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Dashki

N'bellocq's page

379 posts. Alias of Meowzebub.


Full Name

N'belllocq

Race

Human (Ijo)

Classes/Levels

Monk 4 (Zen Archer)

Gender

Male

Size

6' 2"

Age

22 Birthday 3rd of Abadius

Special Abilities

AC +4 Monk Bonus; Flurry of Shots; Perfect Strike; Improved Unarmed Strike

Alignment

LN

Deity

Shimye-Magalla

Location

Elender

Languages

Common, Polyglot, Benowat

Occupation

Archer

Strength 14
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 18
Charisma 8

About N'bellocq

N'bellocq
Male Human (Mwangi) Monk (Zen Archer) 4
LN Medium humanoid (human)
Init +6; Senses Perception +14
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Defense
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AC 18, touch 18, flat-footed 15 (+2 Dex, +1 dodge, +5 untyped)
hp 34 (4d8+11)
Fort +7, Ref +7, Will +9
--------------------
Offense
--------------------
Speed 40 ft.
Melee dagger +5 (1d4+2/19-20) and
. . unarmed strike +5 (1d8+2)
Ranged +1 composite longbow +10 (1d8+3/19-20/×3)
Special Attacks flurry of blows, ki strike, magic, zen archery
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 14, Int 12, Wis 19, Cha 8
Base Atk +3; CMB +5; CMD 23
Feats Deadly Aim, Deflect Arrows, Dodge, Improved Initiative, Improved Unarmed Strike, Perfect Strike, Point Blank Master, Point-Blank Shot, Precise Shot, Weapon Focus (longbow)
Traits poverty-stricken
Skills Acrobatics +9 (+13 jump), Climb +7, Escape Artist +7, Knowledge (nature) +3, Perception +14, Stealth +9, Survival +14, Swim +7
Languages Common, Other Language, Polyglot
SQ ac bonus, fast movement, ki archery, ki defense, ki pool, slow fall, unarmed strike
Combat Gear potion of cure light wounds (2), antiplague, antitoxin; Other Gear +1 composite longbow, arrows (40), dagger, bracers of falcon's aim, cloak of resistance +1, efficient quiver, handy haversack, backpack, blanket, - custom gear -, 63 GP
--------------------
TRACKED RESOURCES
--------------------
Antiplague - 0/1
Antitoxin - 0/1
Arrows - 0/40
Aspect of the Falcon (Constant) - 0/0
Dagger - 0/1
Deflect Arrows (1/round) - 0/1
Ki Pool (Su) - 0/6
Perfect Strike (2d20) (4/day) - 0/4
Potion of cure light wounds - 0/2
--------------------
Special Abilities
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AC Bonus +5 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).
Fast Movement (+10') The Monk adds 10 or more feet to his base speed.
Flurry of Blows +2/+2 (Ex) Make Flurry of Blows attack as a full rd action.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Archery (Su) 1 Ki point: +50' range increment for bows.
Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Ki Strike, Magic (Su) If you have ki remaining, unarmed strikes count as magic to overcome DR.
Perfect Strike (2d20) (4/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Slow Fall 20' (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Unarmed Strike (1d8) The Monk does lethal damage with his unarmed strikes.
Zen Archery (Su) Use WIS instead of DEX for ranged attacks with a bow.

Campaign Trait:

Laughing Jungle Hunter- a perfect fit, as it is the inspiration for the character.

Background/Ethnicity:

N'bellocq was born to Ijo fisherfolk but taken by Ombo slavers in his early teens. He was sold to Captain Trasker, a member of the Rivermen's Guild. The Captain trained N'bellocq to assist piloting boats along the Korir River. Chained at the front of the boat , N'bellocq would call out obstacles such as sand bars, dead falls, and exposed rocks. From early on, he carried rocks and sticks to try to drive off or scare river creatures, such as snakes, crocs, and hippos away from the boats. When the Captain judged N'bellocq to be adequately broken in as a slave, spears and a bow were allowed to help ward off animals.

With the spear, N'bellocq channeled his pent of pain and rage into the moment he threw the weapon. Momentarily satisfying, but the thrill was too short lived. But with the bow, he developed a place in his mind that he could escape to. With an arrow notched, he could stand on the prow and see the whole river unfold in front of him. With the spear, his senses went out only as far as he could effectively throw it. But the bow, allowed his mind to roam from bank to bank, assessing, cataloging, and remembering. All this took him away, he could forget the chain on his ankle, the whip marks on his back, the bow connected him to every point on the river, in a sense, setting him free.

N'bellocq never saw the hippo that crippled the Captain. The monster rose from the bottom of the river, underneath the barge. It first capsized the boat, before smashing the stern and Captain Trasker. Chained to the sinking craft, N'bellocq used a pole, to reach the unconscious captain. He gained the key to his shackle and with it his freedom. Able to leave to captain to his likely deserved fate, N'bellock instead carried him ashore.

No longer chained and whipped, N'bellocq nursed the wounded pilot back to health. Once back at Port Freedom, the captain rewarded N'bellocq for his loyalty with his official freedom. Free, N'bellocq left his river life behind. Knowing Sargava needs those who can fight, N'bellocq figured his bow skills would be of value there.

Appearance:

N'bellocq is a tall, lanky Ijo man. Denied a razor, his hair is long and braided, tied together midway down his back with a strip of leather. Colorful knotted cloth in his hair was his only allowed expression of personality. His eyes large and dark and no facial hair grows on his face. He is bare-chested, but wears a colorful paisley vest. The vest covers a network of old scars across his back from when he was stubborn as a new slave during his 'training'. His pants, red and white striped and voluminous, in a style similar to the pirates of the area. His feet are bare. His only possessions are his bow and quiver, a sack holding food and a water gourd, and a scroll tube containing his Official Writ of Freedom.

Personality:

Despite a strong powerful voice, N'bellocq says little. He is stoic and never seems to rush. But his eyes are large and seem to take in everything around him. He bears the physical and mental scars of having been a slave. Over the years he had built mental barriers that have kept away the pain and anguish. Only recently, after having earned his freedom, has he begun to come out of this shell. He is extremely self sufficient as he never had anyone he could count on.

Motivations:

N'bellocq had matured on his own, but had never really been alone. Never having a friend, he lives a lot in his own mind. Spending most of his time on the river or in small Port Freedom, the crush of people, the noise, and smells of Eleder are very strange to him, and thus make him retreat just a little more into his own world. It is not that he is afraid of the world, it is that is a lot to assess and process in his mind like he is always doing. He has learned of expeditions and caravans that have need of warriors and figures such a job will keep him employed and out of trouble. He had friends as a child and a family, but all that seems so long ago, it will be hard to ever have that amount of trust again.

Aspirations:

Just being free is such an overwhelming rush, as that was his aspiration for the last six years. But he is discovering that a part of him misses his time on the prow...the search, the shot, the kill. He won't go back to the river or the pirates and guild that operate there, but he figures overland caravans can perhaps offer an equivalent experience. Or especially, whatever these games might be. A chance to shine at these games might land him with a prestigious group that defends the city or caravans.


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