Magaambya Priest

Guujaaw's page

143 posts. Alias of pauljathome.


Race

Human L5 Haida Witch raised by Orcs

Classes/Levels

HP 36/38 | AC 10 T 10 FF 10 | Fort +3 Ref +1 Will +4 | Init +0 | Per +0

Gender

Male

About Guujaaw

Background:

It really isn't clear if Guujaaw has been incredibly lucky in life. Or incredibly unlucky. Or, perhaps, both in equal measures.
He has had his life totally upended and overturned several times. He is far from home and family. He is a stranger wherever he goes.

And yet he is alive. He has managed to satisfy a great deal of his curiousity. He is an experienced traveller who has seen many things. He is very well educated, especially for a Heathen savage. He has had, largely, a good life.

He was born into a Haida family far, far from where he now is. From an early age it was obvious that he had a great mind, an intelligent and curious nature. It was obvious that he had lots of potential to achieve great things. Or, at least, as great as his upbringing in a remote village would allow.

From an early age he was dedicated to Lagua, the God of knowledge worshipped by the Haida. He served as an apprentice under the Shaman of his tribe.

When he was 9 years old the first of several disasters that would strike him occured. One day Orc raiders from the East came and attacked his village. Guujaaw was captured and taken away, doubtless intended for the stew pot.

Then the first of his great strokes of good luck occurred. His fertile mind, by pure chance, came to the attention of Slagig, an Orc master of Scrimshaw Charms. The witch Slagig needed an assistant and chose Guujaaw. By Orcish standards, Slagig was a kind and gentle master who treated Guujaaw well and actually trained him as an apprentice. Of course, by human standards Slagig was a fearsome and cruel master who beat Guurjaaw regularly. But he survived, learned, and even in some respects thrived under his new master.

Until has master died, that is. At this point Guuhjaaw was 14 and, fortunately for him, worth more alive than dead to the Orcs. The Orcs didn't want a paleskin in their camp and so sold him to people in the North East of the United States. The latter were quite happy to acquire a skilled witch/alchemist and so paid the price. Slavery being illegal (even for Haida in the lands of the White Eyes) he was officially not a slave but rather an indentured servant, paying off his debt. Still, by the standards he was accustomed to, it was comparatively speaking luxury and George (as he was renamed) had few complaints.

In what has to count as fairly miraculous, after a year or two he was basically adopted by a local clergyman (Harry by name) and allowed to pay off his debt. Harry saw great potential in a Heathen Indian acting as a missionary and so arranged for George to get educated.

George thrived at university, absorbing knowledge like a sponge. It was, however, always made clear to him that he was a second class citizen, a damned Redskin, a savage raised by Orcs. Despite this he managed to pursue his knowledge of the Occult and of Orc scrimshaw magic, becoming something of an expert. Of course, none of the papers published bore his name.

After eventually graduating, he spent several years acting as a missionary amongst various "Savage Indian" peoples. Because, of course, to the palefaces all Native cultures were the same :-(. He wasn't particularly successful but he managed not to be killed. During one of these assignments he finally found a place for himself amongst the Apache, found love, and got married.

During the recent war his wife and most of his village was slain. Again, he was alone. Again, he managed to survive,

Now 35, he finds himself again alone in the world. His debt to the Missionary society is, in his mind, paid in full. Now that the West is opening up he has decided that it is time for him to see if he can find the people of his birth. He only has dim memories to guide him, dim memories and lots of travellers tales. But it is time

Personality:

George (as he mostly thinks of himself) is a person who is deeply, deeply lonely. He has almost always been an outcast in whatever society he has been a part of, treated as at best a second class citizen and at worst as a slave.
Despite the above, he is actually a reasonably happy person with remarkably little bitterness. He is curious about the world and deeply satisfied when he can learn new things. He is a fairly quiet individual being content to let others lead (as long as they are leading correctly).

He is deeply, deeply loyal to people who treat him well. If people make the effort, he will come out of his shell and show a quiet, dry kind of humour.

Despite (or perhaps because of) the racism and prejudice shown to him he has very little prejudice of his own and sees others as individuals and not as representatives of their race, culture or religion. He found kindness amongst orcs and great cruelty amongst "civilized" white humans. There are good and bad people everywhere and people have to be taken on their own merits. Even good people have flaws and kindness can be found amongst the most evil of savages.

Stats:

Guujaaw
Human (Haida) witch (Scrimshaw Mystic) 5
N Medium humanoid (human)
Init +0; Senses Perception +0
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Defense
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AC 10, touch 10, flat-footed 10
hp 38 (5d6+15)
Fort +3, Ref +1, Will +4
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Offense
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Speed 30 ft.
Special Attacks hexes (aura of purity, cackle, flight[APG], Friends to Animals [Nature Spirit], Entangling Curse [Nature Spirt]. Evil Eye)
Witch Spell-Like Abilities (CL 4th; concentration +9)
. . At will—feather fall (self only)
. . 1/day—levitate (self only)
Witch Spells Prepared (CL 4th; concentration +9)
. . 2nd—euphoric cloud[ACG] (DC 17), glitterdust (DC 17), hypnotic pattern(DC 17), web (DC 17)
. . 1st—adhesive spittle[ACG] (DC 16), color spray (DC 16), command (DC 16), ear-piercing scream[UM] (DC 16), mage armor
. . 0 (at will)—detect magic, guidance, light, message
. . Patron Aurora
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Statistics
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Str 7, Dex 11, Con 14, Int 20, Wis 10, Cha 14
Base Atk +2; CMB +0; CMD 10
Feats Deific Obedience, Extra Hex, Extra Hex
Traits - Scholastic, Cosmopolitan
Comprehensive Education ; Replaces Skilled
Skills Bluff +2, Craft (alchemy) +16, Craft (Scrimshaw) +11, Diplomacy +2, Knowledge (arcana) +16, Knowledge (dungeoneering) +13, Knowledge (engineering) +11, Knowledge (geography) +11, Knowledge (history) +13, Knowledge (local) +15, Knowledge (nature) +15, Knowledge (nobility) +11, Knowledge (planes) +14, Knowledge (religion) +14 [Some knowledge Skills +2 if time to consult books], Linguistics +10, Spellcraft +13, Swim +2, Use Magic Device +12; Racial Modifiers +1 Knowledge (arcana), +1 Knowledge (history), +1 Knowledge (nature), +1 Knowledge (planes), +1 Knowledge (religion)
Languages Common, Haida, Orc, Metaxa, Latin, Greek, Sioux
SQ Comprehensive Education[ISR]

Combat Gear scroll of air bubble, air bubble, scroll of comprehend languages, comprehend languages, identify, identify, scroll of cure light wounds, cure light wounds, cure light wounds, scroll of cure moderate wounds, scroll of delay poison, flurry of snowballs, scroll of mage armor, mage armor, mage armor, mount, mount, scroll of mirror image, mirror image, scroll of obscuring mist, obscuring mist, read weather, scroll of reduce person, reduce person, tap inner beauty, tap inner beauty, wand of cure light wounds (50 charges), alchemist's fire, antiplague[APG] (2), antitoxin (2), smelling salts[APG], soothe syrup[APG]; Other Gear dagger (2), handy haversack, traveler's any-tool[UE], 10 magic mushrooms (worth 50 gp), alchemical components (worth 300 gp), bedroll, belt pouch, candle (10), chalk (10), flint and steel, holy symbol, ink, inkpen, masterwork tool, masterwork tool, masterwork tool, masterwork tool, masterwork tool, masterwork tool, mess kit[UE], portable alchemist's lab[APG], pot, soap, spell component pouch, sunrod (5), trail rations (5), various carved and uncarved animal bones, waterskin, 780 gp, 1 sp

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Special Abilities
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Aura of Purity (4 minutes/day) (Su) 10 ft radius aura negates diseases, inhaled poisons, and noxious gas effects.
Deific Obedience Purify yourself daily to prove devotion to a deity and gain benefits (+2 on Knowledge skills)
Flight Hex
Friends to Animals : Can spontaneously cast Summon Natures Ally, animals within 30 ft gain +2 sacred bonus on saves
Entangling Curse : Reflex save or be entangled for 2 rounds
Evil Eye: Save or -2 to appropriate stat

Scrimshaw Witch:

1st: Scrimshaw Charms
The scrimshaw mystic records their spells using orcish runes inscribed on animal bones or teeth, often from whales. As the scrimshaw witch grows in power, they must dedicate a single scrimshaw charm for each spell level, as there is only so much space on a single animal bone. These charms allow the scrimshaw mystic to recall a spell that they've recorded on their charms once per day, as the wizards arcane bond ability.
This ability replaces familiar.

Arctic Patrons:
The unique training of the scrimshaw mystics restricts the powers that take interest in them, only allowing them to take the following patrons:
Winter, water, storms, elements, aurora
This alters patron ability.

Hexes:
Due to their deep connection to nature and bone, whalebone mystics can select hexes from the shaman's nature spirit, using their witch level as their shaman level, and Intelligence instead of Wisdom to determine DCs. They can also select the bone ward and bone rattle hexes from the shaman's bone spirit.