Magaambyan Arcanist

Imara of the Duma's page

No posts. Alias of Llaelian.


Full Name

Imara

Race

Human (Mbamba)

Classes/Levels

Sorcerer (Eldritch Scrapper Empyricist ) 1, Monk (Unchained) 8

Gender

Female

Size

Medium

Age

29

Alignment

LG

Deity

Lion Spirit

Languages

Common, Mbamba, 3 others

Strength 22
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 18
Charisma 10

About Imara of the Duma

Background:
Imara was born in the Duma tribe of the Mbamba, a small tribe of hunters and cattle herders that roam the savanna on the fringes of the Suderan desert. Following the Lion spirit, they move their cattle from watering point to watering point, supplementing their diet by hunting both wild animals or menacing predators.

Every newborn is presented to one of the seven elders of the tribe who consults with the Lion Spirit of the tribe and determine the calling of the infant. When the signs are not clear, which is frequent, the child is taught the basics of two or three professions and presented again to the Spirit after seven years. And every seven year or multiple of it, one could ask for the Elders to reconsider their decision.
For Imara, the signs were clear. She was in direct line of the Hearth Elder, a powerful and wise sorcerer blessed by the Lion and that protected the tribe. Like him, she was born with bright golden eyes and demonstrated premises of arcane power at a young age.

As soon as she was able to walk and talk, the Hearth Elder took her under his guardianship and set out to train her to replace him. At first, she was able to master her inner powers and showed great promise while in her dreams, the Lion spirit talked to her and showed her the way.
On the summer of her seventh year, as she was sent on an errand outside, looking for a lost calf, she was set upon by a bad-tempered lion who tracked her and sprang on her, ready for the kill.

Was it pure luck or the Tribe Spirit protection ? The predator impaled itself on the small spear that Imara was holding as a meager protection. Bleeding to death, it abandoned its prey and crawled under a bush to die. While hunters were allowed to kill lions to defend themselves of the tribe, that act was taboo for the Hearth elder and his wards. And for the first time in the tribe memory, it had happened. Imara was hauled in front of the Elders and was condemned to a seven years exile. She was to leave with the skin of the lion she killed her only possession.

It was or should have been a death sentence for a seven year old child. But she was stubborn and the Lion had not deserted her. How she survived ? She has told no one, but seven years later, a six-foot tall woman, the skin crisscrossed with scars but glistening with health presented herself at to the tribe. She was thin, clothed in poorly tanned antelope skin but her shoulders and arms had the strength of a lion, and her golden eyes were unmistakable. On her back, she still carried the lion skin.

The Elders had spoken and she had payed her due, she had to be taken back into the tribe. But no one had to like it. There was no new consultation with the tribe Spirit. She was just given all the work no one wanted. The night watches, the long hours toiling during the hotter part of the day. Collecting thorny bushes to protect the herds... you name it. This was exile in all but name as no one talked to her anymore except to order her alone.

Other would have rebelled or left but she stayed and endured. All that time, she grew taller and stronger and at twenty one, she ended up towering over the tallest of her tribesmen. That day, seven and seven years since the lion was killed, the Hearth Elder died. There was no one as powerful to replace him and the adolescent who was trained to replace him who could even hope wielding a tenth of his power. The Tribe was vulnerable, restless and worried. And the unmistakable silhouette of Imara contributed to the widespread unease. She was blamed for any unfortunate event and turn of chance and tempers got heated whenever people talked about her.

Something had to give for the Tribe to grow again. Remembering the tales of a tradesman, Kapalet, the Hunt Elder had a “vision”. In this vision, the dead lion spirit was still haunting the tribe and would not relent until it was shown to be dominant again. For that, what better idea than to put the Lion skin at the top of the tallest mountain. And who better to do that than Imara, who had shown her resilience and strength. Depp down, Imara knew that she was played, but she went along. In front of the assemble tribe, she swore she would put the skin at its proper place at the tallest point of Cardriss. And she left, once again.

That was nearly eight years ago. Since them, Imara has traveled across the world and climbed more than her share of tall peaks but none of them felt right. And in her dreams, the Lion pushed her forwards in a long spiral around the world until she reached Korryn and realized that the tallest point in the world may not have been a mountain after all. Now she has one goal only, enter the tower and reach the top to lay her burden down.

Appearance:

Towering well above 6 feet, with long and sinewy limbs an an iron grip, Imara ambles with the slow gait of the prowling lion.With her shaved head and piercing yellow eyes, she scans her surrounding with the assurance of an apex predator. When she smiles, her large ivory teeth, with proheminent canines contrast with the dark skin of the Mbamba.

She wears the traditional Shuka dress of her tribe, a knee long sleeveless garment made from red-brown died buffalo skin, so soft it almost looks like fabric. Coarse leather armbands, gloves and laced sandals supplement her outfit. But the most striking is the old and tattered lion pelt that covers her head and shoulders. A long rope attached to a 6 inch long conical metal spike, a pouch containing three-armed throwing stars and a worn out dagger are the only weapons in sight.

The rest of her possessions are packed in the sling bag on her back or in one of the two scroll-cases sewn to the skirt of her dress.

Personality:

Imara is driven by her mission. She has sworn in the front of her tribe, knowing well that it was a trick to exile her, but she stands by her word, at all costs. So she does not make promises lightly and watches her words carefully.

She will listen before she speaks and reserve her judgement till she feels deep inside her what it should be.

Like the Lion, she is slow to start but her anger is a terrible thing to see and she moves like the wind and strikes decisively when roused. Honorable enemies will be spared more often than not but there is no pity for those trying to deceive her. Putting down a rabid animal is good for the survival of the tribe after all.

Character Sheet:

Imara of The Duma
Female human (Mwangi) unchained monk 8/sorcerer (eldritch scrapper, wildblooded) 1 (Pathfinder RPG Advanced Class Guide 122, Pathfinder RPG Ultimate Magic 70, Pathfinder Unchained 14)
LG Medium humanoid (human)
Init +2; Senses Perception +16
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Defense
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AC 27, touch 22, flat-footed 24 (+4 armor, +1 deflection, +2 Dex, +1 dodge, +2 enhancement, +2 monk, +1 natural, +4 Wis)
hp 104 (9 HD; 1d6+8d10+18)
Fort +10, Ref +10, Will +11; +2 vs. enchantments
Defensive Abilities evasion; Immune disease
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Offense
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Speed 50 ft.
Melee unarmed strike +17/+17/+12 (1d10+8 plus 1d6 acid)
Ranged mwk rope dart +11/+11 (1d4+6 plus 1d6 acid) or
. . mwk shuriken +11/+11/+6 (1d2+6 plus 1d6 acid)
Special Attacks flurry of blows (unchained), stunning fist (8/day, DC 18), style strike
Monk (Unchained) Spell-Like Abilities (CL 8th; concentration +8)
. . —barkskin (self only, 1 ki)[UM]
Sorcerer (Eldritch Scrapper, Wildblooded) Spells Known (CL 3rd; concentration +7)
. . 1st (4/day)—enlarge person (DC 15), shield
. . 0 (at will)—detect magic, mage hand, mending, read magic
. . Bloodline Empyreal
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Statistics
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Str 22, Dex 14, Con 14, Int 10, Wis 18, Cha 10
Base Atk +8.5; CMB +14 (+17 grapple, +20 trip); CMD 34 (36 vs. grapple, 36 vs. trip)

Feats Combat Reflexes, Dirty Fighting, Dodge, Eschew Materials, Greater Trip, Improved Grapple, Improved Trip, Improved Unarmed Strike, Pummeling Charge[ACG], Pummeling Style[ACG], Stunning Fist, Weapon Focus (unarmed strike)

Traits magical knack, poverty-stricken
Skills Acrobatics +14 (+30 to jump), Climb +17, Craft (leather) +7, Escape Artist +10 (+11 competence to break a grapple), Heal +10, Knowledge (geography) +5, Knowledge (history) +8, Knowledge (religion) +6, Linguistics +4, Perception +16, Sense Motive +12, Stealth +14, Survival +13, Swim +10

Languages Celestial, Common, Dwarven, Mbamba, Svenik, Vitolian

SQ fast movement (unchained), ki pool (8 points, cold iron, magic, silver), ki powers (freedom of movement, high jump, qinggong power), martial flexibility, style strike (leg sweep)

Combat Gear deliquescent gloves[UE], oil of bless weapon, pearl of power (1st level), scroll of feather fall (x2), scroll of mage armor, scroll of mirror image (x4), scroll of protection from evil (x5), wand of cure light wounds; Other Gear mwk rope dart[UC], mwk shuriken (50), armbands of the brawler[UE], boots of the cat[UE], ring of spell knowledge i (mage armor)[UE], swarmbane clasp[UE], backpack, bedroll, climber's kit, flint and steel, leatherworking tools, mess kit[UE], silk rope (100 ft.), waterskin (*2), winter blanket, 6,254 gp, 2 sp
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Special Abilities
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Barkskin (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Dirty Fighting Forgo flanking bonus to make combat maneuver not provoke attack of op.
Empyreal Your heavenly power derives from insight rather than force of personality.

Associated Bloodline: Celestial.

Bloodline Arcana: Unlike most sorcerers whose innate magic is powered by force of personality, you use pure willpower to m
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fast Movement (Unchained) (+20 ft.) The Monk adds 10 or more feet to his base speed.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Freedom of Movement (Su) As a swift action, use 1 ki for freedom of movement for 1 round.
Greater Trip Foes you trip provoke AoO when they are knocked prone.
High Jump (Ex) Add level to jump and always running. As a swift action, use 1 ki for +20 to jump for 1 rd.
Immunity to Disease You are immune to diseases.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Trip You don't provoke attacks of opportunity when tripping.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Pool (8/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Leg Sweep On kick hit, free trip attempt.
Martial Flexibility (move action, 4/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions.
Pummeling Charge When using Pummeling Style, make Pummeling Style atk at end of charge.
Pummeling Style Total damage from all unarmed attacks before appplying DR.
Stunning Fist (8/day, DC 18) You can stun an opponent with an unarmed attack.
Style Strike (1/round) (Ex) During flurry of blows, one or more unarmed strikes has an extra effect.

Possible feat changes:

To fit more with the ambush/grappling, I could replace Pummeling Style/Charge and Greater Trip by Mobility and Charging Stag Style and greater grapple then would add at later time Stag Horns. These could be reflavored as a Lion based Style