Shoanti

Arilak, Haunted Exile's page

57 posts. Organized Play character for Krash4031.


Full Name

Arilak or Haunted Exile

Race

Human Shoanti

Classes/Levels

Oracle (Battle Mystery) 1 |HP 9/9|AC 19|T 12|FF 17|Perception +4|F +1|R +1|W +2|CMB +3|CMD 14|Speed 20| Init +3|

Spells:
0-level: any 1-level 1/3

Gender

Male

Size

Medium

Age

25

Alignment

Chaotic Good

Deity

Gorum

Location

Qadira

Languages

Common, Shoanti

Occupation

Mercenary

Strength 16
Dexterity 12
Constitution 13
Intelligence 10
Wisdom 10
Charisma 18

About Arilak, Haunted Exile

Haunted Exile (Arilak)
Male Human (Shoanti) Oracle (Battle Mystery) 1
CG Medium Humanoid (human)
Init +3; Senses Perception +6
--------------------
Defense
--------------------
AC 19, touch 12, flat-footed 17 (+5 armor, +2 Shield, +1 Dex, +1 Dodge)
hp 9
Fort +1, Ref +1, Will +2
--------------------
Offense
--------------------
Speed 20 ft.
Melee Cold Iron Flail +3 1d8+3 x2 disarm, trip
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 13, Int 10, Wis 10, Cha 16
Base Atk +0; CMB +3; CMD 15
Feats Extra Revelation, Dodge
Traits Reactionary, Dervish
Skills Acrobatics -5 (-9 jump), Appraise +0, Bluff +3, Climb -3, Craft +0, Diplomacy +7 Escape Artist -5, Fly -5, Heal +4, Intimidate +3, Knowledge (Planes) +4, Perception +6, Perform +3, Profession (mercenary) +4, Ride -5, Sense Motive +0, Spellcraft +4 Stealth -5, Survival +0, Swim -3
Languages Common, Shoanti
Other Gear Cold iron flail, scale mail, heavy wooden shield, backpack, bedroll, flint/steel, hemp rope (50ft), trail rations (5 days), waterskin, whet stone, shoanti soldier's uniform
--------------------
Special Abilities
--------------------
Skill at Arms (Ex): You gain proficiency in all martial weapons and heavy armor.

Surprising Charge (Ex): Once per day, you can move up to your speed as an immediate action. You can use this ability one additional time per day at 7th level and 15th level.

Haunted: Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). 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.
--------------------
Spells
--------------------
0-level
Detect Magic
Ghost Sound
Guidance
Mage Hand
Resistance
Stabilize

1-level
Cure Light Wounds
Magic Weapon

Background:

Arilak was born to the Sklar-quah in the Cinderlands, and given the name Arilak. When he got older, his father trained him to go to war, and to ride a horse. Arilak loved horses, and revered them as was appropriate for his clan, but found it challenging to ride them as he was supposed to. At thic point, his clan named him Ground Warrior.

A few years later, Arilak began to develop gifts. He could read the stars, and tell the future! He could also use magic! His name was changed to Gifted Seer. It then came apparent that with his gift came a terrifying curse: Arilak was haunted by spirits. These spirits didn't do anything that was too malevolent, but his clan was frightened. They changed his name to Haunted Exile and banished him from his home.

After travelling for awhile, he ended up in Qadira, where he became a mercenary. He soon became very attached to his new homeland, and began going by simply Arilak, though some still know him as the Exile. On one of his bands adventures, he found himself being hired by a group of Pathfinders, one of which was also a Qadiran. This man convinced Arilak to join the Pathfinders where he could make more money and have more glory while serving Qadira.

Stuffs:

Haunted: Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). 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.
Skill at Arms (Ex): You gain proficiency in all martial weapons and heavy armor.
Surprising Charge (Ex): Once per day, you can move up to your speed as an immediate action. You can use this ability one additional time per day at 7th level and 15th level.

Sklar-Quah (Sun Clan): The most warlike of the quahs, the Sun Clan are the most intolerant of outsiders and the most likely to wage war against non-Shoanti. Their
greatest warriors are the burn-riders—elite mounted cavalry who excel at using fire to win battles. They dwell in the southern Cinderlands, and revere the horse above all other animals.


Chronicles:

Silent Tide (Season 0)