Pathfinder - Carrion Crown
(Retired - PC) Roakk'ad
Male Human (Shoanti) Barbarian (Superstitious) 8/Rogue 3
CN Medium humanoid (human)
Init +11; Senses low-light vision; Perception +15
AC 23, touch 15, flat-footed 20 (+8 armor, +3 Dex, +2 deflection)
hp 106 (8d12+3d8+30)
Fort +10, Ref +9 (+1 bonus vs. traps), Will +7; +1 trait bonus vs. fear, +4 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies’
Defensive Abilities evasion, uncanny dodge, trap sense
Speed 50 ft., swim 30 ft.
- +1 defending greataxe +18/+13 (1d12+10/×3) and
- +1 furious adamantine greataxe +18/+13 (1d12+10/×3) and
- armor spikes +16/+11 (1d6+6/×2) and
- throwing axe +16/+11 (1d6+6/×2) and
- trident of warning +18/+13 (1d8+8/×2)
- +1 composite longbow +14/+9 (1d8+5/×3) and
- shoanti bola +13/+8 (1d4+6/×2)
Special Attacks rage, rage powers (clear mind [1/rage], scent, superstition +4, witch hunter [+3]), sneak attack +2d6
Str 22, Dex 17, Con 14, Int 8, Wis 14, Cha 7
Base Atk +10; CMB +16; CMD 31
Feats Cleave, Furious Focus, Great Cleave, Improved Initiative, Nimble Moves, Power Attack, Weapon Focus (greataxe)
Traits auspicious tattoo (shoanti), chance savior, shoanti tattoo
Skills Acrobatics +13 (+18 to jump, +21 jump), Climb +9, Intimidate +10, Knowledge (local) +4, Knowledge (nature) +8, Perception +15 (+16 to locate traps), Stealth +15, Survival +14, Swim +17
SQ fast movement, rogue talents (fast stealth), sixth sense, trapfinding +1
Combat Gear Pendant of the blood scarab (1/day), Potion of cat’s grace, Potion of cure light wounds (2), Potion of cure moderate wounds, Potion of remove curse, Potion of remove disease, Oil (3), Weapon blanch (silver) (4); Other Gear +2 Armor spikes Mithral Breastplate, +1 Composite longbow (Str +4), +1 Defending Greataxe, +1 Furious Adamantine Greataxe, Trident of warning, Bola, shoanti (2), Cold Iron Arrows (20), Silver Arrows (20), Throwing axe (4), Belt of physical might (Str & Dex +2), Boots of striding and springing, Cloak of resistance +1, Helm of underwater action, Ring of protection +2, Ring of sustenance, Artisan’s tools, masterwork (Craft [traps]), Backpack, masterwork (21 @ 38 lbs), Baijiu (per bottle), Bedroll, Belt pouch (1 @ 0 lbs), Blanket, winter, Charcoal stick, Cleats, Crowbar, Flint and steel, Hammer, Iron spike (2), Mug/tankard, Silk rope (2), Thieves’ tools, masterwork, Torch (2), Trail rations (3), Waterskin (2), Whetstone, 161 PP, 1000 GP, 2 SP, 8 CP
Chance Savior Fate smiled on you and Professor Lorrimor one day in the not so distant past. Through a matter of pure chance, you were in a position to save the late scholar’s life and did so. His gratitude was effusive, and he promised that he would never forget y
Clear Mind (1/rage) (Ex) Reroll a failed Will save while raging.
Cleats -50% walking penalty for slick surfaces.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Fast Stealth (Ex) You may move at full speed while using the Stealth skill without penalty.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Helm of underwater action Sees 5x farther underwater, and breathable air.
Improved Uncanny Dodge (Lv >=15) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 15+.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Nimble Moves (5 ft/rd) Move through the listed amount of difficult terrain each rd as if it were normal terrain.
Pendant of the blood scarab (1/day) Automatically confirm a critical threat, but take 1d6 damage.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Rage (20 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Ring of sustenance Immune to hunger and thirst, and only sleep two hours a night.
Scent (Ex) While raging, you gain the scent ability.
Shoanti Tattoo +1 trait bonus on saving throws against fear effects.
Sixth Sense +2 (Ex) +2 initiative and +2 AC during surprise rounds.
Sneak Attack +2d6 +2d6 damage if you flank your target or your target is flat-footed.
Superstition +4 (Ex) While raging, gain bonus to save vs magic, but must resist all spells, even allies’.
Swimming (30 feet) You have a Swim speed.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Witch Hunter (+3) (Ex) Bonus to damage spellcasters while raging.
No realm in northern Ustalav is more barren and harsh than that of the Tusk Mountains. A thick line of defense which remain as the only thing separating the Orcs of Belzen, and the people of Ustalav. The Tusk Mountains represent the northern most reaches of North-West of Ustalav, and create the border between north-eastern hold of Belkzen and the the southern edge of the Realm of the Mammoth Lords.
In this region however, a clan of Shoanti tribesman have taken control. This tribe, originally employed years ago by the Palatinates to keep the Orcs at bay while Ustalav went through a revolution, now occupies most of the upper regions of the Tusk Mountains. The clan, although the agreement’s end date came and went years ago, still keep a watchful eye on the Orcs who attempt to cross the mountains, and of course to their Ustalavian Masters to the east.
The tribe, know as Ochii-Muntiis (Eyes in the Mountains) are primarily represented by the Shundar-Quah (The Spire Clan) whose aim it is to seek to re-unite the disparate Shoanti peoples under one banner that they might once again have a place they can all call home, and the Tamiir-Quah (The Wind Clan), who are among the most territorial of the Shoanti people, and some of the fiercest warriors in all of Golarion.
Some years ago, the son of the leader of the Tamiir-Quah and a Tamiir-Quah warrior woman fell in love and soon after gave birth to a child named Roakk’ad. Born of these two clans, it was hoped that Roakk’ad would one day lead his peoples. A witch, and follower of Thremyr named Kala’ess however, had other plans.
On the day before the day of his 18th birthday, Roakk’ad was summoned to the alter of Thremyr, a half days travel into the mountains. There he was met by Kala’ess who convinced the young and naive Roakk’ad to take part in a dangerous vision quest. Roakk’ad had always questioned the teaching of Thremyr, as he was not inherently evil, and found that following through fear alone was a journey he did not feel he should be taking, especially if he was to unite his people.
Roakk’ad agreed to take part in the ceremony, and in doing so fell into a deep, fever fuel dream-state. Unfortunately for the witch, the ceremony did not go as planned, and her wishes fell silent on the ears of her evil god. Another, however was listening, and provided Roakk’ad with a vision. A vision, which would change his life forever.
In the vision, Roakk’ad stood on a plain of ash and dirt, a large tower looming in the distance, lightning flicking across its roof-tops. A deafening raw, and a light rumble on the ground was all that he could feel. Suddenly, the noise stopped, and Roakk’ad heard the unsheathing of two weapons. He realised that he was not alone. As he spun to his side, he saw a man of short stature, wielding two blades, and who features were similar to that of a rat. The man’s eyes were fixated on the temple before them. Roakk’ad felt no compulsion to attack him. In fact, it was quite the opposite. It was then that Roakk’ad felt a hand touch his shoulder. He spun around, Greataxe at the ready, only to be confronted by a woman with pale white glowing skin, all dressed in black. “You must face this evil Roakk’ad”, the woman whispered. “All our fates demand it. Will you fight alongside your brother against this great evil? Will you fight against the darkness? Will you fight against that which should not be? The choice is yours alone.”
Roakk’ad questioned the figure, “Are you a dream? Who are you?”
The woman did not reply, only telling Roakk’ad that he was being manipulated by the witch who had summoned him, and that she was attempting to manipulate his mind to assist this great evil. The woman continued, explaining that time was at stake, and that agents of the evil were already well on their way to raising the greatest evil Golarion had ever faced. The woman urged him to leave now.
Roakk’ad again question what she was saying.
“You must travel south, Roakk’ad. You will know your brother by the mark of the rat that he bares. You must move quickly and tell no-one of your quest until you reach your brother. Go now, amiss all depends.”
Roakk’ad’s eyes snapped open, the witch leaning over his body. The witch begged Roakk’ad to tell her what he had seen, and as instructed by the mysterious woman, Roakk’ad refused. It was then that the witch knew she had failed to do what she had initially intended. With that, the witch attacked the young warrior.
Through some stroke of fate, or perhaps something else entirely, Roakk’ad bested this somewhat powerful being, the battle ending with Roakk’ad throwing her off the side of the cliff. Injured and in need of healing, Roakk’ad fought the urge to return to his village. Somehow he knew that there would be questions. Questions that he could not answer. He had no time to bid his family goodbye. He must go at once with what he carried. And so, armed only with the Great Axe that had been given to him by his late father, Roakk’ad headed towards the cities of Ustalav, driven by the vision of the man with the mark of the rat.
After many days, traveling through the mountains, battling Orcs and other creatures of region, Roakk’ad arrived in Tamrivena. As he attempted to enter, he was stopped by the town guard and questioned at length. With no coin, or means to trade, he was refused entry and sent on his way. Roakk’ad felt he had failed in his question. It was not until later that afternoon, that he saw a group of children playing near the side wall, closest to the river. As he watch, Roakk’ad saw the children move through and overgrown part of the wall. Upon closer inspection, he saw that the wall was in disrepair. “A way in perhaps?” he pondered.
At nightfall, Roakk’ad stealthily made his way down to the river and made his way through the mud, through the broken wall, and into the city. Roakk’ad had no way of knowing this was where he needed to be. All that he knew was that he was driven to do so, and as guided by the gods, made his way to the loudest tavern he could find. It was not long before he was united with his brother and that with the trail of fate…