The Rake

Tharjuk Shundar-Quah's page

35 posts. Alias of Antariuk.


Full Name

Tharjuk Shundar-Quah

Classes/Levels

Male Human Oracle 1 (Life) | AC: 15, FF: 13, T: 12 | HP 10 / 10 | F: +2, R: +2, W: +3 | CMB: -1, CMD: 11 | Init +2, Perception: +1 | Move: 20' (lame curse)

Size

Medium

Age

29

Alignment

CG

Deity

Immonhiel (Empyreal Lord)

Location

Sandpoint

Languages

Common, Shoanti

Occupation

Healer, Herbalist, Storyteller

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

About Tharjuk Shundar-Quah

Appearance:

Tharjuk is a handsome young man with gray eyes, dark skin, and long black hair. He is lean and hardy, but not as fast and strong as most of his kin. What he lacks in physical strength, he compensates with his charming and sociable personality. Intricate tribal tattoos are visible on his arms and breast, telling his personal story in the way of the Shundar-Quah.

Origin:

Tharjuk was born as the only son of a Shundar-Quah hunter. As a result, his father had high expectations of him, only to be greatly disappointed by his son's lack of physical strength. Tharjuk wasn't clumsy, and he certainly learned to find his way in the wilderness, but a warrior he was not. And so Tharjuk was left behind time and again when the sages and warriors of his clan went out to judge a dispute or chronicle a feud between the other Shoanti clans.

One of the old men, Chedhi, began to take care of Tharjuk during these times, and he tought the boy the ways of the spirit totems and the art of healing. Soon, Tharjuk got a reputation for having a blessing touch and became a respectable healer, but his father still looked at him with disappointment.

But the Shoanti life is brutal, and even the Shundar-Quah have to fight their battles. Tharjuk began to travel alongside the warriors, to provide first aid during and after battle. When he was caught within a real battle for the first time, he wavered, scared out of his mind. Surrounded by the sound of the dying and the smell of death, his talents failed him. He almost ran in shame, leaving his tribesmen behind, had he not seen a mysterious old woman appearing on the battlefield. With a divine touch, she brought release to the suffering and restored health within the wounded. When she reached Tharjuk, she touched him on the head, and his mind was filled with awe. Then she vanished, like a spirit in the wind.

With a regained vigor he had never felt before, Tharjuk continued what the mysterious woman had started and returned home with many survivors, although it seemed that his newfound spirit came at a cost, as he was somehow slower on his feet then before. Upon his description of what had happened, the elders recited the old songs and read within the signs of the shaman's oracle until it was clear that Tharjuk had witnessed Immonhiel the Balm-Bringer, a mighty spirit, coming down from the celestial battlefields. She became Tharjuk's patron, and he dedicated his profession as healer to her name.

Sandpoint:

During a long trip across Varisia, Tharjuk and his fellow tribesmen rested shortly in Sandpoint. A huge gathering of the Shoanti was threatened by a petty feud between two war-chiefs, and the Shundar-Quah wanted to resolve the issue with diplomacy rather than greataxes.

During his stay, Tharjuk befriended an old woman named Koya. Her mother had just passed away, a fact that amazed Tharjuk quite a bit considering that, from his point of view, Koya herself was an elder. But he tried to console her, telling of the living spirits in every thing. It was then that Koya smiled and revealed to him her devotion to Desna. Tharjuk in return told her of Immonhiel and his epiphany, and he asked Koya many questions about Desna's nature, intent on proving that she had to be a spirit of nature. They talked for hours.

When Tharjuk had to leave, Koya followed his group, inspired by his stories to make a little trip of her own to take her mind off things for a while. To her great surprise, she found the Shoanti men only a few miles outside of Sandpoint, most of them dead. Warriors send by one of the troublesome war-chiefs had intercepted the Shundar-Quah legation with an ambush. Koya rushed to help the dying men, but she could only save three of them, one being Karjuk, whom she barely stopped from entering the afterlife.

The two other Shoanti left Sandpoint in a rage, to bring their elders news of death and betrayal. Only Tharjuk stayed behind, tired of yet another upcoming clan war and the shedding of blood. He often visited Koya, thankful for his timely rescue, and their talks gave both of them a little comfort in their individual melancholy. Days turned into weeks, and with time Tharjuk became his old self again – except that his thoughts now turned to the realms beyond Varisia.

Character:

Tharjuk has a charming and engaging personality. He seems to have a knack when talking to other people, no matter their background or profession, that goes beyond his good looks. In this, he embodies one of his tribe's ideals.

Maybe due to his profession, which forces him to deal with death and disease on a constant basis, he has developed a dry, sarcastic humor, but he enjoys a good joke and he never knowingly insults other people's beliefs.

Although he absolutely believes in Immonhiel, the Balm-Bringer, Tharjuk sometimes questions the usefulness of his profession, giving that violence and bloodshed never seems to end. During these moments, he feels powerless and self-delusional. It never lasts, and the day might never come that Tharjuk really breaks with his beliefs, but it is something he is carrying in his mind.

Statistics:

Tharjuk Shundar-Quah
Male Human Oracle 1 (Life)
CG Medium Humanoid (human)
Init +2; Senses Perception +1
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DEFENSE
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AC 15, touch 12, flat-footed 13 (dex +2, armor +3)
hp 10 (1d8+2) (+2 Con)
Fort +2, Ref +2, Will +3
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OFFENSE
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Speed 20 ft.
Melee quarterstaff -1 (1d6-1/×2)
Ranged light crossbow +2 (1d8, 19-20/x2)
Special Attacks channel positive energy 5/day (DC 14, 1d6)
Orace Spells Known (CL 1st; concentration +7)
1st (4/day) – cure light wounds, bless, endure elements
0 (at will) – create water, detect magic, detect poison, light
Oracle's Curse lame (20 ft. base speed)
Mystery life
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STATISTICS
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Str 8, Dex 14 Con 14, Int 10, Wis 12, Cha 18
BAB +0, CMB -1, CMD +11
Feats Extra Revelation, Selective Channeling
Traits Rescued (Koya), Focused Mind
Skills Diplomacy +8, Heal +5, Knowledge (nature) +4, Spellcraft +4, Survival +5.
Languages Common

SQ Oracle's Curse (lame), Revelations.

Combat Gear Quarterstaff, light crossbow, 10 bolts, studded leather (29 lbs).
Other Gear Monk's outfit, holy symbol of Immonhiel, backpack, bedroll, waterskin, flint & steel, candles, inkpen, ink (vial), journal, dried herbs, soap. (15 lbs.)
Gold 34 gp, 4sp
Weight 43 lbs. (Lame Curse: Your speed is never reduced due to encumbrance.)
Light Load (26 lbs.), Medium Load (53 lbs.), Heavy Load (80 lbs.).

Alternative Racial Trait:

Heart of the Wilderness: Humans raised in the wild learn the hard way that only the strong survive. They gain a bonus equal to half their character level on Survival checks. They also gain a +5 bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. This racial trait replaces the skilled racial trait.

Traits:

Rescued: At some point in the past, you had a terrifyingly close brush with death. Whatever the peril was, you would have certainly died if not for the swift actions of Koya or Shalelu, who intervened just in time to save your life. You’ve never forgotten this, and remain fiercely loyal to the NPC who saved you. If Koya saved you, she did so by casting a healing spell on you just before you died, and as a result you gain a +2 trait bonus whenever you use cure spells to heal damage. In addition, you gain a +1 trait bonus on all attack rolls against foes that threaten your savior.

Focused Mind: Your childhood was dominated either by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.

Revelations:

Channel (Su): You can channel positive energy like a cleric, using your oracle level as your effective cleric level when determining the amount of damage healed (or caused to undead) and the DC. You can use this ability a number of times per day equal to 1 + your Charisma modifier.

Spirit Boost (Su): Whenever your healing spells heal a target up to its maximum hit points, any excess points persist for 1 round per level as temporary hit points (up to a maximum number of temporary hit points equal to your oracle level).