--Sandman--'s page

887 posts. Alias of Doomed Hero.


HP 41/41, AC 12, Touch: 10, Flat Footed 12, Fort +8, Ref +3, Will +6, Init +0, Perception +2


| Scarshield 4/4, Kit 8/10, Active Effects: Mage Armor, Ironskin, Longarm, Enlarge Person, Dancing Lights, Prestidigitation Crew

Special Abilities

Prestidigitation at will (mask), Slumber Hex DC 19


Chaotic-Neutral (dual personality, one mostly kind, the other mostly cruel)


Great Old Ones of the Dark Tapestry, patrons of the Occult


Port Peril


Varisian, Polyglot, Orcish, Draconic, Goblin, Aklo


Medicine Man

Strength 14
Dexterity 10
Constitution 20
Intelligence 12
Wisdom 10
Charisma 14

About --Sandman--


Sandman is big. Not simply tall, but thick, with broad shoulders and the slightly rounded belly of a man who enjoys a good meal. He wears a many-layered turquoise sarong and a great, thick belt that rides high, nearly to his bare chest. A large pouch hangs from his belt directly in front. Many smaller ones dot it's sides. A wide strap arcs from his belt up over his shoulder, also covered in pouches. Heavy bracers with daggers thrust into the tops near the elbows are the only other clothing he wears.

He is covered in ropey scars of all kinds. A spearwound here, a sword there, a few bullet and crossbow marks, a few burned patches and countless stitchmarks. His back is covered in lashing scars. More oddly, all across his chest, shoulders and down his arms are scars that seem to be self-inflicted. The swirling patterns are far too artistic to be accidental. In a way, they could even be called beautiful.

Attached to his shoulder strap like a pauldron is a sinister looking mask. It is covered in looping blue script that seems to flow and change like words of water. Few have seen him wear it. When he does it is to create suffering, not to relieve it.

Sandman's shadow is monstrous. It is him, mostly, but more savage and hulking looking, with strange tendrils that sometimes reach out from his body. There are gaps in it, as if each scar on his physical body was a hole that light could pass through.


The Dreamspeaker called Sandman bears many scars. They tell many tales.
You would have to speak to him to ask their stories.

Whoever he is, he has been a fixture of the Shackles for some time. He comes and goes. Many know of him, though no one really seems to know why. The stories say his ancestry includes a number of renowned pirates, but no one can agree on who.

He is known for joining any crew that will have him, usually not staying on any particular ship for more than a season. He tends to frequent Port Peril when he isn't underway. He's been doing this for years. There are dozens of stories about him, but none of them seem to be verifiable. He himself isn't known for spreading them, so it's hard to say where they come from. He's somewhat of an odd celebrity on the docks of port peril.

The one thing he's known for is that he's willing to help patch up anyone. He never asks questions about wounds, and is an expert with a needle and thread. He has impressive medicines that keep infection at bay, but he never allows anesthesia of any kind. If you come to him, you'll live, but it will hurt. He says that's part of the healing process that cannot be ignored. Scars left behind by his handiwork always heal with a distinctive blue tint from the strange sand-like dust that he uses to clot blood. Many sailors in the shackles bear the souvenirs of his work.

Scar Record:

Every scar Sandman has creates a gap in his shadow, as if light could pass though that part of his body. The effect leaves his shadow looking like a tattered sail

Diagonal Lines across the eyes: Slumber Hex

Tentacle-like swirls curling over the trapezius and shoulders and across the ribs and down the back: Scarshield

Elder Sign branded on left palm, outlined in red ink: Sacred Tattoo

Whip-scars across the back: he doesn't talk about that.

1/2 Orc Dream Weaver Scarred Witchdoctor 4

Init +0

Speed 30 (20 in armor)

HP: 41 (6 +3d6 +20 con) +1 favored class

===== Defense =====


AC 14 (+2 Haramaki and armor kilt, +2 shield [skull ram])
…+2 Natural Armor (scar shield)

CMD 14 (+2 bab, +2 str)

+8 Fort (+5 con, +1 witch, +1 racial, +1 trait)
+3 Ref (+1 witch, +1 racial, +1 trait)
+6 Will (+4 witch, +1 racial, +1 trait)
…+2 vs. pain effects



BaB +2, CMB +4

Heavy Mace +4, 1d8+3, 20/x2 crit

Club +4, 1d6+3, x2 crit

Dagger +4, 1d4+2, 19-20/x2 crit

[Totemic Warclub (orc skull ram) +4, 1d10+3, x3 crit, reach.]
[Ritual Scarification Dagger +2, 1d4+2, 19-20 x2 crit]

=====Traits and Feats=====


Battlefield Surgeon: Heal is a class skill for you, and you can use the treat deadly wounds aspect of Heal 1 additional time per creature per day.

Fate's Favored: Whenever you gain a Luck bonus, add one to that bonus.

Honeyed Words: (via Adopted) You receive a +1 trait bonus on Diplomacy checks. In addition, you receive a +1 trait bonus to the DC of any charm or compulsion that does not provide ongoing control and results in peaceful acts, such as calm emotions, sleep, or a suggestion to lay down arms.

Buccaneer's Blood: You gain a +1 trait bonus on Intimidate and Profession (sailor) checks. In addition, you gain a one-time +1 trait bonus to your Disrepute and Infamy scores (see “The Life of a Pirate” in Pathfinder Adventure Path #55 for details on the Infamy system).

Umbral Unmasking (drawback) the shadow you do have is monstrous. Under normal lighted conditions, this is not hard to observe—but uncommon to notice. Creatures that succeed at a DC 15 Wisdom check notice it plainly (an additional Perception check may be required based on environmental conditions). This telltale sign of wickedness cannot be concealed by misdirection, nondetection, or illusions, except those that also affect shadows (such as invisibility).

Endurance (racial)
Racial Heritage Changeling (1st level)
Extra Hex Slumber (1st, GM bonus)
Ability Focus: Slumber Hex (3rd level)
Nemesis (3rd, GM bonus)



(2 witch, 1 int, +1 racial, +1 favored class, +2 Background) x4
Total 28

+12 Intimidate (4 ranks, +2 cha, +3 class, +2 mask, +1 trait)
+7 Profession Sailor (3 rank, +3 class, +1 trait)
+3 Climb (1 rank, +2 str)
+6 Swim (1 ranks, +3 class, +2 str)
+6 Stealth (3 rank, +3 class)

+11 Heal (4 ranks, +3 class, +2 mask, +2 equipment) (treat deadly wounds twice per person)
+8 Craft Alchemy (4 ranks, +3 class, +1 int)
+5 Craft Skrimshaw (1 ranks, +3 class, +1 int)
+5 Knowledge: Arcana (1 rank, +3 class, +1 int)
+5 Knowledge Nature (1 rank, +3 class, +1 int)
+5 Knowledge Geography (1 rank, +3 class, +1 int)
+5 Knowledge Dungeoneering (1 rank, +3 class, +1 int)
+5 Knowledge Local (the shackles) (1 rank, +3 class, +1 int)
+5 Spellcraft (1 rank, +3 class, +1 int)

+3 Use Magic Device (1 ranks, +2 cha)
+3 Diplomacy (+2 cha, +1 trait)

=====Race Abilities=====


+2 Con

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.

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 Orc Weapons

Skilled Second- and third-generation half-orcs often favor their human heritage more than their orc heritage. Half-orcs with this trait gain 1 additional skill rank per level. This racial trait replaces darkvision.

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

Favored Class: Witch (+1 Skill point)

=====Class Abilities=====


Slumber Hex (via Extra Hex). DC 10 +1/2 level, + Con, +1 (honeyed words), +2 ability focus

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.

Fetish Mask (Su) 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.
At 5th level, the scarred witch doctor gains the ability to add magical abilities to her mask as if she had the Craft Wondrous Item feat.
This ability otherwise functions like and replaces the standard witch familiar.

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. Hex Scar: Swirls across the chest and shoulders.
This ability replaces the witch's 1st-level hex.

Dream Spinner (Su) At 2nd level, when a dreamweaver casts a mind-affecting spell on a target that is sleeping because of her slumber hex or a spell she cast, she adds +1 to the mind-affecting spell's DC. If the target succeeds at the saving throw against the spell, it does not wake up, nor does it have any recollection of having resisted a spell. If appropriate, the dreamweaver may incorporate elements of a mind-affecting spell (i.e., sow thoughts, suggestion, and so on) into the target's subconscious so it believes the spell's effects originated in its dreams (the details of how these elements fit into the dream is up to the GM).
This ability replaces the witch's hex gained at 2nd level.

Coven Hex (Ex) (4th level)


The Nightmare Mask

Intelligent Item Valet familiar

Int 10
Wis 10
Cha 10

Ego: 3

See and hear within 30 feet.

Use Master's skills.

Deliver Touch Spells: to creatures touching the mask

Prestidigitation x1 per hour.

Able Assistant: (Ex) A valet's master treats the valet as if it possessed the Cooperative Crafting feat and shared all Craft skills and item creation feats he possesses.

Teammate: (Ex) A valet is considered to have all the teamwork feats its master has.



(Memorized spells marked with X)

Spells known-

=====Orisons, at will (3)=====
Arcane Mark
Dancing Lights X
Detect Magic X
Detect Poison X
Putrify Food and Drink
Read Magic
Touch of Fatigue

=====1st level =====
Per day: 4

Endure Elements
Enlarge Person x
Cure Light Wounds
Mage Armor x x (cast)
Ill Omen
Sow Thought
Blood Money
Air Bubble
Long Arm x
Adhesive Spittle x

=====2nd level====
2 per day

Glitterdust x
Ironskin x
Masterwork Transformation
Limp Lash
Cure Moderate Wounds
Blood Transcription



Orc Ram (15 gp)
Ritual Dagger

Armor: Haramaki with Kilt (23 gp)
Eyes: Fetish Mask

-In Pouches/On belt-

-In Witch Doctor's Bag-
Masterwork Healing tools (50 gp)
Healing supplies
Alchemical tools and vials
Blessed sand (religious focus)
Alchemist's Kindness x3


Mr. Plugg
Mr Scourge
Giant Wasps x4
Giant Boar


20 gp


Ability Focus 3rd
Fortune Hex 4th
Diehard 5th
Cackle 6th
Spirit Talker 7th


Sandman has Trigenanal Neuralgia caused by seeing Cthulhu in his dreams. The mask keeps the pain in check.

Origin Story
When he was a young apprentice to the Shaman of his tribe a drug-fueled dreamwalk took him somewhere he never should have been. He ended up seeing something his mind could not comprehend and in the dream, the presence he witnessed caused his eyes to burst and his face to melt. A cold void poured into him and emptied him of everything inside him except the pain in his head.

He woke up feeling that pain, and it has never left him. He spent each day in agony, quickly becoming a savage, uncontrolled creature who wanted nothing more than to die. He found that the only relief from the pain in his face was pain in other places. He took to slowly cutting his flesh to receive the pain in his face.

His master wanted to understand what he had seen and so they traveled to many shamans and medicine men, finally ending up at an ancient jungle temple where Sandman was drugged into another Dreamwalk. He made contact with a spirit in a great stone idol. The idol wore a mask and whispered of the secrets of pain. It was drawn to him because of his agony. It taught him to make a mask for it to inhabit so it could drink in the dream-pain he carried in his face every day. It quickly grew strong and began speaking to him while he was awake as well.

It stored his pain and gave it back to him while he slept, slowly teaching him what the pain had been trying to tell him for so long.

He had witnessed a place beyond space and time where a great and powerful being sleeps. His mind could not cope with what he had witnessed. With the mask spirit's help he learned how to listen to the pain and hear its secrets. Through that, he discovered he could tap into this strange other place like a conduit and channel its energies.

His master was old by that point and asked him to wear the mask, to go on one last Dreamwalk through the channels he had opened. His master never woke up. His body died two days later. Sandman is not sure if his spirit was in it at the time or not.

Having no place else to go, Sandman wandered plying his trade as a healer. He was eventually captured by slavers. He was not so easily broken. They whipped him and beat him and caged him for two weeks. During that time he whispered into their dreams and set thoughts into their heads that eventually tore the crew apart. Still manacled, he sailed a burning, sinking ship full of slavers which had killed each other into the docks at Port Peril. He's been there ever since.

How the mask works

Pain is a teacher. One can only learn so much at a time. The mask is a reservoir where pain is kept. Sandman releases the pain into himself while he dreams, which saves his body from the agony, but still allows his mind to learn from it.

Sandman is tapped into he power of Cthulhu, who does not care about Sandman at all, and probably does not realize Sandman exists. Luckily Cthulhu also doesn't care that his power is being tapped into. He's asleep and dead at the moment, and Sandman would prefer to keep it that way. Sandman likens his connection with the Great Old One to the amount the ocean cares that a ship is sailing on it.