Mokhasi Kpu'unde's page

442 posts. Alias of Litejedi.

Full Name

Mokhasi Kpu'unde




Arcanist (Magaambyan Initiate) 3 | HP 17/17 | AC 14-12-12 | F+2, R+3, W+3 | Per +9, Sense M +2, Init +2 | Arcane Reservoir 8/9







Special Abilities

Spells Used: 1st 0/5








Celestial, Taldan, Draconic, Elven, Goblin, Polyglot, Sylvan, Thassalonian

Strength 8
Dexterity 14
Constitution 12
Intelligence 18
Wisdom 10
Charisma 14

About Mokhasi Kpu'unde

Mokhasi Kpu'unde
Male elf (Ekujae) arcanist (magaambyan initiate) 3 (Pathfinder RPG Advanced Class Guide 8, Pathfinder RPG Adventurer's Guide 122, Ultimate Wilderness 211, 213)
NG Medium humanoid (elf)
Init +2; Senses low-light vision; Perception +9
AC 14, touch 12, flat-footed 12 (+1 armor, +2 Dex, +1 natural)
hp 17 (3d6+3)
Fort +2, Ref +3, Will +3; +2 insight bonus to disbelieve active illusion, +2 racial bonus vs. necromancy and curse spells and spell like abilities and to remove negative levels
Speed 35 ft.
Melee cestus +0 (1d4-1/19-20) or
. . longspear +0 (1d8-1/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Special Attacks arcane reservoir (8/9), arcanist exploit (familiar[ACG]), consume spells
Arcanist (Magaambyan Initiate) Spells Prepared (CL 3rd; concentration +7)
. . 1st (5/day)—burning hands (DC 15), color spray (DC 15), grease
. . 0 (at will)—acid splash, dancing lights, daze (DC 14), detect magic, prestidigitation
Str 8, Dex 14, Con 12, Int 18, Wis 10, Cha 14
Base Atk +1; CMB +0; CMD 12
Feats Alertness, Augment Summoning, Scholar[ISWG], Spell Focus (conjuration)
Traits exchange agent, magic's might, seeker
Skills Appraise +15 (+17 on items valued by weight when using scales), Knowledge (arcana) +11, Knowledge (dungeoneering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +9, Knowledge (nature) +10, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +8, Perception +9, Profession (merchant) +4, Sense Motive +2, Spellcraft +10 (+12 to identify magic item properties), Survival +5, Use Magic Device +7; Racial Modifiers +2 Spellcraft to identify magic item properties
Languages Celestial, Common, Draconic, Elven, Goblin, Polyglot, Sylvan, Thassilonian
SQ blightborn[HA], elven magic, halcyon spell lore, illustrious urbanite, manifest dreams, recurring dream
Combat Gear acid (3), alchemical grease[APG] (4), alchemist's fire, reagent, brimstone (10), reagent, saltpeter (5), reagent, silver (10), reagent, spirit of wine (5), vermin repellent[UE] (2); Other Gear haramaki[UC], cestus[APG], longspear, pendant of the souk, arcanist starting spellbook, bedroll, blanket[APG], canteen[UE], chalk (2), coffee, mwangi (per cup) (3), darkwood ancestry plank, ink, inkpen, journal[UE] (2), masterwork backpack[APG], merchant's scale, soap, spell component pouch, warka jar, wrist sheath, spring loaded (2), 16 gp, 3 sp, 8 cp
Special Abilities
Arcane Reservoir +1 DC or CL (9/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Blightborn +2 to save vs. necromancy, curses, and temp negative levels.
Consume Spells (2/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +1 natural armor bonus to AC You gain the Alertness feat while your familiar is within arm's reach.
Halcyon Spell Lore (Su) Gain a variety of spells which can be cast by using points from arcane reservoir.
Illustrious Urbanite You may leave buildings & structures undamaged when casting spells of the chosen school.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Manifest Dreams (Su) You can reshape your familiar every morning.
Recurring Dream (Su) Your familiar is a projection of your own mind.
Scholar (Knowledge [arcana], Knowledge [nature]) +2 bonus on two Knowledge skills.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.

Kiir (Familiar):

Kiir CR –
Male ioun wyrd (sage) (Ultimate Wilderness 197)
N Tiny construct
Init +2; Senses blindsight 30 ft.; Perception +10
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 4 (1d10)
Fort +1, Ref +3, Will +5
Immune construct traits
Speed fly 30 ft. (average)
Melee slam +0 (1d4-3)
Space 2½ ft.; Reach 0 ft.
Str 4, Dex 15, Con —, Int 8, Wis 14, Cha 5
Base Atk +1; CMB +1; CMD 9
Feats Sage’s Guidance
Skills Fly +12, Knowledge (arcana) +4, Knowledge (dungeoneering) +4, Knowledge (engineering) +0, Knowledge (geography) +0, Knowledge (history) +0, Knowledge (local) +0, Knowledge (nature) +4, Knowledge (nobility) +0, Knowledge (planes) +0, Knowledge (religion) +0, Linguistics +0, Perception +10; Racial Modifiers +8 Perception
Languages Common (can't speak)
SQ empathic link, ioun affinity, manifest dreams, recurring dream, sage’s knowledge +1, share iouns
Special Abilities
Blindsight (30 feet) (Ex) Sense things and creatures without seeing them.
Construct Traits (+0 HP) Constructs have many immunities.
Empathic Link (Su) You have an empathic link with your master.
Fly (30 feet, Average) You can fly!
Immunity to Ability Damage Immunity to ability damage
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Death and Necromancy effects You are immune to Death and Necromancy effects.
Immunity to Disease You are immune to diseases.
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Ioun Affinity (1 stones) (Su) May integrate a number of stones into its body.
Manifest Dreams (Su) You can reshape your familiar every morning.
Recurring Dream (Su) Your familiar is a projection of your own mind.
Sage’s Knowledge +1 (Ex) Attempt all Knowledge checks untrainted and gain bonus on all Knowledge checks.
Share Iouns (Su) Master shares benefits of ioun stones while within 30 feet.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.


Mokhasi is a very tall, but slight elven man with dark skin, dark hair, and dark green eyes. He wears his hair in a tied up with a bit of plant stem in a ponytail of braids, though the braids sometimes slip out when he exerts himself. In urban settings, he avoids using face paint, but when adventuring in the wild with his companions, he will paint white lines and blocks on his face that reflect his inclination for the day, be it towards plants, gems, or the earth.

He carries a darkwood plank on his belt on his left side along with a small journal with an inkpen. He usually wears a fine backpack overstuffed with gear. He often wears a broad hat on sunny days.

He usually has a friendly smile on his face, but often appears a bit grubby and dusty.

Personality, mannerisms, and expertise:

Mokhasi is an open and friendly wild elf (Ekujae) who usually greets others with a smile and a friendly handshake. He is quick to laugh at others jokes, and especially likes to speak with people (and monsters) he has never met before. He often takes extensive notes and makes drawings in his darkwood bound journal, often absentmindedly in a cryptic shorthand that appears to be a combination of a mwangi language and elven.

He will sometimes ask inappropriate questions to others regarding cultural practices, and can get easily distracted by gems and other shiny (literal and metaphorical) objects. He occasionally sounds condescending when talking about the people of the north, indirectly seeming to feel superior, though he does not realize this. At any mention of the Aspis Consortium, he grows visibly angry and though he tries to control how his emotions are displayed, it is plainly obvious that he does not care for them.

He knows a great deal about magic, the natural world, gems and mineralogy, geography, and trade. He carries a scale and often has a keen eye bent towards appraising the value of what he sees.


Mokhasi Kpu'unde is not Mokhasi’s only name. It is his adopted name, having grown up for part of his life near and in the enigmatic city of Nantambu near the Vanji within the jungles of the Mwangi. He was partially raised by the professors at the Magaabyan, as they saw promise in his abilities and collectively wanted to protect him from the machinations of the Aspis.

He will not say his original elven name to anyone other than those he knows extremely well. Many of his people were killed by the Aspis during their initial exploitation of the Vanji for its gold deposits. He considers his tribe largely dead, and out of respect and appreciation for the people of Nantambu, is only referred to by his Zanj name.

Mokhasi was born about 125 years go in a region of the Mwangi controlled by the demon gorilla king Ruzathek. Seeking to escape from his sadism and cruelty, his family managed to travel to the environs outside of Nantambu where he lived in peace for some time, trading and visiting with the people there, and learning what he could from the Magaabya, as his sharp mind made him a natural at arcane magic.

When the Aspis Consortium came to the Vanji to rip out the riverbed near his home and to get at the sizable gold deposits, his tribe managed to drive them off, believing that they had successfully prevented the Aspis from gaining a foothold. This was not to be, as they managed to poison the food of his tribe, the Ekujae-Mkambi, and while they were sick, came and kidnapped or killed many of the people there. Mokhasi managed to escape, and ran all the way to Nantambu to plea for help. Many of the professors came, and rallied to have other Ekujae in the area join and free the slaves, but not without casualties. Most of his tribe was killed in the skirmish, and the other survivors escaped to join other Ekujae or become forlorn. The local Aspis goons were wiped out to a man and woman, but this didn’t make Mokhasi feel any better.

So, Mokhasi enacted a plan - he would learn what he could from the magaabya, and then join with the Pathfinder society to work against the Aspis Consortium in earnest, to thwart their organization and prevent them from harming any other people. He joined the exchange faction which he believed would give him the best chance of traveling the world, all to better bring the fight to the Aspis. He learned a great deal about trade and the value of goods in the process, and firmly believes that it is a valuable way to advance society (so long as the trade doesn’t involve slaves, exploitation of the natural world, or imperialism).