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Jigeke the Exile

Mugambi's page

536 posts. Alias of Merck.


Oracle lvl 4 [ HP 26/34 | AC 21 T 12 FF 19 | CMD 17 | F +3 R +3 W +3 | Init +2 Per -2]






Polyglot; Common


Jenivere's doctor

About Mugambi

Mwangi Human
STR 14, DEX 15, CON 14, INT 10, WIS 7, CHA 18
Medium Size
Dual Cursed Oracle, Life Mystery

BaB +3
Init +2; Senses Perception -2
CMB +5 (+3BaB +2strength)
CMD 17 (+3BaB +2strength +2dexterity +10)
Favored class Oracle (+4 HP at lvl 4)
Channel Energy 1/5

AC 21, touch 12, flat-footed 19 (+6 armor, +2 Dex, +3 shield)
HP 34/34 (4d8+8)(+3 Favored Class)
Fort +3
Ref +3
Will +3

Speed 20 ft, 15 ft Armored
Melee M.Morningstar +6 (1d8+2/x2)
Melee Dagger +4 (1d4+2/19-20x2)
Melee Cruel Cestus(+1) +6 (1d4+3/x2)
Space 5 ft; Reach 5 ft

Indomitable Faith (+1 on will saves) -Faith Trait
Fast Talker (+1 trait bonus on Bluff checks, and Bluff is always a class skill for you.) -Social Trait

Combat Casting
Selective Channel
Turn Undead

Diplomacy 10 (4Rank)
Bluff 8 (1Rank)(+1 trait bonus)
Handle Animal 7 (1Rank)
Heal 5 (4Rank)(+2Healer's Kit)
Knowledge Religion 7 (4Rank)
Knowledge Nature 5 (2Rank)
Knowledge History 4 (1Rank)
Sense Motive 2 (1Rank)
Spellcraft 4 (1Rank)
Survival 2 (1Rank)


Channel (Su): You can channel positive energy like a cleric, using your oracle level as your effective cleric level when determining the amount of damage healed (or caused to undead) and the DC. You can use this ability a number of times per day equal to 1 + your Charisma modifier. Uses left for the day = 4/5

Energy Body (Su): As a standard action, you can transform your body into pure life energy, resembling a golden-white fire elemental. In this form, you gain the elemental subtype and give off a warm, welcoming light that increases the light level within 10 feet by one step, up to normal light. Any undead creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of positive energy damage + 1 point per oracle level. Creatures wielding melee weapons with reach are not subject to this damage if they attack you. If you grapple or attack an undead creature using unarmed strikes or natural weapons, you may deal this damage in place of the normal damage for the attack. Once per round, if you pass through a living allied creature’s square or the ally passes through your square, it heals 1d6 hit points + 1 per oracle level. You may use this ability to heal yourself as a move action. You choose whether or not to heal a creature when it passes through your space. You may return to your normal form as a free action. You may remain in energy body form for a number of rounds per day equal to your oracle level.


Haunted: 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. (This cursed will not evolve with character advancement)

Lame:One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance. (Getting the next step of the curse at 5th lvl)




Detect Magic
Read Magic
Mage Hand
Ghost Sound
Create Water

1st LVL:

Cure Light Wounds
Shield of Faith
Ill Omen
Divine Favor
Obscuring Mist

2st LVL:
Cure Moderate Wounds
Oracle's Burden

Spells per Day

1st lvl spells: 6/7
2nd lvl spells 2/4


+1 Cruel Cestus - This weapon is made from Serpentstone, and has indeterminable transformative properties (Read:Caster level 18 Fluff) which make it appear living. It goes from weightless and coiled around the wearer's wrist, to wielded at the same speed as drawing a weapon.
When the wielder strikes a creature that is frightened, shaken, or panicked with a cruel weapon, that creature becomes sickened for 1 round. When the wielder uses the weapon to knock unconscious or kill a creature, he gains 5 temporary hit points that last for 10 minutes.
Brindle fur bodysuit - this soft brown fur body suit fits neatly beneath armor. As a free action, the wearer can compress herself to fit through tight spaces as though affected by a squeeze spell for up to 10 rounds per day. While using the bodysuit's magic, she gains a +5 bonus on Escape Artist checks.

Mwangi Mask of Friendship: +2 insight bonus to turn undead DC.[/i]

Slippers of Spider Climbing:When worn, a pair of these slippers enables movement on vertical surfaces or even upside down along ceilings, leaving the wearer's hands free. Her climb speed is 20 feet. Severely slippery surfaces—icy, oiled, or greased surfaces—make these slippers useless. The slippers can be used for 10 minutes per day, split up as the wearer chooses (minimum 1 minute per use).

Mind Sentinel Medallion: +2 resistance bonus on saves versus mind-affecting spells, spell-like abilities , and supernatural abilities. If the wearer fails a save to avoid becoming dominated or confused, the amulet immediately grants the wearer a second saving throw to resist the effect. If this second save is successful, the medallion’s power fades away[/i]

Sipping Jacket: Absorbent fibers line this heavy canvas coat. Once per day as a standard action, the wearer can pour a potion onto this lining, suffusing it into the coat. If the potion has an instantaneous duration, the wearer can activate the coat as a swift action to consume the potion. If the potion’s duration is measured in rounds, the wearer can activate the coat as a swift action to gain the potion’s benefits for 1 round, repeating as desired each round until the potion’s entire duration has been used. These rounds do not need to be consecutive. The coat absorbs only potions with instantaneous or round-based durations, and only those which affect creatures (for example, it does not work on oils). Once the coat absorbs a potion, the potion cannot be retrieved from it, only used as described above. The absorbed potion loses its powers after 24 hours, even if unused.[/i]

Impervious Wood Armor +1, DR5/- vs swarms: (+4AC, +3MaxDex, -1ACP, 0 ACP swimming), -4 Perception and DR5/- swarm resistance only with mesh hood on (Full-round action to don hood, move action to remove), 25 lbs.

Heavy Wooden Shield +1 AC +3

Four-mirror armor (+6/+2/-5), 45gp, 45 lbs
Light Wooden Shield (+1/-1), 3gp, 5 lbs
Masterwork blue steel Morningstar (B and P), 1D8 dmg, crit x2, 6 lbs
Morningstar (B and P), 1D8 dmg, crit x2, 8gp, 6 lbs
Dagger (P or S), 1D4 dmg, crit 19-20 x2, 2gp, 1 lbs
Backpack, 2gp, 2 lbs
Bedroll, 0.01gp, 5 lbs
Flint and Steel, 1gp, - lbs 49
Grappling Hook, 1gp, 4 lbs
5x Oil (1 pint flask), 0.05gp, 5 lbs
Belt Pouch, 1gp, 1/2 lbs
Hemp Rope (50ft.), 1 gp, 10 lbs 68
Waterskin, 1gp, 4 lbs
Healer's Kit, 50gp, 1 lbs
Wooden Holy Symbol of Gozreh , 1gp, - lbs
Wooden Holy Symbol of Pharasma, 1gp, - lbs
Wooden Holy Symbol of Desna, 1gp, - lbs
Explorer's Outfit, 10gp, 8 lbs 133.16
Spell component pouch, 5gp, 2 lbs
3x Trail Rations, 0.15gp, 3 lbs
2x Doses of Viper Neddle Berries (helps against disease)
Money spent:$133.16
Money left:$86gp
Total equipment weight: 101,05 lbs
Equipment carried on his body: 67 lbs
Equipment carried on backpack: 34.05 lbs

Averin's Backpack:

--2d6, 19-20/x2, 8 lbs
Dagger (2x):
--1d4, 18-20/x2, 1 lb each
--1d8, x3, 3 lbs
--x20 arrows, 3 lbs
Backpack, 2 lbs
Bedroll, 5 lbs
Flint and Steel
5x Rations, 5 lbs
Rope, hemp, 10 lbs
Waterskin, 4 lbs
81gp 9sp


The cheliaxian women have finally found her cabin. Busy with the door knob and all her luggage she failed to noticed the big dark skinned man that has come, with a slight limp to his walk, to pick up some of her suitcases and help out. He has a easy smile, his hair is made of black dreads that come to shoulder length and with his sailor/peasant outfit he is wearing tribal ornaments made of feathers and small beads.

Hello Ma! Welcome aboard da Jenivere. My name is Mugambi and I am da ship's doctor. If ya need anything just let me know but lets hope we only got to meet socially during da trip.Hum?

All the day shift sailors are sited in a broken circle in the ship's hold drinking and singing. They are celebrating one more leg of the trip safely done, even though the ship is only arriving at port the next day. The captain's indisposition, thanks to the cook's food, is probably the reason behind such blatant indiscipline, but everybody seems happy and the sailors are looking pretty drunk. As the varisian scholar approaches the whole group falls silent. Among the man the ship's doctor seems to finally notice his presence.

Hey chief! Over here, come, come. Have sit and a drink, hum.

As he sits the singing and drinking starts again.

What? Sure I can put ya in touch with my friend Tombo. Ya wont find better guide in da hole Sargava. Dont mind what the white man tell ya, if ya want to survive da jungle ya bettar hire a Mwangi guide. Tombo and Mugambi go back a long time. He help mi out when I first come to Sargava.
Me?! No, I am from the Mwangi jungle itself. I come from da most powerful city in da hole expanse, MZALI! We sacked Kalabuto as ya people go to the market! HEHEHE

At this point the tribesman realizes he is speaking too loud of things better left unsaid but amid the singing nobody seems to have noticed. He lower his voice to a whisper before continuing.

But if ya have any luck ya never going to see Mzali. Very religious my people and Walkena, da Dead Child-God, don't take well to outsiders. Da shamans would love to fed your guts to da dogs while ya watch. Yae, they would.

The doctor's eyes seem lost in the distant past, clouded by the drunken stupor, his body rocks back and forward for a couple of moments. Still whispering he resumes his tale.

One night...I dreamt of waterfalls. I was on da bottom of a ravine surrounded by three waterfalls. No more dan a kid I was, so small, and da waterfalls wore so tall, so impossible tall they touched the sky. They talked to me, whispered their secrets to Mugambi and I feel whole, at peace. Next day, I heal da sick! Moist starts to form on the doctor's eyes, he smiles to himself remembering a cherish memory before continuing.

But the Dead Child-God, he don't like competition, no chief, he don't. So da shamans come for me. They want to stake out Mugambi in da desert and give me da death of the seven angry suns. I runned but they caught me, they hurt me, hurt me good, break me leg. But dam me father come, Mitabu, he is big warrior, lots of friends, important, killed a lot of white man. So he talks to da shamans and tell dan to say I escape, so I escape. I come to Sargava because da jungle is small and da enemy of my enemy me friend. Like ya chief, Mugambi never going to see Mzali either, shamans still have da seven angry suns waiting for me there.

The tribesman fall silent for a minute.

But what was ya question again? Yae, Yae, ya can trust da Mwangi alright. Ya da good by us and we da good by ya.

craft(sculpture) tools, a silver necklace, and ring... all masterwork.

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