Shakah Snowflame

High-spirited Gnome Skald and Oracle of divine lineage.


Shakah Snowflame
Female angel-blooded aasimar (angelkin) oracle 1/skald (fated champion) 4
CN Small outsider (human, native)
Init 2; Senses darkvision 60 ft.; Perception +3
AC 21, touch 15, flat-footed 17 (
5 armor, 4 dexterity, +1 natural, +1 size)
hp 47 (5d8
Fort 6 (2 circumstance bonus vs. cold weather), Ref 5, Will +5 (4 insight bonus vs mind-affecting effects)
Defensive Abilities uncanny dodge; Resist acid 5, cold 5, electricity 5
Speed 30 ft. (20 ft. in armor)
Melee viridium thunderbass yayli tambur 8 (1d45) or
(S) mwk cold iron spiked gauntlet 6 (1d25) or
silver gauntlet 7 (1d25)
Ranged sling 4 (1d35)
Spell-Like Abilities (CL 5th; concentration 9)
1/day—alter self
Oracle Spells Known (CL 1st; concentration +5)
1st (4/day)—cure light wounds, divine favor, shield of faith
0 (at will)—create water, enhanced diplomacy, ghost sound (DC 14), mage hand, mending, scrivener’s chant
Mystery Lore
Skald (Fated Champion) Spells Known (CL 4th; concentration +8)
2nd (2/day)—heroism, tongues
1st (4/day)—clarion call, disguise self, feather step (DC 15), vocal alteration (DC 15)
0 (at will)—dancing lights, detect magic, open/close (DC 14), prestidigitation, spark (DC 14), summon instrument
Str 16, Dex 10, Con 15, Int 8, Wis 8, Cha 18
Base Atk +3; CMB +5; CMD 15
Feats Arcane Strike, Extra Revelation, Scribe Scroll, Steadfast Personality
Traits community-minded, rough and ready
Skills Acrobatics +3, Bluff +15, Craft (alchemy) +5, Craft (musical instruments) +5, Diplomacy +15, Disguise +10, Handle Animal +11, Intimidate +13, Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (engineering) +9, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (nobility) +9, Knowledge (planes) +9, Knowledge (religion) +9, Linguistics +6, Perception +3, Perform (dance) +8, Perform (percussion instruments) +11, Perform (sing) +11, Perform (string instruments) +15, Profession (Musician) +5, Sense Motive +1, Spellcraft +3, Stealth +4, Use Magic Device +11
Languages Common, Draconic, Giant, Gnome, Sylvan
SQ bardic knowledge +2, mystery (lore), oracle’s curse (haunted), rage power (spirit totem, lesser), rage powers, raging song 13 rounds/day (), revelation (lore keeper, sidestep secret), scion of humanity, truespeaker, versatile performance (string)
Combat Gear oil of refine improvised weapon, potion of restoration, lesser, scroll of breath of life, wand of cure light wounds, instrument of the divine, smoke sling bullets (10), thunderstone (10); Other Gear darkleaf horn lamellar armor, viridium thunderbass yayli tambur, mwk cold iron spiked gauntlet, silver gauntlet, sling, sling bullets (10), amulet of natural armor +1, circlet of persuasion, sleeves of many garments, traveler’s any-tool, vest of endure elements, backpack, masterwork, disguise kit, drug, harlot sweets, drug, opium, furs, holy symbol with compartment, wooden holy symbol (Feronia), holy text, masterwork tool, numerian fluid, wooden unholy symbol (Asmodeus), wrist sheath, spring loaded, drug, powdered coca leaf, 9 sp
Special Abilities
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bardic Knowledge +2 (Ex) Add +2 to all knowledge skill checks.
Circlet of persuasion +3 competence bonus to CHA-based checks (skills already included).
Community-Minded Any morale bonus you bestow upon allies lasts 2 extra rounds.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Furs +2 Fort vs. Cold Weather (does not stack with Survival skill’s bonuses)
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10’ away.
Lore Keeper (Ex) Knowledge Skills become CHA-based.
Oil of refine improvised weapon.
Potion of restoration, lesser.
Rage Powers (Ex) Skald rage powers affect self and allies under inspired rage.
Raging Song (standard action, 13 rounds/day) (Su) Song can inspire allies in a variety of ways.
Scion of Humanity Count as a human for any effect related to race. Pass as human without using disguise.
Scroll of breath of life.
Sleeves of many garments Transform current clothes into any non-magical new form.
Spirit Totem, Lesser (
7, 1d4+4) (Su) Spirits attack 1/round at 7 to hit, dealing 1d44 negative energy damage.
Steadfast Personality You gain a +4 insight bonus to Will saves vs mind-affecting effects.
Traveler’s any-tool Acts as masterwork tools for most Craft or Profession skills.
Truespeaker Learn two languages for each rank you put in Linguistics.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Versatile Performance (String Instruments) +15 (Ex) You may substitute the final value of your Perform: String Instruments skill for Bluff or Diplomacy checks.


Borne to Gnome parents, Shakah was quite the surprise to them, when it was discovered she was of celestial heritage. Loud, and excitable, as any Gnome can be, she proved much stronger, though not any bigger. Working in her parents workshop, where they crafted fine instruments, she fell in love with ancient ballads and odes, and soon she considered herself to be a living Valkyrie. Knowing she must travel to see such heroism, and create the unique music that would inspire generations to come, she left home. Traveling, she found herself in the savage land of Numeria. It was here, that she found herself cursed with haunting spirits that bedeviled her, and she began to doubt her destiny. Weak from the elements, she was found half alive by a Numerian Fluid Scavenger, who placed her in cage, and revived her with the Numerian Fluid Drugs he kept on hand. Almost immediately, the Scavenger was attacked by a Kellid Barbarian raiding party. Her mind, and senses, highly elevated, and intensified by the drugs, watched the bloody scene in awe. The tribe, seeing her in a cage, figured she was a valuable, and took her with them. For months, she saw them raid camps, fight metal men, giant beasts, and metal creatures that shot firey light from their eyes. She was truly inspired again. She sang epic ballads of their battles, and after a time, they grew fond of her. They let her have any instrument they found, that she might create new sounds to accompany her ballads. Most were broken, and eventually, she began to use them to craft new musical instruments. Using the strange metals, and the musings of alien technology available, along with her own alchemical and instrumental crafting skills, she forged her masterpiece, the thunderstone-powered Thunderbass Yayli Tambur. Made of part Viridium, it is poisonous to most who handle it, but her outsider heritage makes her immune. It was truly an instrument of the divine. She continued to use the Numerian Fluids, from time to time, when she felt there were not enough deeds, or events to write songs about. Later, when she left the tribe, she found different substances to fill this role. Now, she travels to find new inspiration, far out, in unclaimed lands.

She aids any warriors she believes carry the true spark of heroism, hoping they will serve as muses for future songs in which she can immortalize their great deeds. She loves visiting new places and exploring, and isn’t embarrassed to stare open-mouthed at wondrous cities or landmarks. She likes things that are big and loud, from thunderstorms to parades to monsters.

Shakah Snowflame

Kingmaker (rise of Ratface) blackbloodtroll