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[OOC] The Bunkhouse
#14
Gurkagh

Background:
Gurkagh hails from a small nomadic Kellid tribe in northeastern Numeria known as the Ox-Bloods, where his father serves the important role as tribal shaman.  Three years ago an outlander trader came to the Ox-Bloods’ campsite, and Gurkagh's elder brother (Uteo) was mesmerized by the trader's tales of adventure in the outlands.  Two weeks later, Uteo ran away from home.  He was gone for over two years before returning to the tribe.  Uteo had become a powerful warrior in the outlands, and told many tales of high adventure involving men made of metal, canoes that could fly to the stars, and slingshots that hurled lightning bolts!  One night while Gurkagh and his brother were out hunting, Uteo brought forth a bottle of outlander wine.  Father always said "Outsider brew full of evil spirits & trouble," but Uteo convinced Gurkagh to share the wine anyway.  Gurkagh fell asleep while Uteo was supposed to have been keeping watch.

When Gurkagh awoke late the next morning, he was startled to see his brother was dead, with a python wrapped around his neck.  Gurkagh noticed his brother's dagger had not even been drawn.  His brother had died because he was careless.  To avoid the shame this would bring on Uteo, Gurkagh killed the snake and bloodied Uteo's dagger, placing it in his hand so it would appear a mighty battle had been fought.

When Gurkagh returned and shared the news of his brother’s death, everyone was deeply saddened.  Gurkagh's mother entered an immediate state of mourning, while his father was forced to train Gurkagh as the future tribal shaman, even though Gurkagh's father believes him to be a lazy dullard.  And worse, many of the nomads blamed Gurkagh for Uteo's death, not realizing just how right they were.

Six months later, Gurkagh was sent down river to hunt a boar for the end-of-mourning feast.  Gurkagh killed the boar, but fell asleep on the raft while returning home.  He awoke in a land he had never seen before, but soon realized it was the place of wonder described by his brother!  People wearing strange clothing, with stranger tools, and words he could barely comprehend.  Afraid to go home, Gurkagh decided that the spirits had brought him here, to this strange village called Torch, for a reason.  If he could find the secrets of the stars and bring them back to the Ox-Bloods, he’d be lauded as a hero rather than a disappointment!

Gurkagh is extremely friendly, curious, and playful around others, but is deeply troubled and confused by his brother's death.  He has no formal education and poor reasoning ability, but his instincts about people and situations are often right.  His first spirit-guide is his ancestor, Uncle Shimo, who was outcast from the tribe for cowardice and returned by the gods in the form of a thrush.  

Physical Description:
Gurkagh stands 5'9" tall, with a lean muscular build (161 lbs). Usually clad in thick furs and hides, his dark brown hair and beard are a tangled mess. It is often hard to see his dark, tanned complexion because his face and arms are often painted with ritual paints made of herbs and/or ashes. When he does remove his hides, his fchest and arms are covered in tribal tattoos. Despite his wild, unkempt appearance his white teeth are often seen in a ready smile through his beard, and his brown eyes are piercing , with an open, friendly gaze.

[Image: f9ciK2pm.jpg]

Male Human (Kellid) shaman 1
CN Medium humanoid (human)
Init +2, Senses Perception +5
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DEFENSE
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 10 ((1d8)+2)
Fort +2, Ref +2, Will +5

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OFFENSE
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Speed 20 ft.
Melee improvised weapon, one-handed +4(1d6+3)
Ranged improvised weapon, one-handed (thrown) +2 (1d6+2)
Melee dagger +2 (1d4+2/19-20)
Ranged dagger (thrown) +2 (1d4+2/19-20)
Ranged javelin +2 (1d6+2)
Ranged sling +2 (1d4+2)

Prepared Spells
Shaman (CL 1st; concentration +4)
1st-cure light wounds(DC 14), thorn javelin
0th-dancing lights, detect magic, guidance(DC 13)
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TACTICS
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STATISTICS
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Str 14, Dex 14, Con 14, Int 8, Wis 16, Cha 14,
Base Atk +0; CMB +2; CMD 14
Feats Alertness, Catch Off-Guard, Throw Anything
Skills Diplomacy +9, Handle Animal (1 bg) +6, Heal +7, Knowledge (Geography) (1 bg) +4, Knowledge (History) +0, Knowledge (Nature) +3, 
Traits Exalted of the Society, Stargazer, Surprise Weapon, 
Languages Common, Hallit
SQ bonus feat, channel (1d6, DC 12, 3/day), familiar's alertness ability active, life (spirit), orisons, skilled, spirit, spirit animal, spirit magic, weapon and armor proficiency, 
Gear 
improvised weapon, one-handed, 
Mithral Shirt (Aura no aura (non-magical); CL —; Weight 10 lbs.; Price 1,100 gp | This extremely light chain shirt is made of very fine mithral links. The armor has an arcane spell failure chance of 10%, a maximum Dexterity bonus of +6, and no armor check penalty. It is considered light armor.,)
outfit (cold-weather), 
barbarian's kit, 
bag, bear, 
bird-training kit, 
birdfeed (per day) (7) 
candle (10)
fetish (tribal) 
sling bullets (10) 
dagger
javelin (3) 
sling


Treasure
cp 5 
sp 4
gp 18.5
pp 1 

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SPECIAL ABILITIES
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Background Skill (Handle Animal, Knowledge (History)) 

Bonus Feat Humans select one extra feat at 1st level.

Channel (Su) You can unleash a wave of positive energy. You must choose to deal 1d6 points of positive energy damage to undead creatures or to heal living creatures of 1d6 points of damage. Creatures that take damage from channeled energy receive a DC 12 Will save to halve the damage. You can use this ability 3 times per day.

Exalted of the Society The vaults of the Grand Lodge in Absalom contain many secrets of the divine powers of the gods, and you have studied your deity extensively. You may channel energy one additional time per day.

Familiar's Alertness ability active (Ex) PC has a familiar that has the Alertness (Ex) ability and it is within arms' reach, the master gains the Alertness feat.

Life (Spirit) Spirit Magic Spells: detect undead (1st), lesser restoration (2nd), neutralize poison (3rd), restoration (4th), breath of life (5th), heal (6th), greater restoration (7th), mass heal (8th), true resurrection (9th)

No Racial Subtype You have chosen no racial subtype.

Orisons Shamans can prepare a number of orisons, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Sleepy You must sleep or rest for at least 12 hours each night to get the benefits of a fll night's rest. You take a -2 penalty on saving throws against sleep effects.

Spirit (Su) 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. 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 Animal (Ex) A shaman forms a close bond with a spirit animal tied to her chosen spirit. This animal is her conduit to the spirit world, guiding her along the path to enlightenment. The animal also aids a shaman by granting her a special ability. A shaman must commune with her spirit animal each day to prepare her spells. While the spirit animal does not store the spells like a witch's familiar does, the spirit animal serves as her conduit to divine power. If a shaman's spirit animal is slain, she cannot prepare new spells or use her spirit magic class feature until the spirit animal is replaced.

Spirit Magic 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.

Spirit Magic Spells: Detect undead (1st), lesser restoration (2nd), neutralize poison (3rd), restoration (4th), breath of life (5th), heal (6th), greater restoration (7th), mass heal (8th), true resurrection (9th).



Stargazer They say the strange technological ruins scattered throughout Numeria came from the skies several thousand years ago. The concept of life on other planets far beyond Golarion has always fascinated you, and you've long hoped to learn more about what life on those other planets may have been like. You've heard stories about the strange alien creatures found in Numerian dungeons and hope to learn all you can about them-perhaps some of these aliens can be found in the caverns below Torch! You gain a +2 trait bonus on Knowledge checks to identify alien monsters' abilities and weaknesses. In addition, you gain a +1 trait bonus on Knowledge (geography) checks, and this skill is a class skill for you. You are treated as if you possessed the Technologist feat for the purposes of resolving checks to identify an alien creature using a Knowledge skill and for all Knowledge (geography) checks. If you already possess the Technologist feat, then your trait bonus on Knowledge (geography) checks increases to +3.

Surprise Weapon You are skilled at fighting with objects not traditionally considered weapons. You gain a +2 trait bonus on attack rolls with improvised weapons.

Weapon and Armor Proficiency A shaman is proficient with all simple weapons, and with light and medium armor.
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Spirit Animal/Familiar 
Uncle Shimu
Male Thrush animal 1
None Diminutive animal/magical beast (familiar, augmented magical beast, familiarbase)
Init +2, Senses low-light vision; Perception +9
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DEFENSE
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AC 17, touch 16, flat-footed 15 (+2 Dex, +1 natural, +4 size )
hp 5 ((1d8)-2), Fast Healing 1
Fort +0, Ref +4, Will +4

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OFFENSE
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Speed 10 ft. Fly 40 ft. (Average)
Melee bite -1 (1d2-5)
Space 1 ft. Reach 0 ft.

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TACTICS
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STATISTICS
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Str 1, Dex 15, Con 6, Int 6, Wis 15, Cha 6,
Base Atk +0; CMB +0; CMD 5
Feats Skill Focus (Perception)
Skills Diplomacy -1, Handle Animal -1, Heal +3, Knowledge (Geography) -1, Knowledge (History) -1, Knowledge (Nature) -1, Perception +9, Stealth +14
Communication Empathic Link, Speech (Hallit)
SQ alertness, empathic link, fast healing 1, improved evasion, low-light vision, share spells, spirit animal, 
Combat Gear 
Other Gear bite, 0.0 gp
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SPECIAL ABILITIES
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Alertness (Ex) While a familiar is within arm's reach, the master gains the Alertness feat.

Empathic Link (Su) The master has an empathic link with his familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Familiar 

Fast Healing (Ex) You regain hit points at 1 hit points per round. You regain hit points at 1 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.

Improved Evasion (Ex) When subjected to an attack that normally allows a Reflex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Share Spells (Ex) The master may cast a spell with a target of "You" on her animal companion (as a spell with a range of touch) instead of on herself. A master may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

Spirit Animal (Su) The spirit animal appears to be a beautiful and very healthy version of its species, and seems especially vibrant and full of life.

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Messages In This Thread
The Bunkhouse - by Man in Black - 02-24-2017, 02:36 PM
RE: The Bunkhouse - by Reawyn - 02-24-2017, 04:08 PM
RE: The Bunkhouse - by Chrome Veneer - 02-24-2017, 11:48 PM
RE: The Bunkhouse - by Ursk - 02-25-2017, 12:00 AM
RE: The Bunkhouse - by Weyna - 02-25-2017, 12:54 AM
RE: The Bunkhouse - by Eva Morningtide - 02-25-2017, 03:06 AM
RE: The Bunkhouse - by Kayla Striegold - 02-25-2017, 10:37 AM
RE: The Bunkhouse - by Taijun - 02-27-2017, 05:39 AM
RE: The Bunkhouse - by rdknight - 02-28-2017, 11:34 PM
RE: The Bunkhouse - by rdknight - 02-28-2017, 11:36 PM
RE: The Bunkhouse - by Jhaeman - 03-01-2017, 03:02 PM
Gurkagh's Background - by Jhaeman - 03-02-2017, 06:26 AM
RE: The Bunkhouse - by Cin-Ezra Oovalli - 03-06-2017, 03:07 AM
RE: The Bunkhouse - by Gurkagh - 03-16-2019, 04:42 AM
RE: The Bunkhouse - by E.S.S.A.C.C.U.S-10 - 07-30-2020, 11:11 AM



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