About Obo the ZenjA thickly muscled, short Mwangi man with dark skin and thick black hair. Backstory:
For the Zenj of the Mwangi there are two worlds: the waking world, the land of sun and trees, of sleeting rain and great mountains. But there is also the primordial mists, a gray land of dreams where all the great spirits hunt and play. Such are the two worlds of Obo. Obo was part of a remote Zenj tribe in the Expanses, but he was not born to the tribe. Rather, he was found as a teenager roaming the jungles with no memory of his previous life. He was ferociously strong and spoke the polyglot dialect of the Zenj. It was clear to his tribe that he was a lost son of a fellow tribe who had faced some terrible trauma. Out of pity, he was adopted by the local shaman. Growing up in this remote area as a hunter and scout for his tribe, Obo had both a simple, almost instinctual outlook and foul temper that made him few friends among his adopted tribe. He roamed far and wide among the mountains and jungles of the Mwangi expanses, rarely seeing any of what the outside world would call civilized man. Between every turning of the moon's face he brought home many antelopes and monkeys for the tribe, but he was seldom loved. But the waking world was peaceful for half a dozen seasons. In the night, however, there was no peace. When one sleeps one should roam the land of dreams, moving through the mists among the great spirits. Obo's sleep, however, was far from peaceful. At night he would dream of dancing among the trees, like the great apes, and eating birds with his raw hands. Then his dreams would suddenly change in pain, forests would transform into dark caves of stone and a great nausea would sweep through him. Always in these dreams he would look up through waves of sickness and see a yellow eyed man talking in a strange, hissing tongue, standing over him and casting a dark shadow. Obo survived his dreams, and always hunted well in the day, but was never happy and always feared the coming of the night. Eventually adulthood came, and caught up in hormonal lust he sought out a mate. He advanced upon a woman, but she refused him, despising him as all others did in the tribe. In his anger, his body swelled with energy, his teeth sharpened and his muscles thicked; he broke her arm and left deep scars. He fled in confusion and fear but the damage was done; he was cast out by his tribe to wander the Mwangi Expanses. Eventually he drifted close to the edges of civilization, where he worked as porter, guide and bodyguard for those outsiders delving deep into the jungle. As he grows older, his bursts of anger and apish features during these outburst both become more pronounced. His dreams are never peacful; in the mists he sometimes sees the face of a great ape, looking silently at him, and sometimes he sees a pair of yellow eyes, evil things looking at him out of the darkness. Recently, while guarding a caravan he fought some half-man, half-snake creatures with yellow eyes. He was frozen in fear for agonizing seconds in the face of these dream creatures, these yellow eyed demons, before his hatred and years of confusion welled up within him. He fought the snake-men with great ferocity, helping to dtive them away. Now he has only questions about why their yellow, slitted eyes have plagued his dreams.
Statistics:
Obo
Base Stastics When not raging, Obo has the following statistics: Senses no low-light or scent; AC 20, touch 13, flat-footed 18; hp 71; Fort +9, Will +6; Melee +1 greatclub +10/+5 (1d10+5) or unarmed +9/4 (1d3+3) or masterwork silver dagger +10/+5 (1d4+4) or masterwork cold iron spear +10/+5 (1d8+4), no bite; Ranged throwing axe +8 (1d6+3) or masterwork silver dagger +9 (1d4+2) or masterwork cold iron spear +9 (1d8+3/x3); Str 16, Con 16, CMB +9 (+11 grapple); Skills Climb +11, Swim +8 STATISTICS
Pathfinder’s Kit This kit consists of a backpack, a bedroll, a belt pouch, a clay mug, a dagger, 2 fishhooks, flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, (9x) waterskin, two week’s worth of trail rations, and a whetstone. Carried Weight 123.02 lbs (5 lbs/4 pints of water) SPECIAL ABILITIES Raised in the Mwangi Expanse You harbor no illusions regarding the deadliness of the jungles, the creatures that inhabit it, or the peoples that make their home therein. You gain Polyglot as a bonus language and receive a +1 trait bonus on all Knowledge (nature) checks regarding the jungle. Reactionary You gain a +2 trait bonus on Initiative checks. Animal Fury (Ex) While raging, you gain a bite attack, If uses as a part of a full-attack action, the bite is made at your full base attack bonus-5. If the bite hits, it deals 1d4+2 points of damage. You can make a bite attack as part of the action to maintain or break free from a grapple. This attack is resolved before the grapple check is made. If the bite attack hits, any grapple checks you make against the target this round are at a +2 bonus. Bonus Feat Humans select one extra feat at 1st level. Fast Movement (Ex) Your land speed is faster than the norm for your race by +10 feet. This benefit applies only when you are wearing no armor, light armor, or medium armor, and not carrying a heavy load. Improved Uncanny Dodge (Ex) You can no longer be flanked. This defense denies a rogue the ability to sneak attack you by flanking you, unless the attacker is a rogue of at least level 10. Low-Light Vision (Ex) Your senses sharpen and you gain low-light vision while raging. Rage (Ex) You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You can rage for 17 rounds per day. You can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, you gain a +4 morale bonus to your Strength and a +4 morale bonus to Constitution, as well as a +2 morale bonus on Will saves. In addition, you take a -2 penalty to Armor Class. The increase to Constitution grants you 12 hit points, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. You can end your rage as a free action and are fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. You cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If you fall unconscious, your rage immediately ends, placing you in peril of death. Raging Climber (Ex) While raging you add a +6 enhancement bonus to all Climb skill checks. Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Trap Sense (Ex) You gain a +2 bonus on Reflex saves made to avoid traps, and a +2 dodge bonus to AC against attacks made by traps. Uncanny Dodge (Ex) You can react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your Dexterity bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. You can still lose your Dexterity bonus to AC if an opponent successfully uses the feint action against you. Weight Allowance (not-raging)
Weight Allowance (raging)
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