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Jigeke the Exile

Uru Zil'Jain's page

15 posts. Alias of Cuàn.




Witch 3 (Scarred Witch Doctor)/Ranger 3 (Warden)










Common, Giant, Orc

Strength 14
Dexterity 14
Constitution 18
Intelligence 12
Wisdom 13
Charisma 10

About Uru Zil'Jain

Work in progress

Base Stats:

HP: 42
Initiative: +2
Speed: 30 ft

BAB: +3
Melee: +5
Ranged: +5
CMB: +5

AC: 16 FF: 14 T: 12
CMD: 17
Fort: +8
Ref : +7
Will: +6


Terbutje: +6, 1d8+2, 19-20/2x
Mere Club +6, 1d4+2, 2x
Composite Longbow: +5, 1d8+2, 3x


[ ] Acrobatics +2
[ ] Appraise +1
[ ] Bluff +0
[C] Climb +2
[C] Craft [ ] +1
[ ] Diplomacy +0
[ ] Disable Device +2
[ ] Disguise +0
[ ] Escape Artist +2
[C] Fly +2
[C] Handle Animal +0
[C] Heal +9 (trained)
[C] Intimidate +10(trained)
[C] Knowledge [Arcana] +1
[C] Knowledge [Dungeoneering] +1
[C] Knowledge [Geography] +7 (trained)
[C] Knowledge [History] +1
[C] Knowledge [Nature] +7 (trained)
[C] Knowledge [Planes] +1
[ ] Linguistics +1
[C] Perception +7 (trained)
[ ] Perform [] +0
[C] Profession [] +1
[C] Ride +2
[ ] Sense Motive +1
[ ] Sleight of Hand +2
[C] Spellcraft +7 (trained)
[C] Stealth +2
[C] Survival +7 (trained)
[C] Swim +2
[C] Use Magic Device +6 (trained)

Traits & Feats:

Two World Magic: Breeze
Select one 0-level spell from a class spell list other than your own. This spell is a 0-level spell on your class spell list

Deft Dodger:
+1 Reflex

Level 1: Iron Hide
Level 3: Extra Hex

Racial Abilities:

Dark Vision: 60 ft
Intimidating: +2 Intimidate
Sacred Tattoo:Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws.
Weapon Familiarity:Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.

Class Abilities:

Favored Class Bonus: 3 Skill Points

Constitution Dependant:
A scarred witch doctor uses Constitution instead of Intelligence when determining the highest level of spells she can cast, her spell save DCs, number of spells known at 1st level, and any effects of her hexes normally determined by her Intelligence.

Hex Scar:
Whenever a scarred witch doctor learns a hex, she must carve or brand a symbol in her flesh to represent this hex. She can disguise these scars with mundane or magical means, but they cannot be permanently removed.

Fetish Mask (Su):
+2 Heal and Intimidate, +2 on Saves vs effect with Pain descriptor or that specifically cause pain.

At 1st level, a scarred witch doctor forms a bond with a wooden mask. As she gains power, her connection to this mask causes it to grow ever more hideous and grotesque as it absorbs the weight of the self-induced pain that underlies her magic. Her spells derive from the insights her patron grants her while she’s enduring the cuts, burns, and other sorts of mutilations she inflicts upon herself. Her fetish mask acts in all ways like a witch’s familiar for the purpose of preparing and gaining spells. Rather than communing with a familiar to prepare spells each day, a scarred witch doctor hangs her mask on a wall, tree branch, or something similar and contemplates the agony it represents.

When wearing her fetish mask, a scarred witch doctor gains a +2 circumstance bonus on Heal and Intimidate checks and gains a +2 bonus on saving throws against effects that specifically cause pain or have the pain descriptor. If the mask is destroyed, the witch doctor can create another fetish mask (which almost immediately adopts the shocking appearance of the original) for the same price and time it takes a witch to replace a dead familiar.

At 5th level, the scarred witch doctor gains the ability to add magical abilities to her mask as if she had the Craft Wondrous Item feat. This ability otherwise functions like and replaces the standard witch familiar.

Scarshield (Su):
At 1st level, a scarred witch doctor learns how to harden her mutilated skin, gaining an enhancement bonus to her natural armor bonus equal to 1/2 her class level (+1). She can use this ability for a number of minutes per day equal to her class level. These minutes do not need to be consecutive but she must spend them in 1-minute increments.

Patron: Endurance

Master of Terrain (Ex)
At 1st level, a warden selects his first favored terrain. He gains another one at 3rd level, and then every five levels thereafter (for a maximum of five favored terrains at 18th level).

Favored Terrain (Ex): Plains +2, Urban +2
A ranger may select a type of terrain from Table: Ranger Favored Terrains. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).

At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.

If a specific terrain falls into more than one category of favored terrain, the ranger's bonuses do not stack; he simply uses whichever bonus is higher.

Track (Ex)
A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.

Wild Empathy (Ex): +3


A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Live in Comfort (Ex):
At 2nd level, a warden is truly at home within his favored terrains. He knows all the signs of the wilderness. He rarely gets lost. He can easily live off the land in comfort, and can provide for companions. The warden can take 10 on any Survival check involving any of his favored terrains, even when in immediate danger and distracted. If the warden is not in immediate danger and distracted, he can take 20 even if the check has a penalty for failure.

Endurance (Ex):
Endurance bonus feat

Level 3:
Evil Eye (Su):


The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch’s Constitution modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect.
At 8th level the penalty increases to –4.

Level 3, Extra Hex:
Misfortune (Su):

The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.


Weapon: Terbutje

DMG: 1d8
Crit: 19-20/2x
Type: S
Weight: 2 lbs
Cost: 302
Enhancement: Masterwork

Weapon:Mere Club

DMG: 1d4
Crit: 2x
Type: B or P
Weight: 2 lbs
Cost: 302
Enhancement: Masterwork, Greenstone

Weapon:Composite Longbow (+2 STR)

Crit: x3
Type: P
Range: 110 ft
Weight: 3 lbs
Cost: 300
Enhancement: +2 STR mod

Armor: Armored Kilt +1
AC: +2
Cost: 1020 G
Max Dex: +6
ACP: 0
ASF: 0%
Speed: 30 ft
Weight: 10 lbs
Enhancement: +1

Shield: Mithral Buckler

AC: +1
Cost: 1005
Max Dex: -
ACP: 0
ASF: 0
Speed: -
Weight: 2.5 lbs
Enhancement: Masterwork

Other Equipment:
Explorer's Outfit (he only wears boots, pants and belt. Cloak when it rains)

Masterwork Backpack
Waterskin x2
Spell Component Pouch

Various Goods:
1 Pound of Black Pepper
1 Pound of Cinnamon
1 Pound of Cloves
Greenstone Pendant (50 G)

597 G



Spells known:
Level 0: All standard + Breeze


Arcane Mark
Dancing Lights
Detect Magic
Detect Poison
Putrefy Food and Drink
Read Magic
Touch of Fatigue

Level 1: 9+1
Burning Hands
Charm Person
Cure Light Wounds
Endure Elements (Patron)
Enlarge Person
Mage Armor
Obscuring Mist
Unprepared Combatant
Unseen Servant

Level 2: 2
Vomit Swarm

Spells prepared:
Level 0: 4 (Unlimited Casting)
Detect Magic
Read Magic

Level 1: 3
Mage Armor 2x
Obscuring Mist

Level 2: 2
Vomit Swarm 2x


Born on the near endless savannah of central Drusae, Uru has known nothing but tribal life until recently. As a young child he was trained to herd the animals of his tribe on the plains they called home during the dry season. During the wet season his whole tribe would migrate to the river's floodplains where a village had been erected ages ago. During dry season the village was empty with the exception of some elders and some warriors while during the wet season several different tribes lived there together, profiting from the river's bounty after it flooded it's shores.

One of the rituals each young child must undergo at the age of 6, whether he or she was human, orc or a mix of both, was the induction of a vision using the hallucinogenic properties of the toads that surfaced during rainy season. The outcome of this ritual would help the elders decide what the child would become as he grew older. For Uru it became very clear: He'd become a Spirit Warrior, a tribal guardian meant to protect his people from the strange and eerie threats of the Otherside*. They were also the ones that bore the pain of their people, honoring their ancestors by reliving their pain.

One year, one mooncycle and one day after the vision Uru was brought to become the apprentice of his tribe's elder, as was tradition. The first thing to do was achieving another vision, though this time the induction would be through starvation, as only a body that was pure and empty of all outside influences would be able to achieve the height of spiritual strength needed to attract a Spirit Guide. It took Uru many days to achieve this state, but eventually he collapsed and his Guide came to him: A frog. The fact that the frog had chosen him was great news indeed, for it was among the mightiest of Spirit Guides. Not only did the frog represent fertility, through it's connection to the rainy season, it also was the guide to visions and the link between the Spirit World and the normal world.

Once it became clear the frog had chosen him, Uru's next task was set before him: the creation of his mask. This mask would serve a dual role, it would both represent his spirit guide and his service to his people. It was an important task, for this mask would be the one that would accompany him his entire life and it would be the home of his spirit guide.

The years after were dedicated both to spiritual growth and to martial growth as Uru not only learned to defend his people in mind but also in actual combat. He was sent on quests to prove his worth. These quests ranged from assisting the tribe's midwife in bringing children into this world to killing might beasts and bring the carcass home to feed his tribe.

When Uru reached the age of 21 years his final quest to be called a Spirit Warrior awaited him, his vision quest. Once more he would be required to go into a trance, this time one more through the hallucinogenic properties of the toads. In his trance he would need to commune with his spirit guide who would then instruct him on the first steps of his quest. His guide revealed to him that the first steps would be leaving his people and travelling westwards, and so he did. The next day the elders had packed for him, making sure he had all he needed for his vision quest. He said his goodbyes, fully expecting to return within a year.

Now, almost 3 years later, Uru still has not completed his quest. He travelled across the plains and through the forests of Drusae. On his route he met many different tribes and creatures, though not all were equally welcoming of a travelling shaman. It was only recently that his spirit guide told him to get on a boat, a boat that led to the city of Chance. It was there, and specifically in the Warrens, that he would find his goal, though what it was was unclear to him. All he knew was that the way to find it was through being these people's guardian.

*= Everything that's not the Material Plane

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