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Na-Na-Na-Na-Na-Na Sha-Man!


madMonk

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Rain-in-Summer
"Smells like Lore Spirit"

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Statblock

Ability Scores: 20 point buy

Strength: 7 (-4pp)

Dexterity: 12 (2pp)

Constitution: 12 (2pp)

Intelligence: 14 (5pp)

Wisdom: 16 + 2 = 20 (9pp)

Charisma: 14 (5pp) 

 

Race: Human

Alternate Racial Traits: Heart of the Fey

Gender: Female

Age: 18

Height: 5' 0"

Weight: 105 lbs.

Class: Shaman (Serendipity)

Favored Class: Shaman

Favored Class Bonus: HP + 1

Traits: Birthmark (religion), Reactionary (combat), 

Drawback: Attached

Campaign Trait: Local Ties (Knowledge (Engineering)).

Skill Ranks: 4 + 2 int = 6

Skills Trained: Knowledge (Arcana) [1 Rank], Knowledge (Local) [1 Rank], Perception [1 Rank], Spellcraft [1 Rank], Survival [1 Rank], Use Magic Device [1 Rank].

Background Skill Ranks: 2

Skills Trained: Knowledge (Geography) [1 Rank], Knowledge (Engineeering) [1 Rank].

Feats: Defiant Luck, Spell Focus (Conj) (not 100% sure if that’s a good school) (race)

Bonus Languages: Hallit, Common Sign Language if allowed (honestly not sure what other languages are appropriate, open to suggestions)

 

Hit Points: Max (d8) + CON (1) + FCB (1) = 10

Links: 

Rain-in-Summer

Jerry the Jerboa

Origins

Rain-in-Summer was a runt, born into one of the many Kellid tribes scattered across  Numeria. Her strange demeanour and the large, star-shaped birthmark on her cheek were found unnerving by many- so she was an ideal candidate for Shaman's apprentice. Rain learnt to commune with the spirits, and through them cast magic. The spirits she communed with taught Rain many things- not least of which being that Pulura, a strange god from the north, had been the one to mark her in her birth. On nights when the tribe would be warring and Rain would be left alone to care for the young, she found comfort in the light of the stars, and in the knowledge that somewhere up there, Pulura had looked down on her.

 

As Rain grew older, she found herself growing more isolated from the tribe. Those her age were growing into fine warriors, learning to wield axes and wage war. She, too weak to draw a longbow or heft a greataxe, was instead taught how to forage for food and draw maps. Her duties were useful, yes, but awfully dull. She longed to join her peers, to use her magic on the front lines, for the good of the tribe! The spirits she communed with agreed- they wanted to see, and explore, and know. Instead, Rain's job was to create drinking water and heal cuts. The tribe wanted to keep Rain safe, but being kept safe was the last thing she wanted- so she left.

 

Rain spent some time wandering the wastelands of Numeria, hiding from wandering robots and rival tribes, and scavenging what did she could. Strange though it sounds, those fraught times, never knowing where she would sleep or what she would eat the next day, were when Rain and the Spirits were happiest. She was free to do as she pleased, and the spirits were getting to experience new things, beyond the monotony of tribal life. So long as she had her Familiar by her side and the stars in the sky to guide her, she was happy. 

 

Eventually, Rain's wanderings took her to Torch, where she met Khonnir Baine. While she was initially suspicious of him, she quickly grew to respect the man for his intelligence. The spirits urged her to find out more about this man, and Rain conceded that Khonnir probably could teach her things that her tribe, and her time in the wilds, could not. So she began to work with Khonnir Baine and help him with his research, and in exchange he would teach her things. All the things! It was one such research task that took her to Hajoth Hakados, where our story begins.

Role

I can do anything you can do, worse.

Well, not quite. If Rain is anything, it's flexible. At level 3, she will gain access to cleric spells- at level 6, to wizard spells. With wandering spirit at level 4, she could be channeling positive energy like a cleric one day, and summoning eldritch horrors the next. Speaking of, Rain will eventually start summoning, at higher levels.

For now, Rain has very few spells. Those that she does have are suited to buffing, control and utility. But hey, there aren't many low level problems that can't be solve with a liberal application of crossbow bolts.

Dream form

Edited by madMonk (see edit history)
Name
Gold
130
3d6*10 1,6,6
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Story-wise:

Cool name!  Good story, no questions on Rain herself.  Jerry though, Jerboas seem to exist primarily in warm deserts...  Any thoughts as to how one had come to be here all the way up in Numeria?  That said, I'm not opposed to you taking that species as a spirit animal.

 

Mechanics-wise:

  • Character details (like name and such) not filled in on character sheet
  • Could you point me to a source for the Frontier Survivor alternate racial trait please?  I'm not seeing it on aonprd.
  • Birthmark is a Faith trait (no biggie, just semantics)
  • Guessing the Technologist bonus feat is from campaign trait Local Ties?

 

Edited by iantruesilver (see edit history)
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