Paizo Top Nav Branding
Welcome, guest! | Sign In | My Account | My Subscriptions | My Downloads | My Wishlists | Shopping Cart   Shopping Cart | Help/FAQ
About Paizo   Messageboards   News   Paizo Blog   Help/FAQ  
Search

Links
Shop
Recent Reviews

Pathfinder Society Scenario #4–19: The Night March of Kalkamedes (PFRPG) PDF
***** by ZomB

Pathfinder Society Scenario #4–18: The Veteran's Vault (PFRPG) PDF
****( ) by ZomB

Cavalier Mounts (PFRPG)
****( ) by Eric Hinkle

Pathfinder Adventure Path #69: Maiden, Mother, Crone (Reign of Winter 3 of 6)
***( )( ) by Lord Snow

Pathfinder Society Scenario #53: Echoes of the Everwar—Part IV: The Faithless Dead (PFRPG) PDF
**( )( )( ) by KestlerGunner

Paizo People
RSS RSS RSS RSS Facebook Twitter Email

Jigeke the Exile

Mugambi's page

299 posts. Alias of Merck.


Classes/Levels

Oracle lvl 3

Age

22

Alignment

NG

Languages

Polyglot; Common

Occupation

Jenivere's doctor

About Mugambi

Mwangi Human
STR 14, DEX 15, CON 14, INT 10, WIS 7, CHA 17
Male
Medium Size
Dual Cursed Oracle, Life Mystery

COMBAT STATS
BaB +2
Init +2; Senses Perception -2
CMB +4 (+2BaB +2strength)
CMD 16 (+2BaB +2strength +2dexterity +10)
Favored class Oracle (+1 HP at lvl 1)

DEFENSE
AC 19, touch 12, flat-footed 17 (+6 armor, +2 Dex, +1 shield)
HP 15/19 (2d8+4)(+2 Favored Class)
Fort +3
Ref +3
Will +2

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

TRAITS
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

FEATS
Combat Casting
Selective Channel
Turn Undead

SKILLS
Diplomacy 8 (2Rank)
Bluff 8 (1Rank)(+1 trait bonus)
Handle Animal 7 (1Rank)
Heal 6 (3Rank)(+2Healer's Kit)
Knowledge Religion 6 (3Rank)
Knowledge Nature 4 (1Rank)
knowledge History 4 (1Rank)
Sense Motive 2 (1Rank)
Spellcraft 4 (1Rank)
Survival 2 (1Rank)

REVELATIONS:

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 = 2/4

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.

CURSES:

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)

SPELLS:

Know

Orisons:

Stabilize
Detect Magic
Read Magic
Light
Mage Hand
Ghost Sound
Create Water

1st LVL:

Cure Light Wounds
Shield of Faith
Sanctuary
Ill Omen
Divine Favor

Spells per Day

1st lvl spells: 3/6

EQUIPMENT:

Four-mirror armor (+6/+2/-5), 45gp, 45 lbs
Light Wooden Shield (+1/-1), 3gp, 5 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 Sarenrae, 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
$84sp
Total equipment weight: 101,05 lbs
Equipment carried on his body: 67 lbs
Equipment carried on backpack: 34.05 lbs

Averin's Backpack:

Greatsword:
--2d6, 19-20/x2, 8 lbs
Dagger (2x):
--1d4, 18-20/x2, 1 lb each
Longbow:
--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

BACKSTORY:

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.



©2002–2013 Paizo Publishing, LLC®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Publishing, LLC, Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Publishing, LLC, and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Publishing, LLC. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Publishing under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.