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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


Hailing from the great savannahs of the Mwangi expanse, Ojore first came to the white man's camp as both an emissary and observer to see what these foreign men would do in the Mwangi. Now he watches them from within. He chose to join a group to better watch them and protect his jungle from their misuse. Keep your friends close and your enemies closer...

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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