Wild Lancer

Greadra moonscar's page

93 posts. Alias of william Nightmoon.

Full Name

Greadra Moonscar




Shifter(Weretouched) 1

HP:12/12 AC:17=10+(2Dex,4Armor,1shield) Fort:4 Refl:4 Will:2 CMD:16 CMB:+4 BAB:+1







Special Abilities

Wolf Aspect


Chaotic Neutral


The Green Faith


Common, Druidic, Orcish

Strength 16
Dexterity 14
Constitution 15
Intelligence 10
Wisdom 14
Charisma 8

About Greadra moonscar


Fort:4 Refl:4 Will:2
CMD:16 CMB:+4 BAB:+1

Racial Traits:

+2 to One Ability Score: Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Half-orcs have a base speed of 30 feet.

Darkvision: Half-orcs can see in the dark up to 60 feet.

Shaman’s Apprentice
Source Advanced Race Guide pg. 1
Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait.

Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.

Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word "orc" in its name as a martial weapon.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.

Class Traits:

Weapon and Armor Proficiency: A shifter is proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. She is also proficient with the natural attacks (claw, bite, and so forth) from the shifter claws class feature and of forms she assumes with wild shape.

Shifters are proficient with light and medium armor but are prohibited from wearing metal armor. A shifter can wear wooden armor that has been altered by the ironwood spell so that it functions as if it were steel. Shifters are proficient with shields (except tower shields) but must use only those crafted from wood.

A shifter who wears prohibited armor or uses a prohibited shield is unable to use her shifter aspect, shifter claws, wild shape, and other shifter supernatural or spell-like abilities while doing so and for 24 hours thereafter.

Bonus Languages: A shifter’s bonus language options include Sylvan, the language of woodland creatures, and Aklo, the tongue spoken by certain sinister fey or otherworldly denizens of reaches of the wild rarely explored by humanity. These choices are in addition to the bonus languages available to the character because of her race.

A shifter speaks Druidic, a secret language known only to druids and shifters, which she learns upon becoming a 1stlevel shifter. Druidic is a free language for a shifter; that is, she knows it in addition to her regular allotment of languages, and it doesn’t take up a language slot. Shifters are forbidden to teach this language to non-druids or non-shifters.

Shifter Aspect (Su): At 1st level, a shifter gains her first aspect—a category of animal to which her body and soul have become supernaturally attuned. She can shift into her aspect’s minor form (see Aspects on page 28) for a number of minutes per day equal to 3 + her shifter level. The duration need not be consecutive but must be spent in 1-minute increments. Shifting into a minor form is a swift action, while ending the effect is a free action that can be taken only on the shifter’s turn. The minor forms of aspects are not polymorph effects, and the shifter does not lose the benefits of a minor form while affected by polymorph effects.

Lycanthrope Aspect (Su): At 1st level, a weretouched gains the shifter aspect ability, except the animal aspect chosen is the only animal aspect the weretouched can gain. This alters her other class features, as detailed in each relevant class feature. Otherwise, this ability functions identically to shifter aspect.

At 5th level, a weretouched gains DR/silver equal to half her shifter level, to a maximum of DR 10/silver at 20th level. Additionally, a weretouched shifter becomes immune to a lycanthrope’s curse of lycanthropy.

This alters shifter aspect and all of its improvements.

Shifter Claws (Su): At will, a shifter in her natural form can extend her claws as a swift action to use as a weapon. This magical transformation is fueled as much by the shifter’s faith in the natural world as it is by inborn talent. The claws on each hand can be used as a primary natural attack, dealing 1d4 points of piercing and slashing damage (1d3 if she is Small). If she uses one of her claw attacks in concert with a weapon held in the other hand, the claw acts as a secondary natural attack instead.

As the shifter gains levels, the power of her claws increases. At 3rd level, her claws ignore DR/cold iron, DR/magic, and DR/silver. At 7th level, her claw damage increases to 1d6 (1d4 if Small). At 11th level, her claw damage increases to 1d8 (1d6 if Small). At 13th level, her claw damage increases to 1d10 (1d8 if Small). At 17th level, the damage die does not increase, but the critical multiplier becomes ×3. Lastly, at 19th level, the claws ignore DR/adamantine and DR/—.

While a shifter uses wild shape to assume her aspect’s major form, her natural attacks gain the same benefits granted by her shifter claws ability. If the form she takes has claw attacks, she can use either the base damage of her shifter claws or the damage of the form’s claws, whichever is greater. If the form does not have claw attacks, she can choose up to two natural attacks that would deal less damage than her shifter claw damage and have those attacks instead deal the same damage as her shifter claws.

Wild Empathy (Ex): A shifter can improve the attitude of an animal. This ability functions as a Diplomacy check to improve the attitude of a person (Pathfinder RPG Core Rulebook 93). The shifter rolls 1d20 and adds her shifter level and Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the shifter and the animal must be within 30 feet of one another and under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

The shifter can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
Lycanthropic Empathy (Ex): At 1st level, a weretouched gains wild empathy and a +4 bonus on wild empathy checks, but this ability works only on the type of animal she chose for her lycanthrope aspect.

This alters wild empathy.

Defensive Instinct (Ex): At 2nd level, when unarmored, not using a shield, unencumbered, and conscious, the shifter adds her Wisdom bonus (if any) to her AC and CMD. If she is wearing nonmetal armor or using a nonmetal shield, she instead adds half her Wisdom bonus to her AC (minimum 0). In addition, the shifter gains a +1 bonus to her AC and CMD at 4th level. This bonus increases by 1 for every 4 shifter levels thereafter (up to a maximum of +5 at 20th level).

These bonuses to AC apply even against touch attacks and when the shifter is flatfooted. She loses these bonuses when she is immobilized or helpless. These bonuses do not stack with the monk AC bonus class feature.

Track (Ex): At 2nd level, a shifter adds half her level as a bonus on Survival checks to follow tracks.

Woodland Stride (Ex): At 3rd level, a shifter can move through any sort of undergrowth (such as briars, natural thorns, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Briars, thorns, and overgrown areas that are enchanted or magically manipulated to impede motion still affect the shifter.

Wild Shape (Su): At 4th level, a shifter gains the ability to turn herself into the major form of one of her aspects and back again. This ability functions as beast shape II, except as noted here. The shifter can turn into the major form of only one of her aspects at a time. Using wild shape to change to a major form or back is a standard action that doesn’t provoke attacks of opportunity. Often a particular aspect’s major form grants abilities beyond the normal effect of beast shape II. Each major form details the abilities the shifter gains with that major form and at what level; she gains these instead of the form abilities from beast shape II, but she still gains beast shape II abilities that are size dependent.

A shifter loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal of that form can make, but she can communicate with other animals of the same general grouping as her form. She can also communicate in nonverbal ways with allies.

A shifter can use wild shape for a number of hours each day equal to her shifter level + her Wisdom modifier. It need not be consecutive but must be spent in 1 hour increments. For abilities that function based on ‘uses of wild shape,’ each hour of wild shape counts as a use.

A shifters can take feats and other abilities that require wild shape; for the purpose of qualifying for prerequisites, her effective druid level is equal to her shifter level.

Lycanthropic Wild Shape (Su): At 4th level, when a weretouched uses wild shape, she can assume only the form of an animal of the same type as her lycanthrope aspect. However, instead of assuming a major form, she can assume a hybrid form that mixes the traits of her natural form and the major form of her aspect. While in a hybrid form, she gain a +2 size bonus to her Strength score, a +2 natural armor bonus to her AC, and all of the natural attacks and abilities listed by her major form. A weretouched also counts as being in her natural form for the purpose of determining whether she can extend her shifter claws. A weretouched’s hybrid form is roughly the same size and shape as her natural form, albeit with bestial qualities such as digitigrade legs or shaggy fur, so her equipment does not merge into her new form when she shifts between her natural form and hybrid form. In addition, the size of a weretouched’s hybrid form is the same as the size of her natural form. This otherwise counts as assuming a major form using wild shape.

This alters wild shape.

Trackless Step (Ex): At 5th level, a shifter leaves no trail in natural surroundings and cannot be tracked. She can choose to leave a trail if she so desires.

Shifter’s Fury (Ex): At level 6, a shifter gains the ability to make several ferocious attacks with the same natural weapon. Instead of attacking with all her natural weapons, the shifter can choose a single natural weapon and make a full attack with that natural weapon, gaining a second iterative attack at a –5 as if it was a manufactured weapon. When she does so, all her other natural attacks count as secondary attacks and don’t benefit from shifter’s claws. At 11th level, she gains a third iterative attack at a –10 and at 16th level, she gains a fourth iterative attack at –15.

Chimeric Aspect (Su): At 9th level, when a shifter uses her shifter aspect ability to take on a minor form, she can choose two aspects and assume the minor form of each aspect.

Greater Chimeric Aspect (Su): At 14th level, when a shifter uses her shifter aspect ability to take on a minor form, she can choose up to three aspects and assume the minor form of each aspect.

A Thousand Faces (Su): At 18th level, a shifter gains the ability to change her appearance at will, as if using the alter self spell, but only while in her normal form.

Timeless Body (Ex): After attaining 18th level, a shifter no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the shifter still dies of old age when her time is up.

Final Aspect (Su): At 20th level, a shifter gains access to a fifth aspect, and when she uses shifter’s aspect, she can assume the minor forms of all her aspects and the shifter can use her major and minor forms at will.

Wolf Aspect Details:

Source Ultimate Wilderness pg. 31
The aspect of the wolf provides the senses and the attacks of the mighty wolf, whose instincts are honed to track and take down its prey.

Minor Form: You gain the scent ability with a range of 10 feet, or, if you have the scent ability, the range increases by 10 feet. The range of this scent or the increase to your scent increases to 20 feet at 8th level and 30 feet at 15th level. The range doubles if the opponent is upwind and is halved if the opponent is downwind.

Major Form: Your shape changes to that of a dire wolf (Bestiary 278). While in this form, you gain a base speed of 50 feet, low-light vision, scent (30 feet), a bite attack (1d8 damage), and you can make a trip attempt with your bite attack. At 8th level, the range of your scent ability increases to 40 feet and you gain a +4 racial bonus on Survival checks when tracking with scent. At 15th level, you gain Improved Natural Attack (bite) (Bestiary 315).


Acrobatics (Dex),
Climb (Str),
Craft (Int),
Fly (Dex),
Handle Animal (Cha),
Intimidate*(Cha), 0/-1/2
Knowledge (nature) (Int),1/0/3
Perception (Wis),1/2/3
Profession (Wis),
Ride (Dex),
Stealth (Dex),1/2/3
Survival (Wis),1/2/3
Swim (Str),

*Non-class skill

Power Attack

*Bonus Feats

Blood of Giants
Source Reign of Winter Player's Guide pg. 5
You’re a big person, and people have always said you’ve got some giant blood in you. Even as a child, you towered over your friends, and as you grew older, you grew even taller and stronger. Maybe your hair has a tint of blue as well, or your skin is as pale as snow. Perhaps someday you’ll get the opportunity to travel to the North and meet some real giants, and see whether the rumors about you are true. You gain a +1 trait bonus on combat maneuver checks to sunder, and a +1 trait bonus to your CMD against bull rush and overrun combat maneuvers.

Back for More
Source Agents of Evil pg. 11
Anytime an opponent confirms a critical hit against you, you gain a +2 morale bonus on attack rolls and damage rolls against that foe until the end of your next turn.


GP: 24
a backpack, a belt pouch, a blanket, a flint and steel, an iron pot, rope, soap, torches (10), trail rations (5 days), a waterskin, Folding shovel, Miner's pick, Crowbar, Snowshoes, Bronze Scimitar, Light wooden shield, Hide Armor, 2 obsidian shortspear, spearthrower, Traveler's outfit, 4 Obsidian Daggers, Bandolier, Bear Trap, Signal Horn, 2 Wrist Sheath, Oil(5), 1 Broken Obsidian Shortspear.


BAB:+1 Str.mod:+3

Claws(Secondary):+4(-1) 1d4+3(+1) 20/*2

Scimitar:+4 1d6+3 18-20/*2

Light wooden shield(offhand),-6 1d4+1 20/*2

Backstory and Appearance:

Greadra towers over the heads of men, even among half-orc, she stands 6'8" tall, looking down apon almost everyone she meets. For a half orc she isn't that hard to look at, if you don't mind rippling mussles and scars. It is off-putting that he voice is a deep as a man's sometimes, a fact fairly obvious every time she opens her mouth.
Whe typically wears a thick set of furs and leathers under her thick hide armor. The little skin she shows is criss crossed will scars and battle wounds, most of which she earned wrestling wild animals.
Overall this woman is an intimidating spectical

Greadra is a member of one of the Various Barbarian tibes roaming the mountains North of Taldar. She came south, traveling many miles through wilderness and civilization alike, going wherever fate pulled her. She followed caravans as a gaurd, tracked animals, and eventually found herself in Heldren, and has been hanging around for at least a week now, not sure where her journey would take her next.

To those curious enough to ask, She is gladly Willing to explain her past life:
She was born as any child, it only became apparent after she can of age that she had orc blood, and a little something else in there too. Quickly outgrowing many of the boys of her tribe, she was taken in by the end of tribe druid and began learning his ways. However Greadra already had the gift of the wild within her, as when she began her training, the wolf emerged.
Her Teacher decided it was best she found a way to control the beast within, and began training her... Soon it came time for her final test: her spirit search.
And so she left, and has been seeking herself for a whole year now, teaching herself about the land, learning more and more of how she had her powers...