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Dra Tae'shak's page

36 posts. Alias of Yasha0006.


Full Name

Dra Tae'shak of the Tamiir-Quah

Race

Shoanti Human

Classes/Levels

Savage Barbarian/Starsoul Sorcerer 1 Gestalt

Gender

Male

Size

Medium (6'4"/213 lbs)

Age

18

Alignment

N

Deity

Gorum

Location

Brevoy

Languages

Shoanti*, Taldan/Common*, Hallit.

Occupation

Savage

Strength 16
Dexterity 15
Constitution 14
Intelligence 12
Wisdom 7
Charisma 16

About Dra Tae'shak

Artwork that inspired this character Dra Tae'shak

Description: Dra Tae'shak is a tall, imposing shoanti man of the Wind Clan. His hair is dark and windblown over heavy brows and piercing green eyes set into a wind and sun-weathered visage. Despite this, Dra has a certain barbaric charm and rugged good looks. He bristles with weaponry; a battleaxe at his side, a brace of shortspears across his back and a longbow worn crossways. An overly large quiver of arrows peeks over his shoulder hidden behind a large circular shield of heavy, thick steel. Besides his armaments, Dra wears no armor save the leathers and furs of his people. He wanders the northlands and mountain regions, not caring for the heat of the south...eventually, his wanderings have brought him to Brevoy.

History

Spoiler:

Dra Tae'shak began his life as an aspiring warrior of the Wind Clan of the Shoanti. Like many young men his age, he was trained in a great variety of weapons and all the skills a young shoanti man should know. The one skill he was never taught, however, is the one that earned him exile from his tribe. His unnatural talent for magic was something his tribe, living near the bottomless Mobhad Leigh feared greatly for it was not a talent practiced by the men of the tribe.
Amongst the Cold Mountain tribe of the Tamiir-Quah, warriors simply did not use magic. The bones had been cast on the day of Dra's birth, the shamans had declared Dra would enter the warrior societies upon his name day. Dra grew strong and tall and skilled with weapons and archery...his place amongst the greatest warriors of his tribe seemed assured and the bones, when cast promised glory. Until the day his sorcery manifested.

Dra grew into a young man, headstrong and proud, his impetuousness a mark against him amongst the Shamans, who held their traditions sacred. That this wild young warrior could call aid from the Ancestors in such a way frightened them. And so, on his 3rd day of true naming (16th birthday) he was cast out into the wilds. There he would find his glory or he would die.
Betrayed by his people, cast into the hinterlands of the Kodar Mountains, Dra vowed to Gorum and his Ancestors not to die, but to live, win his glory and to spit at the feet of the shamans of his people. To the hells with them!

And so, Dra began a long trek to the east, passing through the southern vestiges of the Realm of the Mammoth Lords and then Numeria, where he joined a group of marauders that raided into northern Ustalav, honing his fighting skills and his wild magics. After spending some time amongst them, Dra began to crave a greater test of his might...not raiding simple farmers. The bloodletting of peasents unable to defend themselves sickened him. Just after his 4th Name day, he departed Numeria and wandered its borders with the River Kingdoms until he finally arrived in Southern Brevoy and heard the call to Restov.

Statblock

Spoiler:

Human (Shoanti) Barbarian (Savage)/Sorcerer (Starsoul) 1
N male humanoid (human)
Init: +2 ; Senses: Perception +2, Sense Motive -2 .
AC: 16 (+2 dex +1 dodge +3 shield)
Flat Footed: 13 Touch: 13 CMD 17 Flat CMD 15
HP: 14/11 (1d12+2)
Fort +5 (2+2+1) Ref +2 (0+2) Will +1 (2-2+1)

Frenzied Statblock

Spoiler:

Init: +2 ; Senses: Perception +2, Sense Motive -2.
AC: 18 ; Flat Footed: 13 ; Touch: 15 ; CMD 19
HP: 14
Fort +5 Ref +4 Will +3
Melee: +6 or +4/+4 cold iron battleaxe (1d8+5/x3)
+6 or +4/+4 shortspear (1d6+5/x2)
+3 or +1/+1 ranged shortspear (1d6+5, 20 ft. increments)

Combat

Spoiler:

Speed: 40 ft.
Melee: +4 cold iron battleaxe (1d8+3/x3)
+4 shortspear (1d6+3/x2)
+3 ranged longbow (1d8/x3, 100 ft. increments)
+3 ranged shortspear (1d6+3/x2, 20 ft. increments)
Special Attacks: Minute Meteors 6/day.
Spells (Caster Level 1st, Ranged Touch +3, Concentration +3)
Casting: -/4 Spells Known: 4/2 Bonus Spells: -/1/1/1
0: detect poison, mending, ray of frost, spark.
1st: mage armor, color spray.

Statistics
Spoiler:

Str 16 Dex 15 Con 14
Int 12 Wis 7 Cha 16
BAB +1 CMB +4 CMD 17
Feats Dodge (human), Shield Focus (1st), Eschew Materials (Sor1).
Traits Brigand, Resilient, Indomitable Faith.
Skills Acrobatics +6 (1), Appraise +1, Bluff +3, Climb +7 (1), Intimidate +7 (1), Perception +2 (1), Ride +2, Survival +3 (1), Swim +3.
Languages *Shoanti, *Taldane/Common, Hallit.
Special Qualities: Heart of the Wilderness, Favored Class: Barbarian [+1/2 Naked Courage], Bloodline Power [Minute Meteors 6/day], Starsoul Bloodline Arcana, Cantrips, Fast Movement, Whirling Frenzy [6 rounds per day].

Equipment
Spoiler:

Combat Gear: None
Equipment: Heavy Steel Shield (+2 AC, -2 ACP, 15 lbs), Cold Iron Battleaxe (6 lbs), Longbow (3 lbs), Quiver w/40 arrows (6 lbs), x2 Shortspears (3 lbs ea), Bedroll (5 lbs), Backpack (2 lbs), Waterskin (4 lbs), Cold Weather Outfit (7 lbs), Whetstone (1 lb), x3 Torches (1 lb ea), 1 week Wandermeal, 50 ft. Silk Rope (5 lbs), Grappling Hook (4 lbs), Great Mead Horn (2 lbs), x2 Shoanti Tattoos (tribal markings on chest and arms, 20 gp workmanship each). 119 gp, 7 sp, 9 cp.
Encumbrance: Light ; Weight Carried: 69 lbs. (<76 lbs, Light Load)

Special Abilities
Spoiler:

-Heart of the Wilderness [Ex]: +1/2 level on Survival checks, +5 to stablization rolls, +5 constitution for maximum negative hp before death.
-Minute Meteors [Sp]: as a standard action, summon a small rain of meteors within a 5ft column, 30ft high. This does 1d4 fire +1 per 2 levels of Sorcerer. A reflex save negates this damage. DC is 10+1/2 sorcerer level + charisma modifier. 3+cha modifier/day (6).
-Starsoul Bloodline Arcana [Su]: Whenever you cast an Evocation spell, the target that fail their saves are dazzled by sparkling starlights for 1 round per level of the spell.
-Whirling Frenzy [Ex]: +4 morale bonus to Strength +2 morale bonus on Reflex saves. In addition, he gains a +2 dodge bonus to Armor Class. Dra can also make an additional attack at his highest attack bonus, but all attacks that round take a -2 penalty. While in frenzy, a barbarian cannot use any Cha-, Dex-, or Int-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.