Swampwalker

Jokum of the Breakbones's page

636 posts. Alias of The Norv.


Full Name

Jokum of the Breakbones

Race

Aasimar

Classes/Levels

Ranger (Shapeshifter) 6/Champion 1;

Stats:
HP 21/63 | AC/T/FF: 18/13/15 | CMD 23 | F +7, R +8, W +3 (+2 vs. evil) | Init +3, Per +10 | Shifter's Blessing Left: 3/7 | MP: 3/5

Gender

Male

Size

Medium (6'1", 155 lbs)

Age

73

Alignment

LG

Deity

Green Faith

Languages

Common (Taldane), Hallit, Sylvan

Strength 18
Dexterity 16
Constitution 14
Intelligence 12
Wisdom 13
Charisma 10

About Jokum of the Breakbones

Jokum of the Breakbones
Aasimar Shapeshifter Ranger 6
LG Medium Outsider (native)
Init +3; Senses Perception +10, Darkvision 60'
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Defense
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AC 18, touch 13, flat-footed 15 (+3 Dex, +4 armor, +1 natural)
HP 68 (6d10+30)
Fort +7, Ref +8, Will +3 [+2 to any vs. evil]
CMB +10, CMD 23
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Offense
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Speed 30 ft.
Melee +1 Greatsword +11/+6 (2d6+7/19-20/x2), 2 Claws +10/+5 (1d8+4/x2, counts as cold iron for DR), ranseur of the gargoyle +11/+6 (2d4+7/x3), +1 evil outsider bane longsword +11/+6 (1d8+7/19-20/x2; +2 to attack and +2d6 damage against evil outsiders)
Ranged Composite longbow (+3) +9/+4 (1d8+3/x3)
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Statistics
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Str 18 Dex 16 Con 14 Int 12 Wis 13 Cha 10
Base Attack +6/+1; CMB +10 (+12 against demons); CMD 23
Feats Point-Blank Shot, Aspect of the Beast (combat style), Angelic Blood, Endurance (Ranger bonus), Improved Natural Weapon: Claws (Divine Blessing bonus), Rending Claws (Combat Style), Mythic Aspect of the Beast (Claws)
Traits Stolen Fury, Savanna Child
Trained Skills Handle Animal +7, Knowledge (dungeoneering) +7, Knowledge (nature) +10, Perception +10, Ride +7 (in armor), Stealth +11 (in armor), Survival +10, Heal +8, Climb +9 (in armor), Intimidate +10, Knowledge (Planes) +3
Languages Common, Hallit, Sylvan [Matrix: Hallit=Czech, Sylvan=Javanese]
Gear Greatsword, composite (+3) longbow, 57 arrows, mwk chain shirt, ranger's kit, mapmaking kit, Terendelev's scale (Resistance), fine clothing, 40 cold iron durable arrows, +1 evil outsider bane longsword, amulet of natural armor +1, righteous medal of agility, righteous medal of clarity, righteous medal of valor, righteous medal of vigor. Total weight: 76 lbs.
Cash 122 pp, 721 gp, 7 sp, 20 cp.
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Special Abilities
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Mythic Aspect of the Beast: Mythic Claws: Your claws increase their damage dice by one step. You can expend one use of mythic power when you hit with both claws during one round to rend with them, dealing extra damage equal to one claw's damage +1.5 times your STR bonus.
Champion Path Ability: Flash of Rage: Whenever you or an ally within 30 feet is struck by a critical hit, you can enter a rage as a free action on your next turn. This rage functions as the barbarian class feature, and lasts a number of rounds equal to your tier. You aren't fatigued after this rage. Rounds of rage granted by this ability don't stack, but the duration is reset if another critical hit occurs.
Champion's Strike: Sudden Attack: As a swift action, you can expend one use of mythic power to make a single attack roll at your highest attack bonus. This is in addition to any other attacks you make this round. When making a sudden attack, you roll twice and take the better result, adding your tier to the roll. Damage from this attack bypasses all damage reduction.
Mythic Path: Champion
Surge (+1d6): As an immediate action (after the result of the original roll is revealed) you can expend 1 point of mythic power to roll 1d6 and add the result to any d20 roll you just made.
Mythic Power (5): You gain a pool of mythic power equal to 3 + double your mythic tier. This power refreshes each day.
Hard to Kill: Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.
Rending Claws: If Jokum hits a foe with two claw attacks on the same turn, he tears their flesh on the second attack for an additional 1d6 points of damage. This is precision damage, not multiplied on a critical hit. This feat can be used once per round.
Improved Natural Weapon (Claws): Jokum's claws deal damage as one step higher than normal (meaning they deal 1d6 damage instead of 1d4 as long as he's medium-sized).
Angelic Flesh: Steel: You take a -2 penalty to Disguise and Stealth checks, but gain a +1 natural armor bonus to AC, and your unarmed strikes/natural attacks count as cold iron for the purposes of overcoming DR.
Hunter's Bond: Tentak is a badger Jokum's ancestors sent him. He follows the big man around...and shares his favored enemy bonuses.
Form of the Bear In this form, Jokum gains a +4 enhancement bonus to Strength, but his base speed drops to 20'.
Shifter's Blessing Once/day as a swift action, Jokum can take on a more bestial form. He can remain in this form for a number of rounds up to his level + his Wisdom modifier (6).
Angelic Blood: You gain a +2 bonus on saving throws against effects with the evil descriptor and on Constitution checks to stabilize when you are reduced to negative hit points (but not dead). Furthermore, each time you take bleed or blood drain damage, each undead creature or creature with the evil subtype that is currently adjacent to you also takes 1 point of damage.
Endurance Jokum gains 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 his 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.
Aspect of the Beast: Claws of the Beast Jokum grows a pair of claws. These claws are primary attacks that deal 1d4 points of damage.
Point-Blank Shot +1 to attack rolls and damage rolls with ranged weapons when within 30'.
Favored Enemy: Outsider (evil) +4 to Bluff, Perception, Sense Motive, Knowledge, Survival, attack rolls, and damage rolls against evil outsiders.
Favored Enemy: Humanoid (human) +2 to Bluff, Perception, Sense Motive, Knowledge, Survival, attack rolls, and damage rolls against humans.
Track +1 to Survival checks to follow tracks.
Wild Empathy Can make Charisma checks+ranger level to improve the attitude of a nearby animal or magical beast.
Celestial Crusader +1 insight bonus on attack rolls and AC against evil outsiders, and +2 racial bonus to Knowledge (planes) and Spellcraft checks to identify them or their effects; can use these skills untrained for that purpose.
Aasimar spell-like ability Jokum always knows the direction of the sun.
Savanna Child Jokum has a +1 trait bonus to Knowledge (nature). (Already included.)

Spells Prepared:
1st: Gravity Bow [ ]

Tentak (Animal Companion):

Badger, Level 3
Size: Small
Speed: 30', burrow 10', climb 10'
Perception: +1 (low-light vision, scent)

Str 11 Dex 18 Con 15 Int 2 Wis 12 Cha 10

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Defense
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HP: 19 (3d8+6)

AC/T/FF: 20/16/14 (+4 Dex, +4 natural armor, +1 size, +1 dodge)
Fort: +5 Ref: +7 (evasion) Will: +2

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Offense
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Melee (raging)
Bite +5 (1d4+2), 2 claws +5 (1d3+2)
BAB: +2
Special attacks: rage (6 rounds/day)

Skills: Climb [1] +4, Intimidate [1] +1, Perception [1] +5
Feats: Dodge, Combat Reflexes (4 AoOs/round)
Tricks: Attack (x2; will attack any creature on command), Aid


The Story:
Spoiler:
Jokum never wanted to be particularly special. But from the moment he was born, his large golden eyes promised a different fate.

Born to parents who were both (apparently) human, Jokum grew up scratching out a meager existence with his tribe, the Breakbones, in the countryside south of Gundrun. His father was a hunter and trapper, like his father before him, and all that Jokum wanted to do was to follow in their footsteps. He was a promising candidate, with a steady aim, a strong arm, a keen eye, and an innate sense of direction. He was a popular boy in town, and had even won the attentions of Nalket, the beautiful raven-haired daughter of Gundrun's "mayor" (though the man was more of a chieftain than a mayor).

His path--if it had ever truly been aligned with that destiny to begin with--veered sharply one day when Jokum witnessed a woodworker, an older man living in Gundrun, spit on his father while his father was trying to broker a deal with him. Jokum's family was hard up--his mother had disappeared six months ago and both father and son were confused and distraught--and in the situation there was nothing for Jokum's father to do but stoically accept the abuse, and continue to try to persuade the man to buy their kills. But Jokum seethed with a desire for revenge.

That night, he sneaked into the woodworker's home, and stole away a gold-headed cane he had seen the man fondling earlier that day. Little did he know that the woodworker had allies powerful and unnatural enough to guarantee retribution. Jokum was apprehended five days later, and awoke finding himself as the centerpiece of a demonic ritual dedicated to Aponavicius, with the woodworker himself holding the knife.

Something went awry, however. Just when Jokum's body should have been torn apart by horrifying demonic energies, it surged with power. As he blacked out, the young man felt a strange sense of comfort, as though he were settling into a huge pile of soft furs. When he awoke, he found himself free of restraints and all the cultists dead, their throats ripped out. He was covered in blood.

Jokum has been on the run and living on his own ever since then. He believes something is terribly, profoundly wrong with him; in his heart of hearts, he believes that he has been corrupted by the demonic forces he was exposed to. The fact that he has hardly aged, physically, over the past fifty years has done little to shift his concerns. And he's nearly right: at the moment of the ritual's completion, his body was bathed in Abyssal energy. But his angelic heritage--a gift not even he knows the full extent of--protected him and, caught between the divine and the demonic, Jokum's soul was rejected by both and became attached to the world itself.

Jokum, of course, has no idea about the truth, and is constantly seeking to punish himself and make amends for what he believes is his own evil nature. He fears the dreams he has of running through the forest as a wolf, or flying through the air as a hawk, believing them to be manifestations of his chaotic, bestial nature. But he has discovered one thing: for whatever reason, he is good at killing demons and other interlopers into reality. Hoping to make amends in the only way he can, he has left his secret guardianship of his father (who is at this point an old man) and struck out for Kenabres...hoping to find some way to confront the demons that did this to him, or some way to unmake himself.

Advancement Notes:

General
Should really invest in some Power Attack feats; Power Attack -> Furious Focus -> Dreadful Carnage is one possibility.
Possible Mythic Path Abilities:
Display of Strength (Universal)
Aerial Assault
Backlash
Blowback
Endless Hatred (free +2 to all favored enemies)
Juggernaut (same)
Impossible Speed (...not so thematic but just so potentially useful)
Punishing Blow?
Uncanny Grapple