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KING PANTHER
Identity:  Imamu
Group Affiliation:  None
Base of Operations:  The Congo River Basin
Side:  Good
Sex:  Male
Age:  128
Height:  5' 11"
Hair:  Black
Eyes:  Dark Brown
Level:  12th
Experience:  77,000
Training:  +1 Damage with Staff Power Blast
1. Heightened Agility B  +19
2. Heightened Defense (Animal Instinct):  -4 to be hit.
3. Heightened Endurance A  +18
4. Natural Weaponry (Animal Instinct):  +3 to Hit, +6 Damage in unarmed combat or when using his Nkir Totem Staff in armed combat (not with the mystical Power Blast though).
5. Special Magical Weapon (Nkir Totem Staff)  +3 to Hit, HTH + 1d8 Damage. The Nkir Totem Staff allows Imumu to call on the magic of his ancestors to fire a blast of mystical energy (attacks as Power Blast, Range 39", 1d20 Damage, PR 1/blast).
6. Special Magical Weapon (Teke Totem Mask)  The Teke Totem Mask that Imumu wears is an ancient spiritual relic that is powered by the magic of the Nkir (ancient well-known ancestor spirits). The wearer of the mask gains the following abilities (aslong as they are atuned to the mask's spirits - see weakness below):
          a. Body Power (Longevity): The magic of Imumu's ancestors keep his body youthful. Imumu's lifespan is ten times that of a normal human.
          b. Heightened Senses: [Panther's Nose] King Panther's sense of smell is as sensitive as a panther's and he can recognize a person by their scent alone. He can instantly recognize individual scents equalling twice that of his Int score (28 people). [Track by Scent] King Panther must make a Cha roll per hour (on d20, -1 per hour of trail) or else lose the trail. [Vision of the Panther] King Panther's vision is very keen in low-light and in darkness (no penalties when operating in darkness).
          c. Heightened Strength B +22
7. Weakness (Special Requirement):  King Panther must perform sacred rituals once per month during a full moon or risk the danger of losing touch with his respected ancestor spirits (which will rob him of the powers of his staff and mask). A standard ritual involves King Panther burning various choice herbs and chanting/meditating while invoking his ancestors. Should King Panther miss a ritual, he must atone for it with a special week long fasting ritual in which he asks for his ancestors' forgiveness. As long as hhis he show his ancestors' the proper respect, he continues with the power they have given him.
Weight:  180 lbs. Basic Hits:  4 Agility Mod:  Nil
Strength:  35 Endurance:  36
Agility:  34 Intelligence:  14
Charisma:  16 Reactions from:   Good:  +3     Evil:  -3
Hit Mod. (3.4) (4.6) (2.6) (1.1) = 44.7304 Hit Points:  179
Damage Mod.:  +4 Healing Rate:  4.4
Accuracy:  +6 Power:  119
Carrying Capacity:  4783 lbs. Basic HTH Damage:  2d8
Movement Rates:  105" ground.
Det. Hidden:  10% Det. Danger:  14%
Inventing Points:  16.8 Inventing (42%): 
Knowledge Areas:  Congo Jungle Lore, Eboo Teke Language (language of the ancient Teke kings), English Language, French Language & Religion/Mysticism (African Shamanism)
Origin and Background: (African)  Since Imamu was a boy, he studied the mystical arts as they were taught to him by his father, and his father before him. When Imumu passed the initiation into manhood, he took on the mantle of his tribe's shaman. Unfortunately for his tribe, their first encounter with Belgian Explorers in AD 1885.
        His family were killed and his tribe scattered. Imumu became King Panther and fought against the terror regime of King Leopold II of Belgium who used the Congo as his personal plantation to extract rubber and ivory through the use of slave labour (reinforced by mass killings and maimings).
        Many years have passed since the days of King Leopold II, but King Panther continues his struggle against oppression, cruelty, greed and the destruction of the land that he holds sacred.
Legal Status:  Does not recognize the Republic of Congo as being legitimate (he follows a much older path) and as such, this has brought him into conflict with the Congolese Government. His dealings with the rebel factions haven't always been friendly either.
Training Bonuses:
 
2nd Level:   +1 Accuracy with Unarmed HTH Combat
3rd Level:   +1 Damage with Unarmed HTH Combat
4th Level:   Congo Jungle Lore Knowledge Area
5th Level:   +1 Accuracy with Staff Power Blast
6th Level:   +1 Damage with Staff Power Blast
7th Level:   French Language Knowledge Area
8th Level:   +1 Accuracy with HTH Staff
9th Level:   +1 Damage with HTH Staff
10th Level:   English Language Knowledge Area
11th Level:   +1 Accuracy with Staff Power Blast
12th Level:   +1 Damage with Staff Power Blast
Notes: 

To Hit (Unarmed HTH):
+10
Damage (Unarmed HTH):
2D8 + 11
To Hit (Staff HTH):
+13
Damage (Staff HTH):
3d8 + 11
To Hit (Staff Power Blast):
+8
Damage (Staff Power Blast):
1d20 + 6

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