Saphron Rheme

Half-elf Entertainer and Sword Master

Description:

Shaman 12 / Fighter 2
Experience Earned 465,546
NG Medium Half-elf humanoid (elf, human)
Init + 2; Senses Life Sight (12 rds./day), low-light vision; Perception + 24 (+ 26 vs. invisible or incorporeal)

DEFENSE
AC 26 (31), touch 15, flat-footed 24 (29) (+ 8 Armor, + 3 Deflection, + 2 Dex, + 3 shield); (+ 5 natural)
hp 125.5 (2d10+ 12d8+ 56)
Fort + 13, Ref + 9, Will + 16; + 2 vs. enchantment
Defensive Abilities Elven Immunities; Resistance fire 10

OFFENSE
Base Speed 30 ft. (Current Speed 30 ft.)
Melee + 1 adamantine vorpal longsword + 15/+ 10/+ 5 (1d8+ 5/17-20×2+ 2d6 bleed), mwk club + 14/+ 9/+ 4 (1d6+ 2)
Ranged mwk light crossbow + 14 (1d8/19-20), or mwk cold iron dagger + 14 (1d4+ 2/19-20)
Special Attacks Battle Master (The shaman makes an extra attack of opportunity each round.)
Spirit Abilities (CL 12th; concentration + 17)
At will—Charm (30 ft.; WDC 21; Duration 5 rds.; Improves the attitude of the animal or humanoid by two steps.); Evil Eye (30 ft.; WDC 21,; Duration 8 rds; – 4 to enemy’s ability checks, AC, attack rolls, saving throws, or skill checks.), Healer’s Touch (As a standard action, the shaman can move up to half her speed and touch up to six dying creatures. Each creature automatically stabilizes without the need for a Heal check.), Slumber (30 ft.; WDC 21; Duration 12 rds.; Target falls to sleep)
12 rds./day—Shapeshift (As beast shape II) (Dire Wolf)
5 rds./day—Battle Spirit (Allies within 30 feet of the shaman (including the shaman herself) receive a + 2 morale bonus on attack rolls and weapon damage rolls. These rounds do not need to be consecutive.)
5/day—Enemies’ Bane (duration: 1 minute; imbues a single weapon she’s wielding with the bane weapon special ability.)
3/day—Channel positive energy (6d6; WDC 18)
Shaman Spells Prepared (CL 12th; concentration + 17)
6th—Fire Seeds (RDC 21), Slay Living (FDC 21)
5th—Baleful Polymorph (FDC 20), Major Curse (WDC 20), Summon Nature’s Ally V, True Seeing
4th—Cure Critical Wounds, Dismissal (WDC 19), Divine Power, Rain of Frogs
3rd—Cure Serious Wounds, Dispel Magic, Protection from Energy, Speak with Dead (WDC 18), Trial of Fire and Acid (FDC 18)
2nd—Barkskin, Bull’s Strength, Cure Moderate Wounds, Hold Person (WDC 17), Remove Paralysis
1st—Bless, Cure Light Wounds, Frostbite, Magic Stones, Pass without Trace, Stone Shield
0 (at will)—Create Water, Dancing Lights, Guidance, Virtue
Spirit Battle
Spirit Magic Spells: Enlarge person (1st), fog cloud (2nd), magic vestment (3rd), wall of fire (4th), righteous might (5th), mass bull’s strength (6th)
Wandering Spirit: Life
Wandering Spirit Magic Spells: Detect undead (1st), lesser restoration (2nd), neutralize poison (3rd), restoration (4th), breath of life (5th), heal (6th)

TACTICS
Before Combat Cast Barkskin, Divine Power and righteous might if it is a tough battle.
During Combat Uses Evil Eye on target, then engages enemy trying to flank foes with teammate. If fighting a large group she will use dazzling display to intimidate all enemies. If she uses her enemies bane ability add + 2 to attack and + 2d6+ 2 to damage
Altered Stats

STATISTICS
Str 14, Dex 14, Con 16, Int 13, Wis 21, Cha 14
Base Atk + 11; CMB + 13; CMD 27; Hero Points: 3
Feats Alertness b, Bleeding Critical fb, Brew Potion b, Combat Expertise b, Combat Reflexes b, Combat Stamina b, Critical Focus, Dazzling Display, Improved Critical (longsword) , Magnum Opus s, Quick Draw, Shatter Defenses, Skill Focus (Intimidate) b, Toughness, Weapon Focus (longsword) b, Weapon Specialization (longsword) b
Skills (Points 70; Background 28; Favorite (shaman and fighter) 14)
Acrobatics + 18 (10), Craft (alchemy) + 10 (2), Craft (jewelry) + 11 (5), Diplomacy + 19 (12), Heal + 19 (5), Intimidate + 25 (14), Knowledge (local – Waterdeep) + 8 (4), Knowledge (religion) + 12 (8), Perception + 24 (10), Perform (sing) + 22 (14), Profession (fortuneteller) + 15 (7), Sense Motive + 22 (10), Spellcraft + 16 (10), Stealth + 11 (0), Survival + 9 (1)
Traits Talented (+ 1 to perform (sing) checks, and perform is a class skill.), Spirit Sense (You gain a + 2 trait bonus on Perception checks to avoid being surprised and to detect invisible or incorporeal creatures.)
Languages Chondathan, Common, Elven, Halfling
SQ Elf Blood, Keen Senses, Multitalented (Shaman, Fighter); Hex (Battle Master, Cauldron, Charm, Shapeshift, Slumber), Wandering Hex 1 (Life Sight (12 rds./day))
Combat Gear potion cure moderate wounds (2), potion align weapon (good) (4), potion darkvision, potion invisibility, potion waterbreathing, scroll remove paralysis, scroll remove disease,
Other Gear bandoleer, belt pouch, canteen, chalk (10), compass, familiar satchel, flint and steel, grooming kit, silver holy symbol, holy text (Selune), scroll case, signal horn, weapon cord, mwk fortune-teller’s deck, surgeon’s tools, trail rations (10), bladeguard (2), acid flask (3), holy water (2), + 1 vorpal adamantine longsword, + 1 light crossbow, bolts (10), + 1 returning ghost touch club, + 2 improved shadow mithral breastplate, + 2 light mithral shield, cloak of resistance + 3, ring of protection + 3, boots of elvenkind, sleeves of many garments, vest of surgery, swarmbane clasp, headband of inspired wisdom + 2, belt of physical might + 2 (Dex, Con), ring of energy shroud (fire 10), handy haversack
Treasure 900 pp, 1,000 gp, 300 sp, 600 cp; Gems
Weight Carried
Carrying Capacity Light Load 58: Medium Load 116: Heavy Load 175: Maximum Lift 350: Push/Drag 875
Gear kept in Esban’s Wagon area map (Waterdeep), bedroll, blanket, mithral cauldron, mirror, perfume (30), gear maintenance kit, jewler’s mwk tools, healer’s kit, veterinarian’s kit, alchemist kindness, antiplague (4), antitoxin (4), meditation tea (4), soul stimulant,

Spirit Animal
Name: Snap
N Tiny animal (weasel)
Init + 2; Senses low-light vision, scent; Perception + 11
DEFENSE
AC 26, touch 17, flat-footed 21 (+ 4 Dex, + 1 dodge, + 9 natural, + 2 size)
hp 67 (12d8)
Fort + 7, Ref + 8, Will + 9
Defensive Abilities improved evasion; SR 17
OFFENSE
Speed 20 ft., climb 20 ft.
Melee bite + 14 (1d3– 4 plus attach)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 3, Dex 18, Con 10, Int 11, Wis 12, Cha 5
Base Atk + 11; CMB + 14; CMD 13 (17 vs. trip)
Feats Acrobatic Steps, Dodge, Mobility, Nimble Moves, Stealthy, Weapon Finesse
Skills Acrobatics + 22 (0) (10), Climb + 8 (1) (0), Escape Artist + 21 (10) (0), Perception + 11 (0) (10), Stealth + 20 (1) (0); Racial Modifiers + 4 Stealth, + 8 Acrobatics
SQ Deliver touch spells, share spells, empathic link, speak with master, Speak with animals of its kind
SPECIAL ABILITIES
Attach (Ex) When a weasel hits with a bite attack, it automatically grapples its foe, inflicting automatic bite damage each round.

Bio:

Background

Birth Saphron was born out of wedlock. Her mother had a one night stand with an elven warrior in Loudwater, and Saphron was the result of that night.
Childhood Saphron never met her father growing up, but was told stories about him by her mother. Once a year a gift would come on Saphron’s birthday from him. Saphron was raised on the road with the Destiny Stars, her grandparent’s traveling carnival.
Young Adult At puberty Saphron started to notice spirits that most others where not even aware of. Her mother was worried, and requested help from the church of Selune in Waterdeep. In the church Saphron learned to use her gift, instead of being afraid of it.
Moral Conflict
Romantic Relationship:
Deity Selune
Story Feat: Magnum Opus (STORY; Whenever you take 10 with perform (sing), treat your die result as a 15 instead.)

Attractiveness

Str = 4; Dex = 4; Con = 5; Int = 3; Wis = 7; Cha = 4
Attracted to males and Wisdom; Turned off by Charisma.; Fetish: Heroes + 4 (Someone that risk their safety to protect others.)
Flirt DC: 23

Relationships & Contacts

Rilithar Stilmyst (Fighter/Transmuter/Bladesinger); Increase 4
Relationship: Father; Relationship Score: 6; Trust: 3; Contact Type: Watch Guard (Evereska)
Darva Rheme (Expert); Increase 6 (+ 4 trait bonus)
Relationship: Mother; Relationship Score: 12; Trust: 5; Contact Type: Observer (Waterdeep, and the Sword Coast)
Naneatha Suaril (Cleric/Divine Disciple/Silverstar); Increase 6 (+ 4 trait bonus)
Relationship: Mentor; Relationship Score: 12; Trust: 4; Contact Type: Politician
Emporea Tekin (Warpriest); Increase 2
Relationship: Friend; Relationship Score: 4; Trust: 2; Contact Type: City Watch (Waterdeep)
Razor (Dragon / Sorcerer); Increase 8
Relationship: Friend; Relationship Score: 10; Trust: 3; Contact Type: Outsider (Grey Vale, High Forest)
Keya Morgwais; Increase 2
Relationship: Friend; Relationship Score: 4; Trust: 3; Contact Type: Observer (Evereska, High Forest)
Darius Yama; Increase 4
Relationship: Friend (Attractiveness 10); Relationship Score: ; Trust: 3; Contact Type: Observer (Waterdeep)

Reputation

Fame 44; Prestige Points: 18; Sphere of Influence: 500 miles (Waterdeep)
TITLES
Favored Territory (Waterdeep): Gain a + 2 bonus on Diplomacy checks within that territory.

Initiate — Church of Selune: Skill: Spellcraft
Officer — Church of Selune: + 4 bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks made to interact with anyone within the organization.
Intense Student: Skill: Spellcraft + 2 competence bonus to checks.
Vindicator (Church of Shar): Gain a + 1 bonus on attack and damage rolls against members of that organization.

Initiate — City Watch: Skill: Knowledge (local – Waterdeep)
Man of the People: You gain a + 1 competence bonus to Diplomacy, and Sense Motive checks made against residents of Waterdeep.
Warden — Waterdeep: You hold enough respect that you can arrest, detain, and confiscate possessions from any common citizen you suspect has committed or is committing a crime. This right does not apply when dealing with nobles, aristocrats, political figures, or those who have ranks or titles similar to or greater than your own.

Initiate — Harper: Skill: Diplomacy
Officer — Harper: + 4 bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks made to interact with anyone within the organization.
Commander — Harper: You can call upon low-ranking members of your organization to perform mundane personal tasks at your behest, including running messages, announcing your arrival, and making sure preparations are made to accommodate your needs. In addition, you gain a + 4 bonus on Intimidate checks made to influence any members of your organization’s greatest rival group (The Zhentarim).
Intense Student: Skill: Diplomacy + 2 competence bonus to checks.

Initiate — New Olamn Skill: Perform
Officer — New Olamn + 4 bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks made to interact with anyone within the organization.
Intense Student: Skill: Perform (sing) + 2 competence bonus to checks.

Saphron Rheme

Heroes of the Realms Oversight