy nilly from the list of all spirits. So, if she were to get access to that ability and venture into Harrowstone, I'd draw on either the Bones or Fire spirits. In the Shudderwood, perhaps Nature or Battle.

I also plan to pick up the Spiritual Guardian feat at 3rd level. During her first two levels, her spiritual connection will still be hazy and unclear. At 3rd level though (represented by the acquisition of the feat), her connection with the Lore spirit will strengthen and she'll discover her connection is to none other than Petros himself. Her next hex at that point will be Arcane Enlightenment, as Petros is able to share some his arcane knowledge with Vala at last.

Notable Spells: spiritual weapon (Petros' swordcane), spiritual ally
Notable Feats: Spiritual Guardian, Extra Hex, Toppling Spell, Lightning Reflexes, Intensified Spell

Pyth, raven spirit animal:

Pythagoras "Pyth"
N Tiny outsider (native)
Init +4 (+2 Dex, +2 class)
Senses: low-light vision
Language: Common (Taldan)

Defense
AC 15, (14 T / 13 FF) (+2 Dex, +2 size, +1 nat)
HP 28 (1/2 master's total)
Fort +2 (+3 base, -1 Con)
Ref +5 (+3 base, +2 Dex)
Will +8 (+6 base, +2 Wis)

Offense
Speed 10 ft., fly 40 ft. (average)
Melee bite +5 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.

Statistics
Str 2 (-4), Dex 15 (+2), Con 8 (-1), Int 6 (-2), Wis 15 (+2), Cha 7 (-2)
BAB +3
CMB -3 (-4 Str, -2 size)
CMD 9 (10 -4 Str, +2 Dex, -2 size)

Feats
Skill Focus (Perception), Weapon Finesse

Special Abilities
Lore Spirit (+2 initiative, +4 stealth), alertness, improved evasion, share spells, empathic link

Skills
Acrobatics: +2 = +0(ranks) +2(dex)
Appraise: -2 = +0(ranks) -2(int)
Bluff: -2 = +0(ranks) -2(cha)
Climb: -4 = +0(ranks) -4(str)
Craft (): -2 = +0(ranks) -2(int)
Diplomacy: +2 = +4(ranks) -2(cha)ooc]
Disable Device: +2 [ooc]= +0(ranks) +2(dex)

Disguise: -3 = +0(ranks) -3(cha)
Escape Artist: +2 = +0(ranks) +2(dex)
Fly: +10 = +1(ranks) +3(trained) +2(dex) +4(size)
Handle Animal: +2 = +0(ranks) +2(wis)
Heal: +2 = +0(ranks) +2(wis)
Intimidate: -2 = +0(ranks) -2(cha)
Knowledge (arcana): -2 = +0(ranks) -2(int)
Knowledge (dungeoneering): -2 = +0(ranks) -2(int)
Knowledge (engineering): -2 = +0(ranks) -2(int)
Knowledge (geography): -2 = +0(ranks) -2(int)
Knowledge (history): +2 = +4(ranks) -2(int)
Knowledge (local):[/b] -2 = +0(ranks) -2(int)
Knowledge (nature): +2 = +4(ranks) -2(int)
Knowledge (nobility): -2 = +0(ranks) -2(int)
Knowledge (planes): +1 = +3(ranks) -2(int)
Knowledge (religion): +2 = +4(ranks) -2(int)
Linguistics: -2 = +0(ranks) -2(int)
Perception: +9 = +1(ranks) +3(trained) +2(wis) +3(feat)
Perform (): -2 = +0(ranks) -2(cha)
Profession (teacher): +3 = +1(ranks) +2(wis)
Ride: +2 = +0(ranks) +2(dex)
Sense Motive: +2 = +0(ranks) +2(wis)
Sleight of Hand: +2 = +0(ranks) +2(dex)
Spellcraft: +2 = +4(ranks) -2(int)
Stealth: +14 = +0(ranks) +2(dex) +8(size) +4(class)
Survival: +2 = +0(ranks) +2(wis)
Swim: -4 = +0(ranks) -4(str)
Use Magic Device: -2 = +0(ranks) -2(cha)

Macros:

[spoiler=Status]
HP: 57/57
Negative Energy Resist 5
AC: 14 (10 T / 14 FF)
CMD: 16
F/R/W: +7/+4/+13 (+2 vs death effects, energy drain, negative energy, & necromancy)
Monstrous Insight used: 0/7
Healing Hex targets:
Bone Ward targets:
Current Wandering Spirit: Bones

Prepared spells
Orisons (4) | DC 15: dancing lights, disrupt undead, identify, read magic
Level 1 spells (4+2+1*) | DC 17: inflict light wounds [ ], know the enemy* [ ], magic missile [ ] [ ] [ ] [ ], produce flame (CL7) [ ]
Level 2 spells (4+1+1*) | DC 18: bull's strength [ ], false life*[ ], spiritual weapon [ ] [ ] [ ]
Level 3 spells (3+1+1*) | DC 19: fly [ ], lightning bolt [ ] [ ], locate object* [ ], spiritual weapon (toppling) [ ]
Level 4 spells (2+1+1*) | DC 20: ball lightning [ ], fear* [ ], greater magic weapon [ ], spiritual ally [ ]
Level 5 spells (1+1+1*) | DC 21: dispel evil [ ], lightning arc [ ], slay living* [ ]

Ongoing Effects

[/spoiler]

[dice=Concentration]1d20+14[/dice]
[dice=Caster Level Check]1d20+9[/dice]
[dice=Caster Level Check (spiritual ally/weapon)]1d20+11[/dice]
[dice=Disrupt Undead]1d20+6[/dice][dice=for]1d6[/dice]
[dice=Magic Missile]5d4+4[/dice]
[dice=Produce Flame]1d20+6[/dice][dice=for]1d6+5[/dice]
[dice=Spiritual Weapon]1d20+14[/dice][dice=for]1d8+5[/dice]
[dice=and Trip (vs CMD)]1d20+15[/dice]
[dice=Spiritual Ally]1d20+14[/dice][dice=for]1d10+5[/dice]
[dice=and Trip (vs CMD)]1d20+15[/dice]
[dice=Healing Hex]2d8+8[/dice]
[dice=Channel]6d6[/dice]
[dice=Lightning Bolt (DC 19)]9d6[/dice]
[dice=Ball Lightning (DC 20)]3d6[/dice]
[dice=Lightning Arc (DC 21)]9d6[/dice]