About Varin Artusk Darkthane
Bonus hp +3/tier con.
Arcana wild arcana.
Path ability Enduring Armor, Eldritch breach.
Inside of his mouth where his tongue was removed.
A thin line on his arm where his new hand grew.
Three small scars in his right thigh that are stained purple from the poison.
A scorch mark on his chest from a half hp hellfire ray.
You see before you a hunched over, but well built but wiry framed orc male with skin so seam green its almost black. As he straightens up you look up to his face and cone the realisation that he is just a shade over 7 feet tall.
His body is riddled with scars however some stand out over the others 5 scars on his chest; an eye with a dagger through it, a fire, a closed eye, and a leaf of some sort, and a raven all stand out in sliver against the dark flesh. Going down from his shoulders across the elbows, over his palms and back of the inside of his arms down his side to his black leather kilt are razor thin scars stacked horizontally on each other the enitire all almost on single ridge if scar. On the left arm only going down to the elbow are 27 diagonal scar lines. Carved into the flesh of his face in crimson is a symbol both familiar and strange.
Now that you can pull your attention away from the scarred flesh you see hanging from his neck a blue wooden mask its face an evil, cruel, and twisted visage it seems almost malignant tumor upon his being. Yet it seems as if it could belong nowhere and to no one else....
As for the rest of what he is wear its a black leather pack upon his back matching his kilt with its belt of many pouches all of them filled to near bursting with bits of plants, mushrooms, and other less identifable things. Across his back crossing below the bag is a darkened steel Falchion. Strapped to one hip is a wand sheath to the other a crossbow. And around one finger he wears a sliver ring set with a bloody red ruby.
A tough soft spoken man. Varin sought to heal those in need and to help those he could. Never has he turned his back on the sick or the injured. He remains quite at most times feeling that others do not wish to hear what he has to say even though he is rather clever. He knows he is sometimes prone to rash ideas so be may not speak as soon as he is asked a question to better make sure his answer makes sense.
He has been taught that here ontop of things an orc opinion doesn't matter so you may have to press him for one til he gets to know you. Execpt on the topics of healing and alchemy. He however is a stalwart companions to those who can look past his skin and tusks.....
Extra Hex (sleep)
Extra hex (flight)
+1 thundering xbow +3 1d8+1 50quarrels 1grapnel with 100 ft line.
Falchion +5 2d4
+1 armored kilt of bonlessness
Wondrous eternal wand cl 7 csw 3/day
Cloak of arachnidia and of free will +5
Belt of physical might dex/con +6
Wand clw (37)
Ring of protection and chamelon+1
5 herbal bandages see dis thread for stats...
Spell component pouch
Reactionary +2 intit
Apopted faithhealer +1to heal checks and may make heal check as if of was a profession.
Born to the Bloodscar clan of orcs that dwelt beneath absolam. Artusk was never the strongest but he was always tough enough to make others leave him and clever enough to never be caught alone. The other orcs thought him strange for his habit of helping others weaker than himself. The Witchdoctor of his clan saw this as being rather useful and began to teach him to channel pain and anger into magic.
Several years went by like this before he was out on the surface collecting some herbs that were need for potions for the tribe. When he returned home the warrens of his tribe were overrun and his tribe washed away in a terrible tide of blood and slaughter. The attackers were still there and he fled upward and ended up in the sewers of absolam. There he killed those he hadn't lost however he was also struck down.
He woke a few days later in the care of a blind Asaimar woman who said her name was Mara Darkthane. She proved to be a witch also but one devoted to healing. He learned under her sure hand that he was right in his thoughts and might did not always make right. After awhile she took to calling him after her father said a human name would help him fit in better and he was just as good a man as he was no matter the skin color. He learned to heal the sick from her both with magic and with skill. She showed him all the herbal wonders of the surface he never knew. In exchange he showed her the herbs and mixtures his people used to heal wounds and would often sneak back into dark to harvest rare mushroom and things to heal the sick with. Between the two of them they kept illness at bay in there small corner of the city. Never turning away the sick or hurt for lack of money. They ran a small hospice and apocathry shop in the poorest area of the city. He always had problems with the guards but Mara always calmed them and got them to leave him alone....
Then one day it happened Mara went to bed and told him to take her in the morning to the graveyard he asked her why she needed to go said he would go for her she merely smiled and said "you will see in the morning". She never did wake up... He carried her to the graveyard in his own arms crying and there was met by a priestess of the Dawnflower who to his teacher and burned her on a pyre as she sang Maras dirge.
He returned home and would not work for days until a woman beat on his door begging for help for her child. This roused him as he realised his teacher would not have wanted him to unforeseen the sick worrying for her so he donned his mask and went to work. Every now and then he would leave the city to collect herbs ranging out or deleving down, but now he is looking for work as the hospice can no longer support itself and the money Mara left for it has been used up slowly. Thus he takes up the sword he set aside long ago and steels himself to do what is need to help those who need it.....
*Cauldron (Ex): The witch receives Brew Potion as a bonus feat and a +4 insight bonus on Craft (alchemy) skill checks.
*Healing (Su): [FAQ] A witch can soothe the wounds of those she touches. This acts as a cure light wounds spell, using the witch’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours.
At 5th level, this hex acts like cure moderate wounds.
*Evil Eye (Su): [FAQ] The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch’s Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect.
At 8th level the penalty increases to –4.
Slumber (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.
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.
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.
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.
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.
This ability replaces the witch's 1st-level hex.
Healing: 2nd—remove fear,4th—lesser restoration,6th —remove disease,8th—restoration,10th—cleanse,12th—pillar of life,14th—greater restoration,16th—mass cure critical wounds,18th—true resurrection.
Spontaneous Healing (Su)
A hedge witch can channel stored spell energy into healing spells that she did not prepare ahead of time. The witch can “lose” any prepared spell that is not an orison in order to cast any cure spell of the same spell level or lower, even if she doesn’t know that cure spell.
This replaces the witch’s hex gained at 4th level.
Empathic Healing (Su)
A hedge witch can minister to a diseased or poisoned target, redirecting the affliction into herself. For a poisoned target, the witch must tend to him as a standard action; he makes his next saving throw against the poison as normal, but the witch suffers the effects of the failed save instead of the poisoned creature. For a diseased target, the witch must tend to the sick person for an hour; he makes his next saving throw against the disease as normal, but the witch suffers the effects of the failed save instead of the diseased creature. The witch does not actually become poisoned or diseased (and is not contagious and does not need to be cured), but suffers the effects of the affliction as if she had been. The witch normally uses this ability to extend the life of someone near death, giving him time to recover. This ability has no effect if the witch is immune to disease or poison.
This replaces the witch’s hex gained at 8th level
Detect secret doors
Spells per day: