EDITED for level 7!
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EUN - Level 5 Shaman, Level 2 Battle Sorcerer
Healing and Ancestor Domains
RACE: human female
AGE: 22
HEIGHT: 5’3"
WEIGHT: 112 lbs
Constitution: 14 (+2)
Charisma: 16 (+3)
Intelligence: 16 (+3)
Wisdom: 18 (+4)
Dexterity: 14 (+2)
Strength: 13 (+1)[/b]
Total Hit Points: 50
Speed: 30 feet
Armor Class: Studded Leather
AC: 15 (+3 armor, +2 DEX)
Tch: 12 *what the heck is Tch? I just copied this from a generator here*
Flat Footed: 13
Weapon: Long Sword Attack +3 (+4 class, +1 STR, -2 clumsiness with weapons)
damage roll: 1d8 +1
(19-20 crit. threshhold. Crit rolls 1d8 x 2)
FEATS:
Improved Initiative. Character gets +4 circumstantial bonus on Initiative checks
Alertness: +2 bonus to Spot and Listen Checks
Greater Fortitude: +2 bonus on Fort. checks
Augment Healing:Your Conjuration [Healing] spells are more effective. Prerequisite: Heal 4 ranks
Benefit: Add +2 points per spell level to the amount of damage healed by any Conjuration [Healing] spell that you cast. For example, a 1st-level cleric with this feat casting cure light wounds would restore 1d8+3 hp. An 8th-level cleric with the Healing domain and this feat casting cure moderate wounds would restore 2d8+13 hp (9 for his caster level including the +1 caster level bonus for the Healing domain, + 4 for the feat)Agile: You get a +2 bonus on all Balance checks and Escape Artist checks.
Initiative: +8 (+4 Improved Init. feat, +4 WIS)
Fort Save: +11 (+4 class, +2 feat, +2 CON, +3 spirit’s favor(+3CHA))
Will Save: +14 (+7 class, +4 WIS, +3 spirit’s favor)
Reflex save: +6 (+1 class, +2 DEX, +3 spirit’s favor)
SPECIAL SHAMAN ABILITIES:
Inspire Courage: Must have at least 3 ranks in Dance
Fascinate: Must have 3 ranks in Dance
Spirit Sight seems to mean in this context that I can see into the spirit world. Also not quite controllable yet
Turn or Rebuke Evil
SKILL POINTS: 76
Skills after cut
[spoiler]
5 - SPOT (WIS) +11 (+4 WIS, +2 feat)
5 - LISTEN (WIS)+11 (+4 WIS, +2 feat)
5 - DANCE (CHA) +8
5 - CONCENTRATION (CON) +7
4 - CRAFT - SEAMSTRESS (INT) +7
2 - CRAFT - PAINTING (INT) +5
2 - DIPLOMACY (CHA) +5
7 - HEAL (WIS) +11
1 - KNOWLEDGE ARCANA (INT) +4
1 - KNOWLEDGE RELIGION (INT) +4
5 - KNOWLEDGE SPIRITS (INT) +8
0 - PROFESSION (WIS) +4
4 - SCRY (INT) +7
0 - SPELLCRAFT (INT) +3 - must have skillpoints to use ?
0 - INTIMIDATE (CHA) +3
1 - APPRAISE (INT) +4
4 - BALANCE (DEX) +7 (-1 AC, +2 feat)
1 - BLUFF (CHA)+4
1 - CLIMB (STR)+1 (-1 AC)
1 - DISGUISE (CHA)+4
1 - ESCAPE ARTIST (DEX) +5 (-1 AC, +2 feat)
0 - FORGERY (INT) +3
1 - GATHER INFO (CHA) +4
2 - HIDE (DEX) +2 (-1 AC)
1 - JUMP (STR) +1 (-1 AC)
5 - MOVE SILENTLY (DEX) +6 (-1 AC)
1 - RIDE (DEX) +3
3 - SEARCH (INT) +6
3 - SENSE MOTIVE (WIS) +7
2 - SURVIVAL (WIS) +6
1 - SWIM (STR) no modifier (-2 AC)
2 - TUMBLE (DEX)+4
1 - USE ROPE (DEX) +3[/spoiler]
Who is Eun and what does she look like?
[spoiler]BUILD - Medium: close to average height and a little thin. Skinny is a good description. Eun is not very muscular, but more the tough and wirey type. I would say built similar to an endurance runner.
SKIN: pale complexion. Eun tends to burn and wears long sleeves and hats whenever possible to counteract that.
HAIR: black and straight. She used to wear it very long but due to neglect it was mostly cut off two years ago. Since then it has grown to just past her shoulders. Eun generally wears her hair braided in a tail. If it is hot, she pins it up under her hat. Though her hair sometimes appears wavy due to braiding, it is very straight normally.
EYES: dark brown. They are usually a warm shade but darken to near black when she is angry or upset.
DRESS: Eun generally wears baggy pants and a loose long sleeved light weight tunic in white or light beige. She tends to wear a floppy hat to protect her face from the sun. Her clothes are more for comfort and practicality than any sort of style.
Of course these details are changed by whatever the military uniform is.
In contrast, her ceremonial shaman dress is very colorful and ornate. It is vibrant blue and green silk. There is also heavy embroidery and bright yellow tassels. Eun made and decorated her shaman outfit herself.
She is a talented seamstress though she rarely sews–especially not now. Her ceremonial garb pulls heavily from noble dress with a few concessions made for ease of movement.
OVERALL LOOK: Eun does not impress one as being a beauty. She is not ugly, just average looking.
Her large brown eyes are her one beautiful feature. Eun has very thick lashes and strong brows that frame them well. Otherwise her face is a bit plain and narrow with a pointed chin. Her hands are small and delicate, but they are also scarred and a bit neglected looking. It is obvious she tends to bite her nails. She is graceful in the way she moves. This comes across more strongly when she is dancing in a shamanistic ritual than in everyday life.
TEMPERAMENT: Once she notices a person is talking to her, Eun can be very direct in her speech. However what she says might be hard to understand. She has her own weird way of describing the world.
She tends to stare into space a lot and often appears distracted. Maybe Eun is actually seeing things or maybe she isn’t…but her attention to invisible things can seem rather odd and misplaced. She also talks to things no one else can hear. Again perhaps she is talking to herself or a spirit. It is hard for a non-shaman to tell. These traits could possibly make others feel uneasy in her presence.
Eun seems a bit childish and silly. She does notice things around her though and sees more than you would think from her odd comments. She cares deeply for people in general which is why she is a healer. But that same caring causes her to build walls to protect herself for when the idiots she heals invariably get themselves killed or hurt again.
She is also easily scared and particularly scared of fighting. Eun would rather avoid violence and hide than actively participate in it. As a result she is a reluctant soldier. Killing something upsets her deeply and she has a tendency to cry and shut her eyes while blindly swinging a weapon. Her clumsiness with a weapon makes her almost as dangerous to herself and her comrades as to the enemy.[/spoiler]
And this is her (long ass) backstory. Why is she a shaman? Find out!
[spoiler]
PAST: Eun grew up in a semi-noble family. She once had a high rank and a well known noble family name. As a child she learned to sew and paint and demonstrated artistic skill in both mediums. Eun often amused her mother and sister by designing fanciful clothes for her dolls. She was a younger daughter, but still prized by her parents. There was a promise that she would be wed once she came of age to the heir of another noble family in order to bring more wealth and honor to her family. Eun grew up with this knowledge and was content with her place in life. She did not love her betrothed, but she liked him. She worked hard to be the daughter her parents expected her to be.
Unfortunately at the age of thirteen Eun grew ill. It started with not being able to eat and increasing bad dreams. Soon she became wasted and talked to things that weren’t there. Most of the time she seemed unaware of anything around her and stared into space. Instead of abating, her illness grew increasingly worse and the months of sickness extended to years. This caused talk about “bad luck” amongst gossips when her family was mentioned. Eventually her parents hid her away in a remote village to lesson the embarrassment of such a daughter. The marriage offer was quietly dropped.
Eun did not die, but continued to grow sicker and more wild as the years passed. Despite hiding her away, her parents did send many physicians to their daughter in an attempt to heal her. No doctors could find a cure. By the time she was seventeen, several different doctors had mentioned that Eun perhaps had spirit sickness. Her parents refused to consider that diagnosis. Her father did not want to admit the disgrace of a shaman in their family.
After five years they continued to pay retainers to care for her, but no longer considered Eun as their daughter. Publicly her parents referred to Eun–if she was mentioned at all–as deceased. Meanwhile Eun suffered with her mysterious ailment. She was considered quite mad and was soon avoided by everyone in the remote village. Her caretakers were not happy to be there and treated her with neglect. One day when she was almost nineteen, Eun escaped from her confinement and ran off screaming into the hills.
She spent an uncountable time to her there talking with odd creatures. Some scared her and caused her to flee blindly. Some made her laugh. Eun was ill and increasingly mad with small times of lucidity where she wondered how she came to be lost in a forest. She only remembered the skills of city life and did not learn anything from the spirits regarding life in the wild. Somehow she survived, a walking skeleton of a girl with a wild tangled mass of black hair and raggedy clothes. Her past life seemed like a dream.
One day an old woman found her. This lady was called Hye and she was a shaman. Luckily this coincided with a fairly lucid moment. Eun was directed to “go talk to her!” by a tree imp and she did–at first presuming the lady before her was another spirit. Hye recognized immediatly that the girl was suffering from spirit sickness. She was able to win Eun’s trust by talking to the spirits that up until then Eun thought only she could see. It relieved Eun to find that Hye could also hear them.
A naerim-gut was performed with Hye officiating. Eun fully met the brightest spirit she had yet seen. She allowed Grandmother to walk with her and learned many things though most faded beyond recall later. She came out of the ritual as a shaman with most of her health and sanity restored.
However she was much wasted from her years of sickness and travels in the wild. Eun was shocked to learn the year and realize she was over twenty years old. Her last clear memory being from the age of thirteen. Her hair was so clumped that it had to be cut off to a very short unflattering length. She was very upset and disappointed when she tried to contact her family. They were not happy to hear of her recovery and refused to allow her more than a moment’s time. Eun realized she had been disowned by them because they did not want the taint of a shaman in the family. People she had known before her illness either acted like they did not see her or like she was a ghost. Eun quickly fled back to the country.
Hurt, she devoted a year to learning the rites of the shaman from Hye. Gradually she regained physical strength though she remained thin and retained the tendency to forget to eat. She grew out her hair and eventually was able to style it in a normal manner. Creating shamanistic outfits for her and Hye was a pleasant occupation in between rites.
The loss in social status was hard for her to accept at first. Though shaman were allowed in all towns, they were not regarded well. Everyone wanted a shaman when there was illness to be cured or a crop to bless but after that they wanted that same shaman to go far away. Talking with spirits was not a comfortable thing for society to deal with.
Eun slowly adapted to spirit talking as she became skilled at healing. In the back of her mind lingered a doubt that perhaps her family was right after all and she was crazy. There had to be something very shameful with shamanism for them to be so opposed to it…
But that way of thinking only led her to despair. Instead, Eun determined to make the best of her life and heal since the spirits encouraged her to do so. The mysterious Grandmother spirit who continually reappeared after the ritual demanded it be so. Eun doubted the motivation of that spirit. Based on her treatment by her living family, why should she trust some dead relative? However Grandmother was very strong and she found herself following the spirit’s guidance more than once.
Shortly before the present, her mentor died and left her once again alone. Eun did not deal with Hye’s death very well. She has reverted back a bit to the way she was when ill with the spirit sickness. This is most likely a form of self protection cloaked in slight madness. Eun does remember acting more adult when Hye was alive and she knows she was once better. At the moment though she is functioning the best she can.[/spoiler]
Eun can cast five level 0 shaman spells a day. She can also cast four level 1 shaman spells, four level 2 shaman spells and three level 3 shaman spells per day. She also gets five domain spells a day.
These are all the spells for my own reference and backup.
[spoiler]
HEALING DOMAIN:
Granted Power: You cast spells at a +1 caster level
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Cure light wounds. Cures 1 d8 + 1/level damage (max +5)
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Cure moderate wounds. Cures 2 d8 + 1/level damage (max +10)
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Cure serious wounds. Cures 3 d8 + 1/level damage (max + 15)
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Cure critical wounds. Cures 4 d8 + 1/level damage (max + 20)
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Healing Circle. Heals 1 d8 + 1/level damage in all directions
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Heal. Cures all damage, diseases, and mental conditions
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Regenerate. Subject’s severed limbs grow back
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Mass Heal. A heal, but with several subjects
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True Resurrection: A resurrection but remains aren’t needed
ANCESTOR DOMAIN:
Granted Power: A number of times per day equal to your Charisma bonus (minimum one), you can summon an ancestor and channel some of their karmic power onto yourself. This guidance grants you a +4 Insight Bonus on an skill check. -
Detect Undead: This spell reveals any undead within 60 feet
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Ancestral Vengeance. Ancestral spirit deals 1 d6 / 2 levels damage (max 5 d6), or 1 d6 /level (max 10d6) to undead
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Speak With Dead. Corpse answers one question per 2 levels
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Divination. Provides useful advice for specific proposed actions
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Atonement. Removes burden of misdeeds from the subject
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Geas/Quest. A lesser geas that affects any creature
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Legend Lore. Learn tales about a person, place, or thing.
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Compel. Changes the alignment of one creature
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Foresight. Sixth Sense warns of impending danger
SHAMAN SPELLS:
0 - Level can cast 5/day
Cure Minor Wounds. Cures 1 point damage
Detect Disease. Detects diseases in one creature or object
Detect Magic. Detects spells and magic items within 60 feet
Detect Poison. Detects poison in one creature or object
Guidance. +1 on one roll, save, or check
Inflict Minor Wounds. Touch attack, 1 point of damage
Mending. Makes minor repairs on an object
Purify food and drink. Purifies 1 cubic foot / level of food or water
Read Magic. read scrolls or spellbooks
Resistance. Subject gains +1 on saving throws
Virtue. subject gains +1 temporary hp
1 - Level can cast 4/day
Attraction. Attacks are drawn to the subject creature, dealing more damage.
Bane. Enemies suffer -1 attack and -1 on saves against fear
Bless. Allies gain +1 attack and +1 on saves against fear.
Bless Water. Makes holy water
Calm Animals. Calms 2d4 + 1/level HD of animals, beasts and magical beasts
Cure Light Wounds. Cures 1d8 + 1/level damage (max +5)
Curse water. Makes unholy water
Deathwatch. Sees how near death subjects within 30ft are
Detect Evil. Reveals creatures, spells or objects
Detect Undead. Reveal undead within 60ft
Doom. One subject suffers -2 on attacks, damage saves and checks
Endure Elements. Ignores 5 damage / round from one energy type
Entropic Shield. Ranged attacks against you suffer 20% miss chance
Inflict Light Wounds. Touch. 1d8 + 1/level damage (max +5)
Invisibility to Undead. Undead can’t percieve one subject/level
Obscuring Mist. Fog surrounds you
Protection from Evil. +2 AC and saves, counter mind control, hedge out elementals and outsiders
Shield of Faith. Aura grants +2 or higher deflection bonus
Speak with Animals. You can communicate with natural animals
Trance. Meditate to learn about nearby spirits
Summon Nature’s Ally I. Summons creatures to fight.
Weapon Bless. Prepare one weapon for combat against a particular foe
2 - Level can cast 4/day
Aid. +1 attack, +1 on saves against fear. 1d8 temporary hit points
Ancestral Vengeance. Ancestral spirit deals 1 d6/ 2 levels damage (max 5d6) 0r ad6 / level (max 10d6) to undead.
Augery. Learns whether an action will be good or bad
Bull’s Strength. Subject gains 1d4 + 1 STR for 1 hour per level
Calm Emotions. Calms 1d6 subjects/level, negating emotion effects
Commune with Lesser Spirit. Lesser spirit answers one question/ two levels
Cure Moderate Wounds. Cures 2d8 +1/level damage (max+10)
Delay Poison. Stops poisons from harming the subject for 1 hour/level
Enthrall. Captivates all within 100ft + 10ft/level
Ghoul Touch. Paralyzes one subject, who exudes stench (-2 penalty) nearby
Hold Person. Holds 1 person helpless. 1 round/level
Inflict Moderate Wounds. Touch Attack. 2d8 +1/level damage (max +10)
Invisibility to Spirits. Spirits can’t perceive 1 subject/level
Know Motivation. Sense basic needs and emotions of creatures
Lesser Restoration. Dispels magic ability penalty or repairs 1d4 ability damage
Protection from Spirits. Keeps spirits at bay
Rebuke. Verbal rebuke stuns 1 creature for 1 round
Remove Paralysis. Frees one or more creatures from paralysis, hold, or slow
Speak with Plants. You can talk to plants and plant creatures
Summon Nature’s Ally II. Summons creatures to fight.
Warning. Subject gets +4 to Listen and Spot and retains DEX bonus to AC when flat footed.
3 - Level can cast 3/day
Bestow Curse. -6 to an ability, -4 on attacks, saves and checks; or 50% chance of losing each action.
Blindness/Deafness. Makes subject blind or deaf
Castigate. Creatures of different alignment take 2d6 or 5d6 damage and are deafened for 1d4 rounds.
Contagion. Infects subject with chosen disease.
Cure Serious Wounds. Cures 3d8 +1/level damage (max+15)
Detect Curse. Detects curses on one person or object.
Dispel Magic. Cancels magic spells and effects
Inflict Serious Wounds. Touch Attack. 3d8 + 1/level damage (Max + 15)
Invisibility to Enemies. works like invisibility to spirits but all hostile creatures are affected.
Levitate. Subject moves up and down at your direction.
Locate Object. Senses direction toward object (specific or type)
Magic Circle. As protection spells, but 10ft radius and 10min/level
Magic Vestment. Armor or shield gains +1 enhancement/three levels
Mental Strength. Recipient gains +4 bonus on Will Saves
Mental Weakness. Subject suffers -4 penalty on Will Saves.
Possess Animal. Your soul inhabits and controls an animal’s body.
Prayer. Allies gain _1 on most rolls and enemies suffer -1
Protection from Elements. Absorbs 12 damage/level from one kind of energy.
Remove Blindness/Deafness. Cures normal or magical conditions.
Remove Curse. Frees object or person from curse.
Remove Disease. Cures all diseases affecting object.
Speak with Dead. Corpse answers one question/two levels.
Substitution. Half the damage you take is transferred to a figure of a spirit or deity.
Summon Nature’s Ally III. Calls creatures to fight.
Tongues. Speak any language.[/spoiler]
Eun knows four 0 level sorcerer spells and one 1st level.
She can cast six 0 level spells and four 1st level sorcerer spells a day.
Again the spells are here mainly for my reference.
0 LEVEL SORC. SPELLS
Dancing Lights. creates torches or other lights
Acid Splash. Orb deals 1d3 acid damage
Daze. Humanoid creature of 4HD or less loses next action
Resistance. Subject gains +1 on saving throws
1 LEVEL SORC. SPELLS
Color Spray. Knocks unconscious, blinds, and/or stuns weak creatures
POSSESSIONS: Standard pack, with tent, rations, etc.
Healing Mace + 1 --adds 1d6 to all healing spells
Bag of holding: It weighs 15 pounds and can carry up to 250 lbs and 30 cubic feet without any extra weight.
chain shirt +1
She also has her shaman outfit. She has a small sewing kit. (2 Needles, 1 spool thread and tiny scissors)
If allowed, she will also have a few rolls of bandage material and a small jar of salve. Kind of a primitive first aid kit.