Varisian Barbarian

Hascya's page

143 posts. Alias of ajkkjjk52.


Full Name

Hascya

Race

Rage 18/18

Gender

HP 81/87 (95 max w rage)

Size

Medium

Age

26

Alignment

CG

Location

Windrip Isle

Strength 17
Dexterity 14
Constitution 18
Intelligence 14
Wisdom 8
Charisma 9

About Hascya

Before you stands a large, imposing man. He stands more than six feet tall, and is broad of shoulder. He’s also pretty much naked, save for a loincloth and the harness which holds his massive sword across his back, along with some elaborate tattoos. A smallish owl flies down from the rafters of the inn to settle on the leather strap crossing his shoulder, cooing softly. He turns his bald head towards it and says, matter-of-factly, “Hoot,” in a manner which seems forced and awkward, but the owl bobs its head a few times, rustles its feathers, and closes its eyes to sleep.

Male Human Savage Barbarian (Whirling Frenzy) 4 / Beast-Bonded Witch 3 / Ashlands Seeker 2
Init: +2; Speed 40

Defenses:
AC: 22, Touch:15 (uncanny dodge) (rage:24/19)
FRW: +11/+6/+6 (rage:+12/+8/+6) (+3 vs. fear and bonus on successful save, +4 vs. supernatural abilities)
CMB +9, CMD 21 (rage:+11/23)

Traits, Feats, and Abilities:

T: Indomitable Faith
T: Noble Savage
B1: Fast Movement
B1: Whirling Frenzy Rage (18rds/day)
F1: Raging Vitality
F1: Focused Discipline
B2: Auspicious Mark
B2: Uncanny Dodge
W1: Cantrips
W1: Feral Speech Hex
W1: Wisdom Patron
W1: Familiar
W1: Transfer Feats
F3: Extra Rage
B3: Naked Courage
W2: Tongues Hex
F5: Twohey: Skill Focus (Sense Motive)
B4: Knockdown
F7: Alacritous Cogitation
S1: Discover Omen
S1: Favored Pilgrim
S2: Channel Spirit Form
S2: Spirit Expert
F9: Vital Strike

Skills:
Acrobatics+16, Bluff-1, Climb+8, Diplomacy+3, HandleAnimal+5, Heal+7, Intimidate+4, K(Arcana)+5, K(Nature)+11, K(Planes)+6, Perception+8, Ride+6, SenseMotive+6, Spellcraft+9, Survival+9, Swim+10

Twohey Skills:
Acrobatics+12, Climb+3, Fly+7, Heal+7, K(Arcana)-3, K(Nature)+4, K(Planes)-1, Perception+17, Sense Motive+14, Spellcraft+2, Stealth+15, Survival+9, Swim+5

Offense:

Greatsword +9/+4 (2d6+5) (4d6 if single, not charge)
Greatsword Single Rage +11 (4d6+8) (2d6 if charge)
Greatsword Frenzy Rage +9/+9/+4 (2d6+8)
Mace attacks as greatsword (1d8+3) (2d8 if single, not charge)
Chakram +8 (2d8+3)
Charkram Rage +8 (2d8+5)

Equipment:

Bracers of Armor +2
Hand of the Oakfather
Belt of Giant Strength +2
Ring of Protection +2
Ring of Featherfall
Cloak of Resistance +1
+1 Mithril Buckler
+1 Greatsword of Binding
+1 Greatsword of Raging
MW Silver Heavy Mace
Boots of Tumbling
Wand of Magic Missile: 49/50
Wand of Ray of Enfeeblement: 49/50
Wand of Unseen Servant 46/50
Divine Scroll of Raise Dead
6 Chakram
Belt Pouch:
- 5x Shoanti Chew
- Distilled Terrap Sap
- 2x Bodybalm
- Nushadir
- 3x Deodorizing Agent
- Padzhar
- Healy Myrrh
- 2x Troll Styptic
- Allnight
- 2x Air Crystals
- Ambrosia
- 313.13gp

Spells:
Italics indicate spells cast
Known: 0: All; 1: Cure Light Wounds, Identify, Enlarge Person, Unseen Servant, Sheild of Faith; 2: Delay Poison, Fog Cloud
Memorized: 0: Detect Magic, Mending, Dancing Lights, Spark; 1: Identify, Enlarge Person, Shield of Faith; 2: Delay Poison, [EMPTY]

Twohey:
HP 39/39; Speed 10 Fly 60; AC 17/15/14; Saves +3/+6 (Improved Evasion)/+2

The 100-minute backstory

”Strong I may be, but in the eyes of my ancestors I am a fool. For this reason, I do not trust my own sense, but trust in Twohey to guide me. He points, and I strike.”

Concept Elements:

Hascya grew up in the Ashlands, son of the cheiftan of the Mosint Birburod, a minor tribe. Though a powerful warrior from a young age, as well as a promising herbalist, Hascya was mostly known as a fool, with a grip on reality that was tenuous at best. He talked to plants, and animals, and himself, and always ran off with crazy ideas. He was easily tricked, and not terribly capable of caring form himself, of identifying threats, or of generally making decisions for himself.
Three years ago, Hascya’s foolhardiness became too much. He signed away the rights to 90% of his tribe’s silver-rich land to group of prospectors who he considered his friends (after only knowing them for a few hours. Despite his father’s protestations to the local Altin-appointed mediator, the contract was ruled valid because Hascya was nominally next-in-line to the cheiftanship, and the tribe was corralled into a small corner of their lands while workers from Altin moved in to begin digging in their sacred lands. Hascya was declared an enemy of the tribe, and exiled deeper into the jungle.
In his despair, Hascya found a small owl, which he believes spoke to him, kept him safe from storms and jungle predators, and eventually brought him to Altin a wiser man. He named the owl Twohey (pronounced TOO-ee) and it has been his constant companion since.
From Altin, Hascya boarded a ship to Windrip Isle, seeking work as a mercenary—he hopes to earn enough money to buy back his lands and redeem himself to his tribe—where he knew there was a war on. He worked for a few months as a guard at a warehouse on the docks, but found that city life was too expensive to save much money, so he fled the city into the woods to clear his head. After a few days, he had a dream of a man with a wolf, and Twohey clearly wanted him to go East, so that’s what he did.

”Someday, I will return to my lands, and reclaim my rightful place as our chief.

Goals:
To return and retake his tribes lands and become Chief, Hascya is going to need a great deal of money, as well as wisdom.
Of course, he has no idea how to get these things, so he’s just sort of wandering around wherever Twohey “tells” him to go.

”In the cities, you hide behind your secrets. In the Ashlands, a secret is something too boring to tell to your friends.

Secrets:

Hascya doesn’t really have any secrets. He’s honest, and blunt, and doesn’t have anything to hide. At least, not yet.
The miners who bought Hascya’s lands dug too greedily, and too deep. They’ve unleashed something horrifying, and don’t have the resources to deal with it. They’d probably sell the lands back on the cheap.

”My father, the chief of my tribe, declared me an enemy. He sent me from our lands, and cut me off from everyone I knew.”

People:

Hascya’s greatest friend is his pet owl, Twohey. He sees Twohey as more than a friend, but as a spiritual and life guide, sent by his ancestors to help him mend the errors of his ways. Though Hascya can talk to animals, the two communicate primarily empathically.
Back in the Ashlands, Hascya has a whole tribe. The years since his departure have not been kind to them, and they would likely welcome him back for his strong arm, if nothing else.
The ship Hascya took to Carron was the Windy Day, captained by Ozzy Cutler. The crew took a liking to Hascya, treating him as their mascot, and would probably give him passage, free of chare, if he were to run into them again.

”On my ship, it was a topic of much debatin’ whether the big fellow could really talk to his owl, or to the spirits and such, or iff’n he was just crazier‘n a goblin’s momma. I think it’s a trick question—‘e was both. Most things he said could jus’ be ignored, but if I’d listened when he predicted the storm, two good sailors’d be alive today.” –Ozzy Cutler, Captain of the Windy Day

Mannerisms:

Hascya has sublimated his own personality to Twohey’s, or possibly what he imagines Twohey’s to be. He will speak of “we want” or “Twohey thinks” but rarely of what he himself wants or thinks. However, if anyone asks him about what Twohey thinks, he will look at them like they are crazy and point out that Twohey is a bird.
Similarly, he’s likely to credit his own abilities to Twohey, which sometimes comes off as humble (tracking a monster) and sometimes as bizarre (a feat of strength).
Hascya is friendly, honest, and outgoing. If his insanity is a little offputting, he makes up for it with charm.