Tpannon

Ndombe's page

167 posts. Alias of Zahir ibn Mahmoud ibn Jothan (RPG Superstar 2014 Top 16).


Full Name

Ndombe

Race

Mwangi

Classes/Levels

Cleric 2 (AC: 15[T: 11 FF: 14] | HP: 20/20(0NL) | F+4, R+1, W+6 | Init: +1 |Perc: +3)

Gender

Male

Special Abilities

Channel (0/3); Speak with animals (2/4); Enlarge (6/6)

Alignment

Neutral Good

Deity

Gozreh

About Ndombe

Comprehend languages used

Ndombe 2:

Ndombe #2
Human (Mwangi) cleric of Gozreh 2
NG Medium humanoid (human)
Init +1; Senses Perception +3
Aura enlarge
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 20 (2d8+4)
Fort +4, Ref +1, Will +6
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +3 (1d4+2/19-20) or
trident +3 (1d8+3)
Special Attacks channel positive energy 3/day (DC 11, 1d6)
Domain Spell-Like Abilities (CL 2nd; concentration +5)
At will—speak with animals (5 rounds/day)
Cleric Spells Prepared (CL 2nd; concentration +5)
1st—air bubble[UC], comprehend languages, enlarge person[D] (DC 14), magic weapon
0 (at will)—create water, detect magic, light, read magic
D Domain spell; Domains Animal, Plant (Growth[APG] subdomain)
--------------------
Statistics
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Str 14, Dex 13, Con 12, Int 14, Wis 16, Cha 10
Base Atk +1; CMB +3; CMD 14
Feats Fast Learner[ARG], Scribe Scroll
Traits boarded in the mwangi expanse, child of nature
Skills Acrobatics -2 (-6 to jump), Diplomacy +4, Knowledge (arcana) +6, Knowledge (history) +7, Knowledge (nature) +7, Knowledge (nobility) +7, Knowledge (planes) +6, Knowledge (religion) +7, Sense Motive +7, Spellcraft +6, Survival +10, Swim +0
Languages Aklo, Azlanti, Common, Polyglot
Combat Gear scroll of air bubble, ant haul, ant haul, cure light wounds, cure light wounds; Other Gear hide armor, dagger, trident, backpack, belt pouch, blanket[APG], box of fishing tackle (2 lb), fishhook, fishing net, fishing pole, simple (1 lb), hammock[UE], hemp rope (50 ft.), spell component pouch, tobacco, torch (5), trail rations (5), waterskin, whetstone, wooden holy symbol of Gozreh, 125 gp, 7 sp, 3 cp
--------------------
Special Abilities
--------------------
Cleric Channel Positive Energy 1d6 (3/day, DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Animal) Granted Powers: You can speak with and befriend animals with ease. In addition, you treat Knowledge (nature) as a class skill.
Cleric Domain (Growth)
Enlarge (6/day) (Su) Swift action: Enlarge person on yourself.
Speak with Animals (5 rounds/day) (Sp) You can use speak with animals as a spell-like ability.

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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Ndombe 1:

Ndombe
Human (Mwangi) cleric of Gozreh 1
NG Medium humanoid (human)
Init +1; Senses Perception +3
Aura enlarge
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 10 (1d8+2)
Fort +3, Ref +1, Will +5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +2 (1d4+2/19-20) or
trident +2 (1d8+3)
Special Attacks channel positive energy 3/day (DC 10, 1d6)
Domain Spell-Like Abilities (CL 1st; concentration +4)
At will—speak with animals (4 rounds/day)
Cleric Spells Prepared (CL 1st; concentration +4)
1st—comprehend languages, enlarge person[D] (DC 14), magic weapon
0 (at will)—create water, detect magic, light
D Domain spell; Domains Animal, Plant (Growth[APG] subdomain)
--------------------
Statistics
--------------------
Str 14, Dex 13, Con 12, Int 14, Wis 16, Cha 10
Base Atk +0; CMB +2; CMD 13
Feats Fast Learner[ARG], Scribe Scroll
Traits boarded in the mwangi expanse, child of nature
Skills Acrobatics -2 (-6 to jump), Diplomacy +4, Knowledge (arcana) +6, Knowledge (history) +6, Knowledge (nature) +6, Knowledge (nobility) +6, Knowledge (religion) +6, Spellcraft +6, Survival +9
Languages Aklo, Azlanti, Common, Polyglot
Combat Gear scroll of air bubble, ant haul, ant haul, cure light wounds, cure light wounds; Other Gear hide armor, dagger, trident, backpack, belt pouch, blanket[APG], box of fishing tackle (2 lb), fishhook, fishing net, fishing pole, simple (1 lb), hammock[UE], hemp rope (50 ft.), spell component pouch, tobacco, torch (5), trail rations (5), waterskin, whetstone, wooden holy symbol of Gozreh, 125 gp, 7 sp, 3 cp
--------------------
Special Abilities
--------------------
Cleric Channel Positive Energy 1d6 (3/day, DC 10) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Animal) Granted Powers: You can speak with and befriend animals with ease. In addition, you treat Knowledge (nature) as a class skill.
Cleric Domain (Growth)
Enlarge (6/day) (Su) Swift action: Enlarge person on yourself.
Speak with Animals (4 rounds/day) (Sp) You can use speak with animals as a spell-like ability.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Background:

Ndombe grew up in a small Zenj fishing village a few leagues up from the mouth of the Oubinga River. He was never overly proficient at catching the fish, but he rather felt a fondness for them. This didn’t stop him from trying, and it didn’t stop him from eating the fish and other game that the tribe brought in, but it did deepen his appreciation for nature and Gozreh’s way. Ndombe’s tribe was well off as jungle tribes go. Ample food, ample shelter, and even some trade with the sailors in their enormous canoes with blankets tied to the trees that grew out of them. Ndombe was happy. That is, he was happy until a couple months ago. Along with several other members of the tribe, he was out hunting along the river, when he heard a loud shouting. There were figures coming at them. Tall, dark skin, Bekyars! Slavers! And they were coming for him and his friends. He turned to run, to flee as he had been taught, but he felt a weariness come over him, and he fell to the ground, fast asleep.

He awoke, tied up with his friends, and many others. Some were Bonuwat, or Mauxi, and others he did not recognize, but they were all slaves it now appeared. They were trussed up like boar, and waiting on the sands of a beach. Ndombe’s head hurt, so he knew he must have been clubbed, after whatever magic had knocked him out.

The Bekyar’s regularly kicked their prisoners, and berated them for being caught as lesser Mwangi. And soon enough, a large canoe came into Ndombe’s view. It’s yellow blankets were brought down from the three large upright trees it carried, and a smaller canoe came to the shore. They were mostly white men, from the north no doubt. They argued with the Bekyars. They bartered with the Bekyars, and in the end, they gave the Bekyars many pieces of iron and glass, and even some polished wood of types Ndombe did not recognize.

Ndombe and the others were thrown into the small boat and carried out to the large one, where they were lifted aboard like so many cows and thrown under the deck. For days, Ndombe and the others were fed a meager gruel and little water. They were hurt if they talked. One died from injuries he must have had while being captured, and another died because of the weight of those on top of him, but Ndombe survived. He held his small symbol of Gozreh in his hands, and he prayed.

His prayers were answered, the slavers needed heavy things moved. Why move those things themselves when they had slaves to do it. Ndombe and three others were brought on deck. Were they the healthiest, or just the nearest to the door? Ndombe didn’t know, but he set to work once his ropes were removed. He looked around, saw some things he could use: a knife, some rope, ohhh a trident! Gozreh was watching over him! Ndombe knew better than to expect Gozreh to give him a second chance. These white men, with their cities, and their city ways, they would not have Ndombe. No, he would be free, or he would be dead, but he would not be a slave.

He slowly moved the things he was to take with him together into a pile behind some squares of wood. He tied them together with the rope, and when he thought it was best, he threw the bundle over and held the rope as he dove over the side of the ship.

The water was cold and hard. The ship had been moving fast. Ndombe dove deep and tied the rope around his waist quickly before he resurfaced. He saw the flat end of the canoe. “A canoe needs two noses, so it can face either way,” his father had taught him. The white men knew nothing about building canoes. There were men on the canoe, yelling and pointing. But they did not fire bows at him, nor did they turn the canoe. Without oars, how could they? The wind was at Ndombe’s back and blowing right at the white man’s canoe, it would be a long time before they could return. Gozreh was helping Ndombe more than any one man could expect.

Ndombe swam ashore, slowly but surely. And when he got there he plunged into the jungle and took inventory. Ten fingers, ten toes, two eyes, two ears, a mouth, a nose, and a pile of things. The white man coveted things. Wealth, money, power. Ndombe cared not for that. His health, and now his freedom. Perhaps Gozreh had a mission for him, but he was sure it was time to see what nature could provide, he was hungry.

The first priority was food. It had been days since Ndombe had eaten a real meal. Berries and nuts were easy enough, but the swim to shore had taken much heat out of his body, and he needed real food. Gozreh provided again, he heard the snorts of a boar in the woods. He wondered, “who is hunting who?” He laid aside most of his possessions, keeping only the dagger and the trident he had grabbed. This was not his first time hunting boar. The boar emerged from the shadows of the trees and charge Ndombe, he planted the butt of the weapon into the ground, and stomped a foot over it to hold it steady. The boar impaled itself on the middle prong, but kept coming. When it struck the crossbars, it could come no further towards him. He held the weapon tight with one hand, and reached out with the dagger to put the boar out of its misery. As he watched the last life leave the boar’s eyes, Ndombe whispered a prayer of thanks. “Brother boar, your life is not taken lightly. You have my gratitude. I shall be stronger with your sacrifice, and I will remember you.”

Finding the right stone was easy, and the blade of the white man’s dagger made sparks on it, so thirty minutes later, Ndombe was cooking that boar, and considering his next steps. Eat his fill of the boar. Jerk and smoke the excess. Fishhooks with some of the smaller bones. A necklace with the tusks, and save the sinew as string, for what? A fishing net? If there was a stream nearby, then sure, he could make a net.

Ndombe had been alone for months. Hunting, fishing, praying. He had a fur blanket, thanks to a number of smaller animals that were not as quick as they should be. He had weaved a hammock. He had found a patch of wild tobacco, and had saved some of it to chew on in the evenings, or while lying in wait for prey. Torches, a waterskin, and a hammock were easy. Finding the right stone to hone his weapons was not easy, but he found it. “Thank you Gozreh.”

When he travelled, he wrapped his things up into a bundle using the furs, and tied it tight into a shoulder bundle with the rope. And travel he did. He moved regularly. An unnatural fear that the slavers would come after him just for pride. He was a "things" to them, and they would not want to lose him. The big moon had returned six times, and the seventh would arrive soon. He had managed to save a lot of food, the jungle provides for those that know where to look. Two big moons ago, he had found a body. It was old, and much eaten, but it had metal pieces, the types that the white men use. He said a prayer, and he took the metal.

He followed the coast to the east, and eventually he arrived at a village. The villagers spoke a strange dialect, but he could understand them. He had only been there for one day, when the next morning one of the white men’s canoes dropped its metal stone into the water. The white men called the canoe the Weeping Sprite. The name sounded strange to his tongue, He had trouble pronouncing its name, but it sounded pleasant, and he knew that Gozreh had sent it to pick him up. He had spoken with the head man of the canoe, who looked at Ndombe’s coins, picked a few, and agreed to let Ndombe aboard. Ndombe had felt like he had followed all of Gozreh’s signs, and yet he was certain he had missed something. He had prayed, and prayed to Gozreh, and finally, he felt Gozreh’s answer. At least, he felt that Gozreh had answered. He felt a presence in his mind, one he had never felt before. A friend, a companion. He looked around the large canoe, but he could find nothing. Far, across the horizon, his eyes went, and his heart could feel the tug of a creature. He knew not what it was, or where, but he did see that the pointy end of the canoe was pointed in the direction that his heart wanted to go.

Appearance:

Short (5'5") like most of his people, and like them Ndombe is well built and athletic. He wears hides of various types, and uses rope for a belt. His skin is a deep chocolate brown, and his wirey hair is braided in rows. His eyes are a deep brown, with some green highlights.

Personality:

Growing up, Ndombe was a very friendly sort, garrulous, genuine, and generous. Quick with a smile, or a joke. However, having been taken prisoner, enslaved, beaten, brutalized, and now alone with only his own company for months, it remains to be seen how he is with people now.

Skill Shortcuts:

[dice=Acrobatics]1d20-2[/dice] -4 to jump
[dice=Appraise]1d20+2[/dice]
[dice=Bluff]1d20+0[/dice]
[dice=Climb]1d20-1[/dice]
[dice=Diplomacy]1d20+4[/dice]
[dice=Disguise]1d20+0[/dice]
[dice=Escape Artist]1d20-2[/dice]
[dice=Fly]1d20-2[/dice]
[dice=Heal]1d20+3[/dice]
[dice=Intimidate]1d20+0[/dice]
[dice=Knowledge(arcana)]1d20+6[/dice]
[dice=Knowledge(history)]1d20+7[/dice]
[dice=Knowledge(nature)]1d20+7[/dice] +1 in jungle
[dice=Knowledge(nobility)]1d20+7[/dice]
[dice=Knowledge(planes)]1d20+6[/dice]
[dice=Knowledge(religion)]1d20+7[/dice]
[dice=Perception]1d20+3[/dice]
[dice=Ride]1d20-2[/dice]
[dice=Sense Motive]1d20+7[/dice]
[dice=Spellcraft]1d20+6[/dice]
[dice=Stealth]1d20-2[/dice]
[dice=Survival]1d20+10[/dice]
[dice=Swim]1d20+0[/dice]
[dice=Use Magic Device]XXX[/dice]

Combat Shortcuts:

Enlarge Person +2 STR, -2 DEX, -1 to hit (+1 for STR or DEX increase as well), -1 AC (-1 to Dex Mod also)

[dice=Initiative]1d20+1[/dice]

[dice=Trident Hit]1d20+3[/dice] Melee
[dice=Trident Damage]1d8+3[/dice]

[dice=Trident Hit]1d20+2[/dice] Ranged
[dice=Trident Damage]1d8+2[/dice]

[dice=Dagger Hit]1d20+3[/dice] Melee
[dice=Damage]1d4+2[/dice]

[dice=Dagger Hit]1d20+2[/dice] Ranged
[dice=Damage]1d4+2[/dice]

Healing Shortcuts:

[dice=CLW]1d8+2[/dice]

[dice=Channel]1d6[/dice] 30' radius, Will DC 11

Saving Throw Shortcuts:

[dice=Fortitude]1d20+4[/dice]
[dice=Reflex]1d20+1[/dice]
[dice=Will]1d20+6[/dice]

Ability Check Shortcuts:

[dice=Strength]1d20+2[/dice]
[dice=Dexterity]1d20+1[/dice]
[dice=Constitution]1d20+1[/dice]
[dice=Intelligence]1d20+2[/dice]
[dice=Wisdom]1d20+3[/dice]
[dice=Charisma]1d20+0[/dice]