Conna the Wise

"Fate" {Mkono wa Hatima}'s page

349 posts. Organized Play character for TriShadow.


Full Name

Mkono wa Hatima

Race

Human

Classes/Levels

Shaman~5 | HP: 34/34 | AC:17 (T:17/ff:10) | {F:+2|R:+1|W:+9} | Perception: +12 | Initiative: +10

Strength 8
Dexterity 10
Constitution 12
Intelligence 14
Wisdom 20
Charisma 15

About "Fate" {Mkono wa Hatima}

Fate (Mkono wa Hatima)
Male human (Mwangi) shaman 5
N Medium humanoid (human)
Init +10; Senses Perception +10

mwongozo wa roho:

mwongozo wa roho {the spirit guide} CR –
Greensting scorpion (sage) ( Pathfinder RPG Ultimate Magic 232)
N Tiny magical beast (vermin)
Init +8; Senses darkvision 60 ft.; Perception +10
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Defense
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AC 19, touch 15, flat-footed 16 (+3 Dex, +4 natural, +2 size)
hp 14 (1d8)
Fort +2, Ref +4, Will +4
Defensive Abilities improved evasion; Immune mind-affecting effects
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Offense
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Speed 30 ft.
Melee sting +8 (1d2-4 plus poison)
Space 2½ ft.; Reach 0 ft.
Special Attacks deliver touch spells
Spell-Like Abilities (CL 1st; concentration -3)
Constant—know direction
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Statistics
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Str 3, Dex 16, Con 10, Int 9, Wis 10, Cha 2
Base Atk +3; CMB +4; CMD 10 (22 vs. trip)
Feats Nature Magic ACG, Weapon Finesse B

Skills
Climb +11
Knowledge (arcana) +5
Knowledge (dungeoneering) +5
Knowledge (engineering) +1
Knowledge (geography) +1
Knowledge (history) +5
Knowledge (local) +1
Knowledge (nature) +5,
Knowledge (nobility) +1
Knowledge (planes) +5
Knowledge (religion) +5
Perception +8
Stealth +23
Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
SQ burglar, deliver, empathic link, sage’s knowledge +2, sneak
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Special Abilities
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Burglar [Trick] An animal trained as a burglar knows the come, fetch, maneuver (steal), seek, and sneak tricks. You can order it to steal a specific item you point out.
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver [Trick] Delivers item to indicated point or person.
Deliver Touch Spells (Su) Deliever master's touch spells.
Empathic Link (Su) You have an empathic link with your master.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Nature Magic (Create Water, 1/day) (Sp) You are able to use simple spells by drawing on nature's raw majesty. Prerequisite: Knowledge (nature) 1 rank.
Benefit: You gain know direction as a constant spell-like ability, and can choose another druid orison y

Poison (DC 12) (Ex) Sting—injury; save Fort DC 12; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. The save DC is Constitution-based.
Sage’s Knowledge +2 (Ex) Attempt all Knowledge checks untrainted and gain bonus on all Knowledge checks.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Sneak [Trick] Creature stays hidden.

Bot Me...please:

In combat, Fate will:
1) Attempt to buff the party with Bless (or a combat character with Aid).
2) Debuff the enemy with Stardust (early fights, lackey, minions or lesser threat targets) or the Misfortune Hex (later fights, BBEG or proven dangerous threats). REMINDER: The Accursed Hex feat allows for a second attempt at a target who has saved against the Hex before. If Fate lands a Hex on a target, he will use Chant as a move action to maintain the Hex.
3) Should the Hex prove to be ineffective against BBEG or proven dangerous threat, Fate will cast Hold Person (DC 17)
4) If groups of adversaries present themselves, Fate will not hesitate to use Color Spray or Hypnotic Pattern.
5) Should none of these options prove to be enough, Fate will move forward to act as a 'flank buddy' while fighting defensively or attack as an Aid Other in combat to provide a bonus for a tank or striker on their attack roll.

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Defense
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AC 17, touch 10, flat-footed 17 (+7 armor)
hp 34 (5d8+5)
Fort +2, Ref +1, Will +9
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee heavy mace +2 (1d8-1)
Ranged blowgun +3 (1d2)
Ranged sling +1 (1d4-1)

Special Attacks hex (misfortune APG)
Shaman Spells Prepared (CL 5th; concentration +12)
Cantrips: 4 | Level 1: 5+1 | Level 2: 3+1 | Level 3: 2+1 |

3rd: Fly, Mind Maze (DC 20); {+1} Dayight
2nd: Aid, Hold Person (DC 19), Scare (DC 17); {+1} Tongues
1st: Bless (x2), Liberating Command (+10), Shadow Trap (DC 16); {+1} Color Spray (DC 16)
0: (at will)— Create Water, Detect Magic, Light, Stabilize
S spirit magic spell; Spirit Heavens Wandering Spirit
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Statistics
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Str 8, Dex 10, Con 12, Int 14, Wis 20, Cha 15
Base Atk +3; CMB +2; CMD 12
Feats
Accursed Hex (3rd level)
Alertness (Free-Familiar)
Greater Spell Focus (5th level)
Improved Initiative (1st Level- Bonus Human)
Spell Focus (enchantment) (1st level)

Traits
Abendgo Spellpiercer (Sodden Lands)
Student of Nantambu

Skills
Acrobatics -3 (-8 to jump)
Appraise +2
Bluff +2
Climb -1
Craft (sculpture) +10
Diplomacy +10
Disguise +2
Escape Artist -3
Fly +2
Heal +9
Intimidate +2
Knowledge (arcana) +4
Knowledge (nature) +8
Knowledge (planes) +8
Knowledge (religion) +8
Perception +12
Ride -3
Sense Motive +7
Spellcraft +10
Stealth -3
Survival +11
Swim -4
Use Magic Device +4

Languages
Common
Osiriani
Osiriani (ancient)
Polyglot

Special Qualities
Accursed Hex
Chant
Misfortune (DC 17)
Monstrous Insight
Spirit Animal (greensting scorpion named Mwongozo Wa Roho)
Stardust

Magic Gear
Scroll:
Air Bubble ~ CL 1 (x15)
Buoyancy ~ CL 3 (x2)
Ghostbane Dirge ~ CL 3 (x2)
Remove Paralysis ~ CL 3 (x2)
Restoration (Lesser) ~ CL 3 (x2)
Wand of CLW {50/50 charges remain}
Other Gear +1 Agile Breastplate, blood-boiling pills (x5), blowgun, heavy mace, masterwork sculpting tools
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Special Abilities
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Chant As a move action, extend the duration of other hexes.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Misfortune (1 round, DC 17) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Spirit Animal (spirit animal (greensting scorpion named mwongozo wa roho)) If spirit animal is slain, cannot use spirit magic or prepare new spells.

Monstrous Insight (5/day) (Su)

Stardust (5/day) {-2 for 2 rounds} (Sp) As a standard action, the shaman causes stardust to materialize around one creature within 30 feet. This stardust causes the target to shed light as a candle, and it cannot benefit from concealment or any invisibility effects. The creature takes a –1 penalty on attack rolls and sight-based Perception checks. This penalty to attack rolls and Perception checks increases by 1 at 4th level and every 4 levels thereafter, to a maximum of –6 at 20th level. This effect lasts for a number of rounds equal to half the shaman’s level (minimum 1). Sightless creatures cannot be affected by this ability. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier.

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Scenarios
01 AP Emerald Spire:Level 2, The Cellar
02 6-10 The Wounded Wisp
03 Mod Murder's Mark
04 4-05 The Sanos Abduction
05 7-10 The Consortium Compact
06 9-01 The Cost of Enlightnenment
07 7-00 The Sky Key Solution
08 9-06 The Shores of Heaven

Total: XP: 12 / FAME: 20 / PP: 13 / GP: 4,256