About Four SkullsSTR 16, DEX 13, CON 12, INT 10, WIS 8, CHA 17
COMBAT STATS
DEFENSE
OFFENSE
TRAITS
FEATS
SKILLS
EQUIPMENT:
+1 Boarding Pike of Repelling (P), 1D8 dmg, crit x3, 5gp, 9 lbs, brace, reach. This +1 boarding pike is an 8-foot-long pole topped with a tapered metal spearpoint and a backward-facing hook, used to draw vessels closer together or repel boarders. A metal skull caps the butt of the pike. On command, a boarding pike of repelling can be extended as a swift action, giving its wielder a reach of 20 feet for 1 round. While the pike is extended, the wielder does not threaten adjacent creatures or creatures up to 15 feet away. A boarding pike of repelling can also be extended in this way to draw vessels closer together for boarding. Banded Mail(+7/+1/-7), 250gp, 35 lbs
Money spent:$363,2
Total equipment weight: lbs
SPELLS:
Know Orisons:
1st LVL: Cure Light Wounds
Spells per Day 1st lvl: 5/6 Used today: 0
REVELATIONS:
Raise the Dead (Su):As a standard action, you can summon a single skeleton or zombie to serve you. The undead creature has a number of Hit Dice equal to your oracle level. It remains for a number of rounds equal to your Charisma modifier. At 7th level, you can summon a bloody skeleton or fast zombie. At 15th level, you can summon an advanced skeleton or zombie. You can use this ability once per day plus one additional time per day at 10th level. Undead Servitude (Su): You gain Command Undead as a bonus feat. You can channel negative energy a number of times per day equal to 3 + your Charisma modifier, but only to use Command Undead. You can take other feats to add to this ability, such as Improved Channeling, but not feats that alter this ability, such as Alignment Channel.
CURSE:
Haunted:Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known.At 5th level, add levitate and minor image to your list of spells known.At 10th level, add telekinesis to your list of spells known.At 15th level, add reverse gravity to your list of spells known. APPEARANCE:
As most of his people Four Skulls is tall and broad shouldered with a physique builded by the harsh environment of the Storval Plateau and the mountains of Belkzen. The 21 years old shoanti has a deeply tanned skin tone and a tribal tattoo that cover most of the right side of his torso. He usually favor dark hues for his clothes and his jaw is perpetually covered by a beard. Defying the customs of his clan his black hair is braided into a mess of small plaits, mwangi style. His dark hazel eyes are set deep inside his skull and often possess the haunted look of someone seeing things that are not there. BACKSTORY:
The Shoanti do not look at magic with good eyes. That is why Zoran never told no one of the visions of waves and death that haunted him since childhood.Carefully Hidden But when his mystic powers started to emerge at the beginning of his adult life everything turned into chaos. He had no control of it and would burst out in the most random situations. It was certain to the clan's priest that the boy was no cleric, but also no mage (to everybody's relief). Things would have eventually settle down except Zoran started to accidentally raise the dead. During a particular bloodied battle with a raiding party of orcs from Belkzan Hold the clan's warriors were facing eminent defeat when a couple of dead foes become zombies and came to their rescue. Two skulls from his enemies. Nobody liked that victory very much and it left a bitter after taste, but it was still victory nonetheless. People holded their tongues. The next day when two of his fallen comrades arouse from their graves to roam aimlessly during their own funeral things got messier. Two skulls from his friends. Zoran was given his adult named, Four Skulls, and banned from the Shundar-Quah. Shunned by his pears he wandered the barren plains hurt and delirious. Eventually the young shoanti was captured by the same orcs his people have just defeated. Realizing his end was near he cut a deal with his enemies using his new found powers. He became their slave healer, traveling with the warparty and mending their wounds. They had recently lost their witch doctor in the human attack. He spend weeks with them being abused and helping heal the killers of his own people. Reactionary He grew distant to the person he used to be. With each passing day he become more alienated to everything he onced believed. Only his secret visions stayed the same, always lurking on the edge of his consciousness, ready to plague his dreams. One night, after a battle with many injured, he escaped. Feeling the call to the seas he walked straight to the coast for days. Finally he arrived at the "civilized" lands. At Korvosa he took a job in the first ship that would hire him. He sailed the inner sea and found the sailor's life suited him just fine, kept his mind from the shame and gave him an opportunity to practice his gifts. His new existence only lacked future prospects. Having no family or name he would never be more than a subordinate. One can only scrub the decks so many times before getting annoyed by it. He found himself once again a slave, but this time of the circunstances. Eventually he turned to piracy, seduce by the dream of freedom and riches in the shackles. He now finds himself at Port Peril awaiting to join a new ship.
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