Vakmu Blackhorse's page

144 posts. Alias of pad300.

Full Name

Vakmu Blackhorse


Half Orc| HP 67/67| w/ shield: AC: 19, T: 11, FF:18 | Spd: 30ft/ 20ft w/armor |


Shaman 7 | Init +7, Darkvision 60; Percept: +15, Sense Motive: +5 | Saves: F: +7, R: +7, W: +14 | CMB +6 / CMD 16




M (6', 188 lbs)



Special Abilities

See text




Pantheistic (Spirits)




Common, Orc, Draconic, Giant, Sueloise, Ancient Balklunish, Old Oeridian, Flan, Terran, Celestial, Aklo, Undercommon



Strength 12
Dexterity 13
Constitution 15
Intelligence 14
Wisdom 20
Charisma 16

About Vakmu Blackhorse

Party Notes, GDQ table 2, Gm Chillblame:

Naji bin Caedmon, male human (BO) Cleric (Ecclesitheurge) of Istus 7
Vrianna, Female Half-Elf Inquisitor (Sanctified Slayer) 7
Rommon Ranger, Male Elf CG Ranger 2/Wizard (Diviner/Foresight) 5
Vakmu Blackhorse, Male 1/2 Orc N Shaman 7
Fenla Welci, female gnome NG Arcanist (Brown Fur Transmuter) 7
Brother Hawthorne, Halfling CG Rogue 7
Fergus Dragancara, Male Human Paladin LG (Divine Defender) 7

An Image, as requested:
Studying at home.
Vakmu’s clearly a bit of an outdoorsman, his weathered grey-tinged skin is tanned with a bronze tint. He has many visible tattoos, mostly arcane symbology (enough study and a high enough K(religion) or K(arcane) will reveal they are a) a large sacred tattoo and b) a tattoo’ed holy symbol ) His black hair is going grey, perhaps prematurely (he is only 27, but ½ orcs are not long lived); he is not vain enough to dye it. He has hazel eyes, small tusks, and an old scar on one cheek. For a ½ orcs, he is small-ish and slim, 6’ and 188 lbs. His gear is well cared for, but plain. You could take him for a mercenary soldier, perhaps one with some experience, a sergeant or such because of his apparent calm.

He is quiet and studious. A devout man, in his tribal terms, he looks to the spirits for guidance. He is a devoted scholar and linguist, who has come to love poetry in many languages. He is quick to pull out a good bottle of wine, his pipe, and to lose himself in one of the books of poems he has transcribed from many sources (hedonistic drawback). Still, he has the ability to concentrate on a project, especially those involving scholarship or magic..


Vakmu’s folk originally come from the pomarj. They were part of a mixed (1/2 orc and human) tribal group, that was despised as mulattos by both the orcs, nor the humans. They were forced to flee as refugees, as part the violence surrounding Turrosh Mak’s rise to power. Those were dark days for the clan, with many kin lost to who knows what end (Finding you Kin)
Unable to settle in Ulek, they ended up in Gran March, on the border of the Dim Forest, in the shadows of the darker fey (Fey Thoughts). The shamans cast the runes when he was born, first of the tribe in the new land, and felt he was destined for great things (fate’s favored)
Physically, he was smaller and weaker than most of the tribe. Inevitably, he was bullied, where he became quick to react (reactionary). But he found his own path, becoming a shaman through apprenticeship with his uncle (Shaman’s Apprentice). He memorized the lineage of the clan (Keeper of the Ancestral Scrolls), and learned his mathematics (mathematical prodigy).
It was his uncle that put on his sacred tattoos (Sacred Tattoo), when he came of age, and undertook his shamanic initiation ceremony – where he was ritually stung by a scorpion, to induce visions of possible futures. That particular scorpion became his spirit animal. His wander-years began, searching for wisdom to bring back to the tribe. In truth, he may be lost to the tribe; civilization is seducing him with its comfort and scholarship (Hedonistic). Not to mention, he has always had a bit of an urge to see what is over the next hill...


Vakmu Blackhorse
N Male ½ Orc (Sacred Tattoo, Fey Thoughts, Shaman’s Apprentice)
Shaman 7
Init +7 = +1 (Dex) +2 (Trait) +4 Familiar
Speed 30 ft
Darkvision 60 ft

AC : 19 = 10+1 (dex) + 2 (Shield) + 6 (armor)
HP: 67 = 8+38+7 Trait +14 Con
Fort +8 = +2+2(luck)+2(Con)+2 Enhancement
Ref +7 = +2+2(luck)+1(Dex)+2 Enhancement
Will +14 = +5+2(luck)+5(Wis)+2 Enhancement
CMD : 16


BAB : +5
Melee: Morningstar +6 1d8+1 or Cestus +6 1d4+1
Ranged: Light Crossbow +6 1d8
CMB : +6

Spells Prepared (typical traveling loadout)

L0 (DC 15, 4) : Guidance, Detect Magic, Virtue, Detect Poison
L1 (DC 16, 6): Frostbite X2, Murderous Command, Fallback Strategy, Liberating Command, Nature’s Path
L2 (DC 17,4) : False Life (precast, extended w/rod) , Barkskin , Focused Scrutiny, Sickening Entanglement
L3 (DC 18, 3) Thorny Entanglement, Communal Resist Energy, Sylvan Hideaway
L4 (DC 19, 2) Thirsting Entanglement, Thirsting Entanglement

Spirit Magic : 1st [ ] 2ed [ ] 3ed [ ] 4th [ ]

Str 12 (2)
Dex 13 (3)
Con 13 (3) +2 enhancement = 15
Int 14 (5)
Wis 15 (7) +2 Racial +1 (lvl 4) +2 enhancement = 20
Cha 14 (5) +2 enhancement = 16

Feats : Endurance (Shaman’s Apprentice), Extra Traits (1st), Amplified Hex (3ed), Ritual Hex (5th), Accursed Hex (7th)

Traits : Hedonism (drawback), Keeper of the Ancestral Scrolls (race Trait), Mathematical Prodigy (Magic Trait), Fate’s Favored (Faith Trait), Reactionary (Combat, extra Traits), Finding Your Kin(Campaign, extra traits)

Skills (4+2(int)+ /lvl) + 2 FCB (Ranks, skill roll. NOT INCLUDING ACP)
Diplomacy (7, +13), Spellcraft (7, +12), Perception (7, +15), Use Magic Device (7, +13), Ride(3,+7), K(Arcana) (7, +13), K Planes (3,+8), K Nature (3,+8), K Religion (3,+8)

Background Skills (2/lvl) (Ranks, skill roll. NOT INCLUDING ACP)
K History (7, +13) , Linguistics, (7,+9)

Languages : Common, Orc, Draconic, Giant, Sueloise, Ancient Balklunish, Old Oeridian, Flan, Terran, Celestial, Aklo, Undercommon

Special Abilities :
Spirit (Heavens), Spirit Animal (see below), Hex: Silkstring Snare (2), Hex: Charm (4), Wandering Spirit (Typically Lore : Monstrous Insight ), Wandering Hex (Confusion Curse)

Spirit Abilities : Stardust,

FCB Cleric Spells added: Murderous Command(3ed), Liberating Command (4th), Fallback Strategy (5th), Burst of Radiance (6th), Resist Energy (Communal)(7th), For the future: Invisibility Purge (8th), Blessings of Fervor (9th), Freedom of Movement (10th)

Magic Gear:

20 playing cards sized wooden planchettes with pre-cast Woodland Runes on them. They are programmed not to effect anyone/anything displaying all 3 of the following symbols:
5 planchettes with pre-cast symbols of mirroring on them, programmed to only affect those displaying the same 3 symbol combination. – 500 gp
1 planchette with a pre-cast Symbol of Laughter on it, programmed as per Woodland Runes. – 1000 gp
Planchettes are kept individually wrapped in sheets of paper, which are labelled.
Spirit gum to stick planchettes to surfaces, for example, a breastplate.
A set of 12 necklaces (fits up to large creatures, can be multiply looped to fit smaller creatures), that display the aforementioned 3 symbol combination (Arcane Mark, symbol of Boccob, symbol of Celestian)

Metamagic Rod of Extend (Lesser) 3000 gp
Metamagic Rod of Reach (Lesser) 3000 gp
Cloak of Resistance +2, 2000*
Headband of Mental Prowess +2 (Wis, Cha) 5000gp*
Handy Haversack 1000gp*
Belt of Mighty Constitution +2 2000 gp *
Ring of Sustenance 2500 gp
Snapleaf 375gp*
Travellers AnyTool 125gp*
Aegis of Recovery 750gp*
Wand of Cure Light Wounds (50) 750 gp
* items are ½ cost due to Ritual Hex > Fetish > Craft Wondrous Item

Mundane Gear:

Weapons: Cestus, Morningstar, Dagger, Underwater Light Crossbow, 40 bolts

Darkwood Heavy Wood Shield
Agile Masterwork Breastplate

Spring Loaded Wrist Sheath (wand of CLW)
Explorer’s outfit, 2 sacks, bedroll , blanket, hammock , 100 ft hemp rope , String 50 ft, trail rations 10 days, belt pouch, chalk, flint and steel, 2 x waterskin (filled), Divine Focus, spell component pouch (X2, 1 in the haversack), mess kit, Tattooed Divine Focus, 2 blank books, journal, notebook, quill, ink, several bottles of fine wine, some good drinking glasses, 2 pipes, smokeweed, 4 partially books of collected poetry (in Flan, Suel, Old Oeridian and Ancient Baklunish) that he has transcribed, cold weather gear, swarmsuit, armoured familiar box, lockable from the inside (attached to the back of his helmet).
Book of occult lore (150gp – focus component for ritual hex)
Light Warhorse and tack (saddle, reins, bridle, etc).

119 gp worth of assorted coinage. 50 gp worth of gemdust for scribing symbols

Gods :
Obviously, Vakmu is a shaman, and thus a pantheistic spirit worshiper. In terms of gods, his primary spirit is Heavens, which would be Celestian's portfolio. He commonly select Lore as his wandering spirit, which would correspond to Boccob, but obviously that can vary enormously.
The deities themselves tend to be open minded, taking worship in whatever form it comes. The organized churches can be much less so...
Like most mercenaries, he will keep oaths sworn in the name of the Brothers (Hieroneous and Hextor), and the occasional "Kelanen protect me now!" when in the crack...

Spirit Animal:
Vakmu’s spirit animal is a scorpion, the same on that stung him as part of his initiation ritual to shamanhood. At the time, the sting provoked visions, as the spirits charted Vakmu’s possible futures. It is a standard Greensting Scorpion, no archetype. It often clings to his earlobe, pretending to be an ear ring, where it can scurry back inside the armoured familiar box attached to the back of his helmet in an instant.

N Tiny vermin
Init +3; Senses darkvision 60 ft.; Perception +10
AC 22, touch 15, flat-footed 19 (+3 Dex, +7 natural, +2 size)
hp 34(1/2 masters HP, effectively 7 HD)
Fort +2, Ref +5, Will +5

Speed 30 ft.or fly 5’
Melee sting +5 (1d2–4 plus poison)
Space 2-1/2 ft., Reach 0 ft.
Special Attacks poison
Str 3, Dex 16, Con 10, Int 9, Wis 10, Cha 2
Base Atk +0; CMB +1; CMD 7 (19 vs. trip)
Feats Weapon Finesse (Bonus)
Skills Climb +7, Perception +1, Stealth +15, Diplomacy +3, Spellcraft +6, Use Magic Device +3, Ride +6, K Arcana +6, K Planes +2, K Nature +2, K Religion +2, K History +6, Linguistics +6 ;

Racial Modifiers +4 Climb, +4 Perception, +4 Stealth

Special Abilities
Poison (Ex) Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. The save DC is Constitution-based.
Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.
Initiative: A greensting scorpion familiar grants a +4 bonus on Initiative checks so long as the familiar is within 1 mile of the spellcaster.
Spirit Animal: The flesh of the shaman’s spirit animal accurately reflects the stars that would be visible in the night sky, no matter where the animal is or the time of day. Due to this, it can be used as a star map. In addition, it gains a fly speed of 5 feet; if the animal already has a fly speed, instead its fly speed increases by 10 feet. While the animal is flying, a small nimbus of light surrounds it.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast). Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Deliver Touch Spells (Su): If a shaman is 3rd level or higher, her spirit animal can deliver touch spells or hexes for her. If the shaman and the spirit animal are in contact at the time the shaman casts a touch spell, she can designate her animal as the “toucher.” The spirit animal can then deliver the touch spell just as the shaman would. If the shaman casts another spell before the touch is delivered, the touch spell dissipates. If the shaman activates a hex, her spirit animal can be used to make the touch; she doesn’t have to be in contact with the animal to use this ability with hexes.
Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Speak with Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, monkeys with other simians, rats with rodents, toads with amphibians, and weasels with ermines and minks. Such communication is limited by the Intelligence of the conversing creatures.