Winter Oracle

Galstak Ghost-Breath's page

63 posts. Alias of Tangaroa.


Classes/Levels

Male Shoanti HP 77/77 AC 12 | FF 10 | T 12 | Per +5 | F: 7 | R: 5 | W: 7, many modifiers to saves | Init +2

Gender

Resources:
5/4/6/5/2

About Galstak Ghost-Breath

Description:

A tall, muscled man with a piercing look and weathered skin. Unlike most Shoanti, he has long black hair; however, he does share the traditional heavy tattooing of his culture, favoring chains of bones, skulls of humanoids and dragons, and Thassilonian runes for death.

Background:

Galstak, like many of the Skoan-Quah, spent much of his adulthood minding the dead and keeping their souls from from harm. The constant exposure to necromantic energies, however, seeped into his blood and soul; eventually, the warrior exiled himself from his tribe, fearing that he had become that which his tribe most fears. He left his mate and children behind, but everyone involved understood the necessity of his actions.

Over the years, Ghost-Breath (his Shoanti honorific) has wandered the lands of Varisia, seeking to quell both the unquiet dead and to find death himself. He fell in with the Pathfinder Society - not for love of history, but out of an understanding that those men and women travel to places often plagued by death and unlife

Galstak (Ghost-Breath)
Male Human (Shoanti) oracle 10
CN Medium humanoid (human)
Init +2, Senses Perception +5
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DEFENSE
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 77 (10d8+24)
Fort +7, Ref +5, Will +7; +1 vs. fear, +2 vs. death-effects, diseases, mind-affecting effects, poisons, sleep effects, and stunning.
Weaknesses oracle’s curse (haunted)
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OFFENSE
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Speed 30 ft.
Oracle Spells Known (CL 10th; concentration +14)
5th(3/day)-righteous might, mass cure light wounds(DC 19), slay living(DC 21), telekinesis
4th(6/day)-aura of doom(DC 20), blessing of fervor, cure critical wounds(DC 18), fear(DC 20), greater magic weapon
3rd(7/day)-animate dead, blindness/deafness(DC 19), communal resist energy, cure serious wounds(DC 17), daylight, invisibility purge, remove blindness/deafness
2nd(7/day)-align weapon, bull's strength, cure moderate wounds, delay poison, eagle's splendor, instant weapon, false life, lesser restoration, minor image(DC 16), levitate
1st(7/day)-bless, divine favor, doom(DC 17), inflict light wounds(DC 17), protection from evil, shield of faith(DC 15), cure light wounds(DC 15), cause fear(DC 17)
0th(at will)-bleed(DC 16), create water, detect magic, detect poison, guidance, light, purify food and drink, resistance, stabilize, ghost sound(DC 14), mage hand
Mystery bones
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STATISTICS
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Str 16, Dex 14, Con 14, Int 10, Wis 11, Cha 18
Base Atk +7; CMB +10; CMD 22
Feats Greater Spell Focus (necromancy), Great Fortitude, Persistent Spell, Power Attack, Spell Focus (necromancy), Spell Penetration
Skills Climb +5, Diplomacy +15, Heal +10, Intimidate +13, Knowledge (History) +5, Knowledge (Planes) +6, Knowledge (Religion) +6, Perception +5, Sense Motive +4, Spellcraft +7, Stealth +12, Swim +5
Traits Magical Lineage (blindness/deafness), Shoanti Tattoo
Languages Common, Shoanti
SQ revelations[armor of bones (+6, 10 hrs./day), near death, voices of the grave (-4, 10 rds./day)]
Combat Gear
Other Gear
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SPECIAL ABILITIES
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Armor of Bones (Su) You can conjure armor made of bones that grants you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this armor grants you DR 5/bludgeoning. You can use this armor for 1 hour per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-hour increments.
Bone Mysteries You draw upon the divine mystery of Bone to grant your spells and powers.
Bonus Oracle Spell (6x) Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.
Haunted Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known. At 5th level, add levitate and minor image to your list of spells known. At 10th level, add telekinesis to your list of spells known. At 15th level, add reverse gravity to your list of spells known.
Magical Lineage (Blindness/Deafness) One of your parents was a gifted spellcaster who not only used metamagic often, but developed many magical items and perhaps even a new spell or two--and you have inherited a fragment of this greatness. When you apply metamagic feats to Blindness/Deafness, treat its actual level as 1 lower for determining the spell's final adjusted level.
Near Death (Su) You gain a +2 insight bonus on saves against diseases, mind-affecting effects, poisons, death effects, sleep effects, and stunning.
Oracle Spell Level 1, Oracle Spell Level 2 (2x), Oracle Spell Level 3 (2x), Oracle Spell Level 4
Shoanti Tattoo Upon reaching adulthood, you received a tribal tattoo, marking you with the symbols of your quah and totem spirits. You gain a +1 trait bonus on saving throws against fear effects. Additionally, you are proficient with earth breakers, klars, and Shoanti bolas.
Voice of the Grave (Su) You can speak with dead, as per the spell, for a number of rounds per day equal to your oracle level. These rounds do not need to be consecutive. At 5th level, and every five levels thereafter, the dead creature takes a cumulative –2 penalty on its Will save to resist this effect.

clues!:

"Hmmm, yes, OK. That makes sense. Because there is no earthly way of knowing, of which way you need to be going to find the Conspirators. It's a shame really, they used to be such nice people.

"Well I am Blanco Conejo and you are here, at the Midnight Circus. In that big tent is Bernaditi, a nice liar. Or is in lair. Hmmm."

Blanco stands up and bows after a proper introduction. He then points past you with two fingers.

"Then behind you is The Brier which you will need to pass to reach The Prophet's Garden. That way is The Demon's Fend," he continues on as he shifts to the left.

Then turning around completely he points again, "This way is The Manmolds."

Turning the the right, facing a majority of the tents, Blanco spreads his arms wide in a 90 degree arch, starting with his left pointing (with 2 fingers mind you) and shaking his hand, followed by his right.

"Over here is The Sanguine Playhouse and over there is the Smith's Caldera. Finally beyond the entire valley is The Trackless Dearth."

Not realizing you are all utterly confused, Blanco recaps just to make sure the insanity continues to sink in.

"In short: here is The Circus, behind you is The Brier and the Garden, that way is the Fend, this way is The Manmolds, over here The Playhouse, over there the Caldera and finally all around us is the Dearth. Quite simple really."

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Blanco frowns at Tariel as if the man did not hear what he just said. So he does the next logical thing: speak louder and slower.

"HE HAS GARRACY. THEY ARE IN THE STRIDING FORTRESS. FIND THE CONSPIRATORS, OBTAIN SONNORAE'S TOKENS. THEY WILL GUIDE THE WAY. SAVE GARRACY, SAVE THE WORLD."

Blanco then pulls out a pocket watch that is much too large to have been in his waist pouch. It appears to be broken with gears falling out of a hole in the clock's face.

"Oh bother. Now I'm really late. Good luck, good day. Good day, good luck. Oh bother. I'm late, I'm late, I'm late."

Blanco then hurries off around one of the tents while focusing on his broken clock.

tokens:

A garnet and gold pendant.
Black Quill - Garden/Mute Hag
Tattoos used: empty throne, mute hag


Sonnorae:

In the Age of Darkness, the Varisian scribes and storytellers of the Imlios family hoarded knowledge while civilization struggled for its very survival. Over the harsh centuries, their line dwindled to a single childless bard: Sonnorae. Fearing her family’s knowledge would be lost with her inevitable death, she sheared off a corner of the malleable Dimension of Dreams and crafted her own world in which she could store the greatest tales of her people, anchoring this extraplanar archive to her ancestral harrow deck; she named the creation the Harrowed Realm.

Over time, the stories she collected took on physical form in the Harrowed Realm. Sonnorae would visit them to laugh and dance and play as if she was a child again. As she reached her twilight years, Sonnorae retreated into the Harrowed Realm, where she lived forever with her treasured tales.