Magaambyan Arcanist

Nsizi's page

401 posts. Alias of Angie H.


About Nsizi

Bas'o Vocabulary:

barafu - ngozi = ice skin (frostbite)
bibi - Mistress/Ma'am
bosi - boss/leader
bufi - axe/owl
dakhwitsi - magician
eth - imp/mephit
habha - butterfly
hema - tent/teepee
hwitsi - magic
ibamba - orc/half-orc (literally "of the tusk")
ikori - fable/tale
iqela inyoka - Aspis consortium (literally "group of snakes")
iwisa - his staff/club with the bulbous end (no way to make that not sound dirty)
kaka - brother/uncle
kelele silaha - fire arm (noisy weapon)
kiki - sister/aunt
kuhani - priestess/healer
lolimba - tough
mgeni - Chelaxian (foreigner)
mjusi - lizardfolk
mzee - elder
neswambi - garment of many layers of fabric, held with belts and straps
njengabona - ooze
ombufibi - caterpillar
ugogo - grandfather
uhulu - grandmother
undlunkulu - small blue birds
vidogo - halfling
winkte - two spirit person

Nsizi of the Bas'o
Two-spirit human oracle
Level 5
N Medium Type
Init +6; Perception +2

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DEFENSE
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AC 16, touch 12, flat-footed 14
HP 39
BAB 3
Fort +4, (base 1 +1 CON +2feat) Ref +3 (base 2 +2 REF), Will +6 (base 4 +2 WIS)
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OFFENSE
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Speed 30 ft.
Melee
Morningstar +5 = 3 (base) +2 (STR)
Damage 1d8+2, x2

+1 Spear +6 = 3 (base) +2 (STR) +1 Magic
Damage 1d8+4, x3

MW Dagger +6 = 3 (base) +2 (STR) +(1 MW)
Damage 1d4+2, 19-20 x2

Ranged
Iwisa +5 = 3 (base) +2 (STR) (+1 vs opponents with bucklers/shields)
Damage 1d6+2, x2, 20ft

Light Crossbow +3 = 2(base)
Damage 1d8, 19-20 x2, 120 ft

MW Spear +6 = 3 (base) +2 (Dex) +1 (MW)
Damage 1d8+3, x3, 20ft

Sling +5 = 3 (base) +2 (Dex)
Damage 1d4, x2, 50ft

Space 5 ft., Reach 5 ft.
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SPECIAL ABILITIES
Mystery: Winds
* class skills include Acrobatics, Escape Artist, Fly, and Stealth
* Bonus Spells: alter winds* (2nd), gust of wind (4th), cloak of winds* (6th)

Oracle's curse: haunted. Retrieving gear from pack takes a standard action. Any item dropped lands 10 feet away in a random direction.

Revelations:
*Touch of electricity: melee touch for 1d6+1/2lvls 6/day.
*Invisibility 1min/day/level
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SPELLS
Level 0, DC=14
6 known +2 curse spells
*Guidance (+1 on one attack role, save, or skill check)
*Detect poison
*Light
*Mending
*Purify food and drink
*Resistance (+1 on saving throws for 1 minute)
+*Ghost sound
+*Mage hand

Level 1, 7/day, DC=15
3 known + cure + mystery spell
*Alter Winds (1hr/level, light winds) (bonus mystery spell)
*Cure light wounds (1d8 +1/level)
*Divine Favour (+1 luck bonus to attack and damage for 1 minute)
*Hedging Weapons
*Magic Weapon (weapon gains +1 bonus 1min/level)
*Endure elements

Level 2, 5/day, DC=16
2 known + cure +mystery spell
*Gust of Wind
*Cure Moderate Wounds2d8+1/level
*Bull's Strength (+4 Str 1min/level)
*Lesser Restoration heals 1d2+2 ability damage.

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STATISTICS
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Str 14, Dex 14, Con 12, Int 10, Wis 14, Cha 18 (16+2)
Base Atk +3; CMB +5; CMD 17

Traits:
*Sacred Touch: As a standard action, you may automatically stabilize a dying creature merely by touching it.
*Savanna Child (plains): +1 to Survival

Feats:
Improved Initiative
Toughness
Great Fortitude
Spell Penetration

Skills (5/lvl +2bkgrnd):
Acrobatics 2 = 2 (dex)
Diplomacy 12= 5r +3 (class) +4 (cha)
Escape Artist = 2= 2 (dex)
(b)Handle Animal 9 = 5r +4 (cha)
Heal 9 = 4r +3 (class) + 2 (wis)
Knowledge (planes) 7 = 2r =3(class)+ 2 (wis)
Knowledge (religion) 8 = 3r +3 (class) + 2 (wis)
(b)Lore (savannah geography) 6 = 1r +3 (class) + 2 (wis)
(b)Lore (Pridon's Hearth weaponry) 8 = 4r +3(class) +2 (wis)
Sense motive 7= 2r +3 (class) + 2 (wis)
Spellcraft 7 = 4r +3 (class) + 0 (int)
Stealth 7 = 2r +3(class) +2 (dex)
Survival 8 = 3r +3 (class) + 2 (wis)
(b) - background skills

Racial Modifiers:
+1 skill point per level
extra feat
+2 on one ability

Languages: Common, polyglot
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GEAR/POSSESSIONS
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Wealth
Coin: 217
Gems: 1 amethyst 70gp
Headband of Alluring Charisma +2

weapons/armour
+1 studded leather armour (+4, no ACP)
Morningstar 8gp
+1 Spear 2000gp
Dagger 2gp
MW dagger 306gp
Sling and bullets
heavy crossbow 50gp
20 bolts

Adventuring gear
Bedroll 5sp
Fancy clothes/makeup/jewelry 50gp
Money purse with Bas'o money for cure Note from the bank

Magic/alchemical items
bottle of acid 10 gp
tanglefoot bag 50 gp
healer's kit ( two bottles of anti-plague, two bottles of antitoxin, four bottles of bloodblock, and two sunrods, and medical supplies worth a total of 100gp)
CMW potion
CMW wand (7)
remove fear potion
defoliant polish
Scrolls of: barkskin, dispel magic, dominate animal, lightning bolt, restoration, and summon nature's ally II

Background:

Nsizi is a Mwangi winkte, or two-spirit person. Born into the body of a girl, Nsizi began dressing and acting as a boy at a very early age. Among the Bas’o, the winkte are believed to be twin spirits in one body, and as such are honoured and respected. Nsizi was spent much of his time with the tribe’s shaman as his tribe followed the antelope during the yearly migrations.

Part of the Bas’o rite of passage into adulthood is the Jaakko, a spirit quest that involves spending several nights alone in the plains, fasting and communing with the little-gods and spirits of the land. With luck, a Bas’o adolescent finds their spirit animal during this time. During Nsizi's Jaakko, something unusual happened.

During a particularly violent thunderstorm, he was struck by lightning. A storm of spirits entered into him, rendering him temporarily paralyzed and communing directly with his soul. When he finally roused from the experience, he found that he been granted strange new powers, not seen in his tribe for a generation. He was an oracle. Unfortunately, his leg never recovered from the lightning strike, and to date neither herbs, healing nor magic has been able to cure his lameness.

Nsizi spent the next several years learning to use his powers, and helping heal and defend his people. During a skirmish with some lizardfolk, he discovered a taste for battle, and began to train also with some of the tribe’s warriors.

Six months ago, Bas’o children started coming down with a strange and powerful sleeping sickness. The children cannot be wakened, though they can be roused just enough to take water or broth. No spell nor natural remedy has any effect. Some believe the Bas’o have become cursed, some believe that it’s a lizardfolk disease; others believe that it’s a conspiracy by the Chelaxian colonists to reduce the natives numbers. Nsizi’s shaman has had a vision that “hope is in the south”. In desperation, Nsizi has travelled to Pridon’s Hearth in hopes of finding a cure.

Appearance:

Like most Bas’o, Nsizi is tall and lean. He keeps his head shaved almost to baldness, and his facial features are only very slightly feminine. Naturally, he has no facial hair, and he doesn’t wear the jewelry often favored by female Bas’o. Likewise he is lacking traditional tattoos or scarring of any sort.

Nsizi generally wears the many-layered neswambi – traditional garb for two-spirits throughout the Bas’o. This garment is intricately folded, layered and wrapped, and held in place with various straps and belts. Nsizi’s is dyed various shades of dark orange through dark red, and his braided belts have many shells, stones, feathers and other small fetishes hanging from them. He wears hide armour under his neswambi.

He carries a four foot long isiwa – the traditional club/staff of the Bas’o. This strange-looking knobbed club doubles as a walking stick. Though it looks unwieldy, it is perfectly weighted for throwing end-over-end, and Nsizi delights in his growing skill with it. He also carries traditional Bas'o hunting weapons - a spear slung over his back, a dagger, and a sling.

Personality:

Nsizi is used to the large, extended family structure of the Bas’o tribe, and is very social. He is eager to help, and loves to talk, learn, and tell/hear stories. The Bas’o are matriarchal, and he generally respects women and look to them for authority.

This trip to Pridon’s Hearth is his first long exposure to people and cultures outside of the plains, and he is finding it hard to adjust to dealing with people who don’t offer him the respect that the Mwangi generally offer the winkte. This causes him confusion and frustration at times, but he generally takes it in stride and is able to laugh off any negative attention he receives.

Being two-spirited, Nsizi does occasionally choose to show her feminine side, and dress and act as a woman. Her female side is particularly playful and fun-loving, and enjoys jokes and pranks.

Concern about the Bas’o children, including his own siblings and cousins, shadows Nsizi’s thoughts and actions, making him occasionally impatient or angry, especially when dealing with those who hinder his quest.