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 Tales: Prince of Wolves
**( )( )( ) by Saryx

Pathfinder Adventure Path #57: Tempest Rising (Skull & Shackles 3 of 6) (PFRPG)
****( ) by Talyseon

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

Lord of the Rings: The One Ring—Loremaster's Screen
***** by Megan Robertson

Lord of the Rings: The One Ring RPG—Tales from the Wilderland
***** by Megan Robertson

Paizo People
RSS RSS RSS RSS Facebook Twitter Email

Keeper Myre

Mumbata of Bonuwat's page

145 posts. Alias of Celeador.


Full Name

Mumbata of Bonuwat

Race

(Male Mwangi Alchemist (Vivisectionist, Beastmorph) 1 AC 11 / HP 11 / F +4 R +3 W +3 / Init. +1 / Perc. +7)

Size

Medium

Age

31

Alignment

CG

Deity

Gozreh

Location

Port Peril

Languages

Common, Polygot, Aquan

Occupation

Sailor, Master at Arms

Strength 18
Dexterity 12
Constitution 14
Intelligence 14
Wisdom 12
Charisma 7

About Mumbata of Bonuwat

Mumbata of Bonuwat CR1/2
Male Human Mwangi Alchemist (Vivisectionist, Beastmorph) 1
Male Medium Humanoid (Human, Mwangi)
Init+ 1; Perception +7

----------------
DEFENSE
----------------
AC 11, Touch 11, Flat-Footed 10
hp 11 (1d8)
Fort +4, Reflex +3, Will +3

----------------
OFFENSE
----------------
Spd 30 ft.
Melee Fist +4 (1d3+4/20/x2) or
Melee Spear, Two Handed +4 (1d8+6/20/x2) or
Melee Mace, Heavy Two Handed +4 (1d8+6/20/x2) and
Ranged Javelin +1 (1d6+4/20/x2)
Sneak Attack 1d6

----------------
STATISTICS
----------------
Str 18, Dex 12, Con 14, Int 14, Wis 12, Cha 7
Base Atk +0; CMB +4; CMD 15
Feats: Armor Proficency (Light), Simple Weapon Proficiency, Iron Will, Improved Unarmed Strike
Traits: Bandit, Besmara's Blessing.

----------------
SKILLS
----------------
Climb +4 Disable Device +5, Knowledge (nature) +6, Perception +7, Profession (sailor) +7, Swim +4, Stealth +6, Sleight of Hand +5

Languages: Common, Polygot

----------------
SPECIAL ABILITES
----------------
Heart of the Wilderness: +1 to survival checks, +5 to Constitution checks to stabilize when dying, +1 to Constitution score for negative hit points nessary to kill.
Improved Unarmed Strike: You are considered to be armed even when unarmed.
Iron Will: +2 bonus on all Will saving thows.
Sneak Attack: 1d6 damage to target denied a Dex bonus to AC, or flanked
Alchemey: See AGP page 26
Brew Potion: You can create a potion of any 3rd level or lower spell that you know that targets one or more creatures.
Mutagen: +4 to Str, +2 Natural Armor, -2 Int for 10 minuets.
Thow Anything: You do not suffer any penalties for using and improvised ranged weapon.

----------------
EXTRACTS
----------------
Extracts Known:
Level 1: 4
Cure Light Wounds
Enlarge Person
Touch of the Sea
Identify

Extracts Prepared:
Level 1: 2
Enlarge Person
Cure Light Wounds

----------------
COMBAT GEAR
----------------
Heavy Mace, Spear (Think like a whaling Harpoon), Javelin x5, Studded Leather

----------------
OTHER GEAR
----------------
Potion vials x5, Sealing Wax, Ink (1 oz. vial), Inkpen, Candles, Holy Water x1, Thief's tools, Several wooden holy symbols of Mwangi gods, Alchemey component pouch, Formulae Book (Containing Cure Light Wounds, Enlarge Person, Identify, Touch of the Sea), Lantern, Hooded, Pathfinder Kit, 42 silver

Pathfinder Kit:

Backpack, Bedroll, Belt pouch, Clay mug, Dagger, 2 Fish hooks, Flint+Steel, Sewing Needle, Signal Whistle, 50ft String, 50ft Thread, Waterskin, 1 Week of rations, Whetstone.

Rolls:

Climb:[dice]1d20 + 4[/dice]

Disable Device:[dice]1d20 + 5[/dice]

Knowledge (nature):[dice]1d20 + 6[/dice]

Perception:[dice]1d20 + 7[/dice]

Profession (sailor):[dice]1d20 + 7[/dice]

Sleight of Hand:[dice]1d20 + 5[/dice]

Swim:[dice]1d20 + 4[/dice]

Stealth:[dice]1d20 + 6[/dice]

Initiative:[dice]1d20 + 1[/dice]

Fort:[dice]1d20 + 4[/dice]

Reflex:[dice]1d20 + 3[/dice]

Will:[dice]1d20 + 3[/dice]

Fist:[dice]1d20 + 4[/dice]
Damage:[dice]1d4 + 4[/dice]

Fist: w/SA[dice]1d20 + 6[/dice]
Damage: w/SA[dice]1d4 + 1d6 + 4[/dice]

Fist: w/Mutagen[dice]1d20 + 6[/dice]
Damage: w/Mutagen[dice]1d4 + 6[/dice]

Fist: w/Mutagen and SA[dice]1d20 + 6[/dice]
Damage: w/Mutagen and SA[dice]1d4 + 1d6 + 6[/dice]

History of Mumbata:

Mumbata was born in the along the coast of the Mwangi jungle as a member of a Bonuwat tribe and like most children of the Bonuwat he was born and raised on the water. From an early age Mumbata learned the intricacies of knot work, tacking of sail’s, helping his father bring in fish and navigating treacherous coastal waters. Profession (sailor) By the time Mumbata was fourteen he had constructed his first catamaran and when Mumbata turned sixteen he proved he was ready to join his tribe as an adult when he raced his catamaran threw Besmara’s fingers during the height of the summer monsoons Besmara’s Blessing.

The defining moment in young Mumbata’s life came just weeks after his rite of adulthood. While plying the waters of the local fishing grounds a terrible storm blew up, unforeseen by his tribe’s shaman. Mumbata was caught in the fringes of the monstrous typhoon, his catamaran crushed and Mumbata cast adrift onto the high seas. For three days Mumbata clung to the wreckage of his craft, sure he was going to die, yet refusing to give into despair Iron Will. Finally on the fourth day, tired, battered and near death, the storm broke and Mumbata could just make out a large galley in the distance before he finally succumbed to unconsciousness.

When Mumbata awoke, he found himself on the deck of the Larcenous Ifrit a slave galley based out of Katapesh. Mumbata was quickly chained to an oar and forced to row under the loving ministrations of the Ifrit slave master. Where most men would quickly perish under such cruel and debased treatments, Mumbata became strong and tough under the constant rowing and ceaseless labor Strength 18 / Constitution 14 . Occasionally the ships masters would force the slaves to fight each other for their amusement, and though Mumbata hated every moment of it, he found to his surprise that the months of constant rowing had made his fists and forearms as hard as aged driftwood Improved Unarmed Strike.

The below decks of the Ifrit were a hellish place, full of suffering and pain. After each fight, Mumbata would be brought to the ships chirurgeon to be patched up and healed before being sent out to fight again. It was during this time that the cirurgeon, a man named Ali Al’Zahrid took pity on Mumbata. During each visit to the cirurgeon, Ali would explain to Mumbata how he was making the potions and salves. What began as a way for Mumbata to take his mind of the pain of his wounds eventually became a budding education into to the science of Alchemy Alchemist 1.

As Mumbata’s alchemical education grew following each fight, he began to create a plan to escape from the Ifrit. Aided by the advice from his rowing partner, an aged bandit Bandit: Stealth and Disable Device Mumbata began to slowly pilfer the alchemical components he needed to concoct a powerful acid in order weaken his chains. A few weeks ago as the Larcenous Ifrit was moored off of Port Peril, Mumbata choose his moment to strike. While the galley was at anchor and mid watch was set Mumbata quickly poured the acid into the lock and freed his chains. Using stealth he quickly crept above deck and before the watch noticed, he had slipped down the anchor chain and begun his swim to shore.

Since arriving at Port Peril Mumbata has reunited himself with the local Bonuwat tribes and begun to slowly acclimate himself to life in the city. Thanks to his hard gained knowledge in Alchemy, Mumbata has started to act as a local medicine man to the local tribes, healing the sick and wounded with his potions. In celebration of his new found freedom Mumbata decided to go to a local tavern named the Formidably Maid for a drink.



©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.