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Vale Temros

Ojore's page

171 posts. Alias of Skorn.

Full Name

Ojore the Stalker


Human Mwangi


Druid 1|| HP 14/14 || AC 20, T 13, FF 17, CMD 16 || F +4, R +2, W +4 || Per. +6 Init +2







Special Abilities

Druid - Lion Shamen






Mwangi Expanse


Common, Druidic, Polyglot



Strength 17
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 14
Charisma 8

About Ojore


Full background:
Hailing from the great savannahs of the Mwangi expanse, Ojore is a minor princeling of the Zenj. When his druidic powers began to manifest his fellow tribesmen were not surprises as royal blood flowed in his veins. And when he adopted the lion totem his people thought that right and proper. And the elders of the tribe began to plot to get this young one some worldly experience.

Ojore is proud and wishes to see his people freed from the yoke of the Custodian Baron Utilinus’s government. He has great hope in the rumor of the undead child-god in the nearby city-state of Mzali and wanted to travel there to see this child for himself. But this request was denied him and instead he found himself serving as a retainer to a chieftan of his tribe as they traveled aboard the Jenivere all the way Ollo in the Sahckles for diplomatic meetings with the Free Captains. His role there fulfilled he has now been released so he is heading home and is pleased to be once again aboard the Jenivere where he has made a friend in Alton Devers, the Jenivere’s first mate.

Alton took a liking to the suspicious Ojore right off and over the many days of sea travel slowly they became friends. Had the first mate not persisted in this quest for friendship Ojore would never have been open to the idea. And it did not hurt that Shange, Ojore’s animal companion, took an immediate liking to the man. Alton taught the young Mwangi something of how to sail and navigate while Ojore used his magic and physical strength to help with tasks on the ship and to even heal a wound or two among the crew. So it was a great and happy surprise when Ojore was reunited with Alton for his return voyage. It took some of the crew and passengers quite by surprise when Shange tackled the man on deck in his show of affection.

Ojore’s positive qualities are that he is resolute in his desire for his people’s freedom and stands constant vigil over and is sworn to protect the land. These qualities manifest themselves in his Toughness feat, and his Seeker and Boarded in the Mwangi traits. His negative qualities are also related. He is suspicious and distrustful of non-mwangi to a fault and has only a single non-mwangi friend. This is why he is trained in Sense Motive. And he is fine with killing non-mwangi he finds in his lands that in his opinion are taking advantage of its people or resources. This is represented by his non-good alignment.

Party Role:

Ojore and his lion companion will contribute to the party in a number of ways.

With a good outdoor skill set and the ability to track, even by scent, he will be quite handy to have in any natural surrounding. He can serve as both scout and guide and at 4th level his scouting can be enhanced with a climb speed or swim speed. By 6th level he will also have a fly speed. His perception will be +6 starting out and improve with each level.

Ojore is a front line fighter when he needs to be and has a respectable starting AC of 20. With a round to buff he can deal out significant damage (2d6+6 or more). His lion companion will flank and chase down any who might try to run away.

As a caster Ojore will both buff and heal while doing some battlefield control when needed.


Ojore is tall for a Zenj warrior standing almost 5 and a half feet in height. He is lean and well muscled with skin as black as night. His eyes are a bright blue, telling of a mixture of races somewhere in his background. Maybe he has Cheliax blood, but do not tell him that.

Ojore dresses in traditional tribal apparel. His sandals lace high onto his calves. His cloak is made from a lion skin and includes the lion's head as a hood. His shield is kite shaped with a heavy wooden rim and fine hides stretched tight over the boss. he wears a war club on his belt that has seen use and carries a javelin loosely in his free hand.

Male Human (Mwangi) Druid (Lion Shaman)
N Medium humanoid (human)
Init +2; Senses Perception +6

AC 20, touch 13, flat-footed 17 (+5 armor, +2 shield, +2 Dex, +1 dodge)
hp 14 (1d8+6)
Fort +4 (+5 circumstance bonus vs. cold weather), Ref +2, Will +4

Speed 30 ft.
Melee club +4 (1d6+3/×2)
Ranged javelin +3 (1d6+3X2) and

Druid (Lion Shaman) Spells Prepared (CL 1st; concentration +3):
1st—cure light wounds, entangle (DC 13)
0 (at will)—detect magic, guidance, light

Str 17, Dex 14, Con 14, Int 10, Wis 14, Cha 8

Base Atk +0; CMB +3; CMD 16
Feats Toughness, Dodge

Climb +1,
Knowledge (nature) +6,
Perception +6,
Survival +8,
Swim +1 (without armor +6)

Languages Common, Druidic, Polyglot

SQ nature bonds (animal companion), nature sense, wild empathy +0

Combat Gear scroll of cure light wounds; Other Gear lamellar (horn) armor, heavy wooden shield, javelin (4), Club, backpack, belt pouch, blanket, winter, carnivore feed (per day) (4), cold weather outfit, crowbar, honey (per jar), silk rope, survival kit, wandermeal (4), 2 gp, 2 sp, 9 cp

Special Abilities
Animal Companion Link (Ex) You have a link with your Animal Companion.
Boarded in the Mwangi: +1 knowledge Nature
Cold weather outfit +5 Fort save vs. cold weather.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.


COMING SOON - at 4th level!


Animal Companion
Male Lion
N Medium animal
Init +3; Senses low-light vision, scent; Perception +6

AC 14, touch 13, flat-footed 11 (+3 Dex, +1 natural) hp 15 (+2)
Fort +4, Ref +6, Will +2

Spd 40 ft.
Melee bite +4 (1d6+1) and
2 claws +4 (1d4+1) and
2 rakes +4 (1d4+1)
Special Attacks 2 rakes

Str 13, Dex 17, Con 13, Int 2, Wis 15, Cha 10

Base Atk +1; CMB +2; CMD 15 (19 vs. trip)

Feats: Weapon Finesse

Tricks Attack, Attack Any Target, Defend, Down, Guard, Stay, Track

Skills Acrobatics +4, Perception +6, Stealth +4 (+8 in Undergrowth); Racial Modifiers +4 Stealth in Undergrowth
SQ attack any target, defend, down, guard, heel, stay, track

Special Abilities
Attack Any Target [Trick] The animal will attack any creature on command.
Defend [Trick] The animal will defend you.
Down [Trick] The animal will break off combat on command.
Guard [Trick] The animal stays in place and prevents others from approaching.
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Stay [Trick] The animal will stay where it is.
Track [Trick] The animal will track a scent.

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