Arcadian Tribesman

Standing Bear's page

76 posts. Alias of Jolly Roger.


Race

attacks:
Mwk silver Earthbreaker +7 (2d6+6) 20x3, bola's +3 1d4+4 (10 ft range), Sling +3 1d4+4

Classes/Levels

skills:
Diplomacy +3, Knowledge (history) +4, Linguistics +5, Perception +9, Survival +8, Use Magic Device +4

Gender

Shaman 3 || AC 17, FF 16, T 11 || HP 27 Fort +3, Ref +2, Will +6 || CMB +6 CMD +17 Movement 20

About Standing Bear

crunch:

Male Speaker of the Past(Shaman) level 3
STANDING BEAR (Shoanti)
(Shoanti) Male
N Medium Human / Humanoid (Human)
Init +3; Senses Perception +9
==DEFENSE==
AC 17, touch 11, flat-footed 16 (+6 armor, +1 dex)
hp 27 (3d8+6)
Fort +3, Ref +2, Will +6
Armor Darkwood Breastplate (Agile) , Medium
==OFFENSE==
Spd 20 ft/x4
Melee Masterwork Earth Breaker +6 (2d6+6) 20/x3 CM +1
Ranged Shoanti Bola +2 (1d4+4) 20/x2
Ranged Sling +3 (1d4+4) 20/x2
==STATISTICS==
Str 18, Dex 12, Con 14, Int 10, Wis 16, Cha 8
BAB +2, CMB +6, CMD +17
Feats Armor Proficiency (LIGHT / MEDIUM) (PFCR 118), Extra Hex (PFAPG 160), Power attack
Skills Diplomacy +3, Knowledge (history) +4, Linguistics +5, Perception +9, Survival +8, Use Magic Device +5
SU Spirit (), Spirit Magic (), Orisons (), Spirit Ability: Battle (), Mysteries of the Past (), Fortune (PFAPG 66)
Traits Reactionary (Combat) (PFAPG 328), Serpent Runner (Campaign: Shattered Star) (PFCo: VBoL 31)
Languages Common, Shoanti, Thassilonian

-- HUMAN RACIAL TRAITS --
• Str: +2, Wis: +2
• TYPE: Humanoid (Human)
• SIZE: Medium
• FLEXIBLE (Strength, Wisdom) : Some Humans are uniquely skilled at
maximizing their natural gifts. These pick two ability scores and gain a +2 racial
bonus in each of those scores.
• Automatic Languages: Common, Shoanti
• Bonus Languages: Any

-- CLASS ABILITIES --
• FAVORED CLASS (Shaman) : You've gain the following bonuses: +2 Hit Point.
• WITCH HEX: You have chosen the following Hexes: Evil Eye, Cackle. (DC 10).
- Fortune (Su): The shaman grants a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing it to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. The target creature must to decide to use this ability before the first roll is made. At 8th and 16th levels, the duration of this hex increases by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.
- Cackle (Su): Cackle madly as a move action. Any creature that is within 30 ft
that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or
misfortune hex caused by you has the duration of that hex extended by 1 round. (PFAPG
66). (PFAPG 66).
• SPIRIT: A shaman forms a mystical bond with the spirits of the world. She forms a
lasting bond with a single spirit, which grants a number of abilities and defines many
of her other class features.

At 1st level, a shaman gains the spirit ability granted by her chosen spirit. She
adds the spells granted by that spirit to the list of spells that she can cast using
spirit magic. She also adds the hexes possessed by that spirit to the list of hexes
that she can use with the hex and wandering hex class features.

At 8th level, the shaman gains the abilities listed in the greater version of her
selected spirit. At 16th level, the shaman gains the abilities listed for the true
version of her selected spirit.

If the shaman takes levels in another class that grants a mystery (such as the
oracle), the spirit and mystery must match, even if that means one of them must
change. Subject to GM discretion, the shaman can change her former mystery or spirit
to make them conform.
• SPIRIT MAGIC: A shaman casts divine spells drawn from the shaman spell list.
A shaman must choose and prepare her spells in advance.
To prepare or cast a spell, a shaman must have a Wisdom score equal to at least 10 +
the spell's level. The saving throw DC against a shaman's spell is 10 + the spell's
level + the shaman's Wisdom modifier.
Like other spellcasters, a shaman can cast only a certain number of spells of each
spell level per day. Her base daily spell allotment is given on Table: Shaman. In
addition, she receives bonus spells per day if she has a high Wisdom score.
The speaker for the past must choose a time when she must spend 1 hour each day in
quiet contemplation to regain her daily allotment of spells, but does not need to
commune with a familiar during this time. Because she has no familiar, she does not
gain a spirit familiar feature from any spirit she bonds with.
A shaman can spontaneously cast a limited number of spells per day beyond those she
prepared ahead of time. She has one spell slot per day of each shaman spell level she
can cast, not including orisons. She can choose these spells from the list of spells
granted by her spirits (see the spirit class feature and the wandering spirit class
feature) at the time she casts them. She can enhance these spells using any metamagic
feat that she knows, using up a higher-level spell slot as required by the feat and
increasing the time to cast the spell (see Spontaneous Casting and Metamagic Feats).
• ORISONS: Prepare 4 0-level spells each day that aren't Cure Minor Wounds. You can
cast these spells at will as a spell-like ability. Orisons are treated like any other
spell cast by the cleric in terms of duration and other variables based on level.
Orisons cannot be channeled through spontaneous casting.
• SPIRIT ABILITY: BATTLE: A shaman who chooses the battle spirit as her spirit
or wandering spirit gains the following 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.
• MYSTERIES OF THE PAST: A speaker for the past gains Linguistics,
Knowledge (history), Knowledge (local), Perception, and Use Magic Device as class
skills. She also adds the spells from the ancestor and time oracle mysteries to her
class spell list (as the cleric level for those spells).

-- GENERAL FEATS --
• EXTRA HEX: You can gain additional hexes. You must meet all of the
prerequisites for this hex. You have selected: Evil Eye, Cackle. (PFAPG 160)

-- COMBAT FEATS --
• ARMOR PROFICIENCY (LIGHT / MEDIUM): When you wear a type of armor in which
you are proficient, the armor check penalty for that armor applies only to Balance,
Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks.
(PFCR 118)

-- TRAITS --
• SERPENT RUNNER (Campaign: Shattered Star): You've participated in
the mock gladiatorial battles and athletic feats at the Serpent's Run, Magnimar's
grand hippodrome, but the safe nature of those games leaves you bored. Seeking greater
thrills and tests of your abilities, you've pledged your arms and skill to the local
Pathfinder lodge. When wearing medium armor, you treat its armor check penalty as if
it were –1 lower. (PFCo: VBoL 31)
• SHOATI TATTOO: You gain a +1 trait bonus on saving throws against fear effects. Additionally, you are proficient with earth breakers, klars, and Shoanti bolas.
• REACTIONARY: You gain a +2 trait bonus on initiative checks.
• LONER: You take a –1 penalty to AC and on attack rolls while adjacent to allies or when taking the aid another action.

-- WEAPONS --
• SLING: You can fire, but not load, a sling with one hand. Loading a sling is a move
action that requires two hands and provokes attacks of opportunity. You can hurl
ordinary stones with a sling, but stones are not as dense or as round as bullets.
Thus, such an attack deals damage as if the weapon were designed for a creature one
size category smaller than you and you take a –1 penalty on attack rolls. [Weapon 3
(PFCR)]

spells:

Lvl1:
Sleep
Enlarge person (Spirit spell)
Thorn Javalin

Lvl2:
Barkskin
False Life

Appearance, personality and motivations:

APPEARANCE
A young man of the Tamiir-Quah (Wind Clan) of the Shoanti nation in his early twenties, his brothers often said he had the eyes of an old soul. Under soft eyebrows, their emerald quality pierces through your shell and washes your spirit with a sense of calmness and dignity. Standing Bear harbours a patient smile and in all manners tries to show humility and simplicity.

Standing Bear has a massive and powerful built. His amber-colored body is sculpted, with a smooth and polished quality. His jaw is rigid, and his speech cut from stone. On his shoulder lies a series of Shoanti tattoos depicting a large bear on his rear legs.

Nature and its spirits provide for him. He is generally wrapped in a traditional ample cloth of patterned ecru, ocher and crimson under which he wears his wooden breastplate. He prefers traditional Shoanti weapons. His weapons and armour are adorned with detailed depictions of mouse spirits painted in red and black, and white eagle feathers with black tips.

PERSONALITY
Standing Bear tries to remain a simple man, open to the world and its spirits. He is blessed with a sense of time that has brought peace to his fiery mind. His sorrowful past taught him harsh lessons and ruthlessness, but compassion and patience as well.

He is curious about people and their ways, often asking blunt questions with no intent to insult or undermine.

His favorite moment is when he sits looking at a peaceful landscape, with the moon rising over the horizon. It is then that he feels his worlds rejoining, when Standing Bear starts its dance among the stars.

MOTIVATIONS
To find meaning to his guiding vision, and his purpose as an agent of the Past shaping the Future's unfolding. Possessed by the ancestral spirits of Shoantis slain in battle, Standing Bear nonetheless carries within him a dream of peace for all man, a seed he wishes to help blossom into the world. He knows though that the way to peace passes first through war.

His immediate motivation is to know more about the Thassilonian civilization and its connection to the Shoanti. His ancestral spirits have told Standing Bear to seek out what he can. For there are great dangers hiding there. Dangers which will threaten the Shoanti people as well as others.

Background:

Son of a chieftain, Standing Bear was always meant to be a great member of the Shoanti tribe. Though he did his utmost best to excel in combat, he was an impatient man. The tribes medicine man saw that there were spirits all around Standing Bear. Protecting him, guiding him, but Standing Bear was not yet open to hear their advice. The medicine man advised the chieftain to send his son to Serpent's Run. Perhaps after the boy had spent all his energies at fighting would he be able to his ancestors.

At the young age of 16, Standing Bear started in the Serpent's Run full of enthusiasm. He was able to fight and prove himself against all sorts opponents, worthy ones and less than worthy ones. It wasn't until two years later that he finally began to enjoy the peace and quiet between the battles. It was during a full moon after an especially trying battle against a tribe of half-orcs that he gazed outward and started to think about his purpose in life. It was then that his great grandfather appeared before him. Though startled at first, Standing Bear was intrigued about his ancestors. Soon he would look forward to the moments directly after a battle that he could talk to them again and it didn't take long for him to be able to speak to them at will. It was then that Standing Bear left Serpent's Run and left the city to meditate for a long period of time and listen to what his ancestors had to say.

His ancestors taught him the way of his people and the history of ages past. With it also came a warning about the dangers of Thassilonian in origin. One of his ancestors taught him the tongue and told him about the fearsome magics of ages past. He feared that these would again threaten the peace of the land as well as the Shoanti tribe and requested that Standing Bear head out and try to find what he could about them. Standing Bear agreed and headed out to find the ruins of Thassilonia.

It took him another year before he finally found a true ruin of Thassilonia. However, unfortunately he was set upon by a female gang of burglars almost as soon as he started to explore them. He feared he would have to kill many females to get out, so he let himself be taken. Perhaps if he showed that he meant them no harm they would let him go.