![]()
About Haji One EyeStatistics:
Haji One Eye Male Half-orc Shaman 1 CN Medium Humanoid (human, orc) Init +2; Senses Darkvision 60 ft., Perception +9 (+11 near Rothmhar) ------------------------------
------------------------------
------------------------------
Special Abilities:
------------------------------ SPECIAL ABILITIES ------------------------------ Deft Dodger: Growing up in a rough neighborhood or a dangerous environment has honed your senses. You gain a +1 trait bonus on Reflex saves. Endurance: 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. Foul Brand: You have the symbol of an evil deity burned into your flesh. If the symbol is on your face, you take a –2 penalty on Bluff, Diplomacy, and Disguise checks. This does not count as a holy symbol for the purposes of a divine focus for spellcasting. Holy Tattoo: When you had your deity’s holy symbol tattooed on your body by a Sczarni tattooist years ago, you never imagined it would save your life. Your holy symbol tattoo functions in all ways as a holy symbol. When you use your holy symbol tattoo to keep a vampire at bay, the DC for the vampire to overcome its revulsion is 28 (rather than the normal 25). Local Ties: You have ties to a prominent local in the town of Torch—the missing wizard Khonnir Baine. If you’re a wizard, alchemist, or other scholarly type, he may have been your tutor or teacher. If you’re of a more martial bent, Khonnir could instead have been a friend or business associate of your mother, father, or patron. He may even have been your adoptive father, in which case you likely have a bond of friendship or rivalry with his adopted daughter Val (your GM has more information on her in this case if you wish to know more for your character’s background). Your association with Khonnir has given you insight into how technology works. Choose Disable Device or Knowledge (engineering). You gain a +1 trait bonus on checks with this skill, and it is a class skill for you. In addition, you are treated as if you possessed the Technologist feat for the purposes of resolving checks associated with that skill. If you gain the Technologist feat, your trait bonus for the selected skill increases to +3. Occult Bargain: You draw magical power from a source, such as a mysterious eidolon, shame-filled phantom, or First World patron, who insists that its identity remains secret. You take a -1 penalty on concentration checks, and you must invoke the entity’s name by word or text each day or be unable to regain spell slots that day. You must be able to cast 0-level and 1st-level spells as a class feature to select this drawback. Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying. Rough and Ready: Your intense familiarity with the tools of your trade allows you to use them in combat as if they were actual weapons and makes them more effective for that purpose than they would normally be. When you use a tool of your trade (requiring at least 1 rank in the appropriate Craft or Profession skill) as a weapon, you do not take the improvised weapon penalty and instead receive a +1 trait bonus on your attack. This trait is commonly used with shovels, picks, blacksmith hammers, and other sturdy tools—lutes and brooms make terribly fragile weapons. Seeker: You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you. Shaman’s Apprentice: Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait. Spells: A shaman casts divine spells drawn from the shaman spell list. A shaman must choose and prepare her spells in advance. To prepare or cast a spell, a shaman must have a Wisdom score equal to at least 10 + the spell’s level. The saving throw DC against a shaman’s spell is 10 + the spell’s level + the shaman’s Wisdom modifier.
Spirit (Su): A shaman forms a mystical bond with the spirits of the world. She forms a lasting bond with a single spirit (?), which grants a number of abilities and defines many of her other class features.
Spirit Animal (Ex): A shaman forms a close bond with a spirit animal tied to her chosen spirit. This animal is her conduit to the spirit world, guiding her along the path to enlightenment. The animal also aids a shaman by granting her a special ability. A shaman must commune with her spirit animal each day to prepare her spells. While the spirit animal does not store the spells like a witch’s familiar does, the spirit animal serves as her conduit to divine power. If a shaman’s spirit animal is slain, she cannot prepare new spells or use her spirit magic class feature until the spirit animal is replaced.
Spirit Magic: A shaman can spontaneously cast a limited number of spells per day beyond those she prepared ahead of time. She has one spell slot per day of each shaman spell level she can cast, not including orisons. She can choose these spells from the list of spells granted by her spirits at the time she casts them. She can enhance these spells using any metamagic feat that she knows, using up a higher-level spell slot as required by the feat and increasing the time to cast the spell. Touch of Acid (Su): As a standard action, the shaman can make a melee touch attack that deals 1d6 points of acid damage + 1 point for every 2 shaman levels she possesses. A shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, any weapon she wields is treated as a corrosive weapon. Gear/Possessions:
------------------------------ GEAR/POSSESSIONS ------------------------------ Combat Gear pick, shovel, magic stones (3), acid (2) Possessions chain shirt, backpack, waterskin, sack, whetstone, rope, bedroll, grappling hook, piton (5), trail rations (5), waterproof bag, spell component pouch, artisans tools (gemcutter, miner), climbing kit, explorer’s outfit, tent Money 5 GP 5 SP 5 CP Haji’s Tale:
Haji is a tall half-orc with olive skin and a piercing green eye. He has long black hair and a bushy black beard, both of which have rocks, gems and stones beaded into their lengths. He has a lot of body piercings, all of which have rocks, crystals, metals and gems in place of earrings. He has one eye and one gemstone in place of the second. A strange brand encircles the gem-filled eye socket. Though friendly, Haji’s appearance tends to shock and scare the people he meets. He has few friends. Haji was raised and kept as a slave by a mean half-orc shaman. His Master was cruel to him, and forced him to participate in strange rituals. When Haji was young his Master tore out his eye and branded a strange triangular rune around the empty eye socket. After it healed, Haji took to placing decorative stones and gems in this eye socket, to make himself feel better. His Master forced Haji to work as a miner, ceaselessly toiling beneath the earth for stones, and for… something else. Something big. Haji never discovered what it was. Still, Haji toiled long and hard, suffering through great abuse, for scraps of food. To help fill his belly he took to eating small stones, a habit which he still has to this day. Haji dreamed of rumbling in the earth. Earthquakes and worse. To this day he finds such tectonic activity both exciting and comforting. Like an old friend. Working in the mines hardened Haji, and one day he saw a little rat in the tunnels with him. Much to his surprise, the rat looked right into his eyes and spoke. “Kill your master.” Haji had gone insane. Or had he? Haji saw the rat again and again over the next few days, always it told him the same thing. Eventually, Haji went to bed, dreaming for the first (and only) time in his life of something other than earthquakes: he dreamed of talking rats and something he had never imagined before: freedom. When he awoke Haji’s master was nowhere to be found. Haji never saw him again. Free, and with no idea what to do with himself, Haji and the rat–who he’s pretty sure can’t really speak… Can it? — lingered around the camp for a while. Haji shared a few delicious stones with the rat only to see the rat begin to shake and convulse. It frothed at the mouth and soon was overcome with bubbles, which hardened into a rock-like cocoon. Haji was terrified! And oddly… transfixed. He could hear strange voices in his head… Was it the rat? Magic began to awaken inside him. An hour later the cocoon cracked open and the rat came out with strange rock-like protrusions sprouting from his skin. And Haji? Haji could use magic! Whatever had happened, Haji and the rat were inseparable after that. They happily shared a few stones together each morning, which always resulted in a new stone coating for the rat and magical powers for Haji. The rat told him his name was Rothmhar. At least, Haji thinks the rat told him that. His mouth never seemed to move… Eventually the pair set out into the unknown. In time they came to Torch, where Haji worked his trade as a miner, and earned enough coin to get by. When he’s in the town Haji pitches his tent in the junkyard, with the permission of the Junkmaster, Garritt Burrwaddle. It was there that he met an enthusiastic woman scavenging for junk in order to make a mechanical arm to replace her missing one. In time the pair became lovers and started dating. A few months ago Haji became a student of Khonnir Baine, owner of the Foundry, Councilman of Torch, and a local mage and alchemist of some repute. Under Khonnir’s tutelage Haji learned more about his strange magical powers. He also became acquainted with Khonnir’s young, adopted daughter, Val. Haji enjoys mining and being underground. He loves rocks, gems and metals of all kinds. He decorates his flesh with them, sells them to make a living, and consumes them alongside his rat. As a person who grew up with nothing, he loves stuff! But his favourite things? Eating. Haji eats like he’s never going to eat again, stuffing himself to bursting every meal, and eating whenever the opportunity arrises, even if he’s not hungry. Haji still dreams of earthquakes, and often shouts, “Quake and shake!” before charging into battle with his trusty shovel and pick. But Haji is far more than he seems. First off, his master didn’t take him from anyone, or steal him. His master made him. Haji was his master’s clone. And his rat? A divine conduit to the slumbering god Mhar, who rests beneath the ground, stuck dreaming ceaseless dreams until the day he is awakened. This is why Haji has always toiled: his master wanted him to find Mhar, and with his passing, Haji’s spirit animal has taken up the cause. They hope that in time Haji will find Mhar and awaken him, or grow old and make a new clone, to continue the cycle anew. Whatever the case, Haji’s soon going to discover his rat is more than meets the eye, and the mysterious powers of the world that grants him his magic? Not so benevolent! Mechanically, Haji is a shaman connected to the spirits of the earth. His patron is Mhar, the slumbering old god of caverns, mountains, volcanoes, chaos, destruction, earth and fire. His spirit animal is the rat, Rothmhar. He fights with the tools of his trade, typically his shovel and miner’s pick. His spells of choice are magic stone, monkeyfish and obscuring mist, although he’s more than capable of casting magical healing spells, as well. Haji can shoot gouts of acid from his hands and there’s something else… Some other power stirring inside Haji. Something just out of reach…. If only he could unlock it somehow!
Other Notes:
Male Numerian half-orc, 20 years old, 6 foot 6 inches tall, 260 lbs. Olive skin, black hair, green eye, triangular brand over empty left eye socket. Places a gem in the socket instead. Branded face. Piercings, rocks, metals, and gems. Braided beard, rocks in hair. Friendly. Tough appearance, shocks some. Good at mining. Loves rocks, gems, metals, and seeking new ones. Likes possessions, quality food. Eats a lot. Glutton. Eats rocks, gems, and metals during commune with Rothmhar. Dreams only of earthquakes. Excited during them. “Quake and shake!” Friends: Nix (girlfriend), Khonnir Baine (mentor, wizard, tavern owner, councillor), Val Baine (Khonnir’s daughter), Garrit Burrwaddle (gnome junkmaster)
|