One of the Brothers Three

Hoosible Drybriar's page

121 posts. Alias of gyrfalcon.


Race

Gnome

Classes/Levels

Orace 1

Gender

Male

About Hoosible Drybriar

/HOOZ-ible DRY-briar/

Advancement Choices:
1 - feat: Extra Revelation, revelation: Undead Servitude, Misfortune, fcb: hp

Hoosible Drybriar
Male Gnome Oracle (Dual-Cursed Oracle, Wordcaster) 1
NE Small humanoid (gnome)
Init +4; Senses darkvision 60 ft.; Perception +3
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Defense
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AC 18, touch 13, flat-footed 16 (+5 armor, +2 Dex, +1 size)
hp 11 (1d8+3)
Fort +3 (+5 circumstance bonus vs. cold weather), Ref +2, Will +4; +2 vs. illusions, +4 Competence bonus vs. disease, +2 bonus vs. fear and despair
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Offense
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Speed 15 ft.
Melee longspear -1 (1d6-1/×3)
Ranged light crossbow +4 (1d6/19-20)
Spell-Like Abilities (CL 2nd; concentration +6)
. . 1/day—bleed (DC 12), chill touch (DC 13), detect poison, touch of fatigue (DC 12)
Oracle (Dual-Cursed Oracle, Wordcaster) Spells Known (CL 2nd; concentration +6):
1st (5/day)—lesser cure (CL+1), fog bank, ill omen, lesser wound (DC 16)
0 (at will)—boost, cramp (DC 15), decipher, distant, ghost sound, mage hand, sense magic, soothing touch (DC 14)
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Statistics
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Str 9, Dex 12, Con 14, Int 10, Wis 12, Cha 19
Base Atk +1; CMB +0; CMD 12
Feats Command Undead, Extra Revelation
Traits deathtouched, reactionary, student of faith
Skills Bluff +0, Diplomacy +4, Disguise +0, Heal +5, Intimidate +5, Knowledge (history) +4, Knowledge (planes) +4, Knowledge (religion) +6, Perception +3, Sense Motive +6, Spellcraft +5
Languages Common, Gnome, Sylvan
SQ eternal hope, meta word limit, mysteries (mystery [juju]), oracle's curses (haunted, wasting), revelations (misfortune, undead servitude)
Other Gear kikko armor, crossbow bolts (20), TBD
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Special Abilities
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Cold weather outfit +5 Fort save vs. cold weather.
Command Undead (7/day) Channel energy can take control of undead.
Darkvision (60 feet) (Darkvision) You can see in the dark (black and white vision only).
Eternal Hope (1/day) +2 save vs. fear and despair. 1/day, reroll a 1 rolled on 1d20.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Misfortune (Ex) At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it's worse than the o
Oracle Meta Word Limit (1/day) A wordcaster can only use meta words a number of times a day equal to half his caster level in his wordcasting class (minimum 1).
Student of Faith +1 caster level of cure spells. +1 to DC of channeled energy.
Wasting +4 competence bonus to save vs. Disease

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Appearance
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Standing 3’4” in height and weighing a gaunt 37 lbs, it’s apparent even to those who aren’t familiar with gnomes that there’s something odd about Hoosible. While his beard is a deep plum and his eyes have the lively spark of youth, his skin has the look (and smell) of a corpse. Likewise, those who watch him for more than a few minutes tend to notice odd occurrences around him: a moaning wind that comes and goes, and small objects rattling or flying off in odd directions.

His dress is eclectic, having selected various things along his recent journey out of the Bandu Hills and into society. He wears a long brown leather coat over kikko armor, and a black felted tricorne hat that has dried flowers, lavender, bones, and dried bird feet tucked into the brim.

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Background
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Youthful Indiscretions: Childhood in the Bandu Foothills, Sargava
Jez Drybriar (a gnomish goldsmith) and her husband Doppelbye Drybriar (a gemcutter) moved to the colony of Sargava, looking for new opportunities and exposure to new experiences. They worked for Calavast Tern, a human colonist who ran his own tiny "company town" in the Bandu foothills, mining gold and gems, and smithing them into salable jewelry...much of which became tribute to the Free Captains for their protection. The Drybriars had just one son, and in the beginning his idiosyncrasies delighted them. They were just the sort of child-like surprises to stave off the Bleaching.

Like most colonial children, Hoosible has plenty of time to himself. He spent much of it venturing into the Bandu foothills. He would follow and befriend small animals, and he went through a long series of obsessive phases collecting found objects -- first colorful stones, then long seed pods, then dried scat from various animals -- but his lasting obsessions turned out to be collecting dried flowers...and the dried corpses of animals he'd find in the woods. Hoosible would sit staring at his treasures for hours, arranging them in new ways, and then starting again.

Even amongst gnomish parents the latter raised a few eyebrows when it endured beyond a passing fancy. While Jez and Dopplebye hoped his interest in corpses would wane, instead it deepened. He moved his collection down into an unused root cellar (away from annoying questions) and moved on from arranging the corpses to stitching them together in new, even more beautiful ways.

Meanwhile Tern's seven year old daughter, Sarra, who Hoosible often played with, took ill and died. The morning after she was buried, the small community awakened in horror to find that her grave had been disturbed and her body was missing. When word reached them at their workbenches, Mr. and Mrs. Drybriar glanced nervously at one another and crept home to knock on the door to Hoosible's cellar. There was Sarra's body...or at least most of it, stitched together in new ways with dried parts of a orangutan and an ibex, and wreathed in dried flowers. And there was Hoosible, beaming with joy at the new creation he'd brought into the world, and arranging the dried flowers to get them just right.

Dopplebye said they needed to keep this a secret -- say nothing -- but Jez was firm. She dragged a confused Hoosible to Calavast Tern to apologize and beg forgiveness. Outraged and aghast but not wanting to lose the Drybriars’ labor, Tern declared the parents could be forgiven only if Hoosible (a gnomish “pre-teen” at the time) was banished. It was likely a death sentence...but if they refused then the entire family would be banished...and honestly the Drybriars felt a thread of relief when Tern freed them of the son who was growing to horrify them. Packing Hoosible a knife, a bedroll, and some rations, they sent him off into the hills.

Exile and Apprenticeship: Adolescence amongst the Wendo
By some providence, Hoosible survived the week. He wandered, lost, in the Bandu foothills. Alone and scared, he found the presence of birds and small monkeys reassuring, and followed them deeper up into the hills. After three weeks alone, out of food and sunburnt, resigning himself mentally for his final collapse, a Wendo spirit appeared to him and led him -- stumbling -- to a corpselike Bekyar hermit with a necklace of finger bones.

The ashen Bekyar man towered menacingly over the young gnome, but Hoosible was too far gone to care. Over the next few weeks the hermit (who introduced himself as Gej but otherwise said little) nursed him back to health. With the aid of some strange and foul tasting concoctions (mixing black blood with local barks and roots), a dried bird claw fetish, and what Hoosible eventually learned were Wendifa Words of Power, Gej brought Hoosible back from the edge of death.

Gej also explained that Hoosible’s draw to the dead was because he was Wendo-touched. For the next 21 years, Gej taught the gnome the ways of the Wendifa, including how to speak the Words of Power by which the Wendo could be called to aid him. While Hoosible recovered and grew, he was...different, his flesh growing more corpselike with each passing year. Gej also taught him to use Wendo spirits to control the undead. Gej hoped to train Hoosible to the point that Hoosible could reanimate Gej as a juju zombie when he passed...but alas, human lives are brief and gnomish childhoods are long. Gej died in Hoosible’s 45th year.

Portrait of the Artist as a Young Man: Venturing out, and dealing with the Devil
Hoosible grieved that he was unable to fulfill Gej’s wish to be raised as a Wendo zombie. In honor of his master, he made a sacred oath to continue communing with the Wendo, growing as a Wendifa until the point where he could draw Wendo spirits into lifeless corpses, bringing them to a new “life”. He had discovered as a child that a dried corpse had a beautiful simplicity once no longer occupied by it’s original spirit...and now understood that when a Wendo was embodied in that same corpse it achieved an even higher aesthetic beauty. It is his life’s work to bring that terrible beauty into the world, to craft corpses like other artists might do with gems or gold.

At the same time, Hoosible began to get restless to experience more of the world. When his mentor was alive, Hoosible was content to study and learn from him, but when his master died it was clear to Hoosible that he had no place (or interest) in joining Sargavan tribal life. Neither was there any way he could he return to the mining town his parents lived in; that door had closed long ago. Where was his place then? With Gej’s death he was done with the Bandu hills and thirsty to reenter the world of his childhood, and beyond.

Skirting the town of his birth and the parents who’d abandoned him, he made his way across Sargava, eventually arriving in Eleder. Quickly on his journey he discovered that his appearance disturbed most, and that (like so many artists) his art was misunderstood by the throng. There were some, though, that appreciated his unique artistic vision. In Eleder he came across Urix, a cultist of Tar-Baphon, who told him that the Whispering Tyrant had room for his skills and...hobbies. Seeing that options to pursue his art would be scarce at best, Hoosible readily agreed to join the Whispering Way...and with nervous excitement stepped through the portal and getting opportunities to entertain his art.