Arcadian Tribesman

Standing Bear, Spirit Speaker's page

52 posts. Alias of Heofthehills.


Init +0; HP 28/30; AC 19 T 13 FF 16; Fort+4 Ref +2 Will+4


1st: 6/6






Spirit: Great Grandfather Rampaging Bear


Common, Shoanti, Ancient Thassilonian

Strength 18
Dexterity 10
Constitution 14
Intelligence 10
Wisdom 10
Charisma 16

About Standing Bear, Spirit Speaker

Standing Bear
Nature Oracle (Spirit Guide) 3
N Medium humanoid (human)
Init +0; Perception +7
AC 19, touch 13, flat-footed 16 (+6 armor, +3 Dex)
HP 30 (3 HP from FCB)
Fort +4, Ref +2, Will +4
Speed 20 ft.
Ranged +2 Sling (1d4+4) 20/x2
Ranged +2 Bolas (1d4+4) 20/x2
Melee +7 Masterwork Earthbreaker (2d6+6) 20/x3


Str 18, Dex 10, Con 14, Int 10, Wis 10, Cha 16
Base Atk +2; CMB +6; CMD 19
Languages Common, Shoanti, Thassilonian

Power Attack

Traits and Drawbacks

Serpent Runner: 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)

Shoanti Tattoo: You gain a +1 trait bonus on saving throws against fear effects. Additionally, you are proficient with earth breakers, klars, and Shoanti bolas.

Seeker: You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Loner: You take a –1 penalty to AC and on attack rolls while adjacent to allies or when taking the aid another action.
Diplomacy +9 (3 Rank, +3 Stat, +3 Class)
Know (History)+6 (3 Rank, +3 Class)
Linguistics +1 (1 Rank)
Perception +7 (3 Rank, +3 Class, +1 Trait)
Heal +5 (2 Rank, +3 Class)


Darkwood Agile Breastplate (+6 Armor, +3 Dex, -1 ACP)
Masterwork Earthbreaker
Sling Stones (10)
Shoanti Bolas
Cloak of Resistance +1

Special Abilities

Nature’s Whispers (Ex): You have become so attuned to the whispers of the natural world, from the croaking of frogs to the groaning of great boulders, that your surroundings constantly keep you preternaturally aware of danger. You may add your Charisma modifier, instead of your Dexterity modifier, to your Armor Class and CMD. Any condition that would cause you to lose your Dexterity modifier to your Armor Class instead causes you to lose your Charisma modifier to your Armor Class.

Haunted: Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known.
At 5th level, add levitate and minor image to your list of spells known.
At 10th level, add telekinesis to your list of spells known.
At 15th level, add reverse gravity to your list of spells known.

Bonded Spirit (Su): At 3rd level, a spirit guide can form a temporary bond with a spirit, as the shaman's wandering spirit class feature. She must make this selection each day when she refreshes her spells. A spirit guide cannot bond with a spirit that is incompatible with her alignment, ethos, or mystery (GM's discretion).

A spirit guide gains one hex of her choice from the list of hexes available from that spirit. She uses her oracle level as her shaman level, and she switches Wisdom for Charisma and vice versa for the purpose of determining the hex's effects.

At 4th level, she adds the bonded spirit's spirit magic spells to her oracle spells known for that day, but only of spell levels she can cast. At 7th level, she gains the spirit ability of her current bonded spirit. At 15th level, she gains the greater spirit ability of her current bonded spirit.

This ability replaces the revelations gained at 3rd, 7th, and 15th levels.

Potential Bonded Spirits:

Great Grandfather Rampaging Griffon (Ancestors)

Ancestral Blessing (Su) The shaman can grant the blessings of her ancestors to any ally within 30 feet. The blessed creature receives a +1 competence bonus on attack and damage rolls. This blessing lasts until the blessed creature hits with an attack or deals damage to a target.

The shaman can have only one ancestral blessing active at a time. If the shaman uses this ability again, the previous blessing immediately ends. At 8th level and 16th level, the bonuses provided by this blessing increase by 1.

Witch Doctor Deafening Storm (Battle)

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.

Grand Mother Nuturing Cloud

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.

Ancient Wise One Rising Storm Roc (Lore)

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

Cousin Iron Tusk of the Mammoth Lords (Mammoths)

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 bonus.


0 Level: Mage Hand, Ghost Sound, Detect Magic, Read Magic, Light, Guidance, Stabilize

1st Level (6/6): Cure Light Wounds, Charm Animal, Shield of Faith, Divine Favor, Bless

Who is Standing Bear?:


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. In his journeys, other spirits began to try and distract him. Standing Bear believes them to be Thassilonians.

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.


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 harbors a patient smile and in all manners tries to show humility and simplicity.

Standing Bear has a massive and powerful build. 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 armor are adorned with detailed depictions of mouse spirits painted in red and black, and white eagle feathers with black tips.


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.


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.