Female Medium Humanoid (elf blood) Hit Dice: 6d8 (36+10 hit points), Current hit points: 56/56 (pact augmentation 2x for +10)
Initiative: +1 (+1dex)
Speed: 30'
Armor Class: 18
Touch: 11
Flat-footed: 17
Base Attack/Grapple: +4/+2
Attack: +2 melee, +5 ranged
Full Attack:Space/Reach: 5'/5'
Special Qualities: Low-light vision
Saves: F +8(5), R +4(2), W +9(5) (+2 vs. Evil with Protection from Evil)
Abilities: Str 7, Dex 12, Con 14, Int 14, Wis 16, Cha 18
Active Effects: Pact Augmentation (2x +5 hit points), multiple Mount SLAs
Str 7 (8-1age)
Dex 12 (13-1age)(5)
Con 14 (8)
Int 14 (5)
Wis 16 (8)
Cha 18 (16+1level+1age)(10) Cha 20 when bound to Green Lady, most stats below do not include this
Age: 89 (late middle aged, so probably looks 40ish, assuming half-elves age well...)
Height: 5'0"
Weight: 90 lbs
Skills: Spot +16 (8+3wis+2alertness+2circ+1race)
Listen +4 (0r+3wis+1race)
Search +3 (0r+2int+1race)
Concentration +10 (8+2con)
Spellcraft +9 (7+2int)
Bluff +12 (8+4cha)
Sense Motive +11 (8r+3wis)
Handle Animal +11 (5r+4cha+2circ)
Intimidate +12 (4r+4cha+2syn+2circ)
Ride +3 (0r+1dex+2syn)
Diplomacy +18 (6r+4cha+4syn+2circ+2race)
Gather info +6 (0r+4cha+2race)
Feats: Spellcasting Prodigy (1), Improved Binding (bonus), Versatile Spellcaster (3), Alertness (bonus),
Expel Vestige (6)
Languages Spoken: Rashemi, Halruaan, Giant, Elven
Possessions: (11975/12k spent)(23 lbs light, 24-46 medium, 47-70 heavy)
Rainment of the Four (2 pieces acquired so far)
Gloves of the starry sky 1,100 gp (+2 Dex, 4000): Emit light (if desired); 3/day spontaneously cast magic missile
Goggles of the golden sun 4,000 gp: Immune to blindness, dazzling; 3/day spontaneously cast fireball (DC 14, CLd6 dmg)
Periapt of the sullen sea 6,000 gp: Hold breath 12 hours; 2/day spontaneously cast freedom of movement
Belt of the wide earth 8,000 gp: Carrying capacity doubled; 2/day spontaneously cast teleport2 pieces: Resist cold 5 (stacks)
3 pieces: Resist cold and electricity 5 (stacks)
all 4 pieces: Resistance to cold 5, electricity 5, and fire 5 (stacks); 1/day
commune (4 questions) but lose resistances for 24 hrs
Elemental Cloak of Resistance (2000 gp): Cloak of Resistance +1 combined with Cloak of Elemental Resistance
Anklet of Translocation (1400 gp): Swift teleport 10' 2/day (used 0x)
Wand of Lesser Vigor (750 gp)
Light crossbow and 20 bolts (37 gp, 6 lbs)
+1 Mithril Chain Shirt (1200 gp, 12.5 lbs)
Dagger (2 gp, 1 lb)
+1 Darkwood Buckler (1215 gp, no ACP, 2.5 lbs)
MW tools of Spot (built into goggles), Diplomacy (fancy clothes), Handle Animal (whip), and Intimidate (really scary knife): 200 gp total
waterskin (1 gp, 4 lbs full)
a warbeast
snow leopard friend trained for
Huntingleather barding (on leopard) 20 gp
ornate bottle (50 gp, focus for Bottle of Smoke spell)
Thane (Warbeast Snow Leopard)
Size/Type: Medium Animal
Hit Dice: 4d8+8 (33 hp, 0 dmg)
Initiative: +4
Speed: 50 ft (10 squares), climb 20 ft.
Armor Class: 17 (+4 Dex, +1 natural, +2 armor), touch 14, flat-footed 11
Base Attack/Grapple: +3/+7
Attack: Bite +7 melee (1d6+6)
Full Attack: Bite +7 melee (1d6+4) and 2 claws +5 melee (1d3+2) (and 2 rakes on pounce or if started in a grapple)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, pounce, rake +7 (1d3+2)
Special Qualities: Low-light vision, scent
Saves: Fort +8, Ref +8, Will +3
Abilities: Str 19, Dex 19, Con 18, Int 2, Wis 14, Cha 6
Skills: Balance +12, Climb +11, Hide +9*, Jump +11,
Listen +8, Move Silently +8, Spot +8
Feats: Alertness, Weapon Finesse Multiattack
Environment: Warm forests
Organization: Solitary or pair
Challenge Rating: 3
Advancement: 4-5 HD (Medium)
Level Adjustment: —
*Warbeast snow leopards get racial bonuses to hide and move silently of +4, and spot and listen of +1. In snowy terrain, the hide bonus increases to +8. They also have a +8 on jump, climb, and balance checks, and can always choose to take 10 on climb.
Spells prepared: (Remaining/Per Day)(Save DC = 14+lvl,
15+lvl when bound to Green Lady)
0 (6/6): Light, Detect Magic, and Mending
1 (8/8):
Blockade, Produce Flame, Entangle, (Magic Missile 3x/day, used 0 times)
2 (6/6):
Mass Snake's Swiftness,
Ayalla's Radiant Burst3 (4/4):
Spike Growth, (Fireball 3/day, used 0 times)
Vestige Bound: Malphus (
not influenced, sign supressed)
Vestige Abilities: Bird, +2d6 Sudden Strike, Invisibility as std action for 6 rounds (must wait 5 rounds after ending), Poison Use
Class Abilities:Wild Empathy (Ex): 1d20+12 (lvl+cha+2syn) on check, cannot use on magical beasts
Detect Spirits: As Detect Undead, but works on all "spirits" (incorporeal undead, fey, elementals, astral creatures, spirit folk, telthors, spirit subtype, wood wose, etc)
Chastise Spirits: std action, 1d6/level, 30' radius, Will DC 18 for half, 7x/day (0 used)
Blessing of the Spirits: As Protection from Evil, self only, 10 minute ritual, at will
Follow the Guide (Su): At 5th level and higher, a spirit shaman's spirit guide helps her maintain control of her mind. If a spirit shaman is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She only gets this one extra chance to succeed on her saving throw.
Soul Binding (see Binder, check is 1d20+10, lvl+cha)
Suppress Sign (see Binder)
Pact Augmentation: Choose two of the following (active selections bolded, can choose more than once and they stack):
+5 hit points (2x)
Energy resistance 5 (acid, cold, electricity, fire, or sonic)
+1 insight bonus on saving throws
Damage reduction 1/—
+1 insight bonus to Armor Class
+1 insight bonus on attack rolls
+1 insight bonus on damage rolls
+2 insight bonus on initiative checks
Soul guardian (immune to fear)Ghost warrior (Ghost Touch to all weapons, and full AC vs. incorporeal creatures' touch attacks)
Character background:Known as the Witch of Ottiskógr (forest of fear) by those who travel between the lands of the Norse and Lapps, Skulda Alf-kunnr wasn't always so feared and reviled as she currently is. Once, she was an ambassador and diplomat (and spy) from the Empire of Halruua, whom had made some headway at negotiating peace with the "barbarians" of Rasheman. Her otherworldly charm, aided by natural skill and unnatural alliances with spirits, had let her be successful where generations before her had failed. However, her passions got the better of her and she fell for one of the local tribal leaders she was sent to "pacify". For a while, before she'd truly fallen in love with him, she'd used her charms to pull secrets from his mouth, which she'd passed on to her superiors in Halruaa. However, as her love for him grew, her guilt overcame her reason, and she confessed her treachery to him.
Exiled and unwelcome in either land, she fled to the wilderness, where she then learned of the child growing inside of her. Having to fend for herself alone in an unforgiving land hardened her heart somewhat, but love for her son kept her from becoming just another monster in the woods. Now that love has driven her back to the lands of men, in search of her son, who left home years ago seeking "adventure".
In her isolation, she's delved ever deeper into the mysteries of many kinds of spirits, including some which are long forgotten and far removed from the world, but which still crave to experience the thrill of life, even vicariously. She has also become more curious about her own heritage, and has heard of a group within the wilds of Rasheman that like her also have the blood of the Alfar flowing through their veins, and whom maintain vigils over trapped spirits. She'd been considering traveling to meet them, even before her son failed to return from his "djemma".
Planned Progressionthrough 7th, continue binder and spirit shaman
after 7th, start taking master of the yuirwood and shapeshifter (OA)
7th: Binder 7//MotY 1 (+CL)
8th: Shapeshifter 1 (WS 3/day)//Spirit Shaman 7
9th: Binder 8//MotY 2
10th: Shapeshifter 2//?
11th: Shapeshifter 3 (4x/day)//Spirit Shaman 8
12th: Shapeshifter 4 (Large)//?
Possible feats to pick up: Fell Drain, Chain Spell, Invisible Spell, Spontaneous Summoning, Versatile Spellcaster, Imperious Command, Divine Defiance, a Reserve feat
Combat/Traveling List:
1st (3): Entangle, Winged Watcher, Wall of Smoke
2nd (1): Mass Snake's Swiftness
3rd (1): Bottle of Smoke
4th (0): Venom Bolt (for later)
tactics/combos:
Sanctified Spammer FaceBind Naberius, spam sanctified spells. Also, awesome "face" skills, including Disguise Self at will.
Sanctified spells to consider:
Path of the Exalted (basically "ask the DM", lvl 3)
Luminous Armor (2nd, hr/lvl, glowing breastplate (no ACP/ASF) w/-4 penalty to attackers)
Animate with the Spirit (4th, call outsider to inhabit fallen enemy for 10 min/lvl)
Ayailla's Radiant Burst (2nd, 1d6/2lvls + blindness for 1 round)
Healer/PoisonerBind Buer, cast Venomfire on some poisonous critter, milk it, and douse everything in poison. Also at will healing out of combat.
ScoutBind Malphas, cast Eyes of the Avoral on bird
Pied PiperBind Eurynome + Wild Empathy to accumulate animal friends (her hammer and DR aren't bad either)
Other spells I'd like to use:
4th level:
Bear's Heart (+4 str and +1d4/lvl THP to allies),
Passage of the Shifting Sands (fly, gaseous form, move action-blinding attack, swift-action-Gust of Wind... all in one spell!), Wild Runner (centaur for 10 min/lvl, but keep access to all of your normal abilities, including spellcasting)
3rd level: Spikes or
IcelanceBottle of Smoke could make for fast movement for the party (or at least some of them). 3rd level druid/ranger, 1 hr/lvl, but awesome because the duration can be "paused" by putting the horse back in the bottle. Also leaves a Wall of Smoke-like effect in its wake. Awesome spell.
Giant's Wrath is a decent 3rd level spell. Throw "boulders" for 1 rnd/lvl which do 2d6+CL, and get +CL boost to hit. Range
increment is 120'.
Infestation of Maggots looks decent. 1d4 con damage for 1 rnd/2CLs. 3rd level. They do get a save to end the spell every round, though.
2nd level: Decomposition might be a decent spell to use in a big fight with lots of area spells being thrown around. It causes "bleeding" wounds (3 points per round) for 1 round/lvl.
Leap Into Animal lets you merge your form with a willing animal for 1 min/lvl (and injury to the animal has no effect on you!). Pretty awesome.
Share Husk just lets you use the animal's senses (but your own Spot and Listen modifiers), instead (only 1 min/lvl, though).
Saltray (2nd level): close range ray, 1d6/2lvls damage, stuns for 1d4 rounds on failed Fort save.
Kelpstrand found in same link above. Also 2nd level.
http://dndtools.pw/spells/spell-compendium--86/frost-breath--4540/https://campaign-28728.obsidianportal.com/wikis/thunderous-roarhttp://dndtools.pw/spells/spell-compendium--86/sudden-stalagmite--4261/1st level:
Spore FieldSandblast: lvl 1, 10' arc, 1d6 subdual and stun for 1 round (Reflex save)
Eyes of the Avoral: +8 racial Spot bonus for 10 min/lvl
Blockade (swift action conjure a giant block of wood)
Produce Flame: 1d6+CL ranged/melee touch attack, especially nice with Malphas' Sudden Strike damage