Winter Oracle

Skarn Moonbane's page

272 posts. Organized Play character for Cyril Corbaz.


Full Name

Skarn "Moonbane" Tashanna

Race

HP 72/72 | AC:23 T:15 FF:18 CMD: 16 | F+9 R+10 W+7 | Init +5 | Perc +10

Gender

Male Human (Jadwiga) Oracle (Spirit Guide) 7 Barbarian 1 |

Alignment

Chaotic Neutral

Deity

Groetus

Languages

Common, Skald

Strength 14
Dexterity 7
Constitution 16
Intelligence 13
Wisdom 10
Charisma 22

About Skarn Moonbane

Skarn "Moonbane" Tashanna
Male Human (Jadwiga) Oracle (Spirit Guide) 7/ Barbarian 1 (8.0)
CN Medium humanoid (human)
Init +5; Senses Perception +10

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
Normal state
HP 72/72 | AC:23 T:15 FF:18 CMD: 16 | F+9 R+10 W+7 | Init +5 | Perc +10

[dice=+1 furious adamantine greataxe]1d20+9;1d8+4[/dice]
[dice=Cold Iron Morningstar]1d20+8;1d8+2[/dice]
[dice=Bite]1d20+8;1d6+3[/dice]
[dice=Bite (secondary)]1d20+3;1d6+3[/dice]

Raging
HP 88/88 | AC:21 T:13 FF:16 CMD: 18 | F+11 R+10 W+9 | Init +5 | Perc +10

[dice=+1 furious adamantine greataxe]1d20+13;1d12+9[/dice]
[dice=Cold Iron Morningstar]1d20+9;1d8+4[/dice]
[dice=Bite]1d20+10;1d6+5[/dice]
[dice=Bite (secondary)]1d20+5;1d6+5[/dice]

Defense
AC 23, touch 15, flat-footed 18 (+8 armor, +5 Cha)
hp 72 (+16 rage)
Fort +9 (+2 rage), Ref +10, Will +7 (+2 rage)

Offense
Speed 30 ft.
Melee +1 furious adamantine greataxe +9 (1d12+4) or
. . cold iron morningstar +8 (1d8+2) or
. . bite +8 (1d6+3)

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
Str 14, Dex 7, Con 14 (16), Int 13, Wis 10, Cha 22 (20)
Base Atk +6; CMB +8; CMD 16

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)
Acrobatics +1 (1 rank)
Climb +5 (1 rank)
Diplomacy +17 (8 ranks)
Handle Animal +18 (+6 Fianna) (8 ranks)
Knowledge (arcana) +5 (1 rank)
Knowledge (history) +5 (1 rank)
Knowledge (nature) +5 (1 rank)
Knowledge (nobility) +7 (1 rank)
Knowledge (planes) +5 (1 rank)
Knowledge (religion) +5 (1 rank)
Perception +10 (7 ranks) (+1 opposed checks)
Perform (oratory) +7 (1 rank)
Sense Motive +4 (1 rank) (+1 opposed checks)
Spellcraft +9 (5 ranks)
Survival +0 (+2 to avoid becoming lost)
Swim +5 (1 rank)
Use Magic Device +18 (8 ranks)

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
wand of cure light wounds (33 charges)
wand of longstrider (44 charges)
wand of see invisibility (13 charges)
wand of ill omen (25 charges)
wand of enervation (3 charges)
elixir of spirit sight
potion of fly
potion of cure light wounds
potion of touch of the sea
scroll of comprehend languages
scroll of obscuring mist
scroll of protection from evil
scroll of remove fear
acid
alchemist's fire
antiplague
antitoxin

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
Animal Companion Link (Ex) You have a link with your Animal Companion.
Arcane Enlightenment (Su) Add Charisma bonus wizard spells to your spells known list.
Bonded Spirit Gain a wandering spirit each day.
Gift of Claw and Horn (3 round(s), Bite, 9/day)(Su) Gain natural weapon as swift action.
Lame One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. Your speed is never reduced due to encumbrance. At 5th you become immune to fatigue.
Noble Scion of War +2 bonus in Knowledge (nobility), add Charisma modifier instead of Dexterity for Initiative.
Prophetic Armor (Ex) You may apply your Charisma modifier instead of Dexterity to AC and Reflex saves.
Rage +4 to Str/Con, +2 Will saves, -2 AC
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells, including spells that don't normally work on animals.

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
AC 19, touch 11, flat-footed 17 (+2 Dex, +8 natural, -1 size)
hp 51
Fort +9, Ref +7, Will +3
Defensive Abilities evasion

Offense
Speed 50 ft.
Melee bite +10 (1d8+9) plus trip

Statistics
Str 23, Dex 15, Con 19, Int 3, Wis 12, Cha 6
Base Atk +4; CMB +11; CMD 23 (27 vs. trip)

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
+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Attack [Trick] The animal will attack on command.
Defend [Trick] The animal will defend you.
Down [Trick] The animal will break off combat on command.
Evasion (Ex) No damage on successful reflex save.
Flank [Trick] Attempts to attack and flank indicated enemy.
Guard [Trick] The animal stays in place and prevents others from approaching.
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -2/+6 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Trip (Ex) You can make a trip attempt on a successful attack.

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
Wisdom of the Ages (Su) The shaman can call upon her ancestors for lore and guidance. She can use her Wisdom Charisma modifier instead of her Intelligence modifier on all Intelligence-based skill checks.

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
Battle Master (Ex) The shaman makes an extra attack of opportunity each round. This ability stacks with the attacks of opportunity granted by the Combat Reflexes feat. At 8th level, the shaman gains the Weapon Specialization feat in a weapon of her choice as a bonus feat. At 16th level, the shaman gains the Greater Weapon Focus feat as a bonus feat, for the same weapon chosen for Weapon Specialization. The shaman doesn’t need to meet the prerequisites of these feats.

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
Cinder Dance (Ex) The shaman's base speed increases by 10 feet. At 5th level, the shaman receives Nimble Moves (Whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a 5-foot step into difficult terrain.) as a bonus feat. At 10th level, the shaman receives Acrobatic Steps (Whenever you move, you may move through up to 15 feet of difficult terrain each round as if it were normal terrain. The effects of this feat stack with those provided by Nimble Moves, allowing you to move normally through a total of 20 feet of difficult terrain each round) as a bonus feat. The shaman doesn't need to meet the prerequisites of these feats.

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
Heaven's Leap (Su) The shaman is adept at creating tiny tears in the fabric of space, and temporarily stitching them together to reach other locations through a limited, one-way wormhole. As a standard action, the shaman can designate herself or a single ally that she can see who is within 30 feet of her. She can move that creature as if it were subject to jester's jaunt. Once targeted by this hex, the ally cannot be the target of this hex again for 24 hours.

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
Life Link (Su) The shaman creates a bond between herself and another creature within 30 feet. Each round at the start of the shaman's turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and the shaman takes 5 points of damage. The shaman can have one bond active per shaman level. The bond continues until either the bonded creature dies, the shaman dies, the distance between her and the bonded creature exceeds 100 feet, or the shaman ends the bond as an immediate action. If the shaman has multiple bonds active, she can end as many as she wants with the same immediate action.

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
Benefit of Wisdom (Ex) The shaman relies on wisdom rather than intellect to gain and retain knowledge. She can use her Wisdom Charisma modifier instead of her Intelligence modifier on all Intelligence-based skill checks.

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 Charisma Wisdom modifier (minimum 1) to the list of shaman spells she can prepare. To cast these spells, she must have an Intelligence score equal to at least 10 + the spell's level, but the saving throw DCs of these spells are based on her Wisdom Charisma rather than Intelligence. When she casts these spells, they are treated as divine rather than arcane. Each time the shaman gains a level after taking this hex, she can choose to replace one of these spells with a new spell from the sorcerer/wizard spell list.

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
Mammoth's Hide (Su) The shaman can touch a willing ally and cause its skin to thicken and sprout thick, shaggy fur. The creature gains a +2 enhancement bonus to natural armor and resistance 5 to cold for 10 minutes. At 9th level, the enhancement bonus increases to +3 and the cold resistance to 10. At 15th level, this enhancement bonus increases to +4 and this resistance to 15. The shaman can use this ability a number of times per day equal to 3 + her Charisma Wisdom bonus.

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
Friend to Animals (Su) The shaman can spontaneously cast summon nature's ally spells, as per the druid's spontaneous casting. In addition, all animals within 30 feet of the shaman receive a sacred bonus on all saving throws equal to the shaman's Charisma Wisdom bonus.

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
Crystal Sight (Ex) The shaman sees through stone, earth, or sand as easily as if it were transparent crystal. Her gaze can penetrate a number of feet equal to her shaman level (or a number of inches equal to her shaman level of metal). The shaman can use this ability a number of rounds per day equal to her shaman level, but these rounds do not need to be consecutive.

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:
#1 - 6-11 The Wounded Wisp
#2 - 1-33 Assault on the Kingdom of the Impossible
#3 - AP#72 Reign of Winter - The Witch Queen's Revenge
#4 - AP#43 Carrion Crown - The Haunting of Harrowstone
#5 - 6-15 The Overflow Archive
#6 - 0-06 Black Waters
#7 - 4-09 The Blakros Matrimony GM Credit
#8 - 3-02 Sewer Dragons of Absalom
#9 - 6-18 From Under Ice
#10 - 4-11 The Disappeared GM Credit
#11 - 6-22 Out of Anarchy
#12 - 7-02 Six Seconds to Midnight
#13 - 7-06 To Judge a Soul part I
#14 - 7-08 To Judge a Soul part II
#15 - 7-99 Through Maelstrom Rift
#16 - 7-25 Orders from the Gate
#17 - 7-24 The Labyrinth of the Hungry Ghosts