Skull

Deriku Stands on the Spiral's page

38 posts. Alias of Changeling Jack.


Full Name

Deriku Stands on the Spiral

Race

Human (Chelaxian)

Classes/Levels

Commoner 1

Gender

Male

Size

Medium

Age

13

Special Abilities

Heart of the Wilderness

Alignment

N

Deity

Pharasma

Languages

Common (Taldane), Giant, Shoanti, Skald

Occupation

Child

Strength 6
Dexterity 14
Constitution 8
Intelligence 14
Wisdom 12
Charisma 16

About Deriku Stands on the Spiral

Statistics
Name Deriku Stands on the Spiral
Sex male; Race human (Chelaxian); Class commoner; Age 13
N Medium humanoid (human)
Init +2; Senses Perception +5
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DEFENSE
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 5 (1d6-1)
Saves Fort +0, Ref +2, Will +1
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OFFENSE
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Speed 30 ft.
Melee unarmed strike -2 (1d3-1 non lethal)
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STATISTICS
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Str 6, Dex 14, Con 8, Int 14, Wis 12, Cha 16 (includes Youth stat penalties)
Base Atk +0; CMB -2; CMD 10
Feats Diehard, Endurance
Traits Resilient
Skills Climb +2, Knowledge (religion) +3, Perception +5, Survival +5
Languages Common (Taldane), Giant, Shoanti, Skald
SQ heart of the wilderness
Gear traveler's outfit

"I have watched this human child since the ashes of his family still glowed warm around him. I stood vigil for a week over his broken body, patiently waiting for his life to end. I felt no sympathy. As his last breath was about to pass into my lungs, however, he was discovered and rescued by other humans, bone-clad and skin-inked barbarians. I returned to claim his life again and again as he teased death throughout his short life, yet he remains ever out of my reach. I have watched him through illness and injury, curious when the time would come that his soul would be free for me to take.

"This is not my duty. Mine is the taking of souls who died fighting. Yet this one, born on the battlefield, his soul is somehow tied to mine. I feel curiosity. I have been called away from battles that have changed the face of this world called Golarion just to bear witness to this child’s refusal to die. He never dies, yet always I return. As I return this day.

"This day is promising. The Shoanti, the humans who took him from my field of death, have been shattered by giants, their way of life demolished. I watch as his breath becomes labored, as his skin pales beneath the snowflakes. I feel no satisfaction. I do not laugh as he spits curses at the sky. I do not pity as the warmth leaves his body.

"I feel confusion when the woman arrives to save him; surprise as she looks up at me and winks her one good eye. I feel rage as she draws the Owl from her deck and I realize my fate.

"This is not the end of him. This is our beginning: the boy with one foot in the River of Souls, and the memitim being pulled from the battlefield to serve him.

"I feel terror."

Harrowing:
The Owl (neutral, Wisdom): The Owl represents the eternal wisdom of the natural order. It is the harsh realism that causes a pack of wolves to cull the weak in the herd. It is tragic for the culled deer, but through such actions the herd grows stronger. The needle The Owl holds binds life together, but just as easily can pick that life apart.
Aligned: Wisdom of the natural order
Misalgined: Never misaligned

Physical Appearance:
Deriku has white skin made more pale by years of poor sunlight. His black hair is shaved down to smooth scalp. Over his freshly purchased traveler’s garb he wears several leather and bone necklaces, bracelets and a large grey wolf-pelt mantle. Despite his Shoanti trappings, his ethnicity is obviously Chelaxian.

A large, faded scar spans the right side of his face from his jaw to his eyebrow, showcasing a fleck of dead grey in his dark brown eye. The back of his scalp also bares lines of animal claw marks, a deep and grievous slash trailing down his neck to disappear beneath his shirt. His left hand was badly burned and badly treated in his past, leaving his small and ring fingers fused together and curled into his palm.

At just over five feet tall, Deriku has the awkward shape of a boy who is starting to grow quickly.

Personality:
Deriku is brusque with those he doesn't know, leading many to think that he is in fact the uncultured barbarian the Shoanti are believed to be. His reserved nature is in fact a sign of something more, one who has looked death in the eyes more than once, and one who has seen death in the eyes of others far too often.

Deriku sees death at its most basic: an inevitability, a necessity, something to be expected, but not feared. Death will come to all who live, and the dead require neither sympathy nor tears to speed their souls along the River. Every soul will make it to the Boneyard, though some must be dragged there, kicking and screaming.

Background:
Deriku—under a now-forgotten name—was an infant when his family’s western Varisian settlement was assaulted by a tribe of goblinoid raiders in the spring of 4702. They set fire to everything, starting with the horses. The farming peasants could do nothing to hold off the invaders, and one by one fell to their cruel weaponry. Yet Deriku survived, unnoticed beneath the arrow-riddled corpse of his mother.

A week after the deaths of his parents, Deriku would surely have joined them in the River of Souls were it not for the interference of the Shriikirri-Quah. The people of the Hawk plucked him from the ashes of his kin and took his appearance as a powerful omen. Naturally, the Hawk-Clan chief traded Deriku to the Skoan-Quah for the promise of internment in one of their sacred ancient burial sites.

Reads Marrow, the Skull-Clan shaman who bought him, saw great potential in him, and it was she who gave him his infant name Deriku: Nothing. He was raised in full Shoanti fashion despite his unwelcome heritage. The tribe's native children made his life as difficult as possible, often putting him at risk of great harm for their own amusement. He may have never made it to adulthood if not for a raiding party from the giant army of Karzoug the Claimer, devastating his tribe when he was five years old. Many of the other children were killed, including some of those who had been the most vicious to him.

Forced to flee ever northward, his adopted tribe was able to survive in the cold Lands of the Linnorm Kings. Even here safety was hard to hold on to; difficulty adapting to their new way of life took its toll on the tribe, which shrank slowly at times, quickly at others, yet Deriku survived. He viewed light through the crack of death's door many times, yet each time he stayed with the living.

By 4714, the tribe was sufficiently weakened to fall to a party of four ice trolls. Deriku's chest was crushed during the melee and he began to die in the snow as the only family he knew died around him. Reads Marrow resorted to the creation of abominations, raising their own dead to assist in the fight. Though she drove off two living ice trolls, every member of the tribe fell.

Reads Marrow dragged herself to Deriku to keep him warm, and smiled as Hokuto Ishihara appeared in the snow to save him. "Go, Deriku" she said, "I now go to see the secrets you have seen. Pray Pharasma forgives me for what I have done here to save you. Go now, Stands on the Spiral."

Deriku was taken away from all of that death by Hokuto, but death is still watching him. It will follow him wherever he goes.

Racial Information:
  • +2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
  • Young: +2 Dex; —2 to Str, Con, and Wis.
  • Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size.
  • Normal Speed: Humans have a base speed of 30 feet.
  • Bonus Feat: Humans select one extra feat at 1st level.
  • Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
  • Heart of the Wilderness: Humans raised in the wild learn the hard way that only the strong survive. They gain a racial bonus equal to half their character level on Survival checks. They also gain a +5 racial bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. This racial trait replaces skilled.
  • Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Traits:
  • Resilient: Growing up in a poor neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You've built up your mettle as a result, and gain a +1 trait bonus on Fortitude saves.

Feats:
Endurance
Harsh conditions or long exertions do not easily tire you.
  • Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.
  • You may sleep in light or medium armor without becoming fatigued.
  • Normal: A character without this feat who sleeps in medium or heavier armor is fatigued the next day.

Diehard
You are especially hard to kill. Not only do your wounds automatically stabilize when grievously injured, but you can remain conscious and continue to act even at death's door.
  • Prerequisite: Endurance.
  • Benefit: When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.
  • When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than your Constitution score, you immediately die.
  • Normal: A character without this feat who is reduced to negative hit points is unconscious and dying.