Hooded Man

Shimei of Merraketh's page

466 posts. Alias of therealthom.


About Shimei of Merraketh

Shimei of Merriketh

Cleric of Erastil 1/Ranger 1 Male Human LN
BAB +1 CMB +13 CMD +15 F (5= +4 +1Co) R (4=+2+2D) W (4=+2+2W) Speed 30'
Initiative +2 Perception +7

AC normal, flat-foot, touch : 15, 13, 12
HP (total;current) 27;21(after night in cave) (8 +1 Co +1 favored class +6 DM caveat + (8+1)2nd level )

S 12(+1), D 15(+2), Co 13(+1), I 10(+0), W 16(+3), Ch 8(-1)

Description:Shimei is a short, slight man of indeterminant Katapeshi descent. Dark eyes and very close-cropped hair and beard, olive complexion, narrow features. He dresses in drab tan and brown robes to blend with the desert and almost always carries a longbow.

Attacks and Weapons:
Melee:
Battle Ax, +2 1d8+1, x3 (loaned to Feliped)
2x Dagger, +2, 1d4+1, 19-20, X2
Morning Star, +2, 1d8+1, X2, B/P

Ranged: (+1 to hit and damage inside 30')
2x Dagger, +3, 1d4+1, 19-20, x2, 10'
Longbow, +3, 1d8, x3, 100' (silver chasings so it functions as a holy symbol)(19 arrows)

Spells Prepped and Channeling Status:

Spoiler:

Channeling: 1d6 2x per day (1 of 2 used)

Today's Spell Load 1: 3 orisons, 2+1 first
Orisons: Create Water, Resistance, Light
1st: Endure elements, entropic shield , entangle (D)

Typical Combat Load:
Orisons: Guidance, Stabilize, Light
1st: Cure light wounds , entropic shield , calm animal or entangle (D)

Typical Desert Travel Load:
Orisons: Resistance, Create Water, Light
1st: Cure light wounds , endure elements , calm animal or entangle (D)

Languages: Common
Skills:

Spoiler:
(9 total) (2/cleric level + 1/cleric level human bonus + 6/ranger level + 0/level Int )

Climb -- 4 = 1 +1 S -1 Amor + 3 ranger
Handle Animal 3 = +1 -1 Ch +3 ranger
Perception 7 = 1 +3 w + 3 ranger
Survival 8 = 2 +3 W + 3 ranger
Stealth 6 = 2 +2 D -1 Armour +3 ranger
Know(Nature) 9 = 2 +3 W +3 class(savannah child) +1(savannah child)+3 ranger ?

Untrained:
Acrobatics 1 = 0 +2 D - 1 Armor
Appraise 0 = 0 +0 I
Bluff -1 = 0 -1 ch
Climb -- skilled
Craft 1 = 0 +1 I
Diplomacy -1 = 0 -1 ch
Disguise -1 = 0 -1 ch
Escape Artist 1 = 0 +2 D -1 Armor
Forgery 1 = 0 +1 I
Heal 3 = 0 +3 w
Intimidate -1 = 0 -1 Ch
Perception 3 = 0 +3 w -- trained
Ride 1 = 0 +2 D -1 Armor
Sense Motive 3 = 0+3 w
Spellcraft 0 = 0 +0 I
Stealth skilled
Survival skilled
Swim 0 = 0 +1 S -1 Armour

Feats:

Spoiler:
1 for levels, 1 for human
Race: Point Blank Shot (+1 to hit and damage with ranged weapons <30'
1st: Sand Strider (when sand would cut speed to 1/2 use 3/4 speed. +2 on desert survival checks)

Traits:

Spoiler:
savannah child (know nature is class skill +1 to rolls), gnoll killer (+1 attack & damage gnolls)

Cleric:

Spoiler:

1st Level: Domains: Animal (summon animal. 1 hour lag if dismissed or killed) and Plant (Unarmed attacks don't provoke AoO)

Channel Energy:2/day (3 + Ch mod) Will Save DC 10 (10 + (cleric level/2) + Ch)
When you channel positive energy, you unleash a wave of positive energy in a 30-foot radius burst. Undead damage = {1d6 + (cleric level/2, rounded down) x d6} and flee 1d4+CH mod rounds. And are "frightened" Undead get will save to negate frightened and half damage.
Living creatures within the area are healed a like amount by this wave of positive energy.

Animal Domain
Deities: Erastil, Gozreh.
Granted Powers: You can speak with and befriend
animals with ease. In addition, you treat Knowledge
(nature) as a class skill.
Speak with Animals (Sp): You can speak with animals, as per
the spell, for a number of rounds per day equal to 3 + your
cleric level.
Animal Companion (Ex): At 4th level, you gain the service
of an animal companion. Your effective druid level for this
animal companion is equal to your cleric level – 3. (Druids
who take this ability through their nature bond class
feature use their druid level – 3 to determine the abilities
of their animal companions).
Domain Spells: 1st—calm animals, 2nd—hold animal,
3rd—dominate animal, 4th—summon nature’s ally IV (animals
only), 5th—beast shape III (animals only), 6th—antilife shell,
7th—animal shapes, 8th—summon nature’s ally VIII (animals
only), 9th—shapechange.

Plant Domain
Deities: Erastil, Gozreh.
Granted Powers: You find solace in the green, can grow
defensive thorns, and can communicate with plants.
Wooden Fist (Su): As a free action, your hands can become
as hard as wood, covered in tiny thorns. While you have
wooden fists, your unarmed strikes do not provoke attacks
of opportunity, deal lethal damage, and gain a bonus on
damage rolls equal to 1/2 your cleric level (minimum +1).
You can use this ability for a number of rounds per day
equal to 3 + your Wisdom modifier.
Bramble Armor (Su): At 6th level, you can cause a host of
wooden thorns to burst from your skin as a free action.
While bramble armor is in effect, any foe striking you
with an unarmed strike or a melee weapon without
reach takes 1d6 points of piercing damage + 1 point per
two cleric levels you possess. You can use this ability for
a number of rounds per day equal to your cleric level.
These rounds do not need to be consecutive.
Domain Spells: 1st—entangle, 2nd—barkskin, 3rd—plant
growth, 4th—command plants, 5th—wall of thorns, 6th—repel
wood, 7th—animate plants, 8th—control plants, 9th—shambler.

Ranger:

Spoiler:
Track +1 to survival rolls to track (1/2 level)

Favored Enemy : Outsider (Air)

Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus 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 ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

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

Racial Special:

Spoiler:
+2 to one ability score: wisdom
one extra feat at 1st level: PBS
One additional skill rank per level:
Proficient with any one martial weapon of their choice: Longbow
Any one favored class: Cleric

Equipment:

Spoiler:
Studded Leather Armour, 2 daggers, Longbow, Arrows (#in combat section)
Waterskin
Backpack:
Woolen blanket
Heavy Cloak
A few days trail rations.

Beltpouch:
tinderbox, small whetstone, 1gp 4 sp

Background:

Spoiler:
A work in progress

Shimei was born and raised on the central savannah of Katapesh. When Kelmarane fell the frontier kept receding until Shimei's home village was it. Gnolls came calling in a series of raids, capturing slaves and driving away the farmers. Finally, a large tribe sacked and burned the village. Shimei watched from a hillside where he had been tending his family's sheep and goat.

Remember the jackal-headed gnolls attacking, with savage wild animals creating havoc and the villagers terrified as you watched in the distance.
That massive boar crashing through a clay wall after a man, your father? who knows, but it got him and gored and squealed. It killed many.

Remember the two hyenas, cackling and yipping as they fought over a body, until an axe wielding gnoll split it in two, howling out loud.

Above all remember the cheers of "Three Jaws!" that were led by a taller gnoll. One with a black mane running halfway down his back like a stripe. {courtesy of French Wolf}

Shimei made the difficult trip to Solku where his uncle lived and spent several years there, but the hunger for revenge and pull of his old family life tugged him out over the savannah and desert. Every few months he would disappear for weeks to return to Merraketh.

On one of these trips he fell in with a Badawi tribe. The desert nomads are known for their hospitality on the rare occasions when they extend it to stangers, and Shimei was lucky. The leader of this tribe, Al-Firabi, was a holy seer who said that Shimei was a cub that would grow long fangs and harass the tribe's gnoll enemies. The boy was permitted to wander with the tribe and they taught him the ways of the desert.

On one of his trips back to Merraketh, a vision led him to a strange plant he had never seen. He was bidden to take and shape a limb of the yew and promised a purpose, vengance on the destroyers of his village. Now he follows the" bow-father". Consisting only of some fleeting bow engagements, his "vengance" has been solitary, uncomfortable, and unsatisfying.

When he hears of the expedition to retake Kelmarane, he is intrigued. Perhaps with allies he can accomplish more. And the bow-father smiles in his dreams.

Shimei is typically accompanied by a half-wild animal, usually a dog.
Dog stats :

Spoiler:
Init +1; Senses low-light vision, scent; Perception +8

Defense:
AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
hp 7/10 (1d8max +2) after Nombir's double channel
Fort +4, Ref +3, Will +1

Offense:

Speed 40 ft.
Melee bite +2 (1d4+1)
Base Atk +0; CMB +0; CMD 11 (15 vs. trip)

Statistics
Str 13, Dex 13, Con 15, Int 2, Wis 12, Cha 6

Feats Skill Focus (Perception)

Skills Acrobatics +1 (+9 jumping), Perception +8, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent

The normal dog statistics presented here describe any small dog of about 20–50 pounds in weight. They can also be used for small wild canines such as coyotes, jackals, and feral dogs.

A rabid creature can transmit rabies to a victim with a bite. Its CR increases by 1 (or up one step, in the case of a creature whose CR is less than 1).

Other traits:

Spoiler:
No sense of humor. Mild messiah complex. Proud loner, but secretly longs to be part of a community. (The bow-father longs for it too.) 1131 XP after stirges.

2nd level hit points