Nolwazi Nkosi's page

88 posts. Alias of Tangaroa.


Female Bonuwat Cleric 3 - HP 22/22 - AC: 15 / T: 11 / FF: 14 - Perception: +3 - F: +4 / R: +2 / W: +6 - CMB: +3 - CMD: 14 - Speed: 30 - Init: +1

About Nolwazi Nkosi

Tracked Resources:

Special Attacks Channel Positive Energy (2d6, DC 13, 5/day), Lightning Arc (6/day - 1d6+1 electricity), Surge (6/day - +6 CMB to bull rush or drag)

Channel - 5/5
Lightning - 6/6
Surge - 6/6

Prepared Spells
Cleric (CL 3rd; concentration +7, concentration +10 while grappled, pinned, in violent weather, or entangled; concentration +11 while underwater)
2nd-hold person(DC 15), protection vs. evil (communal), *slipstream
1st-cause fear(DC 14), command(DC 14), bless, *obscuring mist
0th-create water, detect magic, light, purify food and drink(DC 13)

Conversation sample:

“Dis I know; few truth in de worl’: sun an’ sky an’ watta go on and on. Shuh, we go to cities wit dem lights and dem sounds, sell what we may. Den feet get up an’ move ‘gain; de ocean only way for Ijo folk. Righ’ as Shimye-Magalla say, movin’ be livin, de sea give an’ de sea take. Only de trip matta’”

"Be takin' han's offa I, mate? I no wan'na be callin' de goddes an' ask she tak' you way down under da sea. 'Sides, we have no many days before sho'... bes' you pay gold coin for dem ho."

Note: I've been trying to figure out a way to play her using something approximating an African Pidgin English. I am note sure how this will go, but I'll give it my best shot!


Nineteen years ago, Nolwazi Nkosi was born to mother Kholiwe Nkosi and father Sandile Nkosi among in the Ijo tribe of the Bonuwat. Nolwazi’s chidhood home was the wild coasts of “Desperation Bay” - not any one village, for the Bonuwat are vital, adventurous people who live upon the sea. Much like their dualistic god Shimye-Magalla, they embrace the open sea and sky, living lightly as they ply across the waterways. With their small fleet her particular group of Ijo Bonuwat would move from temporary village to temporary village, fishing and gathering at times, and trading at the towns of Senghor or Eleder at other times.

Sandile was a fisherman, while Kholiwe mended nets and spears, conducted trade and cared for their half-dozen children. Nolwazi was a middle daughter, but born under good stars with an even disposition. In her twelfth year, she began to accompany Sandile on his fishing trips, as she was naturally curious and Kholiwe had no use for her around home.. She learned the ways of the wind and wave, sail and sea from her fathers and brothers; they taught her many useful skills: how to swim, trim a sail and read weather.

It was in her fourteenth year the a great storm arose while she, Sandile and eldest brother were out fishing. Waves were well over a man’s height and the wind howled fierce and strong. It was a grim thing as father, son and daughter fought their way back to shore, and eventually a huge wave overtook the small fishing craft and dashed it against the rocks. It was then that a spirit of the water rose out of the waves of the storm and carried the young woman to shore, depositing her safely there. She retched for awhile there, both to clear the water from her lungs, and later as she realized that her father and brother had been claimed by the sea.

For the Bonuwat, once the sea claims you it never lets you go again. Her mother knew that a servant of Shimye-Magalla theirselves had come to save Nolwazi. It was only proper that she be dedicated to the divine in a proper fashion: she was apprenticed to the priestess Zibu, another who had once been claimed by the water and returned to the people. The next four years were spent learning the deep secrets of Shimye-Magalla, the magic of the Magalla and the healing arts of Shimye. Under her watchful eye, Zibu taught Nolwazi more lore of the sea, the power of faith, and secret words of the water spirits.

It was not an easy life, but the young woman was resilient in her heart and mind . Zibu lived apart from the others, often sleeping on her boat or at the edge of the jungle, to better listen to the waves and wind. Nolwazi lived under the harsh conditions of an apprentice and slowly learned to properly call forth the power of the sea.

In her eighteenth year, Zibu sent her away into the world. A priestess of Shimye-Magalla cannot stay in her home once she completes her dedication. To finish her communion with the goddesses, she must travel the world and see the many hidden places of the world. With this understanding in her heart, Nolwazi undertook a journey to see the world.

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Growing up in the Ijo tribe was not without peril, there was raids by the Sahuagin and the Ombo, as well as the fury of the sea when Shimye grew angry. The first few months of travelling among the outside world tested Nolwazi far more, however, than she ever could have imagined. Many of those with Chelish or Garundi blood tend to discount the resourceful Mwangi; moreover, as a young woman travelling alone many looked upon her with lust in their heart. She was forced to abandon the the first vessel she booked passage on after she chose to wash a lustful sailor overboard using the power of Shimye.

Nolwazi took work on a merchant vessel for a time, a ship making the journey between Azir and Port Peril. The journey skirted the naked power of the Eye of Abendango; on these trips Nolwazi found new and powerful moments of revelation: never before had she seen Shimye-Magalla present herself in such a naked and powerful form. She wishes to travel there someday, to see the spirits of the waves and sea play among the hurricane gales without bound or hesitation. Nolwazi knows that she is not yet strong enough to make that journey, but she holds the secret desire in her heart for when she can finally make the journey.

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It was on her last trip back from Azir to Port Peril that the young woman decided to brave the Formidably Maid, a pirate haunt, during her time ashore. She soon grew tired of the stink of civilization of the tavern and was returning to contemplate the sea, when her spiked drink took effect and she was effortlessly shag-haied.

Nolwazi has not taken well to her new situation. The wanton cruelty and needless punishments of the pirate life are alien to her. The Bonuwat are a free and independent minded people. Although she understands the need for violence in life… after all, the sea and the sky are often violent… being bound to the whims of these violent and cruel men is something that makes her heart burn with anger. The storm may claim a life, but it takes no pleasure in it, but the sadism of the pirates is wholly without mercy and unquestionably evil.

The fact that some of the shackles pirates are known to a brave the outskirts of the Eye of Abendengo is one of the few things that has kept her rage from overwhelming her. She wishes to get closer to the Eye, to hear the spirits sing, and the desperate pirates are some of the few she knows mad or inspired enough to brave those storms.

Appearance & Mannerisms:

Nolwazi is some 5'5" and 130 lbs, with brown eyes, short curly black hair, and black skin. She has a few tattoos around her neck and biceps, and wears the loose, colorful clothing of the Bonuwat. Normally, she tends to smile and laugh easily, but when abused she quickly summons her anger. When she speaks to non-Mwangi, she prefers a fast, heavily accented pidgin of Taldane.


Nolwazi Nkosi
Female Human (Bonuwat) cleric 3
CN Medium humanoid (human)
Init +1, Senses Perception +3
AC 15, touch 11, flat-footed 14 (+3 armor, +1 Dex, +1 shield)
hp 22 ((2d8)+3)
Fort +4, Ref +2, Will +6
Speed 30 ft.
Melee club +3 (1d6+1)
Melee dagger +3 (1d4+1/19-20)
Melee trident +3 (1d8+1)
Ranged alchemist's fire (flask) +3 (1d6)
Ranged club (thrown) +3 (1d6)
Ranged dagger (thrown) +3 (1d4/19-20)
Ranged trident (thrown) +3 (1d8)
Special Attacks Channel Positive Energy (2d6, DC 13, 5/day), Lightning Arc (6/day - 1d6+1 electricity), Surge (6/day - +5 CMB to bull rush or drag)

Prepared Spells
Cleric (CL 3rd; concentration +7, concentration +10 while grappled, pinned, in violent weather, or entangled; concentration +11 while underwater)
2nd-hold person(DC 15), lesser restoration, *slipstream
1st-cause fear(DC 14), command(DC 14), bless, *obscuring mist
0th-create water, detect magic, light, purify food and drink(DC 13)
*:Domain spell.
Deity Shimye-Magalla; Domains Air, Oceans (water subdomain)

Str 12, Dex 12, Con 12, Int 12, Wis 17, Cha 14
Base Atk +2; CMB +3; CMD 14
Feats Additional Traits, Selective Channeling, Spell Focus (conjuration)
Skills Climb +1, Diplomacy +7, Heal +7 (+9 with healer's kit), Knowledge (Nature) +6, Knowledge (Religion) +5, Profession (Sailor) +10, Sense Motive +7, Survival +9 (+10 to find food and water), Swim +7; ACP -1
Traits Child of Nature (Gozreh), Desperate Resolve, Poverty-Stricken, Touched by the Sea
Languages Aquan, Polyglot, Taldane
SQ bonus feat, heart of the sea, orisons, spontaneous casting, surge, weapon and armor proficiency
Combat Gear alchemist's fire (flask) (4), vermin repellent, scroll (protection from evil)
Other Gear trident, pirate clothes, Healer's Kit (10 charges), candles (10), leather, buckler, mwk. backpack, bedroll, holy text (cheap), journal, mess kit, soap (per lb.), ink (1 oz. vial), inkpen, waterskin, belt pouch, flint and steel, holy symbol (wooden) (2), compass, scroll case, club, dagger, 2.0 gp
Bonus Feat Humans select one extra feat at 1st level.

Channel Positive Energy (Su) You can unleash a wave of positive energy.

Child of Nature (Gozreh) You have been blessed by Gozreh to be as comfortable in the wilderness as you are at home. You gain a +2 trait bonus on Survival checks to find food and water, and a +1 trait bonus on Knowledge (nature) checks. One of these skills (your choice) is always a class skill for you.

Desperate Resolve You are adept at casting spells even in the most precarious situations. You gain a +1 trait bonus on concentration checks. This trait bonus increases to +4 when you are grappled, pinned, in violent weather, or entangled.

Heart of the Sea Humans born near the sea are always drawn to it. They gain a +2 racial bonus on Profession (sailor) and Swim checks, and these are always class skills for them. They can hold their breath twice as long as normal, and spellcasters gain a +4 racial bonus on concentration checks when attempting to cast spells underwater.

Lightning Arc (Sp) As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.

Poverty-Stricken Your childhood was tough, and your parents always had to make every copper piece count. Hunger was your constant companion, and you often had to live off the land or sleep in the wild. You gain a +1 bonus on Survival checks, and Survival is always a class skill for you.

Spontaneous Casting You can channel stored spell energy into healing spells that you did not prepare ahead of time.

Surge (Su) As a standard action, you can cause a mighty wave to appear that pushes or pulls a single creature. Make a combat maneuver check against the target, using your cleric level + your Wisdom modifier as your CMB. If successful, you may pull or push the creature as if using the bull rush or drag combat maneuver. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Touched by the Sea You’ve always felt the call of the sea and your blood surges with the ebb and flow of the tides. Perhaps one of your parents was a sailor or pirate, or maybe one of your ancestors had a bit of aquatic elf or undine blood in them. Whatever the reason, you’re as comfortable in the water as you are on land. You gain a +1 trait bonus on Swim checks and Swim is a class skill for you. In addition, penalties on attack rolls made underwater are lessened by 1.

You came to Port Peril in search of your destiny, and after a few drinks at a tavern called the Formidably Maid, you went down to the docks to take in a view of the sea. The last thing you remember is a blow to the back of your head and the waves rushing up to meet you.

Weapon and Armor Proficiency Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity