The horrible scars that cover the face and body of this wretched creature must be a source of pride, as they are prominently displayed as he only wears a leather loin-cloth to accompany the odd mask he wears and the huge curved blade he carries over his shoulder. His green skin is covered in a variety of scars of all types, with the only commonality being that they appear to be intentionally designed to create sigils and shapes upon his green-hued flesh. Oddly, a patch of skin in the center of his chest is devoid of scars, but instead has what appears to be a birthmark in the shape of a bestial skull and crossbones.
Background:
Ulgrast should have died thrice-over. First, as an infant, because his birth-mother had him cast out of the village as an infant - the shame of his conception too much for her to bear. A scout from his father's tribe found him and brought him back to be raised, saving him from that fate. His second death should have come when his father's tribe was destroyed in a clan war while he was a youth. That time, his birth-mark saved him as the shaman of the victorious tribe recognized the symbol of the Thunderer aspect of Besmara revered by seafaring orcs. This shaman took him as apprentice, obviously blessed by the Thunderer, and trained him as a mystic in her service. The third time he should have died was when this village was plundered by pirates while he was on a vision-quest. He returned to find his village in ruins, and the pirates just leaving. Again his birth-mark saved him, as the pirates would not slay one so marked by Besmara. Instead they took him slave, though he took well to the sailing life and eventually was taken as a full member of the crew.
Ulgrast again finds himself drifting, however, as they crew divided plunder and he was left in Port Peril to fend for himself. Thrice blessed by both his three fortunate escapes from death and also through Besmara's blessing, his magicks, and his stamina, Ulgrast now trusts in fortune and fate, wondering what Besmara has planned for him now.
Crunch:
Ulgrast the Chosen
Male Half-Orc (Mystic) Witch (Scarred Witch Doctor) 2
CN Medium Humanoid (human, orc)
Hero Points 1
Init +1; Senses darkvision 60 ft.; Perception +1
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Defense
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AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 20 (2d6+10)
Fort +5 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +2, Will +4; +2 trait bonus vs. charm and compulson
Defensive Abilities scarshield +1 (2 minutes/day)
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Offense
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Speed 30 ft.
Melee Dagger +3 (1d4+2/19-20/x2) and
. . Falchion +3 (2d4+3/18-20/x2)
Special Attacks hexes (misfortune [dc 15])
Witch (Scarred Witch Doctor) Spells Prepared (CL 2):
1 (3/day) Ear-Piercing Scream (DC 15), Charm Person (DC 15), Charm Person (DC 15)
0 (at will) Daze (DC 14), Spark (DC 14), Putrefy Food and Drink, Mending
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Statistics
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Str 14, Dex 12, Con 18, Int 12, Wis 10, Cha 7
Base Atk +1; CMB +3; CMD 14
Feats Endurance (Shaman's Apprentice), Scribe Scroll
Traits Besmara's Blessing (1/week), Birthmark
Skills Knowledge (arcana) +5, Knowledge (nature) +5, Perception +1, Profession (sailor) +6, Spellcraft +6, Swim +2 (+6 to resist nonlethal damage from exhaustion)
Languages Common, Draconic, Orc
SQ fetish mask, hero points, hex scar, patron spells (water)
Other Gear Dagger, Falchion, Backpack (11 @ 20 lbs), Canteen, Chalk (3), Grappling hook, Rope, Spell component pouch, Trail rations (5), 16 GP, 4 SP, 9 CP
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TRACKED RESOURCES
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Besmara's Blessing (1/week) - 0/1
Dagger - 0/1
Scarshield +1 (2 minutes/day) (Su) - 0/2
Trail rations - 0/5
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Special Abilities
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Besmara's Blessing (1/week) Reroll a Profession (sailor) check and take the higher result.
Birthmark +2 save vs. charm & compulsion
Darkvision (60 feet) You can see in the dark (black and white vision only).
Endurance (Shaman's Apprentice) +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Hex Scar You must scar your flesh for every hex you learn.
Misfortune (1 rd) (DC 15) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Scarshield +1 (2 minutes/day) (Su) +1/2 level to AC for a number of minutes per day equal to your level.
Fetish Mask (Su) +2 to Heal, Intimidate & save vs pain while wearing the mask.
Spells in Fetish Mask: Lvl 0:Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Guidance, Light, Mending, Message, Putrefy Food and Drink, Read Magic, Resistence, Spark, Stabalize, Touch of Fatigue.
Lvl 1:Air Bubble, Bless Water, Bungle, Charm Person, Curse Water, Ear-Piercing Scream, Infernal Healing, Mage Armor, Ray of Enfeeblement, Remove Sickness, Unseen Servant.