Jask Derindi

Shaso Mtembe's page

89 posts. Alias of Wolfwaker (RPG Superstar 2013 Top 8).


Full Name

Shaso Mtembe

Race

Human (Mwangi)

Classes/Levels

Warpriest 4 (27 HP, Init +2, AC 18/T 12/FF 16, Fort +5, Ref +3, Will +6*) Perc. +4

Deity

Shimye-Magalla (Gozreh/Desna)

Location

the Shackles

Languages

Common, Polyglot, Cyclops, Aquan

Occupation

sailor/pirate

Strength 14
Dexterity 15
Constitution 10
Intelligence 12
Wisdom 15
Charisma 14

About Shaso Mtembe

daily spells:

Spells per day 5/4/2
Level 0: Create Water, Detect Magic, Guidance, Purify Food/Drink, Resistance
Level 1: Obscuring Mist, Read Weather, Remove Fear, Doom
Level 2: Aboleth's Lung, Surmount Affliction

On the night Shaso Mtembo was born, there was a great storm. Some looked at the lightning-shaped birthmark on his cheek and said it was a sign of divine blessing, others said a curse.
Growing up, he saw forests cut and his people's former lands turned into vast plantations. This reinforced his devotion to Gozreh and his dislike for the colonials. Imprisoned for failing to pay taxes to the colonials, he was sent to work in the mines. A mine wall collapsed in a storm and he was able to lead several prisoners to freedom. Hunted by the army, he hid out until he heard about a crew of Mwangi pirates in the area. Hearing the call of the sea and the open sky, and seeing it as a chance to fight back against the Sargavan colonials, he joined up with them.

Race: Human (Mwangi/Bonuwat)
Class: Warpriest (Figher/Cleric)
Deity: Shimye-Magalla (Gozreh/Desna)
Languages: Common + Polyglot + Cyclops +Aquan
Alignment: CN
HP: 8+3*5+4=27

Senses-----------------------------
Perception +4

Offense-----------------------------
BAB +3 (+4 with sacred weapons)
+1 Light Pick: +8, (d6+3, x4) (+4 BAB +2 STR +1 weapon focus + 1 bonus)
mwk Light pick: +8, (d6+1 off hand,x4) (cold iron)
Other melee: +5 (+3 BAB +2 STR)
Ranged: +5 (+3 BAB +2 STR)
+1 longbow: +8 (d8+3, 19/x2)

Defense------------------------------
Fort 4 class +1 CON=+5
Ref 1 class + 2 DEX=+3
Will 4 class +2 WIS=+6 (+2 vs. charm, compulsion)
Armor: Mithral chain shirt (+6, no acp, 10 lbs, 1100 gp, max dex +6)
AC: 18 (10 +6 armor + 2 DEX)
T: 12 (10+2 DEX)
FF: 16 (10 + 6 armor)

Warpriest Abilities--------------------------
Focus Weapons: Light Pick, Longbow, Starknife
--Sacred Weapon d6 dmg and BAB is +4
4 rounds/day: Add +1 to sacred weapon (trident or lt. pick) or flaming, frost, shock, keen, or defending (choose 1/day). (Swift action)

Blessings 5/day total.
*Air: ranged weapon no range penalty or AoO for 1 minute (touch) (standard action)
*Plant: after melee hit, swift action to entangle (-4 dex, -2 atk...) for 1 round (Ref DC 14)
Fervor 1d6 (4/day, heal):
*Touch heal 1d6. standard action, or swift action on self
*or cast 1 prepared spell on self, no AoO, no components, no hands, swift action.
Channel Energy (Positive) takes 2 uses of Fervor

Misc.------------------------------------
Aura: Chaotic aura, as a cleric.
Spontaneous casting of heal spells.
No alignment-opposed spells.

Feats&Traits:

Trait: Birthmark. Divine focus and +2 charm/compulsion saves.
Trait: Ancient Explorer. +1 Kn. local/history. Kn. local in class. + Cyclops language
Feat: 2WF (human bonus feat)
Feat: Weapon Focus: Light pick (class bonus feat @ level 1)
Feat: Weapon Specialization: Light pick (level 1)
Feat: Siege Engineer (level 3).
Feat: Weapon Focus: Longbow (level 3 bonus)

Proficient: Simple/Martial/Siege Weapons, Light/Medium Armor, Shields

Skills (2+1 INT+1 favored +1 human)x4=20--------------------------------------
CS: climb, craft, diplo, handle animal, heal, intim, kn. eng. kn,rel, prof, ride, sense motive, spcraft, survival, swim

Climb: 1 rank+3 class + 2 DEX=+6
Diplomacy 1 rank+3 class +2 CHA=+6
Heal: 1 rank+3 class + 2 WIS=+6
Kn. Eng.: 3 rank+3 class + 1 INT=+7
Kn. Local: 1 rank + 3 class* + 1 trait + 1 INT=+6
Kn. Nature: 1 rank +1 INT =+2
Kn. Rel.: 1 rank+3 class + 1 INT=+5
Perception: 2 rank +2 WIS =+4
Profession: Sailor 2 rank+3 class +2 WIS=+6
Sense Motive: 1 rank+3 class +2 WIS=+6
Spellcraft: 1 rank+3 class +1 INT=+5
Stealth: 1 rank+2 DEX=+3
Survival: 1 rank+3 class + 2 WIS=+6
Swim: 2 rank +2 DEX +3 class=+7
Use Magic Device: 1 rank +3 class + 1 INT=+5

Spells-----------------
Spells per day 4/3/1 + 1/1/1 WIS = 5/4/2 (at 0th, 1st, 2nd)

Commonly used spells:
0: Create Water
1st: Obscuring Mist, Read Weather, Comp. Languages, Doom, Remove Fear, Air Bubble
2nd: Aboleth's Lung, Track Ship, Sound Burst (need instrument), Spiritual Weapon, Surmount Affliction

Gozreh clerics can use Gozreh's trident spell; whispering wind (or water equivalent) (Gods and Magic)

Equipment: (6000 gp to spend)........................
Mithral shirt (1100 gp)
+1 light pick (2004)
masterwork pick (cold iron) (308)
mwk Composite /+2 STR/ Longbow (600 gp)

silver holy symbol (Leaf broach)
Spell Component Pouch
Pouch
-earplugs
-chalk
-string
-sewing needles
-fishhooks
compass (10 gp)

bandolier
-silver dagger
-Wand of alter winds (druid 1 spell, 750 gp)
-Wand of cure light wounds (750)
-bag of flour
-Antitoxin (50)
-Antiplague (50)
-Tanglefoot Bag x2 (100)

Pack:
- silk rope 10 gp
-Bedroll
-Waterskin x 2
-Bag, Waterproof (2 @ 1 lbs)
--Case, map or scroll (empty)
--Paper
--Ink (1 oz. vial, black)
--Inkpen