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Full Name

Nagual Shub-Khuul

Race

Human

Classes/Levels

Witch (Scarred Witch Doctor) 2

Gender

Male

Size

5'9"

Age

26

Special Abilities

+1 natural AC - 1 minute/level

Alignment

NG

Location

Ustalov

Strength 10
Dexterity 14
Constitution 18
Intelligence 10
Wisdom 12
Charisma 8

About Nagual

Nagual Shub-Khuul stands 5’9” tall – is wiry but not weak. His long black mane is braided several times with threads of white, grey, and black. These qualities, however, are almost entirely overshadowed by his prominent tattooing (covering his face, chest, and arms). Nagual is an ocean of multi-colored rippling inks. It seems that the only parts of his body that aren’t tattooed are the dozens of scars that cover his body. Flesh burns from countless battles with gangrene along with self-inflicted slashes make Nagual an intimidating sight indeed.

Nagual Shub-Khuul
Male Scarred Witch Doctor 2
NG Medium Humanoid (human)
Favored Class: Witch
Speed: 30 ft
Init +4 (+2 Dex, +2 Trait)
Senses: Standard
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DEFENSE
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AC 12 (16 w/Mage Armor)
Touch 12 (16 w/Mage Armor)
Flat-Footed 10(14 w/Mage Armor)
HP 18/18
Fort +4 Ref +3 Will +4
CMD 15
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OFFENSE
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BAB +1
Melee:
Morningstar +1 (1d8, x2)
Ranged:
Crossbow +2 (1d8, 19-20/x2)
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STATISTICS
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Str 10 (+0)
Dex 14 (+2)
Con 18 (+4)
Int 10 (+0)
Wis 12 (+1)
Cha 8 (-1)

Class Features

:

Scarred Witch Doctor (Witch)

The scarred witch doctor draws power from her ability to endure pain and suffering. She mutilates her own flesh, inflicting horrific scars, in order to attract the attention of her patron. Rather than call forth a familiar, she creates a repulsive fetish mask that she uses as a repository for her power. A scarred witch doctor has the following class features.

Constitution Dependent: 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): 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.

Hexes: The following hexes complement the scarred witch doctor archetype: evil eye, misfortune scar, unnerve beasts.

Major Hexes: The following major hexes complement the scarred witch doctor archetype: agony, nightmare cook people, infected wounds.

Grand Hexes: The following grand hexes complement the scarred witch doctor archetype: death curse, natural disaster dire prophecy.

Skills

:

Acrobatics +2
Appraise +0
Bluff -1
Climb +0
Diplomacy -1
Disguise -1
Escape Artist +2
Fly +2
Heal +5 (+7 with mask)
Intimidate +4 (+6 with mask)
Perception +2
Ride +2
Sense Motive +1
Spellcraft +5
Stealth +2
Survival +1
Swim +0
Use Magical Device +4

Feats

:

Racial Heritage (Orc)
Choose another humanoid race. You count as both human and that race for any effects related to race.

Spell Focus - Enchantment
Choose a school of magic. Any spells you cast of that school are more difficult to resist.

Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

Traits

:

Deft Dodger
You gain a +1 trait bonus on Reflex saves.

Chance Savior
Fate smiled on you and Professor Lorrimor one day in the not so distant past. Through a matter of pure chance, you were in a position to save the late scholar’s life and did so. His gratitude was effusive, and he promised that he would never forget you. You are unsure of the nature of the summons in his will, but believe he may have listed you as a possible heir in thanks for saving him from an untimely demise. Your ability to think quickly on your feet has stayed with you, and you quite often feel that you’re in the right place at the right time.

Benefit: You gain a +2 trait bonus on Initiative checks.

Hexes

:

Misfortune - creature within 30' must make will save (DC 15) or take the worse result on a d20.

Spells Known

:

Level 1
Burning Hands
Charm Person
Cure Light Wounds
Ear-Piercing Scream
Identify
Mage Armor
Silent Image
Sleep

Backstory

:

Nagual Shub-Khuul was raised as a mammoth herder in the frozen Thunder Stepps in the Realm of the Mammoth Lords. His father was a mammoth herder, his grandfathers were both herders. However, legends of a distant relative (perhaps his great-great-great-grandmother) hinted that a powerful arcane bloodline ran through the veins of the Shub-Khuul family. Shub-Khuul listened to stories of his long past ‘Nana and how she hurled fire from the sky upon the yeti, stole the crescent sunstone from the Ice Troll king, even slayed a dread polar worm with but a single word.
The impression of these stories and the dreams of greatness that followed inspired Nagual to flee from his village under cover of a terrible storm to unlock the ‘clearly self-evident’ power of his bloodline. Unfortunately, Nagual’s skills at winter survival were found to be lacking. Miraculously he was found by a coven of White Witches beholden to Baba Yaga.

When the witches found him – badly frozen, gangrenous, and half-mad, they took him in. As they nursed him back to health, Nagual learned a valuable lesson … PAIN. The pain of thawing, of having dead toes cut from the body, of knowing his destiny as a failure. As days drifted into weeks, Nagual managed to focus the pain – draw it inwards where it turned into fire, into arcana, and into searing bright life. Once the witches began to see Nagual’s potential, they began to train him into how his own pain can be used to tame and focus his inner casting. When it was clear that Shub-Khuul could survive on his own (both physically and magically), he was sent out to find his way. And perhaps to spread the legends of Baba Yaga and her covens of White Witches.