Thousand Bones

Adwa Namandi's page

5 posts. Alias of Luis Loza (Rule and Lore Creative Director).


Full Name

Adwa Namandi

Race

Human (Mwangi)

Classes/Levels

Witch 1

Gender

Male

Size

Medium

Age

51

Alignment

N

Location

Mwangi Expanse

Languages

Common, Polyglot, Druidic, Sylvan, Elven, Dwarven, Giant

Strength 8
Dexterity 10
Constitution 14
Intelligence 18
Wisdom 14
Charisma 12

About Adwa Namandi

Adwa
Male human (Mwangi) witch 1
N Medium humanoid (Human)
Init +0 Senses Perception +4

DEFENSE
AC 10, touch 10, flat-footed 10
hp 9
Fort +4, Ref +0, Will +4

OFFENSE
Speed 30 ft.
Melee Quarterstaff -1 (1d6-1)

SPELL INFO
Slots per day:
Level 1 (DC 15) - 2
Level 0 (DC 14) - 3

Hexes (DC 14)
Healing 1d8+1
Scar
Slumber

STATISTICS
Str 8, Dex 10, Con 14, Int 18, Wis 14, Cha 12
Base Atk +0; CMB -1; CMD 9
Abilities Cantrips, Hex, Witch Patron (Plague), Witch's Familiar (Snapping Turtle) [Alertness, empathic link, improved evasion, share spells, store spells]
Feats Alertness, Extra Hex x2
Skills Heal +6, Knowledge (Arcana) +8, Knowledge (history) +8, Knowledge (nature) +8, Knowledge (planes) +8, Linguistics +9, Spellcraft +8, Use Magic Device +5
Traits Cosmopolitan [+1 Linguistics], Subject of Study [+1 Damage vs undead]
Languages Taldane (Common), Polyglot, Druidic, Sylvan, Elven, Dwarven

SQ
Load 0-26lbs, 27-53lbs, 54-80lbs (Current Load - 9lbs)
Gear Quarterstaff, Traveler's Outfit, Yemi (Familiar)
80 gp
0 XP

APPEARANCE
Height - 5'8"
Weight - 142 lbs
Hair Color - Black
Eye Color - Brown

A thin, limber man, Adwa is rather fit for his age. He has the appearance of a retired hunter, although a bit leaner.

HISTORY
Knowledge is key. That is one thing the professor and I both agreed upon.

The professor was a strange man. When he arrived, I was one of the few in our tribe that could communicate with him, being one whom the ancestors had passed the conqueror tounge to. And so we talked. He came to my tribe looking to learn about our dealings with what he called the undead. To us, they are just our fellow tribesmen contributing as they can beyond life. However, the professor would look at them with such fear. It was as if these were strangers or monsters.

I taught him the way of life that we had known for so long. Any chance for knowledge was our obsession, so I had hoped this would be a fair trade. He learned of the way that our elders would pass their wisdom and knowledge to the rest of the tribe. As the years reached their end, they would remember less and less. This showed how much of their knowledge they had given away. Any knowledge that the elder could not pass, he would keep and share from beyond death. If need be, we could commune with the ancestors and learn from them.

I showed him the "undead" of our tribe. Among them were a woman who passed in childbirth, a young hunter who was slain of a stray arrow, and my own father. That is when I saw that the professor understood. He know how much dedication each of us must have to the tribe. "Even in death, the tribe must come first," he said. There was no more fear in his eyes.

I told him of the last elder to pass, one of our shaman. My brother Oyo and I were to be the new shamans of our tribes. Our elder taught us not only the methods of healing, but also the tounge of the wild. Our duties were to be split, Oyo would handle the animals and the trees and the skies. I would deal with our people, alive and dead. Luckily, we were in a favorable time withe our tribe. We had a shaman who still lived and the spirits claimed many years for him. We asked the professor to show us the world. His eyes shone at the request.

We left the tribe and found Sargava. From there, it was months before our arrival by ship. We had found Absalom. The professor told us of the rich history of the city, of its founder, and the world around it. Oyo and I feasted on the banquet of knowledge. We were taken to a small part of the city where the professor taught. There we stayed with him to learn more. We learned of the elves and their tongue of the trees. The dwarves taught us to speak like the mountains. There was so much to be learned, but Oyo and I never backed away. It would do our tribe good.

Oyo moved away from the professor's teachings. He had found a new means of learning. Rather than staying with the professor's tomes, he would read the world. He joined the Pathfinders and seemed very content since then. I trusted his judgement and wished him well. Meanwhile, the professor was preparing to travel again. Ustalav was where he was headed. He explained that he visited our tribe to learn of the "undead" to better understand and handle them. That is when I learned of the horrors that he feared. These were not risen to continue their lives for the sake of others. Most, it seemed, were brought against their will or even of their own wishes. Not only that, but most would be destructive even to the point of taking other lives. I asked to learn more of these abonominations. The professor taught me means of handling these twisted servants if ever I were to face them.

"Ustalav," the professor said, "is filled with these creatures." He was returning in hopes of dealing with them in his own fashion. He also told me of his home in the country. He had gone for so long, he needed to return. I understood completely. "I'll be back in one year," he told me. Upon his return, we would return to my people and I would give them my new knowledge. I waited for him. A few weeks ago, a letter arrived. The professor had joined my ancestors. According to the professor's teaching, tradition states that the dead here are buried and returned to the earth. I was called to visit him once more before this happened. I would not let him pass alone. I left a note for Oyo, took my funds for our return trip, and booked passage to Ustalav.

ADDITIONAL INFORMATION

Spells Prepared:

Hex Information:

Healing (Su): A witch can soothe the wounds of those she touches. This acts as a cure light wounds spell, using the witch’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds.

Scar (Su): This hex curses a single target with horrible scars of the witch’s choosing, whether something as simple as a single letter on the target’s forehead or blotchy, burn-like scars on his body. Scarring a creature with the hex has two benefits: the witch can use any of her hexes on that creature at a range of up to one mile, and the witch is considered to have a body part from the target for the purpose of scry and similar divinations. The target may make a Will save to resist this hex. These scars do not hinder the target’s actions or abilities in any way. The scar is a magical curse, and it persists through changing shapes (lycanthropic, the change shape monster ability, polymorph spells, etc.). Granting a scar is done by delivering a touch attack. The witch can withdraw this hex from a target as a move action at any range. The number of supernatural scars the witch can maintain at once is equal to her Intelligence bonus; once she reaches this limit, she must remove the scar from a current victim in order to mark another. Effects that remove curses can remove the scar.

Slumber (Su): A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch's level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Familiar Stats:

Yemi
N Tiny animal
Init –1; Senses low-light vision, scent; Perception +5

DEFENSE
AC 13, touch 11, flat-footed 13 (–1 Dex, +2 natural, +2 size)
hp 5 (1d8+1)
Fort +3, Ref +1, Will +1

OFFENSE
Speed 10 ft., swim 20 ft.
Melee bite +1 (1d3–3)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 4, Dex 8, Con 13, Int 6, Wis 13, Cha 6
Base Atk +0; CMB –3; [b]CMD 4 (8 vs. trip)
[b]Feats
Weapon Finesse
Skills Perception +5, Swim +5
SQ hold breath, shell

SPECIAL ABILITIES
Familiar
The master of a snapping turtle familiar gains a +2 bonus on Fortitude saves.

Shell (Ex)
As a move action, a snapping turtle can pull its extremities and head into its shell. It cannot move or attack as long as it remains in this state, but its armor bonus from natural armor increases by +4 as long as it does.

Timezone - US Central