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Sheriff Belor Hemolock

Karu Kintabu's page

18 posts. Alias of wakedown.


Full Name

Karu Kin'tabu

Race

Human (Mwangi)

Classes/Levels

Oracle (Waves) 1

Gender

M

Size

6'4"

Alignment

CG

Deity

Besmara, de' Pirate Queen

Languages

Common, Polyglot

Occupation

Tribesman, Hunter, Freeman, Former-Guard, Pirate?

Strength 18
Dexterity 14
Constitution 12
Intelligence 10
Wisdom 8
Charisma 14

About Karu Kintabu

Background Bullets:

* Karu was born on the seas, somewhere off the coast of Boali
* His mother sewed the sails and cooked the food for a ship. Karu does not know who his father was.
* His mother got sick and died in a great storm that threw Karu overboard
* Since that day, Karu has been nearly deaf. Now in his ears, he only hears the roar of the Angry Sea.
* Karu has always been strong. He was found and made to row in a big ship captained by an angry man.
* The angry man was caught by another even-more-angry man. Karu changed ships again.
* The even-more-angry man, he was killed in a great sea battle by a not-so-angry-but-fat man. This man told Karu he could go free.
* Karu has hired as a guard a few times as men in taverns have recognize his height and muscle to be an effective protective measure
* Karu has a gift given unto him by the Pirate Queen herself. He be keepin' it to himself, though.

Background:

Karu was born at sea.

Not like some strapping Andoran boy aboard a grand caraval on some calm, crisp day as the bright rays of sunlight poured in to welcome him as a handmaiden tucked him into a warm basket wrapped in a soft blanket.

No, Karu was thrust unto the gods-forsaken world upon a flea-ridden galley, heaving throughout Kuthona's worst storm season amidst screams and death. His mother, M'batta, loved him with all her heart during her brief life as she toiled in the heat of the kitchen to feed the slaves of some long-forgotten pirate galley.

It didn't matter. Karu would have a change of fate soon enough. Within nine years, with little to do but to catch rats, refill the pails of slaves working oars, another storm would plunge this vessel along with it's entire crew into the heart of the ocean.

Karu remembers little of these days, besides waking on the sandy shores of a beach. From that day forward, he would no longer be able to grin enthusiastically as a fetching lass whispered misbegotten promises into his ear. That day marked the day the Angry Ocean came with him, roaring into his ears and his mind, and drowning out the broken promises of the angry men who captained the boats.

From that point forward, the next ten years were a blur. Karu remembers fending for himself, eating what he could find along the shores, foraging for water from plants that trapped the rains. He remembers living among his people, his true people, until another Angry Man came and needed more men to row his boat.

Karu was strong. He rowed. Then another Angrier Man took the first man's ship. Then another man, then another. Until finally a Not-So-Angry-Man let Karu go free into the streets of Port Peril and pressed some dirty coppers into his hand.

Karu wasn't sure what he did to earn these coins, but he took them to a tavern to eat like a king for a day, because ten years of rowing makes a man hungry.

Personality and Appearance:

* Karu is tall (6'4"), dark-skinned and muscular, yet lithe from a decade of hard labor.

* He is extremely cheerful and happy, loving life to it's fullest, and thankful for pretty much everything. The fact the rum is watered down and half price? Praise the gods for their glory in discount spirits!

* Karu is a simple man. He is neither smart nor wise. But he is incredibly affable and loyal to a fault.

* Because he has trouble hearing, Karu will often flash a brilliant, white, toothy smile and nod as if he heard whatever was discussed. He speaks loudly (perhaps too loudly) when he believes it is his turn to speak.

Q&A:

I apologize in advance for having to read the answers the way Karu thinks them! :)

1. What position do you see yourself eventually in on a ship?

Karu does not consider such things. Tomorrow's decisions can be made tomorrow. Fate will decide where he will be in due time.

Undoubtedly, some smart man will tell him what to do, and if it be sounding good to Karu, he be doing it.

(He'll probably be in charge of the siege weapons, or a master-of-arms)

2. How do you feel about piracy in general? (This includes stealing, killing, plundering, etc.)

When a man's belly growls, he does what must be done.

These rules of men in cities are made by the weak men for fear of the strong men.

Can a man make laws against the sea or the winds? No.

Nature has no such rules. This is why Nature - she be strong.

Piracy? This just be a word the weak man be making up to make the strong men feel like he be doing bad, when he just be doing what be natural.

3. Which campaign trait are you selecting and why?

Besmara's Blessing - Karu's life has been blessed by de' Pirate Queen since his birth. Since she called him to the sea, he has always had a full belly and a warm place to sleep.

+1 on Perception and Profession (sailor) checks.

Hero Lab Sheet:

KARU KINTABU CR 1/2
Male Human (Mwangi) Oracle 1
CG Medium Humanoid (Human)
Init -2; Senses Deaf, Water Sight (1 rounds/day); Perception +0
--------------------
DEFENSE
--------------------
AC 15, touch 12, flat-footed 13. . (+3 armor, +2 Dex)
hp 13 (1d8+4)
Fort +1, Ref +2, Will +1
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Greatsword +4 (2d6+6/19-20/x2) and
. . Longspear +4 (1d8+6/20/x3) and
. . Unarmed Strike +4 (1d3+4/20/x2)
Oracle Spells Known (CL 1, +4 melee touch, +2 ranged touch):
1 (4/day) Cure Light Wounds (DC 13), Obscuring Mist, Bane (DC 13)
0 (at will) Detect Magic, Guidance, Mending, Purify Food and Drink (DC 12)
--------------------
STATISTICS
--------------------
Str 18, Dex 14, Con 12, Int 10, Wis 8, Cha 14
Base Atk +0; CMB +4; CMD 16
Feats Martial Weapon Proficiency: Greatsword, Silent Spell, Toughness +3
Traits Besmara's Blessing (1/week), Poverty-Stricken, World Traveler: Knowledge (Local)
Skills Acrobatics +5, Climb +3, Escape Artist +1, Fly +1, Knowledge (Local) +5, Perception +0, Ride +1, Stealth +1, Survival +4, Swim +9
Languages Common, Polyglot
SQ Heart of the Sea
Combat Gear Greatsword, Longspear, Studded Leather;
--------------------
SPECIAL ABILITIES
--------------------
Besmara's Blessing (1/week) Reroll a Profession (sailor) check and take the higher result.
Deaf Fail sound-based Perception, -4 opposed Perception. All spells have Silent Spell for free.
Heart of the Sea +4 concentration to cast spells underwater, and you can hold your breath twice as long.
Silent Spell Cast a spell with no verbal components. +1 Level.
Water Sight (1 rounds/day) (Su) See through fog and mist.

A Note On Oracle Curses:

I've interpreted the "Deaf" curse as "Hard of Hearing" more than absolute total deafness. I will, of course, bow to any GM ruling on how the curse should be played.

Specifically:

* I don't want this to be a pain-in-the-ass for other PCs so that a chalkboard is needed to communicate.

* I imagine that as long as a deaf PC could see the lips of another PC, they'd be able to get the gist of what is being communicated

* I can imagine this having great RP value (i.e. a bag over Karu's head being a real problem, or having to play him as unaware of what is being shouted inside of a Fog Cloud).

* I also imagine humorous misunderstandings from this "Karu, get the boat!" ... Wait, why does she want me to get her soap?

* If this curse is too much effort to officiate and would be a real big burden to inter-party communication, I'll likely continue with Karu still hears the ocean in his mind (but does not have the Deaf curse at all, so it's pure roleplay), and instead take the Lame curse, suggesting in the stormy night where he was tossed overboard that it also included fending off hungry yet somewhat successful sharks. :)

Theme Music:

[ooc]I noticed some of the other PCs has selected "theme music", so I thought ... why not?

Theme Music: Anvil of Crom (1m40s into video; for the drums)

.. or a basic djembe kono rhythm



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