Doc Saturday's page

180 posts. Alias of Doomed Hero.

Full Name

Doctor Samdi Barron


18/18 HP, Temp HP 0, 11 AC, Fort +5, Dex +1, Wis +3, Perception 10, Sense Motive 10, Diplomacy 10, Intimidate 20 (22 in mask)


Scarshield 2/2, CURRENT EFFECTS:



Special Abilities

Slumber DC 15,


Neutral Good


Patron of Spirits


Ber, Danoran



Strength 12
Dexterity 10
Constitution 19
Intelligence 10
Wisdom 8
Charisma 12

About Doc Saturday

Combat Header:

Hp 18/18; AC 11, 10 Touch 11 FF; CMD 11
+5 Fort, +1 Reflex, +2 Will
Buffs: Mage Armor


Samdi was born in the Yarasol. The Danor had been killing people and razing the lands for decades by the time he was born. His people had retreated deep into the jungles. He was born there, among the last vestiges of his kind. There were not more than fifty of them, but they were all family. The Danor found them when Samdi was seven. The Danor killed them as heretics. Samdi ran, escaping into the jungles. After three days on his own, he found a squad of Risur scouts who were seeking a way through the jungle from the other side of the island.

His knowledge of the land and the occupying Danor forces was invaluable to the Risur army. He was recruited to guide them. He led the scouts to his former village where the Risur forces were camped. The scouts reported back and returned with a full company. Samdi watched as the Risur army destroyed the Danor forces who had killed his family. To this day, this is his proudest moment.

After the battle, Samdi buried his family, burning them and their possessions one by one, invoking the names of the spirits to watch them and guide them to the afterlife. He prayed for guidance and retribution for his people and he was answered. They were the Loa, the family of spirits who guided his people, and they were with him. He was not the last, but he was one of the few remaining who still spoke to them. It was up to him to be their voice in the mortal realm, but he had much to do and much to learn first.

He spent the remainder of his childhood continuing to be a local guide for the Risur army. He lead many brave men to battle. He became the assistant to his battalion's medics, displaying a steady hand and a grim resolve in the face of death and dismemberment. He had planned to become a soldier when he came of age, to join the Risur army and fight, but the war ended before he got the chance.

He spent his teenage years trying to help his people rebuild in the wake of the war, but there were few left and scattered. They had turned from the old ways. The immense death toll had given rise to much disease and unquiet dead. It came to Samdi to continue his work as a healer, and also as a hunter of restless spirits.

He had learned much as a combat medic, but he was unprepared for the ravages of the diseases that swept over his lands. Again, it was a group of Risurians who he found for aid. Doctors, come to help the people of Yarasol. Again he became a guide, but this time instead of bringing death, he brought life.

They taught him and soon he became one of them. By the time the last of the plagues were gone, he was a young adult, and an experienced and competent physician. With his own home free of mass contagion and little to anchor him, Samdi decided to follow the doctors to their next mission, which was to follow the shipping lanes to other ports and make sure the plagues did not spread far.

That was how he made it to the Risur mainland for the first time. The most prominent shipping route from the Yarasol went straight to the Riser capitol, Flint. He was instrumental in saving the capital from an outbreak of plague.

Eventually his background with the Risur military became known to the other doctors, and one of them wrote a letter to a friend who happened to work in the recruitment officers of the Royal Homeland Constabulary. His intake interview was surprisingly short. Risur had been instrumental in saving his people twice. Samdi was very willing to offer his service in return.

The RHC had many soldiers and many investigators, but very few doctors, and very few orcs. He was quite unique, and they were thrilled to have him.

It was either a mistake in translation, or perhaps a clerical error of some kind, but when he was sent to RHC training, his paperwork said Saturday rather than Samdi.

The name stuck. His Loa patrons think it is hilarious.

1/2 Orc Scarred Witchdoctor Hedge Witch 2



Saturday is tall but not bulky. He is lithe rather than the usual brutish build of his people. His dark skin is covered with intricate, purposeful scars that trace swirling symbols along his bones.

He dresses in worn finery, white trousers and a white leather opera jacket accented in red and gold. A fine white top hat with a black lace band and a skull shaped hat pin on the side sit jauntily on his head and scuffed white dress shoes with gold buckles adorn his feet. His thin linen shirt is usually worn open against the heat and humidity of the docks in summertime. On his exposed skin are traced many intricate scars. He wears a pair of red tinted glasses with round lenses and is often seen with a cigar or a glass of rum in his hand. Sometimes both.

He carries a leather satchel over his shoulder and leans on an ornate black cane traced with gold filigree similar to his scars. The head of the cane is made from an enormous black and white agate carved into the shape of a skull. Set in the eye sockets are tiny rubies. He smells like incense and wet earth. His voice is low and smooth and thickly accented. His smile is easy, but his eyes are not.

His jacket is reversible, black on the other side. When he swaps to the dark side of his coat, the collar raises high and closes with leather buckles. From his satchel comes a pair of long, heavy gloves and a white mask, long like a crow's beak with a built in rebreathing filter.

Beneath his clothing, his many scars are a bit lighter than his skin, but if one were to look close, and could read the swirling language ancient Ber, they would read many things men ought not know in the careful cursive in his skin. Simply put, he looks as though someone carefully wrote all over his skeleton.



A lifetime spent around death has given Saturday something of a "live for the moment" attitude. He has been drinking and gambling with soldiers from the time he was 8 years old, and his sense of humor was irrevocably tinted by the gallows humor of plague doctors. He takes his work seriously, but when off duty he is prone to carousing.

Saturday is amused by many things, and rarely without a smile. He is slow to anger and quick to laugh. He enjoys his liqueur and a good game of chance. He loves women, and music and dancing and can get a little testy when things get in the way of his pursuits for too long.

He loves Risur culture and emulates it as best he can, but the trappings of his people get mixed into his Riser finery. This does not always come across well with Risur blue-bloods. He has not yet had to deal with much in the way of prejudice or judgement as his reputation has nearly always preceded him.

In spite of his good nature there is an edge to him that warns those around him not to rouse his anger.

Init +0

HP: 18

===== Defense =====


AC 11 (Longcoat +1,
...+1 Scarshield
...+4 armor Mage Armor

CMD 12 (+1 bab, +2 str)

+5 Fort (+4 con, +1 luck)
...+2 vs Pain effects
...+2 vs. Deseases (doctor's outfit)
+1 Ref (+0 dex, +1 luck)
+3 Will (+3 class, -1 wis, +1 luck)



BaB +1, CMB +2

Skullcane, +2, 1d12+1, 20/x3 crit (reskinned greataxe designed for non-lethal use)



Unfinished Business (Theme Feat) You possess a deep understanding of spirits and the ties that bind them to the mortal
world. With the simplest of actions and words, you can stir the recently deceased into
Benefit: Once per day you may use speak with dead as a spell-like ability with a caster
level equal to your character level. When using the spell in this manner, you must
use it in the area where your target died and it must be used within a day of the
creature’s death. You do not require a complete body as the ability speaks with the
spirit and needs no corporeal connection.
Once per combat, as a standard action that provokes attacks of opportunity, you
conjure forth a spirit from a creature that died within the last five minutes and within
three miles of your current location. The spirit appears in a space you choose within
25 ft. of you, and performs a standard action of your choice. Any attack it makes
count as having the ghost touch weapon property.

Take Them Alive: (training bonus) You may use weapons to do non-lethal damage without incurring a -4 penalty to attack.

Negotiation Training: Badly wounded humanoid enemies can be convinced to surrender with a successful Diplomacy or Intimidate check.

Extra Hex: Slumber



2 class, +1 racial, +1 favored class
Total 4

+6 Craft: Alchemy (1 rank, +3 class, +2 circumstance)
+4 Knowledge Local (Yarisol) (1 rank, +3 class)
+8 Heal(2 rank, +3 class, +3 equipment)
...+2 circumstance [mask]
+10 Intimidate (2 rank, +1 cha, +3 class, +2 racial, +2 circumstance)
...+2 circumstance [mask]
+4 Knowledge Nature (1 rank, +3 class)
+4 Knowledge Arcana (1 rank, +3 class)

=====Race Abilities=====


Type: Half-orcs are Humanoid creatures with both the human and orc subtypes.

Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin. See the Linguistics skill page for more information about these languages.

Ability Score Racial Traits: Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Skilled: Second- and third-generation half-orcs often favor their human heritage more than their orc heritage. Half-orcs with this trait gain 1 additional skill rank per level. This racial trait replaces dark vision.

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.

Intimidating: +2 racial bonus to intimidate checks

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. This racial trait replaces orc ferocity.

Orc Blood: Count and orc and human for effects related to race.

=====Witch Abilities=====


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) 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 (minimum +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.

This ability replaces the witch's 1st-level hex.

Slumber Hex: A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level.

This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Peacebond: A witch can use this hex on a creature to prevent it from drawing a weapon for a number of rounds equal to the witch’s level. This hex has no effect on natural weapons or weapons already in a creature’s hands, but does prevent an archer from drawing arrows. A Will save negates this effect, and whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

====Spells and Consumables====


=====Orisons, at will (4)=====
Dancing Lights

=====1st, 2 per day=====
Cure Light Wounds
Mage Armor x
Blood Money
Ill Omen x
Infernal Healing
Ghostbane Dirge


Sunrods x2
Water breathing potion
Aid potion x2



Eyes: Red-tinted glasses
Shoulders: Reversible leather longcoat
Body: Doctor's Outfit
Wrist: Spring-loaded wrist sheathes (aid potions)

Plague Mask (Familiar, masterwork Intimidate tool, breathing filter)
Compass (Heightened Continual Flame cast inside it)

-In Pockets or pouches (waterproof)-
Traveler's Anytool
Spell component pouch
Smelling Salts
Tarot cards
Playing cards
Dice made of bone
Notebook and pencil
Chalk (10)
Flint and Steel

-In Doctor's Bag-
waterproof lining
Masterwork Healing tools (50 gp)
Masterwork Alchemical tools
Healer's Kit (10)
Surgery Kit
Tattoo Kit
Alchemist's Kindness x3

-In Masterwork Backpack-
Waterproof lining
Portable Alchemist's Lab
candles (10),
iron pot
mess kit
torches (10),
trail rations (5 days)

25 gp worth of Alchemical supplies


Wealth Total:

Cash on hand: 360 gp