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About ChakamBackground:
Chakam was just another young boy in the settlement of Ollo on Shark Island - An orphan like many others, whose parents, from Mwangi roots, were killed during a Sahuagin raid. A naturally free-spirited troublemaker, he was skilled with gadgets - what gave him some leniency from the local merchants and navigators. Curious, different from most other kids he learned to read and voraciously would consume any literature he would get his hands on. For his despair, however, only a handful of books were available, mostly speaking of wars from far places like Lastwall and Belkzen. There was obviously something else making Chakam special, and the local seamen noticed it. In particular, a ship called the Crane Cove - with an old shaman, who took special interest in the boy - decided to recruit him for small repairs on its cannons, and Chakam joyfully joined, hopeful of adventures and coins. Instead, most of his life from this point on became that of poverty and a state of semi-slavery. Looking at the walls on the lower decks, he would feel the breeze of the dusk touching the ship wood and calling for him, and would sleep dreaming of becoming someone special. It was during one of such nights that he first ended up shapeshifting by instinct into a dog, effect that passed barely minutes after. The new discovery was received with a bit of fear, from the other men, but he was nevertheless stimulated into learning more about it, and as time passed his abilities as a druid started to develop. He was finally sold at a good price to the infamous Barnabas Harrigan - trying to rebuild a skeleton crew for his Wormwood ship, after a mutiny. It was there that Chakam first heard of the mutinees and let his young heart fill with hope for a better future - hope that was punished frequently with whips and more hard work. Perhaps, though, if that ragtag group could "disappear" with a first mate and mutiny against such a powerful pirate, why couldn't he too escape? And the night arrived. Stormy as if the ship was navigating the Eye of Abendego itself - and their vessel was just found by Gray Corsairs. They tried to flee, but eventually the confrontation became imminent. Outnumbered, Chakam captors released him hoping he would help them - since he was becoming a specialist on the ship's siege engines - and fight for his life, but instead the druid jumped on the waters on the first chance. Surrounded by bodies and sharks, he thought he had found his demise, and closed his eyes... Only to hear a song. In his dreaming mind, a woman with the features of the First World itself would sing and laugh, while lacerating him with blades made from her own hair. Yet, he could feel as if the pain itself was pulling him to safety. If he was truly special, that was it - something from progeny itself. Like a trick from a fey; damaging as a curse, graceful as a blessing. The next day, he washed ashore. And felt as if he knew a little bit more about himself. In his core, he thanked the twisted wisdom of Besmara, and knew she was telling him to find the mutinees - and forge a new destiny on the seas for himself. As he was trying to find his way back to civilization, he came to meet the undine Wahne - someone who escaped from Harrigan as well! She related the tale she heard her former crewmates tell about mutinying against Harrigan's first mate Plugg while they were shipwrecked - she herself had not served aboard the Wormwood, but rather met the mutinees in the town called Lilywhite. Her ex-crewmates called themselves the crew of Besmara's Whim, but they had been taken aboard another ship called the Magpie Princess at the time. She said they were good people, but she missed the sea and ended up leaving them to seek her own destiny, while they left to look for an ancient treasure. As Chakam and the undine departed ways and he got determined to find the crew of Besmara's Whim, he caught notice that the ship was indeed around - now headed East, towards Hell Harbor. And at that point he knew where the seas were taking him...
Character Sheet:
Chakam Male human (Mwangi) druid (progenitor) 6/ranger 2 (Planar Adventures 19) CN Medium humanoid (human) Init +5; Senses Perception +14 -------------------- Defense -------------------- AC 23, touch 16, flat-footed 18 (+5 armor, +1 deflection, +5 Dex, +2 shield) hp 53 (8 HD; 6d8+2d10+8) Fort +10, Ref +11, Will +9; +4 vs. fey and plant-targeted effects -------------------- Offense -------------------- Speed 30 ft. Melee +1 rapier +10/+5 (1d6/18-20) or . . unarmed strike +10/+5 (1d3+6 nonlethal) or . . heavy shield bash +5/+0 (1d4-1) Special Attacks combat style (Besmara), favored enemies (animals +2, humans +4), wild shape 3/day Druid (Progenitor) Spells Prepared (CL 8th; concentration +11) . . 3rd—cure moderate wounds, hydrophobia (DC 16), protection from energy . . 2nd—barkskin, ironskin, lesser restoration, visualization of the body . . 1st—cure light wounds, endure elements, windy escape[ARG] (2) . . 0 (at will)—create water, detect magic, know direction, read magic -------------------- Statistics -------------------- Str 8, Dex 20, Con 12, Int 12, Wis 16, Cha 8 Base Atk +6; CMB +11; CMD 21 Feats Agile Maneuvers, Exotic Weapon Proficiency (ballista, light), Shapeshifting Hunter[UC], Shaping Focus[UM], Siege Engineer[UC], Weapon Finesse Traits crusader tactician (lastwall), magical knack Skills Acrobatics +6, Climb +1, Craft (siege engines) +14, Fly +7, Knowledge (engineering) +13, Knowledge (nature) +11, Perception +14, Profession (sailor) +16 (+18 to navigate at sea, +20 to navigate in the area detailed by the chart), Profession (siege engineer) +14, Spellcraft +5, Stealth +7, Survival +9 (+11 to navigate in the wilderness), Swim +7; Racial Modifiers +2 Profession (sailor), +2 Swim Languages Common, Druidic, Polyglot, Sylvan SQ heart of the sea[ARG], infused summoning, nature sense, primal bond, track +1, trackless step, wild empathy +8, woodland stride Other Gear +1 darkleaf cloth lamellar (leather) armor[UC], heavy wooden shield, +1 rapier, +1 agile amulet of mighty fists, cloak of resistance +1, ring of protection +1, astrolabe (apg)[APG], belt pouch, flint and steel, masterwork backpack[APG], masterwork siegecrafting tools, nautical chart, spell component pouch, spider's silk rope (50 ft.)[APG], trail rations (5), waterskin, 30 gp, 5 sp, 6 cp -------------------- Tracked Resources -------------------- Primal Magic Bond (2/day) - 0/2 Trail rations - 0/5 Wild Shape (8 hours, 3/day) (Su) - 0/3 -------------------- Special Abilities -------------------- Agile Maneuvers Use DEX instead of STR for CMB Favored Enemy (Animals +2) (Ex) +2 to rolls vs. animals foes. Favored Enemy (Humans +4) (Ex) +4 to rolls vs. humans foes. Heart of the Sea +4 concentration to cast spells underwater, and you can hold your breath twice as long. Infused Summoning (3 fast healing) (Ex) Summon nature's ally grants summons listed fast healing. Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks. Primal Bond (Ex) Treat type as own or fey (whichever better). Primal Magic Bond (2/day) Swift action, concentration (DC 20 + 2x spell level) to cast free spell. On fail, wild magic surge and staggered 1 rd. Shapeshifting Hunter Add your druid and ranger levels for favored enemy Siege Engineer You are considered proficient with all siege weapons Track +1 Add the listed bonus to Survival checks made to track. Trackless Step (Ex) You do not leave a trail as you move through natural surroundings. Wild Empathy +8 (Ex) Improve the attitude of an animal, as if using Diplomacy. Wild Shape (8 hours, 3/day) (Su) Shapeshift into a different creature one or more times per day. Woodland Stride (Ex) Move through undergrowth at normal speed. -------------------- Rusalka: https://www.aonprd.com/MonsterDisplay.aspx?ItemName=Rusalka Whisperer: https://www.aonprd.com/MonsterDisplay.aspx?ItemName=Whisperer Green Man: https://www.aonprd.com/MonsterDisplay.aspx?ItemName=Green%20Man Fey Form: https://www.aonprd.com/SpellDisplay.aspx?ItemName=Fey%20Form%20I Character Sheet (Green Man):
Chakam Male human (Mwangi) druid (progenitor) 6/ranger 2 (Planar Adventures 19) CN Medium humanoid (human) Init +5; Senses darkvision 60 ft., low-light vision; Perception +14 -------------------- Defense -------------------- AC 23, touch 16, flat-footed 18 (+5 armor, +1 deflection, +5 Dex, +2 natural) hp 61 (8 HD; 6d8+2d10+16) Fort +11, Ref +11, Will +9; +4 vs. fey and plant-targeted effects -------------------- Offense -------------------- Speed 40 ft. Melee 2 slams +12 (1d8+6/19-20), 6 vines +12/+12/+12/+12/+12/+12 (2d6+6/19-20 plus grab) . . +1 rapier +12/+7 (1d6+1/18-20) or . . unarmed strike +12/+7 (1d3+6 nonlethal) or . . heavy shield bash +6/+1 (1d4) Ranged 6 thorns +7/+7/+7/+7/+7/+7 (2d6+6) Space 5 ft.; Reach 5 ft. (30ft. with vines) Special Attacks combat style (Besmara), constrict (2d6+6), favored enemies (animals +2, humans +4), grab (Colossal), wild shape 3/day Druid (Progenitor) Spells Prepared (CL 8th; concentration +11) . . 3rd—cure moderate wounds, hydrophobia (DC 16), protection from energy . . 2nd—barkskin, ironskin, lesser restoration, visualization of the body . . 1st—cure light wounds, endure elements, windy escape[ARG] (2) . . 0 (at will)—create water, detect magic, know direction, read magic -------------------- Statistics -------------------- Str 10, Dex 20, Con 14, Int 12, Wis 16, Cha 8 Base Atk +6; CMB +11 (+15 grapple); CMD 22 Feats Agile Maneuvers, Exotic Weapon Proficiency (ballista, light), Shapeshifting Hunter[UC], Shaping Focus[UM], Siege Engineer[UC], Weapon Finesse Traits crusader tactician (lastwall), magical knack Skills Acrobatics +8 (+12 to jump), Climb +4, Craft (siege engines) +14, Fly +9, Knowledge (engineering) +13, Knowledge (nature) +11, Perception +14, Profession (sailor) +16 (+18 to navigate at sea, +20 to navigate in the area detailed by the chart), Profession (siege engineer) +14, Spellcraft +5, Stealth +9, Survival +9 (+11 to navigate in the wilderness), Swim +10; Racial Modifiers +2 Profession (sailor), +2 Swim Languages Common, Druidic, Polyglot, Sylvan SQ heart of the sea[ARG], infused summoning, nature sense, primal bond, track +1, trackless step, wild empathy +8, woodland stride Other Gear +1 darkleaf cloth lamellar (leather) armor[UC], heavy wooden shield, +1 rapier, +1 agile amulet of mighty fists, cloak of resistance +1, ring of protection +1, astrolabe (apg)[APG], belt pouch, flint and steel, masterwork backpack[APG], masterwork siegecrafting tools, nautical chart, spell component pouch, spider's silk rope (50 ft.)[APG], trail rations (5), waterskin, 30 gp, 5 sp, 6 cp -------------------- Tracked Resources -------------------- Primal Magic Bond (2/day) - 0/2 Trail rations - 0/5 Wild Shape (8 hours, 3/day) (Su) - 0/3 -------------------- Special Abilities -------------------- Agile Maneuvers Use DEX instead of STR for CMB Darkvision (60 feet) You can see in the dark (black and white only). Favored Enemy (Animals +2) (Ex) +2 to rolls vs. animals foes. Favored Enemy (Humans +4) (Ex) +4 to rolls vs. humans foes. Grab: Vines (Colossal) (Ex) You can start a grapple as a free action if you hit with the designated weapon. Heart of the Sea +4 concentration to cast spells underwater, and you can hold your breath twice as long. Infused Summoning (3 fast healing) (Ex) Summon nature's ally grants summons listed fast healing. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks. Primal Bond (Ex) Treat type as own or fey (whichever better). Primal Magic Bond (2/day) Swift action, concentration (DC 20 + 2x spell level) to cast free spell. On fail, wild magic surge and staggered 1 rd. Shapeshifting Hunter Add your druid and ranger levels for favored enemy Siege Engineer You are considered proficient with all siege weapons Track +1 Add the listed bonus to Survival checks made to track. Trackless Step (Ex) You do not leave a trail as you move through natural surroundings. Wild Empathy +8 (Ex) Improve the attitude of an animal, as if using Diplomacy. Wild Shape (8 hours, 3/day) (Su) Shapeshift into a different creature one or more times per day. Woodland Stride (Ex) Move through undergrowth at normal speed. -------------------- Rusalka: https://www.aonprd.com/MonsterDisplay.aspx?ItemName=Rusalka Whisperer: https://www.aonprd.com/MonsterDisplay.aspx?ItemName=Whisperer Green Man: https://www.aonprd.com/MonsterDisplay.aspx?ItemName=Green%20Man Fey Form: https://www.aonprd.com/SpellDisplay.aspx?ItemName=Fey%20Form%20I Character Sheet (Rusalka):
Chakam Male human (Mwangi) druid (progenitor) 6/ranger 2 (Planar Adventures 19) CN Medium humanoid (human) Init +5; Senses low-light vision; Perception +14 -------------------- Defense -------------------- AC 23, touch 16, flat-footed 18 (+5 armor, +1 deflection, +5 Dex, +2 shield) hp 61 (8 HD; 6d8+2d10+16) Fort +11, Ref +11, Will +9; +4 vs. fey and plant-targeted effects DR 2/cold iron -------------------- Offense -------------------- Speed 30 ft., swim 60 ft. Melee 4 tresses +10/+10/+10/+10 (2d6+6) or . . +1 rapier +10/+5 (1d6+1/18-20) or . . unarmed strike +10/+5 (1d3+6 nonlethal) or . . heavy shield bash +6/+1 (1d4) Space 5 ft.; Reach 5 ft. (15ft. with tresses) Special Attacks combat style (Besmara), constrict (2d6+8), favored enemies (animals +2, humans +4), wild shape 3/day Druid (Progenitor) Spells Prepared (CL 8th; concentration +11) . . 3rd—cure moderate wounds, hydrophobia (DC 16), protection from energy . . 2nd—barkskin, ironskin, lesser restoration, visualization of the body . . 1st—cure light wounds, endure elements, windy escape[ARG] (2) . . 0 (at will)—create water, detect magic, know direction, read magic -------------------- Statistics -------------------- Str 10, Dex 20, Con 14, Int 12, Wis 16, Cha 8 Base Atk +6; CMB +11 (+15 grapple); CMD 22 Feats Agile Maneuvers, Exotic Weapon Proficiency (ballista, light), Shapeshifting Hunter[UC], Shaping Focus[UM], Siege Engineer[UC], Weapon Finesse Traits crusader tactician (lastwall), magical knack Skills Acrobatics +6, Climb +2, Craft (siege engines) +14, Fly +7, Knowledge (engineering) +13, Knowledge (nature) +11, Perception +14, Profession (sailor) +16 (+18 to navigate at sea, +20 to navigate in the area detailed by the chart), Profession (siege engineer) +14, Spellcraft +5, Stealth +7, Survival +9 (+11 to navigate in the wilderness), Swim +16; Racial Modifiers +2 Profession (sailor), +2 Swim Languages Common, Druidic, Polyglot, Sylvan SQ heart of the sea[ARG], infused summoning, nature sense, primal bond, track +1, trackless step, wild empathy +8, woodland stride Other Gear +1 darkleaf cloth lamellar (leather) armor[UC], heavy wooden shield, +1 rapier, +1 agile amulet of mighty fists, cloak of resistance +1, ring of protection +1, astrolabe (apg)[APG], belt pouch, flint and steel, masterwork backpack[APG], masterwork siegecrafting tools, nautical chart, spell component pouch, spider's silk rope (50 ft.)[APG], trail rations (5), waterskin, 30 gp, 5 sp, 6 cp -------------------- Tracked Resources -------------------- Primal Magic Bond (2/day) - 0/2 Trail rations - 0/5 Wild Shape (8 hours, 3/day) (Su) - 0/3 -------------------- Special Abilities -------------------- Agile Maneuvers Use DEX instead of STR for CMB Damage Reduction (2/cold iron) You have Damage Reduction against all except Cold Iron attacks. Favored Enemy (Animals +2) (Ex) +2 to rolls vs. animals foes. Favored Enemy (Humans +4) (Ex) +4 to rolls vs. humans foes. Grab: Tresses (Medium) (Ex) You can start a grapple as a free action if you hit with the designated weapon. Heart of the Sea +4 concentration to cast spells underwater, and you can hold your breath twice as long. Infused Summoning (3 fast healing) (Ex) Summon nature's ally grants summons listed fast healing. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks. Primal Bond (Ex) Treat type as own or fey (whichever better). Primal Magic Bond (2/day) Swift action, concentration (DC 20 + 2x spell level) to cast free spell. On fail, wild magic surge and staggered 1 rd. Shapeshifting Hunter Add your druid and ranger levels for favored enemy Siege Engineer You are considered proficient with all siege weapons Swim (60 feet) You have a Swim speed. Track +1 Add the listed bonus to Survival checks made to track. Trackless Step (Ex) You do not leave a trail as you move through natural surroundings. Wild Empathy +8 (Ex) Improve the attitude of an animal, as if using Diplomacy. Wild Shape (8 hours, 3/day) (Su) Shapeshift into a different creature one or more times per day. Woodland Stride (Ex) Move through undergrowth at normal speed. -------------------- Rusalka: https://www.aonprd.com/MonsterDisplay.aspx?ItemName=Rusalka Whisperer: https://www.aonprd.com/MonsterDisplay.aspx?ItemName=Whisperer Green Man: https://www.aonprd.com/MonsterDisplay.aspx?ItemName=Green%20Man Fey Form: https://www.aonprd.com/SpellDisplay.aspx?ItemName=Fey%20Form%20I Character Sheet (Whisperer):
Chakam Male human (Mwangi) druid (progenitor) 6/ranger 2 (Planar Adventures 19) CN Large humanoid (human) Init +4; Senses low-light vision, see in darkness, blindsense; Perception +14 -------------------- Defense -------------------- AC 21, touch 14, flat-footed 17 (+5 armor, +1 deflection, +4 Dex, +2 shield, -1 size) hp 69 (8 HD; 6d8+2d10+24) Fort +12, Ref +10, Will +9; +4 resistance bonus vs. mind-affecting effects, +4 resistance bonus vs. poison, +4 vs. fey and plant-targeted effects DR 2/cold iron -------------------- Offense -------------------- Speed fly 60 ft. (good) Melee +1 rapier +8/+3 (1d8+2/18-20) or . . unarmed strike +8/+3 (1d4+5 nonlethal) or . . (M) heavy shield bash +4/-1 (1d4+1) or . . 6 mist tendrils +8/+8/+8/+8/+8/+8 touch (3d10+1) Space 10 ft.; Reach 10 ft. (20 ft. with tendrils) Special Attacks combat style (Besmara), favored enemies (animals +2, humans +4), wild shape 3/day Druid (Progenitor) Spells Prepared (CL 8th; concentration +11) . . 3rd—cure moderate wounds, hydrophobia (DC 16), protection from energy . . 2nd—barkskin, ironskin, lesser restoration, visualization of the body . . 1st—cure light wounds, endure elements, windy escape[ARG] (2) . . 0 (at will)—create water, detect magic, know direction, read magic -------------------- Statistics -------------------- Str 12, Dex 18, Con 16, Int 12, Wis 16, Cha 8 Base Atk +6; CMB +11; CMD 23 (can't be tripped) Feats Agile Maneuvers, Exotic Weapon Proficiency (ballista, light), Shapeshifting Hunter[UC], Shaping Focus[UM], Siege Engineer[UC], Weapon Finesse Traits crusader tactician (lastwall), magical knack Skills Acrobatics +5, Climb +3, Craft (siege engines) +14, Fly +8, Knowledge (engineering) +13, Knowledge (nature) +11, Perception +14, Profession (sailor) +16 (+18 to navigate at sea, +20 to navigate in the area detailed by the chart), Profession (siege engineer) +14, Spellcraft +5, Stealth +2, Survival +9 (+11 to navigate in the wilderness), Swim +9; Racial Modifiers +2 Profession (sailor), +2 Swim Languages Common, Druidic, Polyglot, Sylvan SQ heart of the sea[ARG], infused summoning, nature sense, primal bond, track +1, trackless step, wild empathy +8, woodland stride Other Gear +1 darkleaf cloth lamellar (leather) armor[UC], heavy wooden shield, +1 rapier, +1 agile amulet of mighty fists, cloak of resistance +1, ring of protection +1, astrolabe (apg)[APG], belt pouch, flint and steel, masterwork backpack[APG], masterwork siegecrafting tools, nautical chart, spell component pouch, spider's silk rope (50 ft.)[APG], trail rations (5), waterskin, 30 gp, 5 sp, 6 cp -------------------- Tracked Resources -------------------- Primal Magic Bond (2/day) - 0/2 Trail rations - 0/5 Wild Shape (8 hours, 3/day) (Su) - 0/3 -------------------- Special Abilities -------------------- Agile Maneuvers Use DEX instead of STR for CMB Damage Reduction (2/cold iron) You have Damage Reduction against all except Cold Iron attacks. Favored Enemy (Animals +2) (Ex) +2 to rolls vs. animals foes. Favored Enemy (Humans +4) (Ex) +4 to rolls vs. humans foes. Fly (60 feet, Good) You can fly! Heart of the Sea +4 concentration to cast spells underwater, and you can hold your breath twice as long. Infused Summoning (3 fast healing) (Ex) Summon nature's ally grants summons listed fast healing. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks. Primal Bond (Ex) Treat type as own or fey (whichever better). Primal Magic Bond (2/day) Swift action, concentration (DC 20 + 2x spell level) to cast free spell. On fail, wild magic surge and staggered 1 rd. See in Darkness See perfectly in darkness of any kind, including magical darkness. Shapeshifting Hunter Add your druid and ranger levels for favored enemy Siege Engineer You are considered proficient with all siege weapons Track +1 Add the listed bonus to Survival checks made to track. Trackless Step (Ex) You do not leave a trail as you move through natural surroundings. Wild Empathy +8 (Ex) Improve the attitude of an animal, as if using Diplomacy. Wild Shape (8 hours, 3/day) (Su) Shapeshift into a different creature one or more times per day. Woodland Stride (Ex) Move through undergrowth at normal speed. -------------------- Rusalka: https://www.aonprd.com/MonsterDisplay.aspx?ItemName=Rusalka Whisperer: https://www.aonprd.com/MonsterDisplay.aspx?ItemName=Whisperer Green Man: https://www.aonprd.com/MonsterDisplay.aspx?ItemName=Green%20Man Fey Form: https://www.aonprd.com/SpellDisplay.aspx?ItemName=Fey%20Form%20I Shape Headers:
Green Man
Whisperer
Rusalka
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