Shoanti

-The Sandman-'s page

159 posts. Alias of Doomed Hero.


Full Name

Sandman

Race

HP 10/10, AC 10, Fort+4, Ref +1, Will +3, Scarshield 1/1

Special Abilities

Darkvision 60'

Alignment

Chaotic Neutral (dual-personality, one cheerful, the other frightening)

Deity

Dark Tapestry, patrons of Transformation

Languages

Varisian, Orc, Draconic, Goblin, Aquan

Occupation

Medicine Man

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

About -The Sandman-

Description:

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. 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.

Hanging over the large pouch where a belt buckle might be is a wooden mask carved in a terrible grin. It is covered in looping blue script that seems to flow and change like words of water. When he wears the mask the big, laid-back Dream Shaman becomes a towering nightmare of flesh and blood who wades into brawls with a massive wooden club carved with angry faces and more strangely flowing script.

Background:

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.

1/2 Orc Dream Weaver Scarred Witchdoctor 1

Init +0

HP: 10 (6 witch, +4 con)

===== Defense =====

Spoiler:

AC 13 (+2 Haramaki and armor kilt, +1 amulet of natural armor)
…+1 Scarshield

CMD 12 (+0 bab, +2 str)

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

=====Offense=====

Spoiler:

BaB +0, CMB +2

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

Spoiler:

-------Traits---------

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).

-------Feats----------
Endurance (racial)
Extra Hex: Slumber (1st)

=====Skills=====

Spoiler:

2 witch, 2 int, +1 racial, +1 favored class
Total 6

+4 Heal (1 ranks, +3 class)
+7 Intimidate (1 ranks, +3 class, +2 mask, +1 trait)
+6 Craft Alchemy (1 ranks, +3 class, +2 int)
+6 Knowledge: Arcana (1 rank, +3 class, +2 int)
+5 Profession Sailor (1 rank, +3 class, +1 trait)
+6 Swim (1 ranks, +3 class, +2 str)

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

Spoiler:

+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=====

Spoiler:

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.

Slumber Hex: (Su) A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. Angled lines over eyes.

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.

=====Spells=====

Spoiler:

(Memorized spells marked with X)

Spells known-

=====Orisons, at will (3)=====
Arcane Mark
Bleed
Dancing Lights
Daze
Detect Magic
Detect Poison X
Guidance X
Light
Mending
Message
Purify Food and Drink
Read Magic
Resistance X
Spark
Stabilize
Touch of Fatigue

=====1st, 2 per day=====
Endure Elements
Enlarge Person
Sleep
Sow Thought
Beguiling Gift
Summon Monster 1
Mage Armor X
Ill Omen X
Touch of Combustion
Hypnotism

=====Equipment=====

Spoiler:

Armor: Haramaki with Kilt
Shield:
Head:
Eyes: Fetish Mask, masterwork intimidate tool
Neck:
Shoulders:
Waist:
Body:
Vest:
Wrist:
Hands:
Ring:
Ring:
Feet:

-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

Cash:

20 gp