About GraverattlerShadla- Graverattler
Female human (Shoanti) gestalt druid (mooncaller, shoanti shaman), -monk (unchained) 11/Hierophant 1 LN Medium humanoid (human)
Defense:
-------------------- 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
-------------------- Offense:
-------------------- 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)
Druid (Mooncaller, Shoanti Shaman) Spells Prepared (CL 11th; concentration +17)
-------------------- Statistics:
-------------------- 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
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 ------------------ 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. ------------------------------------------------------------- Large Earth Elemental Form:
Init +1; Senses low-light vision; Perception +25
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
Melee unarmed strike +19/+19/+19/+14/+9 (3d8+9/19-20) or. . 2 slams +18 (2d6+8) Space 10 ft.; Reach 10 ft. --------------------
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 ------------------------------------
Smilodon (Dire Tiger) Form:
Init +1; Senses low-light vision, scent; Perception +25
Ref +11 --------------------
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 --------------------
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 -------------------------------
Giant Vulture Form:
Init +1; Senses scent; Perception +25
Ref +11 --------------------
--------------------
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
--------------------------------- Warcat of Rull Form:
Init +0; Senses darkvision 60', low-light vision, scent; Perception +25 --------------------
AC 30, touch 23, flat-footed 29 (+2 deflection, +1 dodge, +2 enhancement, +7 natural, -2 size, +10 Wis) Ref +12 --------------------
Melee unarmed strike +18/+18/+18/+13/+8 (4d8+9/19-20) or
Space 15 ft.; Reach 15 ft. Special Attacks flurry of blows (unchained), pounce, style strike, trample (2d8+13, DC 23), wild shape 4/day --------------------
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 ---------------------
Bat Form:
Image Init +5; Senses blindsense 20 ft., low-light vision; Perception +25 --------------------
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
Melee unarmed strike +19/+19/+19/+14/+9 (1d8+4/19-20) or . . bite +19 (1d3+5) --------------------
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
--------------
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.
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. Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
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