About Otino OkoyeStats:
Otino Okoye
Inquisitor (Sanctified Slayer) Domain (Redemption Inquisition) Your deity inspires you with hope that wayward members of your faith can be brought back into the fold. Granted Powers: You reach out to your misguided fellows and give them every chance to turn back from conflict with the true faith, even if your differences come to violence. Patient Sensibility (Su): You gain a +2 bonus on Diplomacy, Perception, and Sense Motive checks. Redeemer's Mercy (Su): At 4th level, any weapon you wield gains the merciful magic weapon special ability. The weapon immediately reverts to its original abilities when you cease to wield it. Second Chance (Sp): At 8th level, you can give an enemy a second chance to correct the error of its ways. Once per day as a standard action, you can cast atonement as a spell-like ability, targeting a creature that has violated the tenets of a religion you both share or that freely desires to convert to your alignment. If costly material components are required for the atonement, you may choose to accept a permanent negative level as a sacrifice in place of those components. The target of this effect also receives the benefits of a cure serious wounds spell as part of the effects of the atonement. Background:
Otino, or “Tino” to his friends, grew up on the outskirts of Kalabuto, in what is now colonial Sargava. As a young man Tino was integrated into the Chelish society within the city, and showed an aptitude for many things. He was properly schooled and unlike many of the mwangi of the area learned common, which he still speaks to this day with a heavy Chelish accent. His family was firmly trenched within the colonial society and adopted the worship of the gods of the northern lands, Erastil in particular, due to the belief that home and hearth were a sacred thing, even in what could be considered an occupied land. Once he was of age, Tino was pressed into service of the Sargavan Guard, where he was more than once forced to act against his own beliefs and put down uprisings of his own people. The turbulence was ever on the horizon and he began to secretly sympathize with the repressed Mwangi tribes of the region, even going so far as to provide aid to them on several occasions, and look the other way at minor offenses that would otherwise be seen as crimes against the colonials. As time grew on he saw the complete cruelty that the colonials forced upon his people and deserted, leaving the city completely and starting a journey of his own, one of the pursuit of enlightenment. He had spent most of his young life under the thumb of the Chelish people, and it was time for him to discover his own path. His travels led him across the Mwangi expanse, and there he encountered many of the people that were displaced by the Chelish colonists as well as those who remained in hiding, fearing the yoke of slavery and oppression. In some places he stayed on for extended periods of time, training with the local people and teaching them about Erastil. While he was no missionary, he felt that it was his duty to spread the word and help those who were unable to fully help themselves. He participated in many hunts with his people, usually for large game, and developed specialized skills for tracking and taking down quarry. These skills would continue to serve him in his travels, as he headed north into Osirion and beyond.
Nex, grand statement to all things magical, and a wasteland of harsh environments and even harsher people. Arriving in Quantium he was amazed by the sights and sounds of the city. The air itself seemed charged with energy and every corner thrummed with power. The timeless march of the golems, the hanging gardens, and the open air mazes all astounded Tino, who had led the most simple of lives. He fell in love with the city almost immediately. Not finding much in the way of opportunities for a priest of Erastil, he decided to look for employment within the city guard. He knew that the many talents he had amassed over the years would surely serve to help his goal to find a place within the city. Appearance:
Tino is a Mwangi man of above average height, standing just over six feet tall. He is slender of build but his body has been well honed through years of exploration and wandering. He keeps his hair close cropped and generally covered in the fashion of the Kelish people. He is fond of wearing loose fitting and colorful clothing and embellishments. He carries a well-worn longbow with him when he is able, and usually has a small jaboori, or hand scythe, with him at all times. He is an older man, appearing to be in his forties, but he still maintains a spring of youthfulness in his stride. Mannerisms:
Tino is well spoken and usually quite insightful. He has experienced many cultures and many people and that has given him strong insights into the mannerisms and minds of people. He has no problem sniffing out the truth of things and enjoys a good mystery and adventure. He is devout in his faith in Erastil and firmly believes that the home is a sacred place, and due whatever protection necessary to protect. He is friendly and talkative, and enjoys trading tales with other travelers. Tino believes everyone can be saved, and every soul is worth saving. He will almost always attempt to deal non-lethal damage to opponents, and offer them quarter. This can lead to double-crossing by enemies who are able to skirt around his ability to ascertain the truth of someone's words. He has a kind soul and will sometimes easily be duped by the downtrodden and less fortunate. Party Role:
Tino is a walking lie detector. With several class abilities and spells to help highlight this, and a very good sense motive skill, he is adept at seeking out the truth in a situation. His social skills also are fairly good, which means he can aid the party in touchy situations where diplomacy is required. He is a fairly good tracker and in an environment where the party is potentially hunting down criminals he can do a lot to assist by helping find the criminal in question. He has a well rounded set of knowledge skills which are specifically tailored to help identify enemies, however he can mostly use those to aid in research, pairing with a character that has a sharper, and more trained, mind. His smattering of other skills helps him in situations where he can assist other specialists in their duties, always willing to lend a hand to further the goals of the group. Combat Role:
Tino is best as a combatant focused on a single target. His background in hunting larger targets has left with him a specific set of skills, namely his ability to study targets and his teamwork skills that encourage flanking with party members. While he uses light, low damage, weapons, his situational modifiers (studied target, sneak attack, precise strike, merciful weapons, and bane) can lead to sizable attacks when paired up with another melee combatant. His enforcer ability also gives him some solid debuffing power when faced against an enemy vulnerable to such attacks. He has solid ranged skills though not as ranged focused as I had originally designed. Basically he can serve many roles in combat, depending on the situation. |