Tpannon

Wambua's page

6 posts. Alias of Tangaroa.


About Wambua

20 pts buy
Core + apg + skulls & shackles + sargavia, average wealth, two traits (one campaign)

Role:

ships weapons expert & crew-leader, crossbowman, finesse fighter. No magic (skirmisher)

Concept:

Pirate and innate natural scientist with a checkered past. Weapons tinkerer and inventor who nurses a hatred of the sahuagin and his old tribe.

Description:

A thin, dark skinned Mwangi male. He wears baggy clothes and a tool-belt adorned with engineering tools. His hair is woven into corn rows and his shirt hangs open, revealing a thin smattering of hair on his chest.

Most notable, of course, is the peg leg replacing his left foot. Wambua handles himself with great deftness and agility despite his disability.

Mannerisms:

Wambua has a reserved manner. When approached in times of peace, he seems defensive and quiet. In times of battle, his manner changes to that of a warrior: terse, direct commands that bring clarity to those around him. The change in mannerism is forced, if effective.

Build plan:

1st. Weapon Finesse, EWP (ballista (light))
2nd. Precise Shot (Ranger)
3rd. Deadly Aim
5th. Piranha Strike
6th. Crossbow Master (Ranger)
7th. Siege Engineer
9th. Siege Commander(?)
10th. Improved Precise
11th. Master Siege Engineer

Backstory:

The Ombo Tribe of Bonuwat Mwangi are well-known seafarers and slavers from the western Mwangi. The frequently prey upon the other Mwangi, particularly the Ijo tribe, capturing the men and women in raids. They also do a brisk trade in slaves with the inland tribes, purchasing those unlucky souls taken in tribal wars. In turn, the Ombo make a handsome profit selling their countrymen as slaves to unscrupulous countries in the rich Inner Sea. Slaves are also traded to certain groups of monstrous humanoids. To grow up and survive in such a brutal culture demands a certain balance of bravado, intelligence, viciousness.

Although Wambua ("Born in the Rain") the Ombo is quite bright and brave, he has no stomach for the wanton cruelty of his tribe. One could attribute this to the machinations of his mother. Wambua rarely saw his father Tsalani as a small child and spent most of his formative years with mother Nafisi in civilized Senghor. Nafaisi worked as a sailmaker in Senghor to supplement the occasional rich gifts to her from Tsalani. She insulated Wambua from most of the realities of the Bonuwat, and instead paid foreign tutors to teach him reading, writing and math. When Tsalani occasionally visited home in drunken fits, Nafisi would shield Wambua from Tsalani's violence, sometimes with her body.

As a small child Wambua often enjoyed wandering the streets of Senghor, scrounging parts to fashion clever devices and toys. Under the guidance of tutors, he learned to enjoy the study of maths, stars and botany. Unfortunately for him, the bloody heritage of his kin would not leave him in peace.

Tsalani came to claim his son at the age of fourteen, and indoctrinated him into the harsh culture of the Bonuwat. As a cabin boy, he was witness to the many bloody acts of Bonuwat piracy and slaving, and he grew numb to these. Yet, he also grew to love the moods of the sea, and sketching new species from the different islands the crew visited.

A smart teenager, Wambuea learned to fake enough bluster and presence to keep his cruel, mocking peers and superiors at bay, but lacked the killers heart. Wambua simply preferred time by himself to think, sketch and build. For the crime of his shyness he was often taunted or preyed upon with nasty pranks, and sometimes simply beat "to teach him courage".

It was in his sixteenth year that a great wrong befell Wambua. As is often the case, his tribe was bartering with the Sahuagin of Desolation Bay, trading slaves and loot for fish and magical items. Having grown tired of his strange, reserved ways, his tribesmen decided to gift the Sahuagin with entertainment. While his father was in a drunken stupor, a number of crewmembers seized Wambua and cast him into the waters, where the Sahuagin set sharks upon him. The sharks bit off Wambua's leg, but before they could finish him a lucky Merfolk raid distracted both the Sahuagin and the Ombo. Wambua made an escape to shore in the chaos of the ensuing battle. Once on shore, he managed to bind his wounds and fashion a crude leg for himself.

Since then, Wambua has wandered far from his Senghor and his trip. He traveled first to Bloodcove, and from there to Port Peril, visiting many points in-between. Wambua learned to trade passage for his skills as a sailor. Eventually his growing talents for maths and mechanisms blossomed, and he has come to specialize in leading crews using shipboard weapons. This role as a leader did not come easy, but he made some tentative steps to break out of his shell and heal from years of abuse. He started to learn to direct the artillery teams so critical to ship-to-ship combat. To keep the inner demons at bay, he learned to channel the anger of his youth into a rather infectious zest for battle.

Still, he nurses a great pain inside. Were he ever to come across slavers, Ombo pirates, or Sahuagin and their pet sharks, it is doubtful that the young man (now 20) would maintain his presence of mind.

Wambua
Male Human (Bonuwat) ranger 1
N Medium humanoid (human)
Init +3, Senses Perception +5
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DEFENSE
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AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex )
hp 11 ((1d10)+1)
Fort +4, Ref +5, Will +1
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OFFENSE
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Speed 30 ft.
Melee axe, boarding +4 (1d6+1/x3)
Ranged acid (flask) +4 (1d6)
Ranged light crossbow +4 (1d8/19-20)
Melee dagger +4 (1d4+1/19-20)
Ranged dagger (thrown) +4 (1d4/19-20)
Melee light mace +4 (1d6+1)

Special Attacks Freebooter's Bane
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STATISTICS
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Str 12, Dex 17, Con 13, Int 14, Wis 13, Cha 10
Base Atk +1; CMB +2; CMD 15
Feats Exotic Weapon Proficiency (Ballista (Light)), Weapon Finesse
Skills Climb +4, Craft (Siege Engine) +6, Heal +5, Intimidate +4, Knowledge (Engineering) +7, Knowledge (Nature) +6, Perception +5, Profession (Sailor) +5, Survival +5, Swim +4
Languages Aquan, Halfling, Polyglot, Taldane
Archetypes Freebooter,Skirmisher
SQ bonus feat, hunter's tricks, skilled, track +1, weapon and armor proficiency, wild empathy +1,
Combat Gear healer's kit (10 charges), acid (flask), oil of magic weapon, sunrod (2)
Other Gear axe, boarding, traveler's outfit, studded leather, belt pouch, flint and steel, signal whistle, crossbow bolts (10) (4), light crossbow, dagger, healer's kit, ioun torch, light mace, backpack, common, abacus, artisan's tools (carpentry), bedroll, gear maintenance kit, grooming kit, journal, mess kit, rope (hemp/50 ft.), scrivener's kit, waterskin (filled), whetstone, 1.88 gp

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SPECIAL ABILITIES
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Freebooter's Bane (Ex) You can, as a move action, indicate an enemy in combat and rally your allies to focus on that target. You and your allies gain a +1 bonus on weapon attack and damage rolls against the target. This ability applies only to allies who can see or hear you and who are within 30 feet of you at the time you activates this ability. The freebooter's bane lasts until the target dies or you select a new target.
Hunter's Tricks At 5th level, a skirmisher ranger learns the use of hunter's tricks, which typically grant a boon or bonus to the ranger or a nearby ally. At 5th level, the ranger learns one trick, selected from the list below. At 7th level, and every two levels thereafter, he learns another trick. A ranger can use these tricks a total number of times per day equal to 1/2 his ranger level + his Wisdom modifier. Tricks are usually swift actions, but sometimes move or free actions that modify a standard action, usually an attack action. Once a trick is chosen, it can't be retrained. A ranger cannot select an individual trick more than once. This ability replaces the ranger's spells class feature. Skirmishers do not gain any spells or spellcasting ability, do not have a caster level, and cannot use spell trigger and spell completion magic items. The following is a list of hunter tricks and their effects.
Mathematical Prodigy (Knowledge (Engineering)) Mathematics has always come easily for you, and you have always been able to "see the math" in the physical and magical world.
No Spellcasting
Peg Leg You gain a +1 trait bonus on Fortitude saves, and you also gain a +1 trait bonus on damage rolls against sharks and other animals with the aquatic subtype.
Track (Ex) You gain +1 to Survival checks made to follow tracks.
Weapon and Armor Proficiency A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
Wild Empathy (Ex) You can improve the attitude of an animal.