Harsk

Rowan Tharn's page

22 posts. Alias of Sawyer Masonjones.


Full Name

Rowan Tharn

Race

Skinwalker

Classes/Levels

Naturalist 2 | HP 24/24 | Mana 13/14 | AC: 18 T:16 FF:16 | Fort +7 Ref +6 Will +6 | CMB: +6 CMD: 17 | Init: +4 Perception +8 Sense Motive +8

Gender

Male

Size

6'3"

Age

25

Alignment

NG

Deity

None

About Rowan Tharn

Rowan Tharn
Male Skinwalker Naturalist 2 (Incanter, Slayer, Shifter)
Neutral Good Med Humanoid (Shapechanger)
Init +4; Senses Perception +8
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Defense
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AC 18, touch 16, flat-footed 16 (+3 Dex, +3 Armor, +2 Natural Armor)
HP 24 (# HD; 2d10++8)
Fort +7, Ref +6, Will +6

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Offense
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Speed 30 ft.
Melee Bite +6 1d8+4 BPS x2 | PA + 5 1d8+6
Claws +6 1d4+4 PS x2 | PA +5 1d8+6 x2
Ranged Blast +5 1d6 B x2 | DR +4 1d6+2 x2)
Special Attacks (If any)

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Magic
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Caster Level 2; MSB 2; MSD 13; Concentration +7
Tradition Somatic (2) Verbal CastingCAM Int
Spell Points 14
Alteration - CL 1; DC 15; Duration Concentration, 1 min per level; Range Self Talents Animalistic, Avian, Aquatic, Bestial Spirit, Size Change, Greater Transformation Drawbacks Lycanthropic

Life - CL 2; DC 16; Duration Range Touch Talents None Drawbacks None

Enhancement - CL 2; DC 16; Duration Concentration, 1 min per level; Range Close Talents Natural Enhancement Drawbacks Bodily Enhancement

Nature - CL 2; DC 16; Duration Concentration, 1 min per level; Range Self Talents Plantlife Package, Barkskin Drawbacks None

Destruction - CL 2; DC 16; Duration Intant; Range Close Talents Drawbacks None

Divination - CL 2; DC 16; Duration Concentration Range Self Talents Extra Divination (Time, Weather, Conjurations) Drawbacks None

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Might
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Practioner Modifer: Int BAB 2

Equipmeent - Talents: Unarmored Training

Open Hand - Talents: Tear Flesh, Bestial Training (Claws Drawbacks: Savage Combatant

Scout - Talents Great Senses Drawbacks: None

Atheletics - Swim, Run, Fly TalentsExpanded Training Drawbacks None
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Statistics
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Str 19, Dex 16, Con 20, Int 20, Wis 16, Cha 14
Base Atk +2; CMB +6; CMD 17
Feats Wild Casting, Extra Feature, Imp Nat Attack (Bite), Bonus Magic Talent,
Traits Pathfinder Recruit, Student of Philosophy (Int to Diplo)
Languages Common, Elven, Draconic, Sylvan, Dwarven, Abbysal, Infernal, Celestial, Azlant
Skills Acrobatics +8 (2)*, Bluff +7 (2), Climb +9 (2), Diplomacy +10 (2), Disable Device +8(2), Fly +8 (2)*, Intimidation +7 (2), K Arcana +10 (2), K Dungeoneering +9 (1), K History +10 (2), K Nature +10 (2), K Religion +9 (1) , K Planes +9(1), Linguistics +9 (1), Perception +8 (2)*, Sense Motive +8 (2), Spellcraft +9 (2), Stealth +8 (2)*, Survival +8 (2), Swim +9 (2)*, UMD +7 (2)

SQ
Other Gear Mwk Backpack, Wizard's Kit, Mwk Thieves' tools, 829 gp
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Special Abilities
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Change Shape A skinwalker can change shape to and from a bestial form as a standard action. In bestial form, a skinwalker gains a +2 racial bonus to Constitution. 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
Bite attack that deals 1d6 points of damage
2 claw attacks that each deal 1d4 points of damage
Climb speed of 20 feet
Scent to a range of 30 feet

Quick Transformation The shifter may use the Alteration sphere to apply a shapeshift to herself and only herself as a move action. Maintaining this effect through concentration only requires a move action each round.

Wild EmpathyA druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her 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 druid and the animal must be able to study each other, which means that they must be within 30 feet of one another 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.

A druid 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.

Studied Target A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target. +1 target and +1 skill/5 levels.

If a slayer deals sneak attack damage to a target, he can study that target as an immediate action, allowing him to apply his studied target bonuses against that target (including to the normal weapon damage roll).

At 7th level, a slayer can study an opponent as a move or swift action.

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Backstory
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Both of his parents had been Pathfinders, his mother an Ustalavan diviner, his father a Ulfen Alchemist. She had been infected after a run in with Werebears and though they had cured her before it could take hold, it had affected their unborn child. He was born marked by the curse, as a bear cub melting into a crying baby.

Rowan grew up on the road with his parents, taking him on expeditions. Ruins, field experiments, Tombs, Rowan was there along side them, after the danger was over, of course. He learned from some of the best scholars the Inner Sea had to offer, teaching him biology, anatomy, magic, history, philosophy and what ever else Rowan could squeeze from them. Because of his heritage and natural ability in shape shifting, Rowan had a keen interest in creatures, studying how they moved, their anatomy, learning to replicate it himself. Eventually, he left his parents for university.

At university, he studied magical biology and magic as much as he could, garnering interest from one Professor Lessik, a renowned researcher, taking Rowan under his wing. Making excursions out into the wild areas fostered his ability in tracking and observing, as well as fleshing out skill in defending himself.

After graduating with top honors, Rowan joined the Pathfinders as a way to start making a name for himself, signing up for remote exploratory missions. When he got back from his 2nd one, Rowan heard from his professor about the expedition out to Azlant. Hearing about the strange creatures there, as well as the chance to make discoveries about the lost Azlant, Rowan signed on.

Rowan on his own looks like nothing special, if a little bookish. Long blonde hair, tied back, a thick reddish beard belie his Ulfen ancestry. His pack is filled with books and supplies. He is quiet, for the most part, until a topic he is interested in is brought up, from science to magic to politics to history. At an inn, he can be seen reading while drinking his pint or something stiffer. He is a kind man, liable to help those asking for it a bit too readily. He is trusting, but knows to read people enough he doesn't get conned too often. He is an observer at heart, analyzing what is around him.

Because of his beastial heritage, however, Rowan has a darker side at odds with his normally congenial personality. When angered, he can become a real beast, literally. Rowan fears the moments he loses control of his beast, but these are far and few between. He typically has excellent control over his mind during transformation, but this wasn't always the case. He lost control several times as a child, once injuring a boy that bullied him requiring his father to heal the boy lest the boy would have died.

Rowan is eager and green, ready to make his mark studying Azlant's creatures and the Azlanti ruins themselves.