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Maftet

Tebati's page

761 posts. Alias of Joana.


Full Name

Tebati

Race

Human (Bonuwat)

Classes/Levels

Cleric 4

Gender

Female

Size

M

Age

21

Alignment

N

Deity

Shimye-Magalla

Location

The Laughing Jungle, Sargava

Languages

Polyglot, Common, Aquan

Occupation

shamaness in training

Strength 13
Dexterity 14
Constitution 12
Intelligence 13
Wisdom 20
Charisma 16

About Tebati

Female Human (Mwangi) Cleric 4
N Medium Humanoid (human)
Init +2; Senses Perception +5
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Defense
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AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 31 (4d8+8) damage 0
Fort +5 , Ref +3, Will +9
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Offense
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Speed 40 ft.
Melee Masterwork Trident +5 (1d8+1/x2)
. . Hanbo +4 (1d6+1/x2)
. . Dagger +4 (1d4+1/19-20/x2)
Ranged Blowgun +5 (1d2/x2)
. . Masterwork Trident +6 (1d8+1/x2)
. . Dagger +5 (1d4+1/19-20/x2)
Spell-Like Abilities Bit of Luck (8/day)
Cleric Spells Prepared (CL 4; 4 melee touch, 5 ranged touch; concentration +9):
2 (3/day) grace, remove paralysis, resist energy Domain gust of wind
1 (5/day) comprehend languages, protection from law, sanctuary, shield of faith, unbreakable heart Domain longstrider
0 (at will) create water, guidance, light, stabilize
--------------------
Statistics
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Str 13, Dex 14, Con 12, Int 13, Wis 20 (18), Cha 16 (14)
Base Atk +3; CMB +4; CMD 16
Feats Diehard, Endurance, Selective Channeling
Traits Faithful Feedback
Campaign Background Trait Proud Mwangi Scholar
Skills Acrobatics +2 (+6 jump), Heal +11, Knowledge (dungeoneering) +6, Knowledge (geography) +6, Knowledge (history) +7, Knowledge (religion) +8, Sense Motive +11, Swim +2
Languages Aquan, Common, Polyglot
SQ Aura (Ex), Channel Positive Energy 2d6 (6/day) (DC 15), Domains (Fate, Travel), spontaneous casting: cure
Combat Gear Blowgun, Darts (20), Dagger x2, Hanbo, Masterwork studded leather, Masterwork trident; Other Gear Masterwork backpack (Antiplague x3, Antitoxin x3, Bedroll, Healer's kit x2, Poison (baneberry), Silk rope (50 ft.), Waterproof bag, Waterskin, 21 gp, 9 sp), Holy symbol, wooden: Shimye-Magalla, Scroll case (delay poison, lesser restoration, remove disease x2), Spell component pouch, headband of mental prowess +2 (Wis & Cha)
--------------------
Special Abilities
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Agile Feet (8/day) (Su) For 1r, you ignore difficult terrain.
Antiplague (3 vials) +5 alchemical bonus on Fortitude saving throws vs. disease for 1 hour; or, if already affected, make 2 saving throws without bonus and use the better.
Antitoxin (3 vials) +5 alchemical bonus on Fortitude saving throws vs. poison for 1 hour.
Aura of Chaos (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bit of Luck (8/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Channel Positive Energy 2d6 (4/6/day) (DC 15) (Su) Channel positive energy to heal the living and injure the undead.
Cleric Domain (Fate) Associated Domain: Luck
Cleric Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Diehard You are stable and can choose how to act when at negative Hp.
Downtime Boon +2 bonus to saving throws vs. spells & spell-like abilities cast by those of [evil] subtype
Endurance You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued.
Faithful Feedback Whenever you cast a spell belonging to the healing subschool on someone of your religion, increase the hit points healed by +1.
Proud Mwangi Scholar You gain a +1 trait bonus to Knowledge (geography), Knowledge (History) and Knowledge (dungeoneering) checks. These three skills are always class skills for you. In addition, while exploring an ancient structure of any kind you gain an automatic perception check to notice secret doors or any other hidden secret you pass within 15 feet of.
Selective Channeling Exclude up to 3 targets from the area of your Channel Energy.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.

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Prologue:
Three Months Ago; 1st of Pharast, 4711 AR-

Just off the south-west tip of the Mwangi Expanse in Sargava; the Lost Colony, Baron Utilinus, Grand Custodian of Sargava, rested a weary head upon an open palm as he perused the documents before him. Utilinus was seated at a large, black desk made entirely of darkwood, covered in sealed and unsealed documents, parchment and ink. He had not left this desk for several hours and he ate absent-mindedly from a simple fruit bowl. The Baron was dressed in a simple grey robe, stained with juices from the local fruits he ate while working and brown stains that hinted of a workaholic lifestyle maintained through potent brews and elixirs to keep him awake and mentally capable with very little sleep. The Baron held his breath in anticipation as he read the latest dispatch from Kalabuto, knowing that the news in the message could tell of a revolt that had seized the city or that the Mzali had conquered it for good. He sighed in relief as he read a message from his general- another Mzali attack had tested the cities defence and the loyalty of the Mwangi people governed there, but the ancient city had stood firm. Barely.

The Baron then turned his attention to matters of the economy; specifically how he was going to be able to raise further funds for the military when the tribute to the Free Captains left his treasury crippled every month. A knock upon the door to his private chambers was quickly followed by the apologetic voice of Gellius, one of his massive Chelish bodyguards.

Forgive me Grand Custodian, but I have General Morvius here. He says he was given orders to report to you personally.

Utilinus paused as he wracked his brain for why he would have issued that order.

Ah of course... How foolish of me to forget he reprimanded himself as he replied in a tired but authoritative voice- Allow him passage!

A thin and dangerous looking warrior of Mwangi heritage entered the chamber, but little other than his skin colour spoke of a Mwangi tribesman. He was dressed as a soldier, in fine banded mail and a plumed helmet, with military decorations pinned to said mail. Morvius was a descendant of one of the first natives to truly assimilate themselves into Sargavan society and by the time he had been born his family were one of Eleder's handful of 'Mwangi' noble families. As a result, Morvius took a Chelish name, wore heavy armour and was trained in classical warfare by a bladesmaster rather than growing up hunting and learning to fight in a manner akin to a combination of guerilla warfare and mass charges.

Raising Morvius to a rank as high as General had been a logistical and political masterstroke for the Baron for not only was Morvius highly educated and capable, he represented hope and equal opportunity for Mwangi all over Sargava. The Baron smiled wearily as the general entered, and held out his hand to receive the report Morvius carried. His smile faded when he read the contents.

Failure? Again? How many did we lose this time trying to get at it? he asked.

Just under three score soldiers and double that in auxilia, Baron. I fear our soldiers morale and training is insufficient for such a task came the reply from Morvius. How long do we have left, dare I ask?

The Baron winced at the question and took a deep drink of a swirling brown mixture before responding. Well, the Sargavan Chalice was disappointing this year. It did not raise nearly as much trade and tax income as I had hoped; perhaps the event is getting a little stale. We have, at best, six months left before we can no longer afford to keep this up. We must uncover its secrets before that time, or we risk our trade lanes coming under constant attack at best. At the worst, we risk another invasion from Cheliax. The thrice-cursed queen would love nothing more than to reclaim Sargava.

The general paced back and forth for a few minutes as the Baron returned to his paperwork, allowing Morvius the time he needed to formulate his response. When it came, the Mwangi general had a glint in his eye and a cunning sneer on his face.

My Lord, I have a suggestion. Adventuring parties and companies are springing up all over Sargava of late; in particular deserters from Kalabuto are often forming independent groups to provide security for the petty noble's government-granted patches of land.

Inspired by the Baron's nods of approval, Morvius continued, growing excited.

My proposal is this- host a grand competition in Eleder, inviting such groups to compete in some contest of skill or competition for the honour of receiving a dangerous, lucrative and glorious mission from the Grand Custodian himself. The revenue such an event will generate should be comparable to the Chalice and should buy us more time to keep paying the pirates off, maybe even enough spare to raise more men for Kalabuto. It will also provide us with a group who may be capable of uncovering the secrets that continue to elude us. If they should fail; it costs us nothing and the morale of our men will be unaffected.

The Grand Custodian was genuinelly impressed, but tried hard not to show it too much. He nodded as Morvius finished.

I had been contemplating a similar idea he straight-face lied. But your counsel and input is, as always, valuable to me. It shall be so. I shall make it a contest, testing their strength, skill, knowledge and will. It will be known as the Trials of Grallus, to honour our first Baron...

The Baron smiled smugly, having taken creative control of the event in a single smooth motion. Morvius was nodding alongly enthusiastically and praising the motion. It would take some months of planning but, as Morvius had pointed out- adventurers were expendable. If he had to send some of them to an early grave; well, it was for the good of Sargava. In the end, the nation's wellbeing was the only thing that truly mattered...

Rules of the Trials of Grallus:
Rules-

There will be eight trials, held throughout the day in four pairs- Morning to Midday, Midday to Early Afternoon, Early Afternoon to Late Afternoon, Late Afternoon to Evening. The results ceremony will end the Trials of Grallus where the Grand Custodian will present the winning team with a monetary prize as well as a document briefing the team on the endeavour before them. If the winning team has lost a significant proportion of their team, they will be permitted to recruit additional members from the runners up.

The team with the most points at the end of the eight Trials will be the winner. Points are earnt according to rank in the seperate trials, as detailed below-

First place, ten points.

Second place, eight points.

Third place, six points.

Fourth place, four points.

Fifth place, two points.

Sixth place, zero points.

Each trial will specify whether magic is permitted to be used in its description.

Important-

No individual may participate in more than two trials, with the exception of Trial Eight which can be undertaken by any members of the team. Each individual must also participate in at least one trial, not including the eight trial. When not otherwise specified, each trial will be undertaken by an individual participant. Equipment will be provided for some of the trials, if this applies it will be specified.

The Eight Trials

Morning to Midday-

1. Trial of Endurance- A long distance run where speed will be no more important than endurance. Magic is permitted.

2. Trial of Combat- A paired fight between teams where any fighting strategy may be employed. Magic is permitted. Two participants.

Midday to Early Afternoon

3. Trial of Cavaliers- A non-lethal jousting contest. Magic is prohibited. Suitable equipment will be provided.

4. Trial of Performance- A show of talent or some kind of performance must be demonstrated to entertain or astound the good people of Eleder. The citizens will be provided with stones to hurl at terrible performances. Magic is permitted.

Early Afternoon to Late Afternoon

5. Trial of Athleticism- A chase through and over a crowded street to re-capture the Sargavan flag. Magic is prohibited. Two participants per team.

6. Trial of Brawn- A test of pure strength and ferocity; participants must destroy as many warships of Cheliax in a given time as possible. Magic is prohibited. Suitable equipment will be provided (Greataxe or pair of Battleaxes).

Late Afternoon to Evening

7. Trial of Marksmanship- An traditional archery contest, firing against stationary targets. Magic is prohibited.

8. Trial of Teamwork- An naval battle involving every member of your team.

Notes-

Many of the Trials are themed around our glorious victories over Cheliax. Remember that in addition to competing, your role is to entertain. If you are to die, die well.

Once you have read this document, please be ready to inform your Tent Attendant of your choices for the first two trials.

Backstory:
Tebati was born in Nantambu in the Mwangi Expanse on the 1st of Pharast 4690 AR and grew up happily in that bastion of safety and civilization among a large extended family. Like most Bonuwat, she took to the water, fishing with her family in small boats in the Vanji river from her childhood, but she always seemed to have an instinctual bond to Shimye-Magalla and her family was unsurprised when she left the fishing life to apprentice to a local priestess of the goddess of water and freedom.

The shamaness Marisama taught Tebati all she could, but as her apprenticeship neared its end, she told the young woman that she would never understand the goddess's full nature without experiencing her most wild and unfettered form on the waves of the ocean. Tebati's love for her home was strong, but her desire to serve Shimye-Magalla was stronger. Tearfully, she bade goodbye to her parents, siblings, grandparents, aunts, uncles, and cousins and began her journey down the Vanji to the coast, her neck draped with multiple colored glass charms as keepsakes of her home.

Her arrival in Bloodcove was Tebati's first real encounter with the foreigners from the north and their incursion into her homeland. Expecting the same sense of openness and peace that pervades Nantambu, she found that this city was based not on beauty and knowledge like her home, but on power and money. She was in Bloodcove only for a short time, as ocean-bound ships recognized the value of having not only a healer but a cleric of the local ocean-deity on board, to please the native sailors, if nothing else, but the experience left its mark on her in a bad impression of Avistani colonials, an impression her time on board the Aspis Consortium ship and the various ports of call it visited did little to erase.

She served out the term of her contract on the ship, enjoying at least her growing acquaintance with Shimye-Magalla's unbound side, but refused to sign on for another voyage, preferring to return to her home than to spend any more time with the profane and uncouth ship's officers. Angry at her refusal to continue to serve, the captain refused to let her stay on board until the ship returned to the mouth of the Vanji, insisting that no native whore would cadge free passage on his watch. Instead, she was let off at Port Freedom, her glass charms glistening around her neck, to find another ship or her own way back north to Nantambu.

Tebati is a striking young woman, with a pretty face and an air of confidence. While neither an overt rebel nor a condoner of violence, she is a strong advocate of the Mwangi civilizations and way of life over and against that of the colonizers. She bears no particular ill will toward individual colonials, but they have their work cut out for them convincing her of their virtue and/or competence. While she is willing to share her continent with the foreigners, she firmly believes that they have more to learn from the natives than to teach them.


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