Druid (Shark shaman) 2, Barbarian (Beast Totem) 1/AC: 13/HP: 30/F +7, R +0, W +6/Init. +0/Per. +7
SKO CR 1
Male Human (Garundi) Druid (Shark Shaman) 2, Barbarian (Beast Totem) 1
NN Medium Humanoid (Human)
Init +0; Senses Perception +7 Speed: 45
AC 13, touch 10, flat-footed 13. . (+3 armor)
Fort +7, Ref +0, Will +6
Spd 45 ft.
Melee Scythe +5 (2d4+4/20/x4) and
. . Unarmed Strike +5 (1d3+3/20/x2)
Spell-Like Abilities Icicle (6/day)
Druid (Shark Shaman)
Str 16, Dex 10, Con 14, Int 10, Wis 16, Cha 10
Base Atk +0; CMB +3; CMD 13
Feats Druid Weapon Proficiencies, Fleet, Toughness +3, Intimidating Prowess
Traits Bully, Ilizmagorti Native, Killer
Skills Acrobatics -1, Climb +6, Escape Artist -1, Heal +3, Intimidate +9, Knowledge (Geography) +6, Knowledge (Nature) +6, Linguistics +2, Profession (Cook) +7, Profession (Sailor) +7 Ride -1, Sense Motive +8, Stealth -1, Survival +10, Swim +9
Languages Common, Druidic, Osiriani, Abyssal
SQ Druid (Shark Shaman) Domain: Water, Spontaneous Casting, Wild Empathy +1 (Ex)
Combat Gear Scythe, Wooden Armor; Other Gear Bag, Waterproof (empty), Flask, Flint and steel, Rations, trail (per day) (5), String (50')
Druid (Shark Shaman) Domain: Water Granted Powers: You can manipulate water and mist and ice, conjure creatures of water, and resist cold.
Icicle (1d6+0) (6/day) (Sp) 30' Ranged touch attack deals 1d6+0 Cold damage.
Ilizmagorti Native Can make untrained Knowledge (local) checks about Shackles pirates. Sense Motive is a class skill with +1 bonus.
Killer Add weapon's critical modifier to its critical bonus damage.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy. +4 with fish and only takes a full-round action.
Fleet +5 base speed if no or light armor
Bully Intimidate is a class skill with a +1 bonus.
Shark Wild Shape 1/day
Rage (6 rounds) +4 STR, +4 CON, +2 Will saves, -2 AC, +6 hp that vanish when rage ends
Fast Movement +10 base speed unless heavily loaded
Sko was a wharf-orphan from the city of Ilizmagorti. He has no recollection of his parents though he was called Skovar when very young. After a while, he was referred to simply as Sko and the name has stuck since. Sko was a bit brawnier than the other orphan lads on the docks and this gave him an advantage; since he could always just take food he needed from the others and keep it for himself. He took no particular joy in doing this but it was vitally important to always appear healthy and confident on the docks. The Red Mantis were always prowling around looking to “recruit” people who wouldn’t be missed so it was crucial to survival to make sure that you looked like you belonged. People with nothing and looking for handouts tended to disappear quickly and quietly in Ilizmagorti.
His path to becoming a druid was a strange one as Sko has never met another druid in his life. It began with Grumal, a dwarven cleric of Hanspur, the River Rat, who showed up in Ilizmagorti and quickly got lost. Seeing an opportunity for cash, Sko showed him around. The thankful dwarf provided no cash but instead gave Sko the dubious honor of taking him under his wing (dubious because Grumal’s mental stability was questionable at best). Most of Grumal’s talk made no sense to Sko at all but it did enlighten him to the notion that anyone, regardless of position or money, at least had a chance to make something of himself (more than being a dock scavenger anyways). When Grumal left, Sko stowed away on the ship. However, Sko was never able to locate Grumal after that and has never seen him since.
The ship had docked in the Port City of Quent and, after giving up on Grumal, Sko went about looking to be divinely inspired (it worked for a mad dwarf after all). Unfortunately, Sko could feel little but ambivalence about the gods he learned about (and, apparently, the feeling seemed to be mutual). Even the ever-present Sacred Prostitutes did little to stir Sko’s spirits. Nevertheless, he lived there for quite a few years and, since food was sometimes scarce, he learned to cook just about anything. His moment of truth came as he was wandering the coastline away from the city a bit. He saw sharks swimming around and noticed that one had become partially trapped on some rocks due a sudden shift in the tide. While the shark did manage to eventually free itself it had become slightly bloodied while doing so and the other sharks quickly feel upon it without mercy. At that point, something just made sense .
Quent no longer interested him so he scrounged up what monies he could for equipment and passage and soon ended up in Port Peril.
Sko is actually fairly easygoing though he can seem brusque as he tends to speak in terse, clipped sentences unless he feels comfortable. He rarely does anything out of maliciousness or spite and his ire is not easily roused. When he does lose his temper though, he can become extremely vicious. He always carries his scythe with him, in part, because he likes how it looks but also because it deters the casual gossipers and other idiots who have never learned when it’s a good time to keep your mouth shut from talking to him.
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