Seelah

M'boka's page

71 posts. Organized Play character for Mjolbeard89.


Race

Human (Zenj Mwangi)

Classes/Levels

Warpriest 2 (HP 20/20) | AC:19 | T:11 | FF:18 | cmd:15 | Fort +4 | Ref +1 | Will +6 | Init. +1 | Perc:+5 | Speed 20ft | Fervor 4/4 | Status: Normal

Gender

Male

About M'boka

M'boka - PFS #177216-4
XP 3 | PP 1 | Fame 5
Faction: Liberty's Edge

Debt's Repaid:
4-18 The Veteran's Vault
0-04 Frozen Fingers of Midnight
6-98 Serpent's Rise (level 7 pregen - Marnarius)

Male Human Warpriest 2
LG Medium Humanoid (Human - Mwangi) 27 years old
Init +1; Senses Perception +3
------------------------------
STATISTICS
------------------------------
Str 16, Dex 12, Con 12, Int 12, Wis 16, Cha 9
Base Atk +1; CMB +4; CMD 15
Traits Indomitable (Faction), Fate's Favored (Faith)
Feats Weapon Focus (Trident), Toughness, Power Attack
Skills Climb +7, Knowledge (Religion) +6, Profession (Soldier) +8, Sense Motive +7, Spellcraft +5, Survival +7; untrained Perception +3; 8 skill pts (2x(2+1 Int)+2x(skilled race trait))
ACP -3 (0 for Climb and Acrobatics - Jump)
Languages Common, Polyglot, Celestial
------------------------------
DEFENSE
------------------------------
AC 19, touch 11, flat-footed 18
hp 20 (2d8+2x(1 Con)+2 FCB+ 3 (Toughness))
Fort +4, Ref +1, Will +6 (+1 vs enchantment spells/effects)
------------------------------
OFFENSE
------------------------------
Speed 20 ft.
Melee
Trident +5 (1d8+3; 19-20/x2)
Shortspear +4 (1d6+3)
Ranged
Trident +3 (1d8+3; 10ft)
Shortspear +2 (1d6+3; 20ft)
------------------------------
MAGIC
------------------------------
DC 13 + Spell Level
Prepared Spells
0-level (4) Mending, Guidance, Light, Detect Magic
1-level (3/day) Shield of Faith, Divine Favor, Moment of Greatness, CLW (spontaneous)
------------------------------
SPECIAL ABILITIES
------------------------------
Spells:
A warpriest casts divine spells drawn from the cleric spell list. His alignment, however, can restrict him from casting certain spells opposed to his moral or ethical beliefs (see the Chaotic, Evil, Good, and Lawful Spells section). A warpriest must choose and prepare his spells in advance.

A warpriest's highest level of spells is 6th. Cleric spells of 7th level or higher are not on the warpriest class spell list, and a warpriest cannot use spell completion or spell trigger magic items (without making a successful Use Magic Device check) of cleric spells of 7th level or higher.

To prepare or cast a spell, a warpriest must have a Wisdom score equal to at least 10 + the spell's level. The saving throw DC against a warpriest's spell is equal to 10 + the spell's level + the warpriest's Wisdom modifier.

Like other spellcasters, a warpriest can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells per day if he has a high Wisdom score.

Warpriests meditate or pray for their spells. Each warpriest must choose a time when he spends 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. A warpriest can prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Blessings (Su):
A warpriest's deity influences his alignment, the magic he can perform, his values, and how others see him. Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains). If a warpriest isn't devoted to a particular deity, he selects two blessings to represent his spiritual inclinations and abilities, subject to GM discretion.

A warpriest can call upon his blessings a number of times per day (in any combination) equal to 3 + 1/2 his warpriest level. Each time he calls upon any one of his blessings, it counts against his daily limit. The save DC of these blessings is equal to 10 + 1/2 the warpriest's level + the warpriest's Wisdom modifier.
Blessing: Good
Holy Strike (minor) - At 1st level, you can touch one weapon and bless it with the power of purity and goodness. For 1 minute, this weapon glows green, white, or yellow-gold and deals an additional 1d6 points of damage against evil creatures. During this time, it's treated as good for the purpose of overcoming damage reduction. This additional damage doesn't stack with the additional damage from the holy weapon special ability.
Blessing: Community
Communal Aid (minor): At 1st level, you can touch an ally and grant it the blessing of community. For 1 minute, whenever that ally uses the aid another action, the bonus granted increases to +4. You can instead use this ability on yourself as a swift action.

Focus Weapon:
At 1st level, a warpriest receives Weapon Focus as a bonus feat (he can choose any weapon, rather than only his deity's favored weapon).

Sacred Weapon (Su):
At 1st level, weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat; if he has multiple Weapon Focus feats, this ability applies to all of them. Whenever the warpriest hits with his sacred weapon, the weapon damage is based on his level and not the weapon type. The damage for Medium warpriests is given on the table above; see the table below for Small and Large warpriests. The warpriest can decide to use the weapon's base damage instead of the sacred weapon damage—this decision must be declared before the attack roll is made. (If the weapon's base damage exceeds the sacred weapon damage, its damage is unchanged.) This increase in damage does not affect any other aspect of the weapon, and doesn't apply to alchemical items, bombs, or other weapons that deal only energy damage.

Spontaneous Casting:
A good warpriest (or a neutral warpriest of a good deity) can channel stored spell energy into healing spells that he did not prepare ahead of time. The warpriest can expend any prepared spell that isn't an orison to cast any cure spell of the same spell level or lower. A cure spell is any spell with "cure" in its name.

Bonus Languages:
A warpriest's bonus language options include Abyssal, Celestial, and Infernal. These choices are in addition to the bonus languages available to the character because of his race.

Fervor (Su) 4/day:
At 2nd level, a warpriest can draw upon the power of his faith to heal wounds or harm foes. He can also use this ability to quickly cast spells that aid in his struggles. This ability can be used a number of times per day equal to 1/2 his warpriest level + his Wisdom modifier.
By expending one use of fervor, a good warpriest (or one who worships a good deity) can touch a creature to heal it of 1d6 points of damage + an additional 1d6 points for every 3 warpriest levels he possesses beyond 2nd (to a maximum of 7d6 at 20th level). Using this ability is a standard action (unless the warpriest targets himself, in which case it's a swift action). Alternatively, the warpriest can use this ability to harm an undead creature, dealing the same amount of damage he would otherwise heal with a melee touch attack. Using fervor in this way is a standard action that provokes an attack of opportunity. Undead do not receive a saving throw against this damage. This use of fervor counts as positive energy.
As a swift action, a warpriest can expend one use of fervor to cast any one warpriest spell he has prepared with a casting time of 1 round or shorter. When cast in this way, the spell can target only the warpriest, even if it could normally affect other or multiple targets. Spells cast in this way don't require somatic components and do not provoke attacks of opportunity.

--------------------------
GEAR/POSSESSIONS:

MW Trident
Shortspear
Cold Iron Shortspear
Heavy Wooden Shield
MW Agile Breastplate
Traveller's Outfit
Pathfinder's Kit
Wand of CLW (48/50 charges)
Wand of Bless (50/50 charges)
Carrying Capacity
Light 0-76 lb. Medium 77-153 lb. Heavy 154-230 lb.
Current Load Carried 70 lb.
Money 337 GP 5 SP 0 CP

Boons:
0-04 The Frozen Fingers of Midnight: The Yagevna in Irrisen recognizes you as a close associate for freeing their daughter, Natalya, from her icy prison. In Irrisen, you gain a +2 circumstance bonus on all diplomacy rolls when you mention the Yagevna family and how you assisted them.

PFS Introduction/Background:
Standing before you is a dark-skinned human with close-cropped, dark hair. He fidgets and pulls at the armor he wears, apparently uncomfortable or unfamiliar with the style. At his side hangs a vicious-looking club inlaid with large fangs and bits of wood along the edges, as well as a large wooden mask depicting a snarling, bestial visage. He places a fist over his chest and bows slightly to the room.
I am M’boka, he says. It is my honor to serve the Pathfinder Society. A little over one year ago, my friends and I were hunting Sargavan boars. While we were in the bush on the eastern edges of the Laughing Jungle, we were ambushed by some northern men in strange clothes. They captured us and sold us to some gnoll slave ships. The gnolls sailed to Absalom, and my friends and I would have been lost forever in the slave pits, but some brave members of the Society saved us. Unfortunately, my friends had fallen ill from the voyage and died soon after arriving, but they died free men because of the Pathfinders. I am here to repay that debt, for their lives and for mine. In the mission we begin today and forever, I will serve you, my fellow Pathfinders, until my debt is paid and I may return to my home.
As he finishes his story, be lowers his fist and steps back, ready to listen to what those around him might say.

10-Minute Background:
5 key concept elements
5 Key Concepts
- The Lost Son: Mwangi (Zenj) chieftain’s son captured by Aspis agents during a hunting expedition, sold to gnoll slavers, then saved from slavers by Pathfinder agents
- Disgraced and indebted: Joined PFS to repay life debt for his freedom; disgraced by his capture, wants to regain his honor through acts of heroism in battle
- Divine warrior: worshipped tribal spirits of war and sun, now recognizes same tenets in Iomedae, now a devout Iomedaean
- Master of the battlefield: M’boka primarily focuses on facing his enemies head-on, but is not above granting himself and his allies a tactical advantage by summoning additional support or creating challenges for his opponents
- Stranger in a foreign land: Prior to his capture, the farthest M’boka had ever travelled from his home was the eastern shores of Garund, but is now based in Absalom and travels with the society wherever they command, no matter how far it takes him from his home.

3 Goals (2 IC, 1 OOC)
- M’boka wants, above all else, to regain his honor. After his capture and temporary enslavement, he is no longer assured of his right to lead his people. Thus, before he returns to his people, he feels he must accomplish some grand feat to earn the right to lead again.
- After agents of the Pathfinder Society rescued him from the slave ships, M’boka has a strong hatred for the practice of slavery. He aims to impede the slave industry wherever the opportunity arises.
- (OOC) I really want M’boka to have the chance to “come out of his shell” as a character. Socially, he will start as very reclusive due to his shame. With time, however, I want him to be able to become more engaged with other party members. Mechanically, I want to go down the Augment Summoning feat tree to give him some rad summons. Might also take a couple levels in Ranger for favored enemy (gnolls) or in Barbarian for some holy raging fun.

2+ Secrets (1+ aware, 1+ unaware)
- M’boka refuses to reveal the name of his tribe. He feels that to do so would bring disgrace to them.
- He also hides the fact that, when he and his hunting party were captured by Aspis agents, he began to flee when it was apparent that they would not prevail. This is the greatest source of his shame.
- M’boka is not aware that the Aspis agents who captured him were actually hired specifically to do so.

3 Important people (2 friendly, 1 unfriendly)
- His father, M’baba, the chieftain of his village.
- The Pathfinder agents who freed him from the slave ships
- Has a special hatred for the Aspis Consortium and for Knolls

3 Quirks/Memories/Mannerisms
- M’boka is driven to achieve great things by the memory of his capture and subsequent enslavement
- Before battle, he tends to clash his weapons against his shield in order to frighten his enemies
- He wears a large wooden mask over his face as another traditional intimidation tactic