Barnabas Harrigan

Ma'Huuk's page

317 posts. Organized Play character for Eben al'Jol.


Lvl 3 Human :: HP 36/36 :: AC 16 CMD 17 :: Fort +10 Ref +2 Will +8 :: Init +7 Perception +7

About Ma'Huuk

Conditions/Effects: Shaken, Rage, Totemic Transformation (natural attacks; 2 of 10), filth fever (1 save made)
Current ACP: -5 (shield stowed, light encumbrance [currently 113 of 133])

Class Abilities
Rage :: 8/12 rds remaining
Ferocious Strike +1 :: 2/5 remaining
Orisons :: Create Water, Detect Magic, Light, Stabilize
1st Level :: Faerie Fire, Shillelagh, Shillelagh, *Enlarge Person
Expenses incurred in-game
Consumables/Items Used or Lost
Temp Items

Ma’Huuk is a massive man who moves with a powerful, predatory stride. His nearly-black eyes—one covered by a rugged patch—combined with his size and dark, ashen skin give away his Bekyar heritage, though he’s shaved his head of their distinctive tribal dreadlocks. His weapons, armor, and gear are all primitively-made and dotted with trophies and fetishes … bones, stones, and brightly-colored feathers. Combined with his rugged and well-used armor, Ma’Huuk has a natural, savage look. Stalking among the metropolitan, civilized people of Absolom, Ma’Huuk stands out … a primal predator inside city walls.

Ma'Huuk, Bekyar Hunter of the Hunters
Male human (Mwangi) barbarian (armored hulk) 1 / Druid (Saurian Shaman) 2
— Favored: Druid (+2 hp)
CN Medium humanoid (human)

Str 19 Dex 12 Con 14 Int 9 Wis 14 Cha 7

Init +7; Senses Perception +7
Speed 30 ft. (20 ft. in armor)


hp 30 (1d12 [12] + 2d8 [5,5] + 6 con + 2 favored)
AC 18, touch 11, flat-footed 17 (+7 armor, +1 Dex)
—> +1 to AC vs. charging foes
CMD 17 FF 16 (2 bab, 4 str, 1 dex)
—> +1 vs. overrun
Fort +8 Ref +2 Will +6
—> +1 bonus vs. trample attacks


Base Atk +2; CMB +6
—> +1 to hit/damage vs. charging foes

Melee +6
. . spear +6 (1d8+6; x3)
. . club +6 (1d6+4)
. . shillellah +7 (2d6+5)
. . battleaxe +6 (1d8+4; x3)
. . shortspear +6 (1d6+4)

Ranged +3
. . spear +3 (1d8+6; x3; 20ft)
. . sling +3 (1d4+4; 50ft)
. . shortspear +3 (1d6+4; 30ft)
. . dagger +3 (1d4+4; 19/x2; 10ft)


Special Abilities:
Bonus feat: Improved Initiative
Skilled: 1 extra skill rank/level

Indomitable Stance (Ex) +1 to Reflex vs trample & to hit, dam, and AC vs charging foe.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (6 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.

Nature Bond: Ferocity Subdomain
Ferocious Strike (Su): Whenever you make a melee attack, you can designate that attack as a ferocious strike. If the attack hits, it deals additional damage equal to 1/2 your cleric level (minimum +1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person (see Using Skills). The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the druid and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

A saurian shaman can use wild empathy with dinosaurs and reptiles as a full-round action with a +4 bonus.

Totem Transformation (Su): At 2nd level, a saurian shaman may adopt an aspect of the saurian while retaining her normal form. This ability functions as the dragon shaman's totem transformation ability, but the druid may select from the following bonuses: movement (+10 enhancement bonus to land speed), scales (+2 natural armor bonus to AC), senses (low-light vision, scent), or natural weapons (bite [1d6], 2 claws [1d4] for a Medium druid, rake, +2 CMB to grapple). While using totem transformation, a saurian shaman may speak normally and can cast speak with animals (reptiles and dinosaurs only) at will. Using this ability is a standard action at 2nd level, a move action at 7th level, and a swift action at 12th level. The dragon shaman can use this ability for a number of minutes per day equal to her druid level. These minutes do not need to be consecutive, but they must be used in 1-minute increments. This is a polymorph effect and cannot be used while the druid is using another polymorph effect, such as wild shape.

Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.

Membership to Hunting Lodge (2PP): You are a master hunter and have been recognized as such by being invited to join an elite hunting lodge. As a member, you may take part in special hunts for rare and exotic prey each year, both on restricted hunting grounds and in the wild. You can use Survival to make Day Job rolls.

Caster Level 2
Concentration +4
Spell DC’s = 12 + spell level

Orisons: 4 prep
1st Level: 3 prep, 1 domain (Enlarge Person)

Chronicle Boons:
You Be Goblins! (We Be Goblins!): You have a special insight into the distractible and sadistic mind of a goblin. You gain a +2 bonus on all Bluff, Diplomacy, Intimidate, and Sense Motive checks made against goblins.

Liberty Never Rests (Liberty’s Edge Faction; Slave Ships of Absolom): Quick thinking and quicker action are necessary elements of heroism, and you e prepared to act promptly to defend others. You can cross this boon off your Chronicle sheet before rolling initiative to roll twice and take the better result.

Feats Extra Rage (3), Improved Initiative (1), Power Attack (human)
Traits reactionary, world traveler (Know: Local)

Acrobatics +5* (1 rks)
—> +1* to jump (speed reduction from armor)
Climb +8* (1 rks)
Handle Animal +2 (1 rks)
—> +6 for Moto
Heal +6 (1 rks)
Intimidate +2 (1 rks)
Knowledge: Geography +3 (1 rks)
Knowledge: Local +4 (1 rks, +1 trait)
Knowledge: Nature +5 (1 rks)
Perception +7 (2 rks)
Survival +8 (1 rks)
Swim +8* (1 rks)

Languages Taldan, Polyglot, Druidic


Worn: hot weather outfit, massive carved tooth on leather thong (divine focus/holly and mistletoe), spell component pouch, Dragonhide banded mail, Cloak of Resistance +1, heavy wooden shield, spear, battleaxe, club, cold iron morningstar, dagger, shortspear (5), sling, sling bullets (20)

Belt pouch: striking stones (flint and steel), monies (706.25g)

potion of enlarge person
potion of enlarge person
• acid
• acid
• alchemist's fire
• alchemist's fire
• ~ empty ~
• ~ empty ~

scroll of longstrider
• scroll of barkskin
• scroll of longstrider
• ~ empty ~

• scroll of Endure Elements
• scroll of Endure Elements
• scroll of Endure Elements
* ~ empty ~

Mwk Backpack: wand of cure light wounds (34 charges), crowbar, grappling hook, hemp rope (50 ft.), 5 torches, waterskin

Moto: leather armor

Left back at the lodge: hide armor


About Ma’Huuk:
Born the son of a Bekyar warrior-chief in the Bandu Jungles. His people were defeated in tribal infighting. The lucky were slaughtered. The less lucky were kept as slaves, for keeping or for trading or selling at the markets. The least lucky—like the young Chief’s son Ma’Huuk—were given to the shamans and their demonic blood-rites. The rite went wrong, though. The predator's blood that mixed with his on the altar changed Ma’Huuk, made him something more. His new self grew stronger with his rage, and he broke free, killing as many captors as he fled.

The change saved him a second time, though, as he learned that many of the jungle’s most feared predators now considered them one of their own. And, hearing the whispers of the spirits of the land and its animals, spirit shamans sought and found the young Ma’Huuk. With them, he grew … but so did the predator’s rage in him. His teachers sought to bring out his new gifts, but the ways of predators aren’t taught through instruction, but though living.

Ma’Huuk’s true lessons would have to be learned as he sought his own way in the world. So with the first steps of his path guided by the spirit-speakers of the Bandu Jungles, Ma’Huuk sought new prey … any and all who would steal and subjugate life. Through trial he would grow. And through conquest and freedom would he unlock the beast within himself. And the words of his spirit guides lead him north, to the Island of Absolom, with its Finders of the Path.


Game History & Chronicles:
XP 6
Fame 11
Prestige 7
— Prestige expenses: Wand of Cure Light Wounds (2), Membership to Hunting Lodge (2)

Chronicle and Tracking Sheets


Chronicle #1 :: We Be Goblins! (PbP)

Chronicle #2 :: Slaves Ships of Absolom (PbP)

Chronicle #3 :: Silverhex Chronicles (PbP)

Chronicle #4 :: The Many Fortunes of Grandmaster Torch (PbP)

Chronicle #5 :: Murder on the Silken Caravan (PbP)

Chronicle #6 :: The Horn of Aroden (PbP)

Planned Progression:

1) Brb1 — **Improved Initiative, Power Attack
2) Drd1 —
3) Drd2 — Extra Rage
4) Drd3 — +1 str
5) Drd4 — ? (Intimidating Prowess/Raging Vitality/Improved Overrun/Combat Casting/Extend Spell)
6) Drd5
7) Drd6 — Natural Spell
8) Drd7 — +1 ?
9) Drd8 — Powerful Shape
10) Drd9 — *Vital Strike (?)