Sheriff Belor Hemolock

Mo'butu's page

101 posts. Alias of Gerald.


Full Name

Mo'butu

Race

Colonial Human Urban Druid 7 | Charm Domain | Init. +6 | Perception +14 | F+6, R+4, W+9 (+2 on saves vs. divinations and enchantments) ||

Classes/Levels

AC xx/xx/xx/ | HP xx/xx

Strength 10
Dexterity 14
Constitution 12
Intelligence 13
Wisdom 19
Charisma 14

About Mo'butu

Mo'butu

Male Colonial Human Urban Druid 7
Charm Domain
NG Medium Humanoid
Init. +6; Perception +14
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Defense
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AC xx, touch xx, flat footed xx.
HP: xx (8d8 + 7 Con. + 7 Favored Class)
Current HP: xx
Fort: +6, Ref: +4, Will +9
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Offense
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Speed30'
Melee + +1 Spear, 1d8+5 (x3)
+ Scimitar, d6+4 (18-20/x2)
+ Club, d6+4 (x2)
Ranged 7 Spells

Spells Typically Memorized: Save DC's (14 + Spell Level) (15 + Spell level for Enchantment and Evocation)

0-Detect Magic, Light, Read Magic, Stabilize
(5+1)1-Cure Light Wounds, Entangle, Ice Armor, Produce Flame, Snowball, plus Charm Person*
(4+1)2-Air Step, Barkskin, Flaming Sphere, Lesser Restoration, plus Calm Emotions*
(3+1)3-Call Lightning, Communal Resist Energy, Neutralize Poison, plus Suggestion*
(2+1)4-Flame Strike, Freedom of Movement, plus Heroism*
* means Charm Domain Spell
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Statistics
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STR10, DEX14, CON12, INT13, WIS19, CHA14

BAB: +5; CMB +5, CMD 17

Feats 1. Spell Focus Evocation, H. Spell Penetration, 3. Spell Focus Enchantment, 5. Improved Initiative, 7. Natural Spell

Skills (4 + 1 Int + 1 Human/ level= 42 skill points)
Climb +4 (1 rank + 0 Str + 3 Class)
Diplomacy +13 (6 ranks + 2 Cha + 3 Class + 2 Urban Druid)
Fly +10 (5 ranks + 2 Dex + 3 Class)
Know. (Geog) +6 (2 Ranks + 1 Int + 3 Class)
Know. (History) +7 (1 rank + 1 Int + 3 Class + 2 Urban Druid)
Know. (Local) +11 (5 Ranks + 1 Int + 3 Class + 2 Urban Druid)
Know. (Nature) +12 (6 Ranks + 1 Int + 3 Class + 2 Druid))
Know. Nobility +7 (1 rank + 1 Int + 3 Class + 2 Urban Druid)
Perception +14 (7 Ranks + 4 Wis + 3 Class)
Ride +4 (1 rank + 0 Str + 3 Class)
Spellcraft +7 (3 ranks + 1 Int + 3 Class)
Survival +11 (2 Ranks + 4 Wis + 3 Class + 2 Druid)
Swim +5 (2 Ranks + 0 Str + 3 Class)

Languages Common, Druidic, Tulita

Urban Druid Class Abilities:

*Spontaneous Casting: An urban druid can channel stored spell energy into domain spells that she has not prepared ahead of time. She can “lose” a prepared spell in order to cast any domain spell of the same level or lower. Chose Charm Domain. This ability replaces the ability to spontaneously cast summon nature’s ally spells.

*Nature Bond (Ex): An urban druid may not select an animal companion. Instead, she must choose from the following domains, rather than those usually available to druids: Charm, Community, Knowledge, Nobility, Protection, Repose, Rune, or Weather. Chose Charm Domain.

*Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

*Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

*Lorekeeper (Ex): At 2nd level, an urban druid adds Diplomacy, Knowledge (history), Knowledge (local), and Knowledge (nobility) skills to her list of class skills. She also receives a +2 bonus on these skill checks. This ability replaces a druid’s woodland stride and trackless step abilities.

*Resist Temptation (Ex): At 4th level, an urban druid gains a +2 bonus on saves vs. divinations and enchantments. This ability replaces the resist nature’s lure ability.

*A Thousand Faces (Su): A druid gains the ability to change her appearance at will, as if using the alter self spell, but only while in her normal form. An urban druid gains this ability at 6th level.

Charm Domain:

*Dazing Touch (Sp): You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your cleric level are unaffected. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

*Charming Smile (Sp): At 8th level, you can cast charm person as a swift action, with a DC of 10 + 1/2 your cleric level + your Wisdom modifier. You can only have one creature charmed in this way at a time. The total number of rounds of this effect per day is equal to your cleric level. The rounds do not need to be consecutive, and you can dismiss the charm at any time as a free action. Each attempt to use this ability consumes 1 round of its duration, whether or not the creature succeeds on its save to resist the effect.

Domain Spells: 1st—charm person, 2nd—calm emotions, 3rd—suggestion, 4th—heroism, 5th—charm monster, 6th—geas/quest, 7th—insanity, 8th—demand, 9th—dominate monster.

Wealth 1544 in gold and gems, 2 silver

Gear

Spoiler:

Hide Armor 25 lbs.
Large Wooden Shield 10 lbs.
Scimitar 4 lbs.
Club 3 lbs.
Sling w/ 20 bullets 10 lbs.

Explorer's Outfit 8 lbs.
Backpack 2 lbs.
Waterskin 4 lbs.
Belt Pouch .5 lbs.
3 day's rations 3 lbs.
3 oil flasks 3 lbs.
Holly & Mistletoe -
5 tindertwigs -
Bedroll 5 lbs
Ink vial-
Parchment (x5) 2 blank sheet, and 3 self mapped sheets-
Ink Pen-
Fish hook -
Hemp Rope 50' 10 lbs.
5 Scroll cases 2.5 lbs.
Spell component pouch 2 lbs.

Magic

Weapons: +1 Spear, with ability to cast Chill Touch once per day as swift action (activation word ringa).

Wand:
Cure Light Wounds, 47 charges

Scrolls:
*Lesser Restoration (x3)
*Entangle (x3)
*Charm Animal, Endure Elements, Speak w/ Animals
*Faerie Fire (x2), Hide from Animals
*Magic fang, Longstrider (x2)
*Produce Flame, Cure Light Wounds (x3)

Potions:
*Cure Light Wounds (x2)

Appearance:

Spoiler:
Mo'butu is a large dark skinned human standing 6' 2" tall and weighing 200 lbs. He is heavily muscled with dark eyes and a bald head. He is typically dressed in a well worn explorer's outfit and hide armor. He has a sleeve of colorful tattoos on his left arm. When he is thinking, he has a habit of inattentively rubbing the tattooed arm.

Backstory

Spoiler:
Mo'butu was raised in a Mwangi tribe surrounding the trading city of Kibwe. For that reason, Mo'butu has had much more of an exposure to "outsiders" than most of the natives of the area. It is in that city that he first made some gold for his family, trading on his own expertise of the surrounding area.

His upbringing was tough but fairly normal for the children of the tribe. There were numerous competitive jungle events, to which he was no stranger to coming out as a winner. His father also had some limited skills with nature (as a minor druid) who taught Mo'butu about nature and animals from an early age. He was a skillful learner about druidic studies, and he eventually bonded with a small panther, Bwenge, he encountered while exploring the jungle and the Expanse. Before long the two became inseparable, with Bwenge treating Mo'butu as protective as a mother.

Despite his natural ability in the study of nature, his large build has made him a strong warrior as well, fighting with shield and scimitar. As most in his tribe do, Mo'butu ventured out from the relatively safe haven of his tribe. With Bwenge by his side, they have led several explorations, and covered a large section of the Mwangi Expanse. Mo'butu enjoys his 'career' leading visitors to explore the Expanse while satisfying his wanderlust. He has mapped a large section of the Northern portion of the Expanse.