Witch Doctor

Kwale Scarface's page

7 posts. Alias of thunderbeard.


Full Name

Doctor Kwale "Scarface" Dorugash

Race

Half-Orc (Rainkin)

Classes/Levels

Bloodrager 1 / Witch 1

Gender

M

Size

M

Age

19

Alignment

CG

Deity

Gozreh, Ancestors

Languages

Common, Orc, Polyglot

Occupation

Battlefield Surgeon

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

About Kwale Scarface

Gestalt:
Bloodrager 1 (Blood Conduit, Primalist, Aberrant Bloodline)
Witch 1 (Scarred Witch Doctor, Time Patron)

Description/Personality:

"Doctor Scarface" is a fearsome sight to behold, often seen wearing a wooden, stylized mask that only serves to hide his even more startling tribal tattoos. Under his heavy sailor's coat, a web of scars and piercings criss-cross his skin, the remnants of both battles survived and self-inflicted tests of strength. No human has ever beaten Kwale in a drinking contest, and his ability to laugh in the face of danger and pain is near legendary among the men he has served with.

Underneath his tusks, tattoos, piercings and masks, however, Kwale does his best to mean well. While he would never run from a fight, he never seeks them out either, simply doing his best to protect his allies and his honor. While savage, he is not stupid or ignorant, walking a healer's path in a rough and ruthless world of his own choosing. Guided by the spirits of his ancestors and the magic they have imparted to his blood, he seeks to make the world a better place, whether with his surgeon's saw or with other, more savage tools.

Backstory:

Kwale knows little of his parents, but—like Pippi Longstocking—has told many stories of his father being a cannibal king on an island somewhere in the Fever Sea.

Found as a child on the northern shore of Lake Ocota, Kwale was deemed one of the Rainkin — half-orc children descended from the elusive, though relatively peaceful, orcs of the deeper jungle. The clan that raised him was by nature suspicious and warlike, but the young half-orc displayed an incredible ability to withstand pain that earned his adoptive clan much praise among the local tribe, as he ambitiously undertook hunters' tests of pain and scarification rituals years before he was expected to.

Kwale had a natural knack for the ways of the forest, and distinguished himself as both a hunter and healer, while the rituals he undertook guaranteed him a seat at his clan's religious rituals. The shaman of the Dorugash soon took Kwale in as an apprentice, teaching him proper magic and sending him out to learn from other elder half-orcs among the tribe.

But despite his brutish and muscular appearance, his gaping fangs, the terror-masks he carried, and his impressive coat of scars, tattoos, and piercings, Kwale was a gentle soul, never quite at peace with the warmongering ways of his tribe. While the family clan that raised him were hunters in name, they delighted when the greater tribe called them to skirmishes against the local Kech or livestock raids against the Ekuja elves. Although Kwale merely acquired a few more scars from these battles, he saw too many of his young Dorugash brethren enter the healing tents and never leave, and shuddered when this was declared a proper warrior's end.

Something deep in his past called him to seek a more benevolent path, and so, guided by the spirits of his ancestors, Kwale snuck out of the forest one night, determined that if he was born with the skills of a mighty hunter, he would at least try to put them to a more benevolent use.

And so he set out, wandering from village to city, learning the language as he went and offering his services as a jungle doctor to those brave enough to ask for his help. Eventually, he found his way to the shackles, where his terrifying masks and battle tattoos earned him respect among the saltier sort of sailors, just as his healing skills earned him their thanks in the wake of pirate attacks.

Role:

• Tank — high HP, fort/will saves, as well as reach AoOs — AC will eventually be decent
• Casts arcane spells and hexes based on Con, for very, very high DCs
• Good buff/debuff spells, some healing

* * *

Spells and Hexes:

Hexes (DC 13, or 15 raging):
None yet

Witch Spells Per Day:
Level 0: 3
DC 13, or 16 raging

Guidance
Detect Magic
Stabilize

Level 1: 1 + 1
DC 15, or 18 raging

Sleep
Mage Armor

Known:
Level 0: All

Level 1: 6 (Mage Armor, Cure Minor Wounds, Obscuring Mist, Enlarge Person, Ear-Piercing Scream, Sleep)

Equipment:

Weapon:
Orc Skull Ram
Armor Spikes

Armor:
Armored Kilt

Other:
Surgeon's Tools

Defense:

(Standard/Raging)

HP: 15/17 raging (1 max d10 + 4 con + 1 favored)
AC: 14/12 raging (Dex + 2, Armor +1, Natural + 1) (Mage Armor +4)
Touch: 12/10, FF: 11
Fort +8/+10, Ref +4, Will +4/+6

CMD 15, 17 vs Trip

Offense:

(Standard/raging)

Speed 30 ft
Initiative +4

BAB +3, CMB +5/+7 (+9/+11 to trip)

Orc Skull Ram, +3/+5 (1d10+3/+6, x3)
Armor Spikes, +3/+5 (1d6+3/+6, x3)

Feats, Traits, Mythic:

Feats:
Mad Magic
Improved Trip (Blood Conduit Bonus)

Wishlist:
Tumor Familiar
Amplified Rage (Fighter dip 1)
Orc Weapon Training (+2 AC)

Traits:
Reactionary (Init)
Fortune's Favored (+Luck)

Skills:

Skill Points: 5 (Class 4, Int 1)

*Indicates class skill

*Acrobatics
*Climb +6/+8 raging (1 rank)
*Craft
*Fly
*Handle Animal
*Heal +9 (1 rank, +2 class, +3 masterwork)
*Intimidate +7 (1 rank, +2 racial, +2 class)
*Knowledge (arcana)
*Knowledge (history)
*Knowledge (nature) +6 (1 rank)
*Knowledge (planes)
*Perception +4 (1 rank)
*Profession (sailor)
*Ride
*Spellcraft
*Survival
*Swim
*Use Magic Device

Class Abilities:

Patron: Time

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.

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.

Fetish Mask: 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.

Race Traits:

Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.

Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

Sacred Tattoo Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.

Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.

Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.

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