Jigeke the Exile

Woefully Fat's page

21 posts. Alias of Olmek.


About Woefully Fat

Gear

Appearance & Personality:
Woefully Fat is a man of prodigious size and girth, standing over a six and half feet tall and weighing more than 360 lbs. His ebony skin, courtesy of his Libynos heritage, is marred by countless scars and tattoos, reminders of his devotion to the loa. Out of combat, Woefully Fat prefers to wear only loose-fitting slacks and his voudon mask, so that the marks he bears can be seen by all around him. The mask, carved from driftwood into the monstrous visage of a demon, hides a bald unscarred head, with bright white teeth and an intense stare. He possesses a stupendously deep voice, like distant thunder on the open sea.

Despite his fearsome visage and bulk, Woefully Fat is actually a jovial man. Woefully Fat’s laugh and spirit can warm the coldest heart, proving both infectious and unflappable. He has a vivacious, positive attitude about everything, fully believing he and his friends can overcome any setback with time, thought, and patience. He has an absolute zeal for making friends and influencing people for the better. This personality complicates how others view him, as many of his powers are revolting and appear sinister, possibly even evil, and he is remarkably pragmatic in their application.

Story:
Although he wasn't slow, weak, or stupid, the child that would become the bocor named Woefully Fat stood apart from the rest of his tribe: he was marked by the loa, the god-like spirits that walked in places unseen. He was haunted. His presence caused animals to behave strangely and items to move without being touched. Naturally, this frightened his friends and family, but they would not dare harm the child for fear of rousing the ire of the loa, so instead they sent him away, to live with others so afflicted. And so Woefully Fat came into the tutelage of Ti-Jean Petro, the most powerful bocor in the land, called Gro Hungan.

The child was a fast learner. No other pupil could develop a relationship as quickly with the loa, and in return, the spirits named him Woefully Fat, as he had grown into a man of preposterous size. It could have seemed a cruel jape, and perhaps it was, for the loa are capricious and fickle beings, but Woefully Fat wore it as a badge of honor. It was the name of a bocor, a man that served as a bridge between two worlds.

In time, Woefully Fat learned how to control his powers and how to communicate with and differentiate the local loa: benevolent rada, aggresive petro, sinister kongo, stoic nago, psychotic ghede, and, of course, the orisha, practically deities in their own right. These were the beings that Woefully Fat dearly wished to use. If he could manipulate the powers of these gods, he could return to his village and prove his strength to those that had shunned him.

Desperate, he begged Ti-Jean to let him attempt a communion with the dread Baron Samedi, the orisha of death. He argued that he was ready. He was talented and strong, but he was headstrong, so Ti-Jean decided to test him. The old shaman assented to allow Woefully Fat to beseech the Baron, but secretly he summoned Papa Legba, the gatekeeper of the spirit world. If Woefully Fat wanted to speak with Samedi, he would need to first convince Legba to make the arrangement.

Woefully Fat, furious with the deception, treated Legba improperly, speaking to him rudely and failing to provide the necessary offerings of chicken, rum, candy, and tobacco. The bocor even went so far as to call Legba a “bungo houseboy.” For his insolence, the orisha struck down Woefully Fat, placing him in a coma for several weeks and permanently deafening him. The ordeal did not sway him though. Woefully Fat took the lesson to heart and devoted himself even more fully to the art of voudon. He believed that if obeisance was the key to unlocking the powers of the gods, no servant would be more devoted than he.

With knife and brand, he ritually scarred himself, believing that the agony he endured would attract the attention of his patrons. It was during one of these ceremonies that Woefully Fat received a vision from the Baron. He knew now to hold his tongue. The vision was but one image, perfectly clear from the sharp pain of the metal scorching his flesh: a massive port in the shadow of Mother Pele. Woefully Fat knew where he must go.

Stats:
Male Human (Aizanes-Tulita)
Witch (scarred witch doctor)/Oracle (Dual-Cursed) 5
CG Medium humanoid (human)
Init -1; Senses Perception +1; Deaf
--------------------
Defense
--------------------
AC 14, touch 10, flat-footed 10
hp 72
Fort +7, Ref +2, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk morningstar +4 (1d8) and
Ranged sling +4 (1d4)
Oracle (Juju) Spells Known:
2nd (DC 16)-instrument of agony, oracle's burden, lesser animate dead - 5 per day
1st (DC 15)cause fear, cure light wounds, obscuring mist, speak with animals, summon monster i, sun metal - 7 per day
0—create water, detect magic, light, mending, read magic, stabilize
Witch (Occult) Spells Known:
3rd-sleet storm, summon monster iii
2nd-blood transcription, burning gaze, command undead, steal voice, vomit swarm
1st—charm person, command, detect undead, ear piercing scream, enlarge person, ill omen, mage armor, mount, restore corpse, sanctify corpse, unseen servant
Witch Spells Prepared (CL 4th; concentration +9)
0th (DC 15)dancing lights, detect poison, message, spark
1st (DC 16)charm person, ill omen, ear piercing scream, enlarge person, mage armor
2nd (DC 17)-burning gaze, steal voice, vomit swarm
3rd (DC 18)-sleet storm, summon monster iii
--------------------
Statistics
--------------------
Str 10, Dex 12, Con 21, Int 14, Wis 12, Cha 18
Base Atk +3; CMB +3; CMD 14
Feats Accursed Hex, Command Undead, Extra Hex (Cackle), Scribe Scroll, Toughness
Traits Revered Brother, Resilient
Skills Heal +11, Intimidate +14, Knowledge (nature) +8, Knowledge (planes) +8, Knowledge (religion) +9, Perception +4, Spellcraft +10, Survival +9, Use Magic Device +12
Languages Common, Tulita (Aizanes-Tulita dialect)

Scarred Witch Doctor Special Abilities

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.

Fetish Mask:
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:
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.

Hexes (DC 17):
Using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch's level + the witch's Constitution modifier.

Evil Eye 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.

Cackle A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.

Misfortune The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Juju Oracle Special Abilities

Oracle's Curse (deaf):
You cannot hear and suffer all of the usual penalties for being deafened. You cast all of your spells as if they were modified by the Silent Spell feat. This does not increase their level or casting time.

At 5th level, you receive a +3 competence bonus on Perception checks that do not rely upon hearing, and the initiative penalty for being deaf is reduced to –2.

Oracle’s Curse (haunted):
Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known.

Juju Revelations:
Natural Divinations (Ex)You can read the entrails of a freshly killed animal or humanoid to gain an insight bonus equal to your Charisma modifier on one saving throw. Alternatively, by observing and interpreting the flight of birds, you may apply a +10 competence bonus on any one skill check. Finally, by charting marks in dirt or on stone, or observing the behavior of sand thrown into the wind, you gain a +4 insight bonus on one initiative check. These bonuses must be used during the next 24 hours, and you must declare you are using the bonus before the check or save is made. Making a natural divination takes 10 minutes. You may use natural divination (in any combination) once per day plus one additional time per day for every four oracle levels you have attained.

Spirit Vessels (Su) You can channel wendo spirits into lifeless bodies, reanimating them to aid you. When using the animate dead spell, you can control 6 HD worth of undead creatures per caster levelrather than 4 HD. In addition, any zombies or juju zombies you create using animate dead, create undead, or similar spells possess maximum hit points.

Undead Servitude (Su) You gain Command Undead as a bonus feat. You can channel negative energy a number of times per day equal to 3 + your Charisma modifier, but only to use Command Undead. You can take other feats to add to this ability, such as Improved Channel, but not feats that alter this ability, such as Alignment Channel.