The Cinderlander

Uchendu Kybwa'ka's page

331 posts. Alias of Luke_Parry.


Full Name

Uchendu Kybwa'ka

Race

Half-Elf

Classes/Levels

Oracle (Juju) 5

Gender

Male

Size

Medium

Age

54

Alignment

LN

Deity

Shimye-Magalla

Location

Mwangi Expanse

Languages

Common, Elven, Polyglot

Strength 10
Dexterity 12
Constitution 14
Intelligence 12
Wisdom 8
Charisma 20

About Uchendu Kybwa'ka

Appearance for Gozreh build:

Although of average height (5’11”), with a lean, lanky build, Uchendu retains some of the grace and poise of his Elven forebears, moving lightly on his feet. He has dusky skin, and short, fuzzy black hair, which he usually keeps hidden, along with the points of his Elven ears, under the brim of a broad leather hat. His most striking feature, however, is a large tattoo of a moth, with a wing-pattern reminiscent of a curled leaf from which water is dripping, which is emblazoned in black ink across the right side of his face, a symbol of his devotion to Shimye-Magalla. When traveling, he wears an outfit constructed from the skin of the first spawn of the Ravener King that he defeated in combat, and keeps his trusty morningstar, a memory of happier times, close at hand.

Background for Gozreh build:

The son of an Ekujae herbalist and a Bonuwat warrior, Uchendu’s early years were comfortable; his family’s tribe were predominantly coastal, but periodically migrated inland to pay their respects at some of Shimye-Magalla’s jungle holy sites, such as Gozreh’s Pool.

It was on one such pilgrimage, whilst Uchendu was still just a young boy, that the tribe was raided by a Bekyar war-party; in one instant, his tranquil life was destroyed forever. When the dust settled, about a quarter of the tribe was dead or missing, and Uchendu was left without any immediate family – his human father had been slaughtered in front of him, attempting to defend his Elven mother, who was kidnapped by the Bekyar slavers.

Uchendu was declared a ward of the tribe, and responsibility for his upbringing fell to the tribe’s shaman. Although the teachings of Shimye-Magalla provided a measure of peace, tranquility, and stability, Uchendu was drawn more to the tempestuous, unforgiving aspects of nature.

He ultimately became one of the tribe’s most zealous defenders, seeking out and neutralising threats to the tribe. In particular, he reserved an especially white-hot hatred for the Bekyar, and the other servitors of the demon lord Angazhan. When he eventually learned the identity of the tribe that had stolen away his mother, he whipped his own tribe into a frenzy, and appealed to his mother’s relatives for aid; when they descended the village, the burnt it to the ground, slaughtering the Bekyar inhabitants, and freeing a number of slaves, including his mother.

With her rescue, he thought the nightmare was over, but then he discovered that he had a half-brother – a depraved half-Bekyar whelp, who had been away from the village at the time of the avenging raid. Once he made sure that his mother was safely ensconced back with the rest of the tribe, he bid them a fond farewell, and left to scour the Mwangi Expanse for the final stain on his family’s honour…

Motivations/Philosophy for Gozreh build:

Uchendu has traveled to the more 'settled' region of Sargava, hot on the trail of his loathsome half-brother. However, he feels confident in -is own abilities, he is quite concerned about the strange ways of the Sargavans (viewing them essentially as foreign devils with little understanding on the ways of the jungle), and is actively looking for allies to aid him on his quest.

If it were not for the fact that he is on a quest of vengeance, he would probably quite enjoy the chance to explore Mwangi Expanse, revelling in the thrill of discovery whilst he hunts for whatever treasures of forgotten knowledge and lost relics he can find deep in the Jungle.

Like the sea, he can be quite capricious and tempestuous, and he will go to whatever lengths are necessary to achieve his goals. Nonetheless, he is fiercely loyal to those that he considers to be his allies. As such, he is selective about those whom he travels with, but once his trust has been acquired, he defends them to the last.

Reasons for Accompanying the Professor:
Uchendu encountered Professor Frennel when he first arrived in The Mwangi Expanse. At the time, Uchendu did not have any leads on his traitorous half-brother, so he signed-on with the Professor, to act as a guide, and to provide him with a stable source of income whilst he scouring the Expanse. Although the expedition itself proved to be unfruitful, in the end, he discovered evidence pointing to his sibling having fled to Nex, and eagerly decided to accompany the Professor on his return voyage.

Initiative: +7 [+1 Dex + 2 Trait + 4 Familiar]
Senses: Low Light Vision, Perception +14
Speed: 30 ft

AC: 18 (10 + 4 (Mithral Chainshirt) + 3 (+1 Darkwood Heavy Wooden Shield) + 1 Dex)
Touch: 11 (10 + 1 Dex)
Flat-footed: 17 (10 + 4 (Mithral Chainshirt) + 3 (+1 Darkwood Heavy Wooden Shield))

Hit Points: 38/38

Fort: +4 Ref: +3 Will: +4

Immune to magic sleep effects.
+2 racial saving throw bonus against enchantment spells and effects.

Combat:
Base Atk: +3; CMB: +3; CMD: 14

Melee
Dagger: +3 to Hit; Dmg 1d4; crit 19+/x2; P/S

Ranged
Sling: +3 to Hit; Dmg 1d3; crit 20/x2; range 50 ft; B

Traits:
Ekujae Reflexes
Source Legacy of Fire Player's Guide 8
One of your parents was a member of the Ekujae tribe of the Mwangi Expanse, and you’ve inherited a portion of your elven parent’s quick reflexes.
Benefit: You gain a +2 trait bonus on Initiative checks.

Two-World Magic
Source Sargava: The Lost Colony 23
You have bridged the gap between the natural magic of the Mwangi peoples and the refined magic of the Chelish colonists.
Benefit: Select one 0-level spell from a class spell list other than your own. This spell is a 0-level spell on your class spell list (or a 1st-level spell if your class doesn’t have 0-level spells). For example, if you are a druid, you could select mage hand and thereafter prepare it as a 0-level druid spell; if you are a sorcerer, you could select know direction as a 0-level sorcerer spell known.

Skills:
Skill Points per level: 4 (Class) + 1 (Intelligence) + 1 (FC)
Acrobatics +1
Appraise +1
Bluff +9 (+5 Cha + 1 rank + 3 class skill)
Climb +0
Craft +1
Diplomacy +13 (+5 Cha + 5 ranks + 3 class skill)
Disguise +5
Escape Artist +1
Heal +6 (-1 Wis + 1 rank + 3 class skill + 2 MW Healer's Kit + Surgeon's Tools)
Intimidate +9 (+5 Cha + 1 rank + 3 class skill)
Knowledge(History) +5 (+1 Intelligence + 1 rank + 3 class skill)
Knowledge(Nature) +11 (+1 Intelligence + 5 ranks + 3 class skill + 2 Pathfinder Chronicle)
Knowledge(Religion) +15 (+1 Intelligence + 5 ranks + 3 skill focus + 3 class skill + 3 Encyclopedia)
Perception +14 (-1 Wisdom + 5 ranks + 2 keen senses + 3 skill focus + 2 Alertness + 3 class skill)
Ride +1
Sense Motive +5 (-1 Wisdom + 1 rank + 2 Alertness + 3 class skill)
Stealth +1
Survival +7 (-1 Wisdom + 5 ranks + 3 class skill)
Swim +0

Feats:
1st: Skill Focus(Knowledge[Religion])
1st (Racial Bonus Feat): Skill Focus(Perception)
3rd: Eldritch Heritage(Arcane)
5th: Improved Channel

Racial Abilities:

Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Adaptability: Half-elves receive Skill Focus (Perception) as a bonus feat at 1st level.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.
Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

Class Features:
Oracle’s Curse (Ex):
Haunted: Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known. At 5th level, add levitate and minor image to your list of spells known. At 10th level, add telekinesis to your list of spells known. At 15th level, add reverse gravity to your list of spells known.

Orisons

Spells

Revelation - Undead Servitude (Su):
You gain Command Undead as a bonus feat. You can channel negative energy a number of times per day equal to 3 + your Charisma modifier, but only to use Command Undead. You can take other feats to add to this ability, such as Improved Channeling, but not feats that alter this ability, such as Alignment Channel.

Revelation - Spirit Vessels (Su):
You can channel wendo spirits into lifeless bodies, reanimating them to aid you. Necromancy spells that create undead lose the evil descriptor when you cast them. Mindless undead created by your magic are of neutral alignment, while thinking undead possess your alignment. When using the animate dead spell, you can control 6 HD worth of undead creatures per caster level rather than 4 HD. In addition, any zombies or juju zombies you create using animate dead, create undead, or similar spells possess maximum hit points.

Spells Known:
Orisons: Create Water, Detect Magic, Ghost Sound, Guidance, Mage Hand, Mending, Read Magic, Stablizie.
1st: (0/8) Bless, CLW, ILW, Protection From Evil, Shield of Faith, Speak with Animals
2nd: (0/5) CMW, IMW, Grace, Hideous Laughter, Levitate, Minor Image

Equipment:

Current Load: 37 lbs (Maximum Light Load = 38lbs)

MW Explorer's Outfit [paid 50gp to upgrade starting outfit to MW]
Cloak of Resistance +1
Mithral Chainshirt (12.5lbs) [1100gp]
+1 Darkwood Heavy Wooden Shield (5lbs) [1257gp]
Silver Holy Symbol.........(1lb) [25gp]
Spring-Loaded Wrist Sheath #1 (1lb) - Dagger (1lb) [2gp]
Spring-Loaded Wrist Sheath #2 (1lb)
Weapon cord..............(N/A) [0.1gp]
Sling...........................(N/A) [N/A]
Pocketwatch (1lb)
Wayfinder (1lb) [500gp]

-MW Backpack-.....(4lbs) [50gp]
Waterskin.............(0.lbs) [1gp]
Map Case..............(0.5lbs) [1gp]
Zheng Lu's Encyclopedia of the Deities - A large book on the various religions of the world (gives +3 competence bonus to knowledge religion checks when used / 1 move action) (1lb)
Pathfinder Chronicle - Knowledge(Nature) (1lb)
Manual of Ship Operation (+2 on any checks related to piloting a ship. It takes one hour to look over the book, and the bonus stays in place for 8 hours) (1lb)
Sextant (2lbs)
Spyglass (1lb)

-Belt Pouch-.(0.5lbs) [1gp]
Signal Whistle (N/A)
Fishhook (6) (N/A)
Flint and Steel (N/A) [1gp]
Iron vial (2) (2lbs) [0.2gp]
Whetstone (N/A)
Small Steel Mirror (0.5lbs)
Potion of CLW
Wand of Lesser Restoration [25/50 charges]

-Sea Chest-
Large Jar of Mwangi Coffee
Portable Altar
Winter Blanket
Healer's Kit + Surgeon's Tools
500gp of Onyx

Coins: 11gp, 7sp, 0cp

Nik-Nik, Compsognathus Familiar:

N Tiny animal
Init +6; Senses low-light vision, scent; Perception +8

DEFENSE

AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)
hp 15 (3d8)
Fort +4, Ref +4, Will +4

OFFENSE

Speed 40 ft., swim 20 ft.
Melee bite +4 (1d3–1 plus poison)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS

Str 8, Dex 15, Con 14, Int 6, Wis 11, Cha 5
Base Atk +3; CMB +3; CMD 12
Feats Improved Initiative
Skills
Acrobatics +2
Appraise -2
Bluff -2 (-3 Cha + 1 rank)
Climb -1
Craft -2
Diplomacy +1 (-3 Cha + 4 ranks)
Disguise -3
Escape Artist +2
Heal +1 (+0 Wis + 1 rank)
Intimidate -6 (-3 Cha + 1 rank - 4 size)
Knowledge(Nature) +2 (-2 Intelligence + 4 ranks)
Knowledge(Religion) +2 (-2 Intelligence + 4 ranks)
Perception +7 (+0 Wisdom + 4 ranks + 3 class skill)
Ride +2
Sense Motive +1 (+0 Wisdom + 1 rank)
Stealth +2
Survival +4 (+0 Wisdom + 4 ranks)
Swim +7 (-1 Str + 8 racial)

SPECIAL ABILITIES

Poison (Ex)
Bite—injury; save Fort DC 12; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save.

Improved Evasion

Share Spells

Empathic Link

Info for alternate build. Please ignore :-):

[spoiler=Appearance for Angazhan build
At 7’3”, with broad shoulders and a heavily muscled frame, Uchendu is an imposing gorilla of a half-elf. He has dark, coppery skin, and long brown hair which he usually wears in a series of bead-adorned braids. He rarely smiles, typically remaining aloof from those around him. His most distinguishing feature, however, is a large tattoo in crimson and black ink of a snarling ape, which adorns the left side of his face. When expecting trouble (which is essentially all of the time), he wears a hide shirt constructed from the skin of the first ape that he defeated in single combat, and wields his skull-crunching morningstar with deadly efficiency. [/spoiler
[spoiler=Background for Angazhan build
Uchendu was born the son of a Bekyar warrior, and an Ekujae slave that was taken on one of the tribe’s many ‘hunting’ trips. Because of his mixed heritage, he developed more slowly than his peers, and so from an early age, he was bullied by the full-blooded Bekyar children. This instilled him with the understanding that might was the only thing that mattered – those too weak to defend themselves should be abandoned to their fate.

However, as the years passed, he continued to grow, slowly but surely, until he reached truly massive proportions, even by Bekyar standards. This forced his previous tormentors to grudgingly accept him, and even caught the eye of the tribe’s shaman, who decreed that he had been touched by the spirit of the Ravener King. As a consequence, he was indoctrinated by the shaman into the ranks of the tribe’s holy warriors, as an inquisitor dedicated to Angazhan, stalking the jungle to eliminate threats to the tribe, whether they came from beast or man – and there were plenty of those, as the tribe’s policy of preying upon all of its neighbours for slaves had not earned it any allies…

…as Uchendu learnt to his cost, when, whilst leading a party of warriors on a search for an Ekujae hunting party, they were ambushed by a mixed coalition of humans and elves. Although they fought bravely, and ultimately prevailed despite the ambushers’ superior numbers, it was a pyrrhic victory, for when the dust settled, besides Uchendu only one other warrior survived.

The battered warriors returned to their village, only to discover to their horror that it had been destroyed, the village itself serving as the tribe’s funeral pyre. Uchendu’s companion committed suicide out of shame, at not having been their to defend his home, but Uchendu remained resolute – he saw taking his own life as not being a worthy end to his existence; after all, the strong always survive…

…Grimly, he sorted through the ash, trying to reclaim what he could, before turning his back on the pyre of the life that he had known, determined to make a fresh start somewhere else…
[/spoiler
[spoiler=Motivations/Philosophy for Angazhan build
Uchendu boarded the Jenivere at Bloodcove in the Mwangi Expanse, seeking to travel to Sargava in the hopes of leaving behind all who might know him, and at the same time hoping to find new tools, whether in the form of allies or equipment, that could help him cement his personal security, by boosting his already formidable prowess-at-arms.

Whilst he does follow the teachings of a Demon Lord, and by no means attempts to keep it a secret, he focuses on the Ravener King’s interest in protecting the jungle, and celebrating strength, more than his inherently evil nature. He does, however, tend to view himself as ‘top dog’ in most situations, although he respects strength in others, typically valuing force of arms the most, although he also acknowledges, and respects, the power of magic as well.

In line with his belief that the strong must survive, Uchendu’s overwhelming goal is to ensure his own continued survival, by whatever means necessary. After that, he values the lives of his allies, as valuable assets, and finally the protection of the jungle as a whole from external forces, as having allies, and a secure base of operations, are both important prerequisites to a stable existence.
[/spoiler

[spoiler=Ruthoc, Monkey companion
N Tiny animal
Init +2; Senses low-light vision; Perception +5

DEFENSE
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 4 (1d8)
Fort +2, Ref +4, Will +1

OFFENSE
Speed 30 ft., climb 30 ft.
Melee bite +4 melee (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 5
Base Atk +0; CMB +0; CMD 6
Feats Weapon Finesse
Skills Acrobatics +10, Climb +10, Perception +5; Racial Modifiers +8 Acrobatics[/spoiler