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About Zek'KarisForsaken Guardian, Pharasma’s Chosen (Zek’Karis) Koldemar Fighter 1 / Master of many styles soul shepherd 1
Str 10 +0 (12 02 -2)
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Resist: --------
[dice=Claw]1d20+7; 1d3+2[/dice]<+1 attack vs undead>
[dice=Unarmed]1d20+7; 1d4+2[/dice] --------
Feats:
Lvl 1: Tail terror Fig 1: Weapon Finesse Lvl 2: Mnk 1: Unarmed strike Mnk 1: Snapping Turtle style (+1 shield AC, stamina +1 AC while having at least one stamina) Lvl 3: Draconic aspect (black, acid) Mnk 2: Boar style (hit 2 times, deal additional 2d6 damage; stamina: hit only once) Traits:
Corpse Hunter (+1 attack vs undead) - religion Unscathed (+2 elemental resistance) - magic Drawback: Naive (-2 AC vs improvised weapons, -2 CMD vs Dirty trick) Heavy Hitter (+1 unarmed damage) - regional Skills:
8 = 1x3 + 1x5 Skill Total Mod Rank Misc
Background skills (4)
Fighter:
Class skills: Climb, Craft, Handle animal, Intimidate, Dungeoneering, Engineering, Ride, Survival, Swim Favored class bonus: add 1/2 to damage rolls agains flanking or dex denied enemies Monk:
Class skills: Acrobatics, Climb, Craft, Escape artist, Intimidate,History,Religion,Perception, Perform,Ride, Sense motive, Stealth, Swim Flurry of blows AC bonus Feats Master of many styles:
Select style feat or Elemental fist even if prerequisites are not met - changes feats Fuse style - can use two styles at the same time - replaces flurry of blows Perfect style replaces Perfect self
Soul shepherd:
Calming strike: replaces stunning fist - hit incorporeal with unarmed strike, will save DC 13 (10 + 1/2 level + wis) or calm spirit for 1 min - touch attack vs haunt vs 10 + CR, duration is concentration +1 round Otherworldy resiliences replaces both evasions:
Spirit sense replaces Abundant stepped
Legacy:
Level 1 - Detect Undead - Usable At Will. Level 2 - Hide from Undead (as per the Cleric Spell) 1 x a day +1 per bonus to Charisma. Equipment:
Carrying capacity: 24,75L / 49,5 M / 75 H Amulet of Mighty fists +1 4000gp Dragon rose 25gp - for 1 hour weapon is considered magic Bone burn 25gp - as flask of acid, but double damage against undead (skeletal undead take additional 1d6 on the next round, Ref DC 15 negates Formula book 1gp :
Pathfinder's kit
- Belt pouch 1gp 0,25lbs
Total weight: 14,75lbs
Description and image:
Zek'Karis A sleek, draconic humanoid with obsidian-black scales and shiny amber eyes. Its elongated snout reveals sharp fangs, while curved horns sweep back from its head. Clawed hands and a powerful, sinuous tail hint at predatory disposition. Wisps of ethereal energy seem to cling to its form. It keeps low to the ground, more often than not walking on all fours, keeping it's small(ish) wings pressed close to its back. When it stands up, there is crudely drawn spiral of Pharasma on his chest scales.
History:
The small warren nestled deep in the mist-laden forests of Ustalav had long remained hidden, its tunnels winding beneath the ancient roots of the land. Here, the tribe of Zekkaris* lived in careful secrecy, avoiding the dangers of the human settlements and the horrors that lurked in the night. For generations, they prospered in their quiet way, trapping, scavenging, and whispering prayers to whatever spirits would listen. That peace shattered when the dead walked. It began as a creeping sickness—a withering of plants, a strange hush in the air. Then came the horrors: corpses, old and new, clawing from the damp earth with empty eyes and grasping hands. A necromancer’s experiment? The restless dead of Ustalav stirred by an unholy force? The young kobold, Vezkaryn, who would later be known as Forsaken Guardian never learned the cause. He only remembered the screams of his clutch mates, the scent of decay, the helplessness as his spear bounced off unfeeling flesh. He should have died there, among his people. But fate, or perhaps something greater, intervened. A human - HUMAN! of all things - found him or he found the human, by running full-tilt out of the burrow, heart beating, eyes wide in terror. A monster hunter. A man who had made it his life’s work to fight the horrors that had destroyed everything the young kobold knew. Dr. Rudolf van Richten took the small survivor in, not out of pity, but because he saw something in him. And he discovered the will to fight back, and the need to understand loss without being consumed by it. Scrawny kobold grew, strenghtened, his scales darkening with age. His strenght, according to the good doctor, surpased those of normal kobolds. Maybe something to do with the spirit that strenghtened him. Or just good food? Maybe all kobolds would become dragons if given the chance? Van Richten taught him more than just how to fight. He taught him how to endure. But he couldn't take the boy-kobold with him. So, when their paths crossed with Shanda, Royal Accuser known to him from earlier dealings, both inconvenient and necessary, he left the fledgling with her. She in turn left him in a sanctuary, a place of meditation, accepting of weird and wonderful where young kobold found some peace. It was there that the kobold learned of Pharasma, the Lady of Graves. He did not understand at first why the goddess of fate, death, and prophecy had spared him while his kin perished. He felt anger. He felt hate. But in time, he learned. Hatred alone would only make him another monster. He could still strike against the undead, but he had to be more than just a claw in the dark.
But the goddess had not only spared him - she had invested something in him. He felt her touch in his soul, in his bones, in the unnatural certainty that guided his hand against the restless dead. The truth of why remained a mystery, but the path before him was clear. Now, among humans, in this small area at least, he is known as Zek’Karis (Forsaken Guardian), a play on his tribes name in reluctant respect of the locals, a silent, creeping shadow in the dark, feared by those who prey upon the living. Among kobolds, he is still searching for his true name. After a period of time, he felt strong enough and knowledgeable enough to go out on his own. He returned to his former tribe. The ruined tunnels of his tribe still smelled of death. The walls, once warm with the hum of kobold voices, now whispered only silence. Vezkaryn still remembered the cold, the gnawing terror as the dead things came—not as prey, but as predators. He had fought, as all warriors must even if he was but a child then. But teeth and claws, sharpened since youth, had failed against the unfeeling dead. He had watched his kin fall, not to battle, but to something far worse: mockery. Bodies that should rest had risen, wearing familiar faces but devoid of life. He had tried to slay them—tried to put them down properly—but how does one fight what does not die? Now he's on the way to discover the architects of the tribes demise. And hopefully, he will lead rebuilding of his tribe as the first kobold king. * possibly bastardized name from Ustalavic,
Vignette: A saviour:
Shadow’s Mercy The child sobbed, running in semi-darkness for its life. The pack of wolves that somehow got its scent in the evening loped patiently behind, but as the edge of the forest neared, the wolves increased their pace. The boy cleared the edge of the forest, looking back to check on the pursuers...and tripped. The man on the field looked up in alarm starting toward the boy when sleak gray forms appeared from the forest. The villager hesitated, afraid to approach alone for the moment. Then, from the canopy, a black figure dropped - a hunched, scaled shape with burning amber eyes. Zek’Karis moved without hesitation. His wings slowed and controlled the fall and he landed snarling in front of the wolves, clawed hands gripping the tilled earth, muscles straining, and with a guttural growl, he lunged forward, spreading his crest and wings to appear larger. The wolves, unwilling to let their prey go, snarled back, the alpha answering the challenge and running into the smaller kobold. As the other joined in the fight, the farmer grabbed tools, called back toward the house and ran toward the child. Snarling, twisting ball of fur and claws, yelps of pain, yips of frustration and occasional word floating from it resolved quickly into bloodied black shadow, newly one-eyed alpha and bleeding wolves eyeing each other. Seeing humans coming, the wolves reluctantly moved back into their domain. The child scrambled away from the bloody haunt, eyes wide with terror. But "the monster" offered a hand, clawed, scaled, but a hand, not a paw. As he stepped into the moonlight, the gathering crowd gasped. A kobold. A dragon. A monster. Little creature heaved the boy to his feet, even little boy towering over his saviour. The child's mother reached for her son, but her gaze locked onto the draconic face, the ridged horns, the gleaming fangs. Fear twisted her expression. Someone whispered, "Demon."
Vignette: A monster:
The Stranger’s Shield The rock struck hard against his side. Then another. Zek'Karis did not move. The village square was thick with muttering voices, half-spoken accusations.
Then another voice—calm, steady, unimpressed. "Enough." The crowd hesitated, parting slightly as Councilor Shanda Faravan stepped forward, hands folded behind her back. Her gaze swept across the gathered villagers with the same sharpness she once reserved for criminals in the royal courts. "This one is known to me, and to you too." she said, her voice cutting through the murmurs. "You may not like his presence, but you are maybe alive because of it." The whispers did not stop, but the stones did. Zek’Karis met her gaze for a moment. There was no warmth in it, but neither was there fear. She had seen his kind before. And she knew the difference between a beast and a blade. The villagers, cowed but not convinced, dispersed one by one. As the last of them left, Shanda let out a breath, tilting her head toward him. "You could try being less terrifying." Zek’Karis’ mouth opened slightly, lips pulling back just enough to expose teeth - not quite a smile, not quite anything else.
He said nothing. The shadows swallowed him whole before she could say anything else.
Vignette: The Grave’s Whisper:
The small chapel stood in silence, its walls empty before the storm. It was close to the village, but not *in* the village and that made it good hiding spot. Or a predators lair. Zek'Karis moved through the old pews, his claws clicking softly on the stone floor. He could feel it - the weight of something unnatural pressing against the air, the bitter cold that seeped into his bones. Then, a whisper. "You do not belong here, little beast." He turned slowly. A figure loomed in the darkness beyond the altar, half-rotted but draped in priestly robes. Hollow eyes burned with an eerie light, and its skeletal fingers curled as it stepped forward. "Pharasma has no place for your kind."
The thing laughed, dry as dead leaves. With a flick of its wrist, the shadows thickened, creeping toward the little warrior, clawing at the edges of the world. But Zek'Karis did not flinch. He clasped his hands together, whispered a prayer, and let the warmth of Pharasma’s will surge through him.
Zek'Karis traced a symbol in the dust, a spiral of Pharasma and the claw under it, and whispered a final prayer. Then, as always, he vanished before the living could see him.
Koldemar:
2 Dexterity, +2 Charisma, -2 Strength: Koldemar are not enough larger than their kobold cousins to be noticeably stronger and remain just as quick, but they have significantly more endurance and force of personality. Reptilian: Koldemar are humanoids with the reptilian subtype. Kolkin: Koldemar count as kobolds for purposes of all game rules including prerequisites and targeting effects). Small: Koldemar are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus (CMB) and Combat Maneuver Defense (CMD), and a +4 size bonus on Stealth checks. Normal Speed: Koldemar are quick, and retain a base speed of 30 feet despite their diminutive size. Darkvision: Koldemar can see in the dark up to 60 feet. Dragonmaw: bite 1d4 + 1d6 acid 1/day replaces Claws: 1d3 Gliding wings: DC 15 fly check replaces Languages: Koldemar begin play speaking Common and Draconic. Koldemar with high Intelligence scores can choose from the following as bonus languages: Dwarven, Ignan, Giant, Goblin, Terran, and Undercommon. |