Aerin Aurora's page

219 posts. Alias of Doomed Hero.


Shift 4/4, Spells- 1st: 7/7, 2nd: 5/5


Active effects: Lowlight vision, See In Darkness


HP 32/32, Fort +4, Ref +5, Will +5

Special Abilities

Lowlight vision, see in darkness (when shifted)


Chaotic Good

Strength 8
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 11
Charisma 19

About Aerin Aurora

Female Fanglord Skinwalker
Spirit Guide Lunar Oracle 4


Aerin is an attractive, fit woman with tawny blond hair. Intricate tattoos trace her arms, legs, back, shoulders, and just below her collar bones. She wears rough-tanned dark leathers and golden furs. She carries large round shield painted with an emblem of a stylized lion's head. Her weapon is a strange, thin crescent shaped blade with a center grip. A lion trots at her side.


Aerin's family bears a curse, but over time it has worn thin. Now it is practically a blessing. The blood of the lion keeps her hardy and strong and connects her to the spirits of the land. She learned to harness that power when she was young, called by the night and the moon.

Her pride is gone now, victims of the [insert villain here]'s purge while she was out hunting for food. The [villain] does not yet realized the depth of their mistake, but they will. Even alone, lions are fierce enemies.

Personality and quirks:

Aerin is content to lead or follow as the situation warrants. She is laid back, easy to get along with, and as reliable as they come. She is also loyal to a fault and will hold a grudge forever. She does not easily forget nor forgive.

Like most of her savage kin she considers violence a form of entertainment, enjoys a challenge, loves tales and drink, and considers her family and community to be the most important aspects of her life. There is an infectious wildness to her.

Init +5 (uses charisma)

HP: 25 (8 oracle base, +16 oracle, +8 con)

===== Defense =====


21 AC (+4 MW Chain Coat, +2 heavy shield, +5 cha)
16 FF
15 Touch

CMD 13

+4 Fort (+1 oracle, +3 con)
...+5 vs. cold weather effects
+5 Ref (+1 oracle, +5 cha)
...-1 when not shifted
+6 Will (+4 oracle, +2 oracle)
...+1 vs charms and compulsions (tattoo)
...-2 vs charms and compulsions (lonely)



Init +5 (uses cha)

BaB +3
CMB 14

Starknife +10, 1d4+5, x3 crit, 20' range

Dagger +5, 1d4-1

Grappling Hook, +1, entangle

Starknife +10, 1d4+5

Dagger +2, 1d4-1

=====Traits and Feats=====


Varisian tattoo: You bear the elaborate tattoos of your people, marking you as a free son or daughter of the road. You gain a +1 trait bonus on saving throws against charm and compulsion effects. Additionally, you are proficient with bladed scarves and starknives.
Fate's Favored: +1 to any Luck bonus
Skulker: +1 stealth, always a class skill

Lonely: You take a –2 penalty on Sense Motive checks and on Perception checks to see through disguises, and on saving throws against charm spells and spell-like abilities.

Extra Revelation (1st)
Noble Scion (war) (bonus)
Way of the Shooting Star (3rd)

Weapons: Simple, bladed scarves and starknives
Armor: light and medium armor, and shields

Plans: startoss style, Deific Obedience



4 oracle, +2 background*
Total: 24
Max ranks: 4

Class skills: Craft, Diplomacy, Heal, Knowledge, Profession, Sense Motive, and Spellcraft. The Lunar mystery adds Acrobatics, Knowledge (nature), Perception, and Survival. Trait adds Stealth


+11 Acrobatics (4 ranks, +2 dex, +2 racial, +3 class)
+10 Diplomacy (1 rank, +3 class, +5 cha)
...-1 when not shifted
...-4 vs non shapechanger humanoids while shifted
+12 Stealth (4 rank, +2 dex, +2 circumstance, +3 class, +1 trait)
+9 Perception (4 rank, +2 racial, +3 class)
...-2 vs disguises
+7 Survival (2 rank, +3 class, +2 circumstance)
+4 Knowledge Nature (1 rank, +3 class)
+4 Knowledge Religion (1 rank, +3 class)
+9 Handle Animal* (4 rank, +5 cha)
...-1 when not shifted
...+4 vs cats
+6 Ride (1 rank, +3 class, +2 dex)
+7 Craft Trap* (2 rank, +3 class, +2 circumstance)

=====Spells and Consumables=====


Spell Like Abilities:
Jump x1 per day (only when Shifted)

Oracle Spells:
Bonus spells known in italics

Orisons: (5 known)
Detect Magic
Detect Poison
Create Water

1st: (3 known) (5 per day, +1 bonus, +1 when shifted)
Cure Light Wounds (oracle bonus)
Fumbletongue (lunar bonus)
Detect Undead (life spirit bonus)
Charm Animal (curse bonus)
Divine Favor
Murderous Command
Spiritual Weapon

2nd: (1 known) (3 per day, +1 bonus, +1 when shifted)
cure moderate wounds (oracle bonus)
Lesser Restoration (life spirit bonus)
Dust of Twilight (lunar bonus)
Animal Messenger (curse bonus)
Make Whole


Alchemist's Kindness x2
Tanglefoot Bag x2
Alchemist Fire x2
Burst Jar x2

=====Race Abilities=====


Favored Class Bonuses-
1) Add +½ to the oracle’s level for the purposes of determining the effects of the oracle’s curse ability.

Low-Light Vision (Ex): In dim light, skinwalkers can see twice as far as humans.
Animal-Minded (2 RP): Skinwalkers have a +2 racial bonus on Acrobatics and Perception checks.
Change Shape (Su, 5 RP): A skinwalker can change shape into a bestial form as a standard action. In bestial form, a skinwalker gains a +2 racial bonus to Charisma. While in this form, a skinwalker also takes on an animalistic feature that provides a special effect. Each time a skinwalker assumes bestial form, she can choose to gain one of the following features:
Bite attack that deals 1d6 points of damage
2 claw attacks that each deal 1d4 points of damage
+10-foot racial bonus to base speed
See in darkness
The racial ability score bonus and additional feature last as long as the skinwalker remains in that form, and a skinwalker can remain in bestial form for as long as she wants. While in bestial form, a skinwalker takes a –4 penalty on Charisma and Charisma-based checks when interacting with humanoids that lack the shapechanger subtype.

A skinwalker can return to her humanoid form as a swift action. To change forms and gain a different benefit, a skinwalker must first return to her humanoid form then use her shapechange ability again. A skinwalker can shapechange into bestial form a number of times per day equal to 3 + 1/2 her character level.

=====Oracle Abilities====


Lycanthropy Curse: In times of stress or unease, you cannot speak—only growl and snarl like an animal. This ability works similarly to the tongues curse, but whenever you are in combat, you cannot speak at all. This does not interfere with spellcasting but does apply to spells that are language dependent. A character under the effects of speak with animals can understand you, and you can communicate with such characters normally. You can speak with animals when in this condition. Choose one type of animal commonly associated with lycanthropy (such as rats, wolves, or bears); you gain a +4 bonus on Handle Animal checks with these creatures.

Bonded Spirit (Su) At 3rd level, a spirit guide can form a temporary bond with a spirit, as the shaman’s wandering spirit class feature. She must make this selection each day when she refreshes her spells. A spirit guide cannot bond with a spirit that is incompatible with her alignment, ethos, or mystery (GM’s discretion).

A spirit guide gains one hex of her choice from the list of hexes available from that spirit. She uses her oracle level as her shaman level, and she switches Wisdom for Charisma and vice versa for the purpose of determining the hex’s effects.

At 4th level, she adds the bonded spirit’s spirit magic spells to her oracle spells known for that day, but only of spell levels she can cast. At 7th level, she gains the spirit ability of her current bonded spirit. At 15th level, she gains the greater spirit ability of her current bonded spirit.

This ability replaces the revelations gained at 3rd, 7th, and 15th levels.

Life Spirit: Life Link (Su): The shaman creates a bond between herself and another creature within 30 feet. Each round at the start of the shaman’s turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points

-Lunar Mystery-

Bonus Spells: fumbletongue (2nd), dust of twilight (4th), rage (6th), moonstruck (8th), aspect of the wolf (10th), litany of madness (12th), lunar veil (14th), blood mist (16th), polar midnight (18th).

Prophetic Armor (Ex): You are so in tune with your primal nature that your instincts often act to save you from danger that your civilized mind isn’t even aware of. You may use your Charisma modifier (instead of your Dexterity modifier) as part of your Armor Class and all Reflex saving throws. Your armor’s maximum Dexterity bonus applies to your Charisma, instead.

Primal Companion (Ex): You gain the service of a faithful animal of the night. You can select from a bear, boar, crocodile, shark, tiger, or wolf. This animal functions as a druid’s animal companion, using your oracle level as your effective druid level.



Shield: heavy wooden
Shoulders: winter camouflage cloak (masterwork stealth tool)
Body: cold weather outfit

-Worn/In Pouches/On belt-
Familiar Satchel
Signal horn
signal mirror
flint and steel
spool of twine
smelling salts

-(Masterwork Backpack)-
2 gallons of water
2 weeks trail rations
Spare clothing
Spare cold weather outfit
Alchemical supplies
Medium tent
Furs and Blanket


570 gp