About Nesipho Inkosi
Magus 5/Rogue 3
Neutral Medium Humanoid (Human Male)
Init +3; Senses Perception +11 (+12 traps)
AC 21, touch 15, flat-footed 17 (+6 armor, +4 dodge (+5 vs traps), +1 deflection)
HP 51 (8d8 + 8 con)
Fort +8, Ref +11 (+12 vs traps), Will +7
Speed 30 ft.
Melee +1 Keen Rapier +11 1d6+2 (crit 15-20 x2)
Ranged Short Spear +9 1d6+1
Magus Spells Known (CL 5th)
2nd (3/day) DC 17-Alter Self, Bladed Dash, Darkness, Glitterdust, Levitate, Minor Image, Mirror Image, Stone Call
1st (6/day) DC 16—Hydraulic Push, Expeditious Retreat, Feather Fall, Grease, Jump, Mount, Obscuring Mist, Reduce Person, Shield, Shocking Grasp
0 (4) DC 15—Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Flare, Ghost Sound, Light, Mage Hand, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Spark
Arcane Pool 8
Str 12, Dex 17 (19 with belt), Con 12, Int 18 (20 with headband), Wis 10, Cha 9
Base Attack +5; CMB +6; CMD 19
Feats Acrobatic Steps, Extra Arcane Pool, Nimble Moves, Quick Draw, Weapon Finesse, Weapon Focus (rapier)
Traits Scholar of Ruins, Deft Dodger
Armor Check Penalty 0
Favored Class Magus (+5 skill ranks)
Skills Acrobatics +18 (6), Bluff +10 (8 from headband), Climb +9 (5), Craft (mechanical traps) +12 (5), Disable Device +15 (8) (+16 traps), Knowledge (arcana) +10 (3), Knowledge (dungeoneering) +7 (2), Knowledge (geography) +14 (6), Linguistics +15 (8), Perception +11 (8) (+12 traps), Spell Craft +11 (4), Stealth +15 (8), Survival +8 (4), Swim +8 (4)
Languages Aybssal, Aquan, Celestial, Common, Dwarven, Elven, Giant, Ignan, Infernal, Orcish, Polyglot, Sylvan, Undercommon
Equipment Mithral Chain Shirt +2 (5100gp), Keen Rapier +1 (8320gp), Short spear (1gp), Spell Component Pouch (5gp), Cloak of Resistance +2 (4000gp), Explorer's Outfit (10gp), Handy Haversack (2000gp), Silk Rope (50') (10gp), Grappling Hook (1gp), Waterskin (2) (2gp), Trail Rations (10) (5gp), Paper Sheet (20) (8gp), Chalk (colored) (5) (5cp), Steel Mirror (10gp), Tent (10gp), Bedroll (1sp), Sewing Needle (5sp), Spellbook (15gp), Masterwork Thieve's Tools (100gp), Belt of Incredible Dexterity +2 (4000gp), Headband of Vast Intelligence +2 (Bluff) (4000gp), Universal Solvent (2) (100gp), Boots of Elvenkind (2500gp), Ring of Protection +1 (2000gp), Potion of Invis, Whip Feather Token (3)
Cash 92pp 6gp 1sp 0cp
Encumbrance Light (35.5 lbs)
Weapon Finesse May use dexterity in place of strength for attack bonus.
Weapon Focus (rapier) +1 to hit with chosen weapon.
Extra Arcane Pool Add 2 to magus arcane pool.
Nimble Moves Ignore 5' of difficult terrain when moving.
Acrobatic Steps Ignore 15' of difficult terrain when moving (20' stacking with nimble moves).
Quick Draw Draw weapon as a free action.
Heart of the Wilderness +1/2 character level to survive. +5 to stabilize. +1/2 character level to constitution before dying. Lose skilled racial trait.
Scholar of Ruins +1 Knowledge (geography) and Knowledge (dungeoneering) and choose one as a class skill (geography).
Deft Dodge +1 to reflex saves.
Spell Combat Attack and cast a spell as part of a full-attack action at a -2 to hit.
Spellstrike Make a melee attack with a weapon to deliver a touch attack spell.
Spell Recall Swift action to restore spells cast using arcane pool.
Magus Arcana (Silent Spell) Once per day cast a spell as though with the silent spell metamagic feat.
Sneak Attack +2d6 damage when opponent is flat footed or flanked.
Trapfinding +1/2 rogue (minimum 1) level on perception of traps and disable device.
Trap Sense +1 to reflex and dodge AC vs traps.
Evasion Reflex saves result in no damage instead of half damage.
Rogue Talent (Rogue Crawl) Move at half speed while prone. Can 5' step while prone.
Nesipho Inkosi (meaning gifted king) was born into the Ilanga tribe, one of the Zenj jungle tribes, where he was quick to learn the skills necessary to survive the dangers of his homeland. As both a hunter and tracker he is comfortable either alone or working with a group to take down his quarry whether by direct confrontation for smaller less dangerous creatures or by setting traps and snares to entangle or weaken more dangerous foes. The various ruins in the expanse have always intrigued him and he took the opportunity when he could to delve into a few of the small ruin sites near his tribal lands.
A few years after his rite of passage into manhood he left the jungles to explore the world beyond the expanse. This caused some slight contention within his family. His parents did not want him to leave the tribe or his homeland. It was there that he came under the tutelage of Adian Veray and learned he had a natural capacity for the arcane arts. A friend of Adian's, Logan Drais, taught him in the use of blades. Under their guidance he learned the art of weaving steel and magic as a magus. While he now favors the rapier as it seems a natural extension of his agile limbs he continues to carry the traditional weapon of his tribe, a short throwing spear.
Meeting the different peoples of the outside world developed in him an intense interest in both languages and cultures. This growing interest fueled his curiosity regarding the many ruins of then Mwangi Expanse. He returned to his homeland for a short time in association with the pathfinder society and spent several months on an expedition into the drowning stones. He was joined there by his brother Ojore, a tribal druid of his people, and several others of the society. The expedition ultimately met a tragic end. While ahead exploring a collapse in the tunnels separate him from the group just as a horde of ulat-kinai (skum) attacked the group. Nesipho managed to find a different way out of the drowning stones and spent a month searching for his brother to no avail. It is believed all other members of the group fell to the skum.
Feeling a heavy weight at the loss of his brother he once again left the expanse to explore the world beyond. He took passage upon Fare Winds to distance himself from his recent past and to again persue his interest in other cultures - he is particularly interested in seeing the Festival of Colors in Niswan.
He also hopes to learn the Vudrani tongue while there and get a chance to study in some of their libraries about the islands past history - having heard bits and pieces of its history regarding the alternating rule of the Vudrani and the Arclords.
His ability to learn quickly has made him a little arrogant, which sometimes puts people off. But he is friendly and talkative when not engrossed in study of a new language or the hunt. He can frequently be found using both chalk and paper (of which he always has some on hand) to capture the engravings and hieroglyphics that are sometimes found in old ruins. He has a growing collection of these impressions which he leaves carefully wrapped up wherever his current base of operations might be.
Like many of the Mwangi, Nesipho holds a great reverence for his forefathers, and the traditions that have been handed down from them. While normally slow to anger those who show disrespect to either his ancestors or his tribal traditions will find his wrath kindled against them. While it would be unlikely he would be provoked into attacking someone for such a sleight, he would hold a grudge against such a person.
While he has an interest in other cultures, he doesn't always understand them, and has gotten himself into some minor predicaments for not following local laws in places he has spent time in outside of the Mwangi Expanse.
Standing at 5'2" Nesipho is of a slim build, weighing in at 146 lbs. His dark skin is covered by plain loose fitting clothing of earthen colors. A foot long braid of black hair hangs down his back.
Nesipho is the oldest of two. Both his parents remain with the tribe. His younger brother, Ojore, joined him in the expedition into the drowning stones but did not return. Normally upbeat about life, his memories of his brother occasionally leave him in a morose mood.