About Vakmu Blackhorse
Party Notes, GDQ table 2, Gm Chillblame:
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...
BAB : +5
Spells Prepared (typical traveling loadout)
L0 (DC 15, 4) : Guidance, Detect Magic, Virtue, Detect Poison
Spirit Magic : 1st [ ] 2ed [ ] 3ed [ ] 4th [ ]
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)
Background Skills (2/lvl) (Ranks, skill roll. NOT INCLUDING ACP)
Languages : Common, Orc, Draconic, Giant, Sueloise, Ancient Balklunish, Old Oeridian, Flan, Terran, Celestial, Aklo, Undercommon
Special Abilities :
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)
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:
Metamagic Rod of Extend (Lesser) 3000 gp
Weapons: Cestus, Morningstar, Dagger, Underwater Light Crossbow, 40 bolts
Spring Loaded Wrist Sheath (wand of CLW)
119 gp worth of assorted coinage. 50 gp worth of gemdust for scribing symbols
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...
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.
Racial Modifiers +4 Climb, +4 Perception, +4 Stealth