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About Skarn MoonbaneSkarn "Moonbane" Tashanna
Status:
Active effects None Conditions None Current Bonded Spirit Hex TBD Resources & Macros:
Daily spells / powers / items Spells (1st) 8/8 Spells (2nd) 8/8 Spells (3rd) 5/5 Rage 13/13 Bite (3 rounds) 9/9 Folio Reroll (4 stars) 1/1 Macros
[dice=+1 furious adamantine greataxe]1d20+9;1d8+4[/dice]
Raging
[dice=+1 furious adamantine greataxe]1d20+13;1d12+9[/dice]
Defense
Offense
Oracle (Spirit Guide) Spells Known (CL 7th; concentration +13) . . 3rd (5/day)—cure serious wounds, invisibility purge, prayer, rage, Wandering: TBD . . 2nd (8/day)—bull's strength, cure moderate wounds, defending bone, dust of twilight (Will DC 18), grace, silence, weapon of awe, Wandering: TBD . . 1st (8/day)—bless, cure light wounds, divine favor, fumbletongue (Will DC 17), liberating command, murderous command (Will DC 17), protection from evil, shield of faith (+3), unbreakable heart, Wandering: TBD . . 0 (at will)—create water, detect magic, guidance, light, purify food & drink, read magic, stabilize Mystery Lunar Statistics
Feats Extra Revelation, Extra Revelation, Noble Scion Of War, Additional Traits, Extra Rage Traits arcane archivist, beast bond, fate's favored, wary Skills (ACP -1 included)
Languages Common, Skald SQ bonded spirit, bonded spirit hex, oracle's curse (lame), rage (13 rounds/day), revelations (gift of claw and horn, primal companion, prophetic armor), spirit (wandering) Combat Gear
Other Gear +2 mithral breastplate, cold iron morningstar, +1 furious adamantine greataxe, belt of mighty constitution +2, cloak of resistance +2, wayfinder, backpack, bandolier, bedroll, belt pouch, cold weather outfit, earplugs, flint and steel, grappling hook, hip flask, ink, black, inkpen, journal, noble outfit & jewelry (100 gp worth), scroll case, sealing wax, signal whistle, signet ring, silk rope (50 ft.), soap, tattoo, waterskin, wrist sheath, spring loaded, wrist sheath, spring loaded, 1397 gp, 4 sp, 5 cp Special Abilities
Favored class (Oracle): 1st to 3rd - hp; 4th to 7th - spell Fianna:
Fianna Wolf N Large animal Init +2; Senses low-light vision, scent; Perception +5 Defense
Offense
Statistics
Feats Power Attack, Weapon Focus (bite), Narrow Frame Tricks Attack, Attack Any Target, Defend, Down, Flank, Guard, Heel, Seek, Come, Flee, Watch, Stay Skills Acrobatics +6, Climb +10, Escape Artist +3, Perception +5, Stealth +6; Swim +10; Racial Modifiers +4 to survival when tracking by scent Other Gear training harness Special Abilities
Bonded Spirit Hex (Ancestors):
Spirit Magic Spells unseen servant (1st), spiritual weapon (2nd), heroism (3rd) Spirit Ability Ancestor's Council (Su) As a standard action the shaman can call upon her ancestors to provide advice and assistance to one ally within 30 feet. The ally gains a +2 bonus on any attack roll, saving throw, ability check, or skill check made before the beginning of the shaman’s next turn. The shaman can use this ability a number of times per day equal to 3 + her Charisma bonus. Hexes
Bonded Spirit Hex (Battle):
Spirit Magic Spells enlarge person (1st), fog cloud (2nd), magic vestment (3rd) Spirit Ability Battle Spirit (Su) A shaman surrounds herself with the spirit of battle. Allies within 30 feet of the shaman (including the shaman) receive a +1 morale bonus on attack rolls and weapon damage rolls. At 8th level and 16th level, these bonuses increase by 1. The shaman can use this ability for a number of rounds per day equal to 3 + her Charisma modifier. These rounds do not need to be consecutive. Hexes
Hampering Hex (Su) The shaman causes a creature within 30 feet to take a –2 penalty to AC and CMD for a number of rounds equal to the shaman’s level. A successful Will saving throw reduces this to just 1 round. At 8th level, the penalty becomes –4. Whether or not the save is successful, a creature affected by a hampering hex cannot be the target of this hex again for 24 hours.
Bonded Spirit Hex (Flame):
Spirit Magic Spells burning hands (1st), resist energy (2nd), fireball (3rd) Spirit Ability Touch of Flame (Su) As a standard action, the shaman can make a melee touch attack that deals 1d6 points of fire damage + 1 point for every 2 shaman levels she possesses. A shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, any weapon she wields is treated as a flaming weapon. Hexes
Fire Nimbus (Su) The shaman causes a creature within 30 feet to gain a nimbus of fire. Though this nimbus doesn't harm the creature, it does cause the creature to emit light like a torch, preventing it from gaining any benefit from concealment or invisibility. The target also takes a –2 penalty on saving throws against spells or effects that deal fire damage. The fire nimbus lasts for a number of rounds equal to the shaman's level. A successful Will saving throw negates this effect. Whether or not the save is successful, the creature cannot be the target of this hex again for 24 hours. Flame Curse (Su) The shaman causes a creature within 30 feet to become vulnerable to fire until the end of the shaman's next turn. If the creature is already vulnerable to fire, this hex has no effect. Fire immunity and resistances apply as normal, and any saving throw allowed by the effect that caused the damage reduces it as normal. At 8th and 16th levels, the duration of this hex increases by 1 round. A creature affected by this hex cannot be affected by it again for 24 hours.
Bonded Spirit Hex (Heavens):
Spirit Magic Spells color spray (1st), hypnotic pattern (2nd), daylight (3rd) Spirit Ability Stardust (Sp) As a standard action, the shaman causes stardust to materialize around one creature within 30 feet. This stardust causes the target to shed light as a candle, and it cannot benefit from concealment or any invisibility effects. The creature takes a –1 penalty on attack rolls and sight-based Perception checks. This penalty to attack rolls and Perception checks increases by 1 at 4th level and every 4 levels thereafter, to a maximum of –6 at 20th level. This effect lasts for a number of rounds equal to half the shaman’s level (minimum 1). Sightless creatures cannot be affected by this ability. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. Hexes
Lure of the Heavens (Su) The shaman's connection to the skies above is so strong that her feet barely touch the ground. At 1st level, she no longer leaves tracks. At 5th level, she can hover up to 6 inches above the ground or liquid surfaces. At 10th level, the shaman gains the ability to cast fly (as per the spell) for a number of minutes per day equal to her shaman level. The duration does not need to be consecutive, but it must be spent in 1-minute increments.
Bonded Spirit Hex (Life):
Spirit Magic Spells detect undead (1st), lesser restoration (2nd), neutralize poison (3rd) Spirit Ability Channel (Su) The shaman can channel positive energy like a cleric, using her shaman level as her effective cleric level when determining the amount of damage healed (or dealt to undead) and the DC. The shaman can use this ability a number of times per day equal to 1 + her Charisma modifier. Hexes
Bonded Spirit Hex (Lore):
Spirit Magic Spells identify (1st), tongues (2nd), locate object (3rd) Spirit Ability Monstrous Insight (Su) The shaman can identify creatures and gain insight into their strengths and weaknesses. As a standard action, the shaman can attempt a Knowledge skill check to identify a creature and its abilities (using the appropriate skill for the monster’s type) with an insight bonus equal to her shaman level. Whether or not the check is successful, she also gains a +2 insight bonus for 1 minute on attack rolls made against that creature and a +2 insight bonus to her AC against attacks made by that creature. These bonuses last for 1 minute. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. Hexes
Arcane Enlightenment (Su) The shaman's native intelligence grants her the ability to tap into arcane lore. The shaman can add a number of spells from the sorcerer/wizard spell list equal to her Spirit Magic Spells (Lore - Arcane Enlightenment) haste
Bonded Spirit Hex (Mammoth):
Spirit Magic Spells enlarge person (1st), bull's strength (2nd), rage (3rd) Spirit Ability Powerful Smash (Ex) As a standard action, the shaman can attack with unarmed strikes as if she had the Improved Unarmed Strike feat. If the shaman hits a creature in this way, that creature must succeed at a Fortitude save (DC = 10 + 1/2 the shaman’s class level + her Charisma modifier) or be dazed for 1 round. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. Hexes
Bonded Spirit Hex (Nature):
Spirit Magic Spells charm animal (1st), barkskin (2nd), speak with plants (3rd) Spirit Ability Storm Burst (Su) As a standard action, the shaman causes a small storm of swirling wind and rain to form around one creature within 30 feet. This storm causes the target to treat all foes as if they had concealment, suffering a 20% miss chance for 1 round plus 1 round for every 4 shaman levels she possesses. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, any weapon she wields is treated as a thundering weapon. Hexes
Bonded Spirit Hex (Stone):
Spirit Magic Spells magic stone (1st), stone call (2nd), meld into stone (3rd) Spirit Ability Touch of Acid (Su) As a standard action, the shaman can make a melee touch attack that deals 1d6 points of acid damage + 1 point for every 2 shaman levels she possesses. A shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, any weapon she wields is treated as a corrosive weapon. Hexes
Stone Stability (Ex) The shaman receives a +4 bonus to her CMD when resisting bull rush or trip attempts as long as she is standing on the ground. At 5th level, the shaman receives Improved Trip as a bonus feat. At 10th level, the shaman receives Greater Trip as a bonus feat. The shaman does not need to meet the prerequisites of these feats.
Boons:
Dancing Hut You requested a dancing hut, which takes the form of a permanent version of the witch’s hut grand hex (Pathfinder RPG Ultimate Magic 83). A PC may use create demiplane (Ultimate Magic 213-214) to expand the hut’s interior. Hut's picture "Tiny hut, turn your back to forest, your front to me" Appearance:
A strange cottage is now squatting on the lawn of the Grand Lodge in Absalom, causing many discussions among agents - young and old. Rumors speak of a man and a wolf coming and going out of it, but no one has been able to explain how it got there.
In the tidy office of the Lodge stands a tall but lean man dressed in black cloth covering an armor. He hobbles along slowly, one of his leg seemingly stiff, unable to bend the knee. A grim look and furry eyebrows adorn his face, as well as a goatee and long black uncombed hair. As he limps after the other Pathfinders, he leans on a longspear serving him as a makeshift walking stick. A scraggy black wolf walks alongside him. It is hard to say which one - of the master or the beast - is more famished and prone to lunge at someone's throat. Yet an aura of mystery and fascination surrounds this man, who simply introduces himself with a raspy voice. "I am Skarn, and this is Fianna." he says, patting the wolf.
Background:
Skarn patiently listens to Zlata's story, nodding gravely when it's over, letting the words slowly sink into his mind. When his time comes, he raises his voice so that his story can be heard from all the people gathered.
"Behold! A story of loyalty and treachery, of love and death. This day, I will tell you the tale of my very own ancestor, who lived and died bound to his cause. "My tale takes place in wintry Irrisen, where it is said that the men and women's hearts are frozen solid due to the terrible hoarfrost that covers the land and the living. This land is ruled by the daughters of terrible Baba Yaga, a witch so cruel that even gods cower in fear of her power. It is said that the Witch Queen returns to Golarion every hundred year, crowning another one of her daughters and taking the former ruler with her in her journeys to the Many Worlds. "My ancestor, a man called Rimebeard, was in the Queen's service, a Captain of her personal guard. The Queen Tashanna, who knew the time to step down from power was coming, rose to fight her very mother when she returned, thus attempting to break the cycle that would see her leave the throne. A war started where brothers fought brothers, and much blood was spilt. Rimebeard was expected to defend his Queen against her mother, yet he remembered that his alliegeance lied with Baba Yaga, for the Crone was the rightful ruler of Irrisen. When Rimebeard joined Baba Yaga's side, his family was hunted and he himself was cast down. Fortunately, his wife and the child she was bearing did survive. "At the height of the war, Rimebeard was one of the souls Baba Yaga chose to infiltrate the palace and strike down Tashanna, for the former Captain of the Queen's guard knew every nook and cranny of the seat of power, every path that would lead to the treacherous queen's chambers. Though the road was fraught with danger, he finally reached his goal and saw Queen Tashanna lying on her bed, fast asleep. When the moment to strike came, one single hesitation surged in his mind, and that was all Tashanna needed. She awoke and drained my ancestor's soul, thus condeming him to eternal torment. Writhing in agony, he struck a mighty blow, severing the treacherous queen's head with his cold iron blade. However the curse he was suffering could not be reverted, and he died soon after. "Baba Yaga rewarded this sacrifice with the most precious gift: the assurance that his lineage would endure and prosper, remaining among the Queen of Irrisen's Captain of the royal guard. Yet the price was a steep one to pay for the unborn boy, for he would never know his own father." PFS information for the GM:
PFS #76446-15 XP: 21 (normal advancement) Faction: Dark Archive Fame: 38 / Prestige: 31 Skarn's additional resources are all scanned and available on demand for GMs, please ask via PM. Chronicles applied:
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