Tialoc's culty coup
Tia Dalma tabtabtabtabhi CR 3
Female Undine Shaman 4 (Bones)
CN Medium outsider (native) / humanoid (human)
Init +2; Senses darkvision 60 ft.; Perception +11 (+13*)
AC 17, touch 12, flat-footed 15 (+3 armor, +2 shield, +2 Dex)
hp 31 (4d8+4, FCB +4); fast healing 2 (in water)
Fort +3, Ref +3, Will +9
Resist cold 5
Speed 30 ft., swim 30 ft.
Melee sickle -1 (1d6-1; x2; S)
Ranged dart +2 (1d4-1; x2; P; 20 ft.) or blowgun +2 (1d2; x2; P; 20 ft.)
Space 5 ft.; Reach 5 ft.
Special Attacks hexes (evil eye, prehensile hair), spirit ability (touch of the grave 5/day, 1d4+1 negative energy, wandering spirit ability)
Spell-Like Abilities (CL 4th; concentration +6)
** 1/day—hydraulic push (CMB = CL + Wis mod = +9)
Shaman Spells Prepared (CL 4th; concentration +9)
** 2nd (3/day)—vine strike (DC 17), summon swarm, lesser animate dead
** 1st (5/day)—inflict light wounds (DC 18), obscuring mist, produce flame, bless, chill touch
** Orisons (4/day; at will)—create water, touch of fatigue (DC 17), guidance,
Spirit Spells Available (CL 4th; concentration +9)
** 2nd: false life OR wandering
** 1st: cause fear (DC 18) OR wandering
Str 8, Dex 14, Con 12, Int 13, Wis 20, Cha 15
Base Atk +3; CMB +2; CMD 14 (12 flat-footed)
Feats Spell Focus (necromancy), Greater Spell Focus (necromancy) , Alertness*
Traits deathtouched, jungle dweller
Skills Acrobatics +1 (+4§), Climb -2, Diplomacy +7, Heal +9, Knowledge (nature) +7, Knowledge (planes) +7, Knowledge (religion) +6, Perception +11 (+13*), Sense Motive +7 (+9*), Spellcraft +8, Stealth +1, Survival +9 (+10^), Swim -2; ACP -1
Languages Aquan, Common, Polyglot
SQ darkvision, deliver touch spells through familiar, empathic link, energy resistance, hydrated vitality, mostly human, share spells with familiar, spell-like ability, spirit animal, spirit magic, swim speed, undine racial traits
Combat Gear acid (2), blowgun darts (10), darts (2), wand of mudball (49), Ring of Katara (3 charges/day); Other Gear bedroll, blowgun, darkwood shield, divine focus, flint and steel, handy haversack, hot weather outfit, hide shirt, sickle, spell component pouch, waterskin (empty), 3058 gp
Spirit Animal Monkey Jack (+3 Acrobatics§)
Spirit Magic Tia Dalma can spontaneously cast spells granted by either her spirit or wandering spirit.
Wandering Spirit changes daily
Hexes evil eye (DC 17, -2, 8 rd), prehensile hair (4 min/day)
Darkvision (Ex) Undines can see perfectly in the dark up to 60 feet. Darkvision is the extraordinary ability to see with no light source at all. It is black-and-white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise—invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Deathtouched At some point, you were tainted with the corruption of the undead, and you have gained some of their defenses. You gain either a +1 trait bonus on Fort saves or a +2 trait bonus on saving throws against mind-affecting effects (your choice).
Energy Resistance (Ex) A creature with resistance to energy has the ability to ignore some damage of a certain type per attack, but it does not have total immunity. Each resistance ability is defined by what energy type it resists and how many points of damage are resisted. It doesn’t matter whether the damage has a mundane or magical source.When resistance completely negates the damage from an energy attack, the attack does not disrupt a spell. This resistance does not stack with resistance a spell might provide.
Hydrated Vitality An undine with this racial trait gains fast healing 2 for 1 round anytime she submerges completely within a body of natural salt water, fresh water, or brackish water. Stagnant, poisoned, or trapped water (such as an artificial pit or a bag of holding) does not activate this ability. The undine can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces water affinity.
Jungle Dweller You have traveled to the jungle on numerous occasions, and your prowess in traversing the jungle wilderness makes you a formidable guide and explorer. You gain a +1 trait bonus on Perception checks, and a +1 trait bonus on Survival checks in jungle terrain. One of these skills (Perception) becomes a class skill for you.
Mostly Human A few undines have appearances much closer to those of their human ancestors; in fact, they may not even realize their true race. Such geniekin appear to be human, save perhaps minor features like unusual eye color, and they count as humanoid (human) as well as outsider (native) for all purposes (like for humanoid-affecting spells such as charm person or enlarge person). These geniekin do not automatically gain their associated elemental language (but may select it as a bonus language if their Int is high enough). This ability alters the geniekin’s type, subtype, and languages.
Spell-Like Ability (Sp) Undines can use hydraulic push 1/day (caster level equals the undine’s level).
Swim Speed Undines have a swim speed of 30 feet, can move in water without making Swim checks, and always treat Swim as a class skill. A creature with a swim speed gains a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. The creature can always choose to take 10 on a Swim check, even if distracted or endangered when swimming. Such a creature can use the run action while swimming, provided that it swims in a straight line.
Touch of the Grave (Su) As a standard action, Tia Dalma can make a melee touch attack infused with negative energy that deals 1d4 points of damage + 1 for every 2 shaman levels. She can instead touch an undead creature to heal it of the same amount of damage. She can use this ability a number of times per day equal to 3 + Cha modifier. At 11th level, any weapon that Tia Dalma wields is treated as an unholy weapon.
* gain Alertness while familiar is within arm’s reach
§ increase Acrobatics skill while familiar is within one mile
^ +1 trait bonus in jungle terrain
FCB 1: +1 hp
FCB 2: +1 hp
FCB 3: +1 hp
FCB 4: +1 hp
One day, Tia Dalma was simply there.
At least that’s what residents of Jula, the nearby town, will tell anyone who asks.
Beyond that, the nature of information about Tia Dalma varies wildly. Most people will tell stories that seem half myth, about a witch woman who lives in a run-down old shack at the mouth of the Pantano River, where the air is thick and steamy and fireflies hover like tiny faerie lights. No one seems to know exactly who she is or what she does, for few have dared to venture into the swamp to find out. The younger citizens seem largely unconcerned with her, save a few adventurers-at-heart who are fascinated by the mystique that surrounds her. Among the elders, attitudes lean more toward wariness and distrust. They tell stories of travelers, and a few villagers, who made their way into the bayou, and those who did return seemed changed in an unnameable way. Only one person in the town knows what truly happened. An old crone, who was already old thirty years ago when a strange, bedraggled woman with hair like snakes appeared in the village.
To be continued…