Divine Commander

Graverattler's page

214 posts. Alias of Reckless.


Full Name

Shadla, Rattles the Blood, Graverattler, Kākara te urupa

Race

Human (Shoanti)

Classes/Levels

HP 121/122; AC 33 TA 27 FF 30, CMD 42(44 vs. grap, repos, trip); MP 3/5, Ki 12/13 Per +25, darkvision 90'; immune disease, plant traits; DR: 10/adam; Resist acid 20, cold 20, electricity 20, resist call of the wild

Gender

Female

Size

6'1" 170 lbs

Age

25

Alignment

LN

Deity

Skoan-Quah

Strength 20
Dexterity 15
Constitution 14
Intelligence 12
Wisdom 22
Charisma 12

About Graverattler

Shadla- Graverattler
.
Concept Image; Skulls are the new shoulder pads :P

Female human (Shoanti) gestalt druid (mooncaller, shoanti shaman), -monk (unchained) 11/Hierophant 1

LN Medium humanoid (human)
Init +2; Senses low-light vision; Perception +25
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Defense:

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AC 28, touch 27, flat-footed 25 (+2 deflection, +2 Dex, +1 Dodge, +2 enhancement, +4 monk, +1 natural, +6 Wis)

hp 111 (10+7.5x10+22+4)

Fort +12, Ref +12, Will +16; +4 vs. confusion, daze, feelbemind, and insanity effects, +4 vs. extraordinary, spell-like, and supernatural abilities of creatures with shapechanger subtype, +2 vs. enchantments

Defensive Abilities death's companion, hard to kill, improved evasion; Immune disease; Resist resist call of the wild


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Offense:

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Speed 60 ft.

Melee unarmed strike +17/+17/+17/+12/+7 (2d8+6/19-20)

Ranged sling +13 (1d4+5)

Special Attacks flurry of blows (unchained), inspired spell, mythic power (5/day, surge +1d6), mythic wild shape (large earth elemental), qinggong power (dragon's breath 11d6, Ref 21 half, 2 ki), stunning fist (12/day, DC 21), style strike, wild shape 4/day

Domain Spell-Like Abilities (CL 11th; concentration +17)
. . 1/day—reincarnate

Druid (Mooncaller, Shoanti Shaman) Spells Prepared (CL 11th; concentration +17)
. . 6th—circle of death[D] (DC 22), sirocco (DC 22), wall of stone
. . 5th—baleful polymorph (DC 21), breath of life[D] (DC 21), cure critical wounds, stoneskin
. . 4th—cure serious wounds, death ward[D], freedom of movement, life bubble, strong jaw (DC 20)
. . 3rd—call lightning (DC 19), cure moderate wounds, death knell[D] (DC 19), ice spears (DC 19), mad monkeys[UM], wind wall
. . 2nd—barkskin (3), flurry of snowballs (DC 18), glide[D], resist energy, lesser restoration
. . 1st—ant haul[APG] (DC 17), burning disarm (DC 17), charm animal (DC 17), deathwatch[D], entangle (DC17), mighty fist of the earth (2)
. . 0 (at will)—create water, detect magic, light, mending
. . D Domain spell; Domain Vulture domain


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Statistics:

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Str 20, 15 Base 2 Race 1 Level 2 Enhancement
Dex 15, 15 Base
Con 14, 14 Base
Int 12, 12 Base
Wis 22, 15 Base 2 Race 1 Level 4 Enhancement
Cha 12, 12 Base

Base Atk +11; CMB +17; CMD 41 (43 vs. grapple, 43 vs. reposition, 43 vs. trip)

Feats Craft Wand, Deflect Arrows, Dodge, Improved Critical (unarmed strike), Improved Unarmed Strike, Improved Vital Strike, Mobility, Natural Spell[+Mythic], Power Attack, Pummeling Charge, Pummeling Style, Stunning Fist, Vital Strike

Traits bred for war (shoanti), scholar of the ancients

Skills
Acrobatics +21 (+44 to jump), 11 Rank(s) 2 Stat 3 Class Skill 5 Boots of Elvenkind
Climb +9, 1 Rank(s) 5 Stat 3 Class Skill
Escape Artist +6, 1 Rank(s) 2 Stat 3 Class Skill
Fly +13, 8 Rank(s) 2 Stat 3 Class Skill
Heal +22 (+23 circumstance to treat wounds or deadly wounds), 11 Rank(s) 6 Stat 2 Tools (Healers Kit) 3 Class Skill
Intimidate +6, Rank(s) Stat Other 3 Class Skill
Knowledge (arcana) +3, 1 Rank(s) 1 Stat 1 Trait
Knowledge (local) +2, 1 Rank(s) 1 Stat
Knowledge (nature) +10, 4 Rank(s) 1 Stat 2 Nature Sense 3 Class Skill
Knowledge (planes) +2, 1 Rank(s) 1 Stat
Knowledge (religion) +5, 1 Rank(s) 1 Stat 3 Class Skill
Perception +25, 11 Rank(s) 6 Stat 3 Class Skill 5 Eyes of the Eagle
Sense Motive +14, 5 Rank(s) 6 Stat 3 Class Skill
Spellcraft +5, 1 Rank(s) 1 Stat 3 Class Skill
Stealth +11, 1 Rank(s) 2 Stat 3 Class Skill 5 Cloak of Elvenkind
Survival +16, 5 Rank(s) 6 Stat 2 Nature Sense 3 Class Skill
Swim +9, Rank(s) Stat Other 3 Class Skill
Use Magic Device +2, 1 Rank(s) 1 Stat
Background Skills
Craft (Bonecrafting) +5, 1 Rank(s) 1 Stat 3 Class Skill
Handle Animal +5, 1 Rank(s) 1 Stat 3 Class Skill
Knowledge (geography) +5, 1 Rank(s) 1 Stat 3 Class Skill
Knowledge (history) +13, 8 Rank(s) 1 Stat 1 Trait 3 Class Skill
Lore (Thassilon) +9, 5 Rank(s) 1 Stat 3 Class Skill
Lore (Shoanti) +9, 5 Rank(s) 1 Stat 3 Class Skill
Profession (cook) +10, 1 Rank(s) 6 Stat 3 Class Skill

Languages Common, Druidic, Shoanti, Terran, Thassilonian

SQ agent of rebirth, fast movement (unchained), ki pool (13 points cold iron, lawful, magic, silver), ki powers (high jump, ki metabolism, qiggong power (dragon's breath, restoration(self only))), nature bond (Vulture domain), nature sense, night sight, purity of body, style strikes (flying kick, hammerblow), trackless step, wild empathy +12

Favored class option: 11x1/4 Ki point

Combat Gear wand of air bubble (50 charges), wand of ant haul (50 charges), wand of cure light wounds (50 charges), wand of cure light wounds (50 charges), wand of endure elements (50 charges), wand of feather step (50 charges), wand of goodberry (50 charges), wand of monkey fish (50 charges), healer's kit, healer's kit; Other Gear sling, sling bullets (20), boots of elvenkind, cloak of elvenkind, eyes of the eagle, headband of ki focus[UE], monk's robe, ring of feather falling, ring of ki mastery[UE], backpack, belt pouch, blanket[APG], diamond dust (worth 250 gp), flint and steel, holly and mistletoe, mess kit[UE], oils for rebirth (worth 1,000 gp), soap, spell component pouch, surgeon's tools[UE], torch (10), trail rations (5), waterskin, 516 gp, 8 sp, 5 cp


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Appearance and Personality:

Shadla is a tall (at 6'1", light-skinned Shoanti woman with dark brown hair shaved on the sides and tightly dreadlocked and brown-black eyes. She has a complex array of Shoanti tribal tattoos over her right eye, chin, much of her head and neck, and on her back, sides, arms, and legs. Usually clad in ruggedly stitched hides, she also sports several skulls and sculpted pieces of bone in her apparel.

Shadla is a brave, honorable, and driven young woman, who sees the despoilment of her peoples' lands as a blight on their history. She actively seeks the means to combat further encroachment of foreign interests. She sees the native Varisians as tame, harmless cousins who at least seem to have the sense to respect the land. She is a bit more prejudiced against those of Taldan, or worse, Chelaxian, descent, but tries to judge individuals on their character and actions rather than their heritage. This is especially true since her travels through Shoanti lands have led her to conclude that not all of her own people are honorable. Her logic and discipline tell her that the reverse must also be true, not all Chelaxians are vile, devil-worshiping cowards.

She is outspoken, although usually brief in her conversations, and tends to favor simpler words and phrases when speaking the Taldan tongue. When speaking in Shoanti or Thassilonian, she becomes more vociferous and eloquent.

She has a keen mind, and a deep soul. She sees the world through a prism of honor and duty, doing whatever she sees as the best path towards fulfilling these self-imposed guidelines for her actions.

Background:

Daughter of Teeth Rattle When He Speaks, thundercaller of Clan Dustriver of Skoan-Quah, Shadla was raised in the druidic traditions of the Vulture, spirit-totem of the tribe. Shadla's mother, Bloodshower, champion warrior of the tribe, had no small hand in her upbringing as well. As a young child, Shadla strove to please both her parents and learn the ways of her tribe to honor them.

The Skoan-Quah are holders of the history of the Shoanti people, the keepers of the dead, charged with keeping the memories of the times past alive within all the Shoanti people. The Azghat, raising the Shoanti people out of barbarism only to fall to sin and dishonor, is a story familiar to all Shoanti children, but the young Shadla learned a great deal more about these ancient "gods", even learning their Taldan name, "Thassilonian".

The stories of these powerful rulers and the slow fall into corruption is considered a parable by many among the Quahs, a cautionary tale and reminder that duty and honor must be sharpened continuously lest one fall to dust. Shadla was raised with these tales, in harsh environs, and with strict training to ensure she took the lessons given to heart. The Thassilonian Empire was long gone, the Azghat extinct, torn from their thrones by the Shoanti people. Yet, their works had stood long millennia after their fall. Shadla had learned to speak to the ancestral spirits, gaining brief insights into this ancient world of wonder.

Learning to subsist on little more than a few berries and her own fists, Shadla soon earned the adult name Rattles the Blood, a tribute to both her mother and father. She became a fine warrior-shaman for the Riverdust Clan. Rattles the Blood fought against the Hellknights of Korvosa's Order of the Nail alongside many of her clan's finest warriors. The struggle to liberate the great pyramid had spanned generation, finally spilling once more to out and out war. It was in this battle that Bloodshower met her final fate, saving many younger warriors by exchanging blows with the Hellknight's leader, a fearsome man in blackened armor that mockingly reflected the skull symbolism worn by the Quah.

After the death of her mother, Rattles the Blood successfully petitioned the clan leaders for permission to travel and further her training and knowledge, and speak with the other Quahs about the threat of the Chelaxian influence upon Korvosa. It is during these travels that she attained her current name, Graverattler. The Quahs have been warned, but even among her own people, she found distrust, scorn, and even violence. She considers her duties in this task performed, and now seeks new ways to improve herself and help her Clan and Quah.

Graverattler has heard rumors of the Lost Coast's Thassilonian ruins, the Irespan, the Lady's Light, and, more recently, the Lighthouse of Sandpoint. She considers it her duty to learn what she can about these relics of her people's past, and bring this information back to her father and her Quah's historians. Hearing about Sandpoint's Cathedral Ceremony, she has decided the time is opportune to visit the small town.

Postsampling:

Shadla crawled from the ground outside the small coastal town, shifting to her natural form well outside of sight. The smells and sounds of "civilization" assaulted her senses. She took a moment for herself, reaching out to feel the familiar spirits around her. This was still Teshua, the lands once held by her people. Their spirits still whispered secrets and spoke in the old tongue. She could almost hear them, but the din of the new was too strong. Still, feeling their presence was enough.

She moved forward, clumps of shattered earth dropping from her as she moved. Coming upon a signpost confirming this was, indeed, Sandpoint, she saw a mirror hanging from its frame, instructing visitors to "see (themselves) as (Sandpoint Citizens) saw (them)." Shadla snorted. She knew who she was, what these domesticated sheeple thought of her was of little consequence. They would see Graverattler, Shoanti Warrior-Shaman, not Shadla. She reached down and grabbed a clump of moist earth, wiping it across her face. Just another dirty savage.

She entered the town, towering over many of the Varisian- and Chelaxian- descended townsfolk at a height just passing six feet. A man of her height could command respect. A woman her height was an oddity. A Shoanti, clad in the skulls of aurochs, was something of a spectacle.

Still, Sandpoint's people weren't altogether unfamiliar with the Shoanti; their sheriff used to be of the people before he allowed himself to be tamed. She mused on what she had learned of the man. At least he retained some semblance of honor by fulfilling his duties capably.

Shadla paused before a pair of life-sized white birch deer. This was the place she had been told about. The sheriff's estranged brother ran this Inn. Close to the chapel, it would be an ideal place to stay while she attended the festival.

Upon entering the White Deer, she was greeted by Garridan Viskalai, the Inn's proprietor with a curt "Morning."

Shadla nodded, not bothering to return the greeting. "Need a room."

The Shoanti man sized up Shadla, but only offered "Full. Festival."

A game of brevity, Shadla thought, smiling inwardly, but painting a fake scowl. "Stables?"

Garridan stood wiping a counter-top. The place was clean, she had to admit. "Three coppers a night."

Good, he doesn't gouge his customers when the place is full.. Aloud, she replied, "Clean it instead?" Better to earn a place than pay for it.

Nodding, the man replied "Twice a day."

Shadla smiled, extending an arm "Name's Graverattler.'


Role:

Graverattler is primarily a mobile melee fighter, but has significant access to druidic buffing/debuffing, healing (primarily out of combat healing), and druidic crowd control. Out of combat, she has a variety of useful knowledge skills, is a good judge of people, and has healing and survival skills to help the group. She is not extremely socially adept, and would not make a good "face" for the party.


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Large Earth Elemental Form:

Image

Init +1; Senses low-light vision; Perception +25
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Defense
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AC 32, touch 25, flat-footed 30 (+2 deflection, +1 Dex, +1 Dodge, +2 enhancement, +4 monk, +7 natural, -1 size, +6 Wis)

hp 122 (11d10+37)

Fort +13, Ref +11

Defensive Abilities death's companion, hard to kill, improved evasion; Immune bleeds, critical hits, precision damage; Resist resist call of the wild
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Offense
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Speed 50 ft., earth glide

Melee unarmed strike +19/+19/+19/+14/+9 (3d8+9/19-20) or. . 2 slams +18 (2d6+8)

Space 10 ft.; Reach 10 ft.

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Statistics
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Str 26, Dex 13, Con 16

CMB +21; CMD 44 (46 vs. grapple, 46 vs. reposition, 46 vs. trip)

Modified Skills Acrobatics +20 (+39 to jump), Climb +12, Escape Artist +5, Fly +12, Stealth +6, Swim +12

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Smilodon (Dire Tiger) Form:

Image

Init +1; Senses low-light vision, scent; Perception +25
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Defense
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AC 30, touch 25, flat-footed 28 (+2 deflection, +1 Dex, +1 Dodge, +2 enhancement, +4 monk, +5 natural, -1 size, +6 Wis)

Ref +11

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Offense
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Speed 70 ft.

Melee unarmed strike +18/+18/+18/+13/+8 (3d8+8/19-20) or . . bite +17 (2d6+7 plus grab), 2 claws +17 (2d4+7 plus grab)

Space 10 ft.; Reach 5 ft.

Special Attacks flurry of blows (unchained), pounce, rake (2 claws +17, 2d4+7 plus grab), style strike, wild shape 4/day

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Statistics
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Str 24, Dex 13

CMB +20 (+24 grapple); CMD 43 (45 vs. grapple, 45 vs. reposition, 49 vs. trip)

Modified Skills Acrobatics +15 (+42 to jump), Climb +11, Escape Artist +5, Fly +12, Stealth +6,Swim +11

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Giant Vulture Form:

Image

Init +1; Senses scent; Perception +25
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Defense
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AC 30, touch 25, flat-footed 28 (+2 deflection, +1 Dex, +1 Dodge, +2 enhancement, +4 monk, +5 natural, -1 size, +6 Wis)

Ref +11

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Offense
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Speed 40 ft., fly 50 ft. (average)
Melee unarmed strike +18/+18/+18/+13/+8 (3d8+8/19-20) or bite +17 (2d6+10)
Space 10 ft.; Reach 10 ft.

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Statistics
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Str 24, Dex 13

CMB +20; CMD 43 (45 vs. grapple, 45 vs. reposition, 45 vs. trip)

Modified Skills Acrobatics +20 (+35 to jump), Climb +11, Escape Artist +5, Fly +12, Stealth +6, Swim +11


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Warcat of Rull Form:

Warcat of Rull

Warcat of Rull Image

Init +0; Senses darkvision 60', low-light vision, scent; Perception +25

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Defense
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AC 30, touch 23, flat-footed 29 (+2 deflection, +1 dodge, +2 enhancement, +7 natural, -2 size, +10 Wis)

Ref +12

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Offense
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Speed 80 ft., climb 20 ft.

Melee unarmed strike +18/+18/+18/+13/+8 (4d8+9/19-20) or
. . bite +18 (2d6+9 plus grab), 2 claws +18 (1d8+9)

Space 15 ft.; Reach 15 ft.

Special Attacks flurry of blows (unchained), pounce, style strike, trample (2d8+13, DC 23), wild shape 4/day

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Statistics
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Str 26, Dex 11

CMB +23 (+27 grapple); CMD 44 (46 vs. grapple, 46 vs. reposition, 50 vs. trip)

Modified SkillsAcrobatics +19 (+50 to jump), Climb +20, Escape Artist +4, Fly +7, Stealth +1, Swim +12

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Bat Form:

Image

Init +5; Senses blindsense 20 ft., low-light vision; Perception +25

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Defense
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AC 36, touch 34, flat-footed 30 (+2 deflection, +5 Dex, +1 Dodge, +2 enhancement, +4 monk, +2 natural, +4 size, +6 Wis)

Ref +15
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Offense
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Speed 35 ft., fly 40 ft. (good)

Melee unarmed strike +19/+19/+19/+14/+9 (1d8+4/19-20) or . . bite +19 (1d3+5)

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Statistics
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Str 16, Dex 21

CMB +14; CMD 38 (40 vs. grapple, 40 vs. reposition, 40 vs. trip)

Skills Acrobatics +24 (+28 to jump), Climb +9, Escape Artist +9, Fly +26, Stealth +26, Swim +9

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fungus queen form
Shadla- Graverattler
Female human (Shoanti) druid (shoanti shaman) 11/monk (unchained) 11/gestalt 11/Hierophant 1 (Pathfinder Player Companion: Humans of Golarion, Pathfinder RPG Ultimate Magic 38, Pathfinder Unchained 14)
LN Medium humanoid (human)
Init +2; Senses darkvision 90 ft.; Perception +25
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Defense
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AC 33, touch 27, flat-footed 30 (+2 deflection, +2 Dex, +1 dodge, +2 enhancement, +4 monk, +6 natural, +6 Wis)
hp 122 (11d10+37)
Fort +15, Ref +14, Will +18; +4 vs. confusion, daze, feelbemind, and insanity effects, +4 vs. extraordinary, spell-like, and supernatural abilities of creatures with shapechanger subtype, +2 vs. enchantments
Defensive Abilities death's companion, hard to kill, improved evasion; Resist acid 20, cold 20, electricity 20, resist call of the wild
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Offense
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Speed 50 ft.
Melee unarmed strike +18/+18/+18/+13/+8 (1d3+7/19-20) or
. . 2 claws +18 (2d6+7), 4 tentacles +13 (1d8+4 plus grab)
Ranged sling +13 (1d4+6)
Special Attacks constrict (1d8+7), flurry of blows (unchained), inspired spell[MA], style strike, wild shape 4/day
Domain Spell-Like Abilities (CL 11th; concentration +17)
. . 1/day—reincarnate
Monk (Unchained) Spell-Like Abilities (CL 11th; concentration +12)
. . —dragon's breath (2 ki)[UM]
. . —restoration (self only, 2 ki)[UM]
Druid (Shoanti Shaman) Spells Prepared (CL 11th; concentration +17)
. . 6th—circle of death[D] (DC 22), sirocco[APG] (DC 22), wall of stone
. . 5th—baleful polymorph (DC 21), breath of life[D] (DC 21), cure critical wounds, stoneskin
. . 4th—cure serious wounds, death ward[D], freedom of movement, life bubble[APG] (DC 20), strong jaw[APG] (DC 20)
. . 3rd—call lightning (DC 19), cure moderate wounds, death knell[D] (DC 19), ice spears (DC 19), mad monkeys[UM], wind wall
. . 2nd—barkskin (3), flurry of snowballs (DC 18), glide[D,APG], resist energy, lesser restoration
. . 1st—ant haul[APG] (DC 17), burning disarm (DC 17), charm animal (DC 17), deathwatch[D], entangle (DC 17), mighty fist of the earth[ARG] (2)
. . 0 (at will)—create water, detect magic, light, mending
. . D Domain spell; Domain Vulture domain
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Statistics
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Str 22, Dex 15, Con 16, Int 12, Wis 22, Cha 12
Base Atk +11; CMB +19 (+23 grapple); CMD 42 (44 vs. grapple, 44 vs. reposition, 44 vs. trip)
Feats Craft Wand, Deflect Arrows, Dodge, Improved Critical (unarmed strike), Improved Unarmed Strike, Improved Vital Strike, Mobility, Natural Spell[M], Power Attack, Pummeling Charge[ACG], Pummeling Style[ACG], Stunning Fist, Vital Strike
Traits bred for war (shoanti), scholar of the ancients
Skills Acrobatics +21 (+40 to jump), Climb +18, Craft (Bonecrafting) +5, Escape Artist +6, Fly +13, Handle Animal +5, Heal +22 (+23 circumstance to treat wounds or deadly wounds), Intimidate +6, Knowledge (arcana) +3, Knowledge (geography) +5, Knowledge (history) +13, Knowledge (local) +2, Knowledge (nature) +10, Knowledge (planes) +2, Knowledge (religion) +5, Lore (Shoanti) +9, Lore (Thassilon) +9, Perception +25, Profession (cook) +10, Sense Motive +14, Spellcraft +5, Stealth +11, Survival +16, Swim +10, Use Magic Device +2
Languages Common, Druidic, Shoanti, Terran, Thassilonian
SQ agent of rebirth, fast movement (unchained), ki pool (13 points cold iron, lawful, magic, silver), ki powers (high jump, ki metabolism, qinggong power, qinggong power), mythic wild shape[MA], nature bond (Vulture domain), nature sense, purity of body, style strikes (flying kick, hammerblow), trackless step, wild empathy +12
Combat Gear wand of air bubble (50 charges), wand of ant haul (50 charges), wand of cure light wounds (50 charges), wand of cure light wounds (50 charges), wand of endure elements (50 charges), wand of feather step (50 charges), wand of goodberry (50 charges), wand of monkey fish (50 charges), healer's kit, healer's kit; Other Gear sling, sling bullets (20), boots of elvenkind, cloak of elvenkind, eyes of the eagle, headband of ki focus[UE], monk's robe, ring of feather falling, ring of ki mastery[UE], backpack, belt pouch, blanket[APG], diamond dust (worth 250 gp), flint and steel, holly and mistletoe, mess kit[UE], oils for rebirth (worth 1,000 gp), soap, spell component pouch, surgeon's tools[UE], torch (10), trail rations (5), waterskin, 516 gp, 8 sp, 5 cp
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Special Abilities
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Agent of Rebirth (Sp) Use oils worth 1,000gp to cast reincarnate 1/day. Roll twice on incarnation table to choose race.
Darkvision (90 feet) You can see in the dark (black and white only).
Death's Companion (+6, 11 rounds, 9/day) (Ex) As an imm action, gain +6 to save vs. disease and death effects for duration.
Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).
Dragon's Breath (2 Ki) (Sp) Costs 2 ki points to activate.
Druid (Shoanti Shaman) Domain (Vulture) Granted Powers: Yours is the power of death and rebirth. Your spirit soars above all and moves with the flow of unseen currents.
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (20) You have the specified Energy Resistance against Electricity attacks.
Fast Movement (Unchained) (+30 ft.) The Monk adds 10 or more feet to his base speed.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Flying Kick (max 30 ft.) Before kick attack, move up to fast move bonus as part of flurry.
Grab: Tentacle (Medium) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Hammerblow On fist hit, roll base dam die an extra time (as vital strike).
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
High Jump (Ex) Add level to jump and always running. As a swift action, use 1 ki for +20 to jump for 1 rd.
Improved Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. If you fail you take half damage.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Inspired Spell (Su) Use 1 power, cast one divine spell from your class spell list at +2 CL, it doesn't need to be known/memorized.
Ki Metabolism (Su) While 1+ ki, 1/4 food, water, sleep needs, & hold breath longer. As move act, 1 ki to seem dead.
Ki Pool (13/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Mythic Wild Shape (Large Earth Elemental) (Su) Using wild shape to take chosen form doesn't count against your daily uses of wild shape.
Natural Spell [Mythic] Can speak & use spell completion/trigger items merged with you in wild shape.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Pummeling Charge When using Pummeling Style, make Pummeling Style atk at end of charge.
Pummeling Style Total damage from all unarmed attacks before appplying DR.
Purity of Body (Ex) Immune to all diseases, including supernatural and magical ones.
Resist Call of the Wild (Ex) +4 to save vs. confusion, daze, feeblemind, insanity, or shapechanger abilities.
Restoration (self only, 2 Ki) (Sp) Self only. Costs 2 ki points to activate.
Stunning Fist (12/day, DC 21) You can stun an opponent with an unarmed attack.
Style Strike (1/round) (Ex) During flurry of blows, one or more unarmed strikes has an extra effect.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Vital Strike Standard action: x2 weapon damage dice.
Wild Empathy +12 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (11 hours, 4/day) (Su) Shapeshift into a different creature one or more times per day.
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Daughter of Teeth Rattle When He Speaks, thundercaller of Clan Dustriver of Skoan-Quah, Shadla was raised in the druidic traditions of the Vulture, spirit-totem of the tribe. Shadla's mother, Bloodshower, champion warrior of the tribe, had no small hand in her upbringing as well. As a young child, Shadla strove to please both her parents and learn the ways of her tribe to honor them.

The Skoan-Quah are holders of the history of the Shoanti people, the keepers of the dead, charged with keeping the memories of the times past alive within all the Shoanti people. The Azghat, raising the Shoanti people out of barbarism only to fall to sin and dishonor, is a story familiar to all Shoanti children, but the young Shadla learned a great deal more about these ancient "gods", even learning their Taldan name, "Thassilonian".

The stories of these powerful rulers and the slow fall into corruption is considered a parable by many among the Quahs, a cautionary tale and reminder that duty and honor must be sharpened continuously lest one fall to dust. Shadla was raised with these tales, in harsh environs, and with strict training to ensure she took the lessons given to heart. The Thassilonian Empire was long gone, the Azghat extinct, torn from their thrones by the Shoanti people. Yet, their works had stood long millennia after their fall. Shadla had learned to speak to the ancestral spirits, gaining brief insights into this ancient world of wonder.

Learning to subsist on little more than a few berries and her own fists, Shadla soon earned the adult name Rattles the Blood, a tribute to both her mother and father. She became a fine warrior-shaman for the Riverdust Clan. Rattles the Blood fought against the Hellknights of Korvosa's Order of the Nail alongside many of her clan's finest warriors. The struggle to liberate the great pyramid had spanned generation, finally spilling once more to out and out war. It was in this battle that Bloodshower met her final fate, saving many younger warriors by exchanging blows with the Hellknight's leader, a fearsome man in blackened armor that mockingly reflected the skull symbolism worn by the Quah.

After the death of her mother, Rattles the Blood successfully petitioned the clan leaders for permission to travel and further her training and knowledge, and speak with the other Quahs about the threat of the Chelaxian influence upon Korvosa. It is during these travels that she attained her current name, Graverattler. The Quahs have been warned, but even among her own people, she found distrust, scorn, and even violence. She considers her duties in this task performed, and now seeks new ways to improve herself and help her Clan and Quah.

Graverattler has heard rumors of the Lost Coast's Thassilonian ruins, the Irespan, the Lady's Light, and, more recently, the Lighthouse of Sandpoint. She considers it her duty to learn what she can about these relics of her people's past, and bring this information back to her father and her Quah's historians. Hearing about Sandpoint's Cathedral Ceremony, she has decided the time is opportune to visit the small town.
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Shadla crawled from the ground outside the small coastal town, shifting to her natural form well outside of sight. The smells and sounds of "civilization" assaulted her senses. She took a moment for herself, reaching out to feel the familiar spirits around her. This was still Teshua, the lands once held by her people. Their spirits still whispered secrets and spoke in the old tongue. She could almost hear them, but the din of the new was too strong. Still, feeling their presence was enough.

She moved forward, clumps of shattered earth dropping from her as she moved. Coming upon a signpost confirming this was, indeed, Sandpoint, she saw a mirror hanging from its frame, instructing visitors to "see (themselves) as (Sandpoint Citizens) saw (them)." Shadla snorted. She knew who she was, what these domesticated sheeple thought of her was of little consequence. They would see Graverattler, Shoanti Warrior-Shaman, not Shadla. She reached down and grabbed a clump of moist earth, wiping it across her face. Just another dirty savage.

She entered the town, towering over many of the Varisian and Chelaxian descended townsfolk at a height just passing six feet. A man of her height could command respect. A woman her height was an oddity. A Shoanti, clad in the skulls of aurochs, was something of a spectacle.

Still, Sandpoint's people weren't altogether unfamiliar with the Shoanti; their sheriff used to be of the people before he allowed himself to be tamed. She mused on what she had learned of the man. At least he retained some semblance of honor by fulfilling his duties capably.

Shadla paused before a pair of life-sized white birch deer. This was the place she had been told about. The sheriff's estranged brother ran this Inn. Close to the chapel, it would be an ideal place to stay while she attended the festival.

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