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About Setan Maker of the NewSetan Maker of the New Description:
Setan is a tall, lithe Shoanti man in his early 20's. He has a dark brown skin and brown eyes. Like most Shoanti warriors he is clean shaven and bald. He bears several quite visible tattoos that identify him, at least to those who can read the tattoos, as a Shaman of the Shriikirri Quah. Most prominent are a tattoo of a firepelt cougar and the Iyavak (Pack) tattoo. The tattoos are smaller than those born by many Shoanti, as if he is deliberately leaving a lot of room for many more tattoos to tell the story of his victories. His clothing is a mix of traditional Shoanti garb, Varisian scarves, and the height of Taldorian fashion. Unless the weather makes it completely inappropriate his tattooed arms and legs are bare and visible to all. When ready for battle (which is most of the time) he wears a breastplate made of dragonhide that is a work of art, adorned as it is in several Shoanti symbols. He bears two earth breakers and several Shoanti bolas. The wooden buckler that he bears is carved to resemble a traditional Shoanti Klar, albeit on a smaller scale. A finely made scimitar rests at his hip. In social situations he will be dressed in finely made clothing that somehow successfully mixes the height of Taldan fashion with a Shoanti flavour and sigils. Personality:
He is a cheerful, good natured man always willing to share a joke or a drink with friends. He is slow to anger and quick to forgive any unintentional slight or insult. He is also a man with a mission. a mission that is more important than his life or the lives of his friends. He ALWAYS keeps that mission in mind in everything that he does and ALWAYS acts to promote that mission. He makes casual friends very quickly and easily. He is slow, however, to make true and lasting friends. He is scared of having too many friends, scared of the pain that loss of a friend can bring. But, although he tries to keep people at arms length, he consistently fails and befriends people largely against his will. He is very protective of his allies and friends. Many would say overprotective. He will gladly risk his life for his friends and, if needs must, would die for them. He knows that others will take up his mission should he fall. He is NOT suicidal, however. He will not throw his life away in a useless gesture. While he will keep his freely given word he can also be quite ruthless in the pursuit of his goals. Battle is not a game, it is something to be avoided if possible and finished quickly and effectively if it cannot be avoided. He is quite honourable in general, at least with those he considers to be honourable. He is a druid, of course. He respects and reveres nature. He thinks that the old Shoanti ways of living as part of nature, neither controlling it nor being controlled by it, is the way to go. He will always use traditional Shoanti methods and equipment without good reason to change them. But he WILL change if necessary. So, for example, his buckler RESEMBLES a Klar but is far more practical for a spell caster (it leaves his hand completely free). Although he doesn't himself realize it, his choice of clothing is a perfect symbol of his desire to mix his culture and what he considers best from other cultures. The Shoanti and the height of Taldan fashion mixed together.
Backstory:
Setan was born into a Shriikirri Quah struggling to survive, beset on all sides by grave dangers. Like all Shoanti, it was confined to those areas of land that the Chelaxian conquerors and their decendants didn't want, land of little intrinsic value. While he was still a boy, those dangers started to subside. The Runelord Karzoug awoke and gathered great forces to his side. When he was defeated, those forces were also defeated and there were many less giants, less monsters preying upon the Shoanti. Setan grew towards manhood in that safer environment, taking on the role of a Shamans apprentice <Druid in game terms>. Concentrating on his lessons and being, like all youngsters, rather self absorbed he paid scant attention to the changes that were occurring in his people. Safety had brought new settlers nearby, settlers who came in friendship. Setan himself had made many friends amongst these settlers, friends who showed him that there were many things outlanders had that were good. But the settlers also brought with them vices like Shiver, alcoholism, false gods. When it was time, he went on his Vision Quest in order to become an adult. That Vision Quest was the turning point of his life in so many ways.
When he returned from the Quest he found his family had been slain by marauders. Marauders who turned out to be Shoanti outlaws, outlaws corrupted by Shiver to the worship of a foul Demon Lord. He knew that there was nothing that he could have done even had he been there. Nonetheless, survivors guilt nearly consumed him in the next year. Why had he been spared when others died? He spent much of that year searching for the marauders. That search took him throughout Varisia, to the cities as well as the wildernesses. Eventually he discovered who they were. Together with some allies, both Shoanti and non Shoanti, he managed to destroy them all together with the cult they were a part of. The cult had allied itself with a young Red Dragon and Setan claimed its hide as part of his share of the treasure. Once he made it back to the Shoanti lands he had a top armorer of his clan, one well known for his artistic merit, forge it into a breastplate for him. He spent the next few years as an assistant Shaman. It wasn't long, however, that he realized that the Shoanti were losing their way. Many were abandoning their culture and embracing wholesale the richer, easier, more "civilized" culture of their new neighbours. They were ashamed of their own heritage, considering it savage and barbaric. These left the Shoanti, joining the settlers or moving to the cities. Others rejected EVERYTHING new, insisting that there was nothing to learn, nothing that should be changed. The only answer was to totally reject all things from outside their culture, to cut off all ties with foreigners. Setan realized that NEITHER approach was right. The Shoanti needed to remake themselves. They needed to keep their own culture while adopting only those things from the outside that THEY considered useful. THEY had to decide what their culture should become. To stand still was impossible, but to adopt things wholesale was cultural suicide. The elders rejected his arguments. They knew better. His dreams from his spirit quest came back to him. Setan began to gather together followers who believed as he did. He has taken for himself the name Setan, Maker of the New Together with a band of like minded Shoanti he has come to the Stolen Lands. Their plan is to claim a substantial area for themselves, an area where they can create their own culture as a part of the new kingdom but separate from it. The Shoanti are mostly young adults, young enough to want change, old enough to see the wisdom in Setan's approach. Some of the adults have young children with them and a couple of experienced elders have also joined the group.
Society:
Setan is the leader, both spiritual and secular, of his small group of Shoanti. He also sees himself as the ambassador to other groups within the Stolen Lands. He very much wants the Shoanti to be part of whatever kingdom emerges in the Sodden Lands. He hopes to get in essentially on the ground floor, gaining significant areas of lands for his people to grow into and manage as they like while simultaneously being part of a larger culture. The Shoanti intend to claim an area and settle largely into their traditional life style. Hunters and gatherers. But they also wish to adopt other technologies which will improve their lives. They do NOT want to be savages, they DO wish to maintain their culture.
Destiny:
In Mythic terms, Setan is definitely primarily a Guardian. He will likely take the dual path feat and dabble a little. If it is acceptable, I see the source of his Mythic Power as something like the Shoanti Culture (or the ancient Shoanti spirits). They see that the Shoanti need to adapt to survive, they need to take the best of their culture and meld that with other cultures. Setan is their agent, the person who will be seen in the future as the Father of The New Shoanti
Crunch:
Setan Maker of the New Human (Shoanti) druid 4 (Pathfinder RPG Ultimate Magic 38, Ultimate Wilderness 189) NG Medium humanoid (human) Init +3; Senses Perception +9 -------------------- Defense -------------------- AC 21, touch 13, flat-footed 18 (+7 armor, +3 Dex, +1 shield) hp 44 (4d8+12) Fort +7, Ref +5, Will +7; +1 trait bonus vs. fear, +4 vs. fey and plant-targeted effects -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armor) Melee +1 earth breaker +9 (2d6+8/×3) or . . scimitar +8 (1d6+5/18-20) Ranged shoanti bola +6 (1d4+5) Special Attacks wild shape 1/day Druid Spells Prepared (CL 4th; concentration +6) . . 2nd—barkskin, euphoric cloud[ACG] (DC 14), euphoric cloud[ACG] (DC 14) . . 1st—entangle (DC 13), faerie fire, heightened awareness[ACG], magic fang . . 0 (at will)—create water, guidance, light, stabilize -------------------- Statistics -------------------- Str 20, Dex 16, Con 14, Int 10, Wis 15, Cha 14 Base Atk +3; CMB +8 (+10 trip); CMD 21 (23 vs. trip) Feats Dirty Fighting, Combat Reflexes, Improved Trip Traits Overprotective (Drawback), extremely fashionable, dedicated defender, shoanti tattoo Skills Acrobatics +0 (-4 to jump), Climb +6, Craft (tattoo) +6, Diplomacy +9, Fly +4, Handle Animal +7, Heal +6, Knowledge (geography) +4, Knowledge (nature) +8, Lore (Shoanti) +7, Perception +9, Ride +4, Spellcraft +4, Survival +10, Swim +6 Languages Common, Druidic, Shoanti SQ improved empathic link, nature sense, pack bond, spiritual guidance, trackless step, wild empathy +6, woodland stride Combat Gear potion of enlarge person (4), scroll of heightened awareness, heightened awareness, heightened awareness, scroll of longstrider, longstrider, longstrider, scroll of obscuring mist, obscuring mist, obscuring mist, scroll of shield companion, shield companion, shield companion; Other Gear mwk dragonhide breastplate, darkwood buckler, earth breaker[UE], scimitar, shoanti bola[ISWG] (3), magic mushrooms (worth 25 gp), belt pouch, blanket[APG], feed (per day) (5), flint and steel, holly and mistletoe, masterwork tattooing tools, mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 1,180 gp -------------------- Special Abilities -------------------- Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed. Dirty Fighting Bonuses when flanking, prereq for Improved Trip Improved Empathic Link (Su) Swift, shift perception to one animal companion within 1 mile. Improved Trip You don't provoke attacks of opportunity when tripping. Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks. Pack Bond (Ex) Can have multiple animal companions, dividing druid level bonuses among them. Spiritual Guidance (Sp) When adjancent to companion, sacrifice spell slot to spontaneously cast a specific spell. Trackless Step (Ex) You do not leave a trail as you move through natural surroundings. Wild Empathy +6 (Ex) Improve the attitude of an animal, as if using Diplomacy. Wild Shape (4 hours, 1/day) (Su) Shapeshift into a different creature one or more times per day. Woodland Stride (Ex) Move through undergrowth at normal speed. Pezi (Firepelt Cougar):
Pezi CR – Firepelt Cougar (totem guide) N Small animal Init +7; Senses low-light vision, scent; Perception +1 -------------------- Defense -------------------- AC 23, touch 19, flat-footed 15 (+7 Dex, +1 dodge, +3 natural, +1 size, +1 armor) hp 32 (4d8+12) Fort +8, Ref +12, Will +3 -------------------- Offense -------------------- Speed 50 ft. (35 ft. in armor) Melee bite +11 (1d4+1), 2 claws +11 (1d2+1) Spell-Like Abilities (CL 4th; concentration +2) . . At will—guidance -------------------- Statistics -------------------- Str 13, Dex 24, Con 16, Int 2, Wis 12, Cha 6 Base Atk +3; CMB +3;Trip +9; CMD 21 (25 vs. trip) Feats Dodge, Weapon Finesse Tricks Attack, Attack, Attack Any Target, Come, Defend, Down, Fighting, Heel, Hunt, Stay Skills Acrobatics +8, Climb +2, Stealth +12 (+16 in undergrowth), Swim +2; Racial Modifiers +4 Stealth in undergrowth SQ attack any target, come, defend, fighting, heel, hunt, spiritual guidance Other Gear leather armor, carnivore feed (per day) (4), exotic pack saddle, saddlebags, waterskin (2), 177 gp, 8 sp -------------------- Special Abilities -------------------- Attack Any Target [Trick] The animal will attack any creature on command. Come [Trick] The animal will come to you on command. Defend [Trick] The animal will defend you. Fighting [Trick] The animal has been trained to fight. Heel [Trick] The animal will follow you. Hunt [Trick] Hunts or forages for food to bring to handler. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Scent (Ex) Detect opponents within 15+ ft. by sense of smell. Spiritual Guidance (Sp) At 3rd level, a totem guide can use guidance as a spell-like ability at will as a full-round action, targeting itself or its master. In addition, a totem guide's master can spontaneously cast the following spells while adjacent to the totem gu Trip (Ex) You can make a trip attempt on a successful attack. |