Munasukaru

Adra's page

57 posts. Alias of Sedoriku.


Full Name

Adra Lazadorn

Race

Stats:
Shaman 6 | HP 44 | AC 19 | T 12 | FF 17 | CMD 14 | Fort +3 | Ref +3 | Will +10 | Init +1 | Perc +11 (14 in shadows or darkness) |

Classes/Levels

Skills:
Skills(36):Profe.(Shaman):+11|Profe.(Magician/Comedian):+7|Dip.:+9|Disguise :+11|Percep:+11|Know.(Nature):+9|Know.(Planes|Religion):+8|Know.:+4|Heal:+1 0|UMD:+11|Bluff:+5|Surv.:+10|H.A.:+6|S.M.:+5|Spellcraft:+6

Gender

Female Dwarf

Size

Medium

Age

195

Alignment

CG

Deity

(Shmanaism)

Languages

Dwarven, Sylvan, common, Draconic

Occupation

Village Shaman (of old)

Strength 8
Dexterity 12
Constitution 12
Intelligence 14
Wisdom 20
Charisma 14

About Adra

Female dwarf

Character sheet:
Shaman 6
CG Medium humanoid(dwarf)
Init +1; Senses Dark vision 60’, Perception +11 (+14 in Shadows or darkness)
--------------------
Defense
--------------------
AC 19, touch 12, flat-footed 17 (+6 armor, +1 Dex, +1 dodge, +1 natural)
hp 44 (6d8+6)
Fort +3, Ref +3, Will +10 (+2 vs Poisons, spells and spell-like abilities)
--------------------
Offense
--------------------
Speed 20 ft.
Melee +3 (1d8-1 War hammer)
Ranged +5 (1d8 Light crossbow)
--------------------
Statistics
--------------------
Str 8 (10 -2[age]), Dex 13 (15-2[age]), Con 12(12+2[racial]-2[age]), Int 14(13+1[age]), Wis 20(14+1[age]+2[racial]+1[4th level]+2[headband]), Cha 14(15-2[racial]+1[age])
Base Atk +4; CMB +3; CMD 14 (17 v. Bull rush or trip)
Feats: Evolved Familiar, Dodge, Breadth of experience, Unfettered Familiar

Skills (36):
Profession (Shaman): 1 rank (Breadth) (+11),
Profession (Magician/Comedian): Breadth (+7),
Diplomacy: 4 ranks (+9),
Disguise: 6 Ranks (+11),
Perception: 6 ranks (+11),
Knowledge (Nature): 2 ranks (Breadth) (+9),
Knowledge (Planes): 1 rank (Breadth) (+8),
Knowledge (Religion): 1 rank (Breadth) (+8),
All other Knowledge: Breadth (+4),
Heal: 2 ranks (+10),
Use Magic Device: 6 ranks (+11),
Bluff: 3 ranks (+5),
Survival: 2 ranks (+10),
Handle Animal: 1 rank (+6),
Sense motive: (+5)
Spell craft: 1 rank (+6)
Languages: Common, Dwarven, Sylvan, Draconic

--------------------
Possessions:
--------------------
Head of Inspired Wisdom (+2),
Hat of Disguise,
+1 Breastplate,
Sleeves of Many Garments,
Pearl of power (1st level),
Handy haversack,
Amulet of Natural armor +1
Campfire Bead,
Wands (Cure Light Wounds, Shield, Prestidigitation),
Bedroll,
Blanket,
Rope Spider Silk,
Dwarven trail rations x 12 days,
Light Wagon,
Light horse,
Masterwork Backpack,
Spell components pouch,
Potion of cure light wounds x5,
Tangle burn bag,
Ghast retch flask x2,
Burst Jar,
Cauldron,
Small steel mirror,
Feed x6 days,
Coffee beans x2 lb.,
Coffee pot,
Compass,
Camouflage netting x2
Tent,
Soap x5,
Roar cord
(9.5 GP left)
--------------------
Special Abilities:
--------------------
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the dreugar subtype because of their special training against these hated foes.
Rock stepper: Dwarves with this racial trait can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. This racial trait replaces stonecunning.
Lore Keeper: Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces greed.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and war hammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Dark vision: 60’
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Defensive training: Dwarves gain a +4 dodge bonus to AC against monsters of the Dreugar subtype.
--------------------
Class Abilities:
--------------------
Spirit: Heavens.
Spirit Animal: 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 witch [sic; Shaman?] by granting her skill bonuses. This spirit animal functions like a familiar using the wizard’s arcane bond
class feature, except as noted in the Spirit Animal section.
Spirit Ability: Stardust (Sp): As a standard action, the shaman can cause stardust to materialize around one creature within 30 feet. This stardust causes the target to shed light as
a candle, and they 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 may use this ability a number of times per day equal to 3 + her Charisma modifier.
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 ability and the wandering spirit class ability) 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, although doing so increases the time to cast the spell
Wandering Spirit: Ability to commune with a spirit, decided daily… typically lore.
Wandering Spirit ability: Based on Wandering spirit... typically:
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.
Hexes: Heaven’s Leap (Su, 2nd level): The shaman is adept at creating tiny tears in the fabric of space, and temporarily stitching them to reach other locations with a limited, one-way wormhole. As a standard action, the shaman can designate herself or a single ally that she can see who is within 30 feet of her. She can move that creature as if it were subject to jester’s jaunt. Once targeted by this hex, the ally cannot be affected by this hex for 1 day.
Healing (Su 4th level): A shaman soothes the wounds of those she touches. This acts as cure light wounds, using the shaman’s caster level. Once a creature has benefited from this hex, it cannot benefit from it again for 24 hours. At fifth level, this acts like Cure moderate wounds
Wandering hexes: typically: 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.
Orisons
--------------------
Spells:
--------------------
4 - Orisons
5 – 1st level spells
4 – 2nd level spells
3 – 3rd level spells
And one 1st, 2nd, 3rd level spell, each, drawn from spirit list.
Prepared (normally):
0 Level: Guidance, light, create water, dancing lights
1st Level: Entangle, Burning hands, Hex Vulnerability, Cure light wounds, and one more
2nd Level: Burning gaze, Summon Swarm and two of: Bear’s, Bull’s, Cat’s, Fox’s, Owl’s or Eagle’s (depending on which is more useful)
3rd Level: Call lightning, thorny entanglement, Cure Serious Wounds

--------------------
Kvinn, the Familiar:
--------------------
Owl
Valet Archetype
N Tiny Outsider (native)
Init +3; Senses: low-light vision; Perception +15
----------------
DEFENSE
----------------
AC 20, touch 15, flat-footed 17 (+3 Dex, +2 size, +5 Natural)
hp 18 ([5d8+5]/2)
Fort +2, Ref +5, Will +7

--------------
OFFENSE
--------------
Speed: 10 ft., fly 70 ft. (average)
Melee: 2 talons +5 (1d4–2)
Space: 2-1/2 ft.; Reach 0 ft.

---------------
STATISTICS
---------------
Str 6, Dex 17, Con 11, Int 8, Wis 15, Cha 6
Base Atk: +0; CMB: +1; CMD: 9
Feats: Weapon Finesse

Skills:

Fly +7,
Perception +15 (+4 racial, +3 class, +2 Wis, +6 Ranks [from Adra]),
Stealth +15 (?Stat block from Bestiary?);
Profession (Shaman): 1 rank (+3),
Diplomacy: 4 ranks (+2),
Disguise: 6 Ranks (+4),
Knowledge (Nature): 2 ranks (+1),
Knowledge (Planes): 1 rank (+0),
Knowledge (Religion): 1 rank (+0),
Heal: 2 ranks (+4),
Use Magic Device: 6 ranks (+4),
Bluff: 3 ranks (+1),
Survival: 2 ranks (+4),
Handle Animal: 1 rank (-1),
Spell craft: 1 rank (+0)

Racial Modifiers: +4 Perception, +4 Stealth

--------------------
Special Abilities
--------------------
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Class Skills:A valet treats Craft, Perform, and Profession as class skills.
Able Assistant (Ex):A valet's master treats the valet as if it possessed the Cooperative Crafting feat and shared all Craft skills and item creation feats he possesses. This ability replaces Alertness.
Prestidigitation (Sp):A valet can use prestidigitation once per hour.
Teammate (Ex):A valet is considered to have all the teamwork feats its master has.
Deliver Touch Spells (Su):At 3rd level, when delivering a harmless touch spell to a willing creature, a valet can move before and after delivering the spell, as long as its total movement does not exceed its speed. This ability modifies deliver touch spells.
Other familiar basics Saving Throws: For each saving throw, use either the familiar's base save bonus (Fortitude +2, Reflex +2, Will +0) or the master's (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn't share any of the other bonuses that the master might have on saves.
Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master's skill ranks, whichever is better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar's total skill modifiers, some skills may remain beyond the familiar's ability to use. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.

--------------------
All about Adra:

--------------------
Description
--------------------
Adra appears to be a kindly looking grandmother figure who walks with a slight slump and generally avoids moving quickly, but, when needed, she can move at a brisk pace and with a speed that might surprise some.
Adra is kindly, but also can be highly cynical, especially of high ideology or of broad generalisms. She is not above using guilt or her age to get her way and can be quite adept at manipulating people as needed. She has also recently found she can help control the flow of a battle field with some skill.

She primarily focuses on finding her children or grandchildren, but she knows that rushing this might never let her find them. She does has trouble composing herself around slavers and may use overly harsh or aggressive tactics with them.

If anyone has read Dorothy Gilman’s Mrs. Pollifax series, Adra is effectively a more troubled, much more cantankerous version of the main character.
--------------------
Background
--------------------
Adra has lived a fairly straightforward life. She was born to her shaman mother and a warrior father and was the first of three children. She had an uneventful childhood, alternatively fighting and cooperating with her siblings, training to be her mother’s successor, and getting married. Over time, she started taking over more and more of her mother’s duties, having children, and watching them grow and have families and children of their own. Over the next few decades little happened, her eldest daughter started learning the family trade, her husband died, and her family slowly grew. Adra even visited Caravan, once. However, most of her life seemed pointless afterwards, after her world shattered.

But before getting to that, her history would be incomplete without mentioning Kvinn. Kvinn is an owl that decided to take roost right outside the shaman’s hut. Shortly after her husband’s death, though, Adra started talking to the bird and even started feeding it occasionaly. However, it was when she first heard Kvinn “talk” that Adra hit her stride as a shaman. From that point on the woman finally heard the voices of the spirits clearly, where all she heard before had been whispers. The full grown owl also underwent some changes, completely molting its feathers to ones that reflected the night sky. From then on the two would work together, the shaman and the owl one-third her size.

Adra and Kvinn, her familiar, were on their annual visit Adra’s husband’s grave, when slavers assaulted their caravan. The sting operation out right killed many of the adults and took most of the children as slaves. When Adra came back from her retreat, she came back to ash, blood, and dust where once had been wood, smiles, and cheer. She gathered from the survivors her children were likely dead and her grandchildren slaves. With this she found a new focus, she would find and rescue her family by joining the Army of the Faithful. Adra lead the remnants of her village back to Caravan. She then tried to enlist in the war effort. However, she was flatly denied a posting due to her age. In a huff, she decided would find her children on her own. This worked about as well as expected; shortly before crossing into Aeonian territory she crossed the path of a slaving group, was discovered, and taken slave.

The slavers locked Adra in a cage, commandeered her wagon, and locked away most of her things. She immediately started cajoling the sprits in her manacles, but, like most metals, they were stubborn and took a very long view of things. Kvinn, her familiar, escaped being captured, and would regularly visit at night and help the woman prepare some spells that allowed her and her fellow captives to eat well, at least. Finally, after weeks of brow-beating, Adra was able to convince the spirits of the manacles to open. From their it was Rebnesk’s, Aargus’s and Shokal’s party.