Keeper Myre

Mumbata of Bonuwat's page

158 posts. Alias of Celeador.


Full Name

Mumbata of Bonuwat

Race

(Male Mwangi Alchemist (Vivisectionist, Beastmorph) 2 AC 14/11/13 / HP 18/18 / F +5 R +4 W +3 / Init. +1 / Perc. +7)

Size

Medium

Age

31

Alignment

CG

Deity

Gozreh

Location

Port Peril

Languages

Common, Polygot, Aquan, Osiriani

Occupation

Witchdoctor

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

About Mumbata of Bonuwat

Mumbata of Bonuwat
Human (Mwangi) Alchemist (Beastmorph, Vivisectionist) 2
CG Medium Humanoid (human)
Init +1; Senses Perception +7
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Defense
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AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
hp 18 (2d8+6)
Fort +5, Ref +4, Will +3
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Offense
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Speed 30 ft.
Melee Heavy mace +5 (1d8+4/x2) and
. . Javelin +1 (1d6+4/x2) and
. . Spear +5 (1d8+6/x3) and
. . Unarmed strike +5 (1d3+4/x2)
Special Attacks sneak attack +1d6
Alchemist (Beastmorph, Vivisectionist) Spells Prepared (CL 2):
1 (3/day) Touch of the Sea (DC 13), Enlarge Person (DC 13), Cure Light Wounds
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Statistics
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Str 18, Dex 12, Con 14, Int 14, Wis 12, Cha 7
Base Atk +1; CMB +5; CMD 16
Feats Brew Potion, Improved Unarmed Strike, Iron Will, Throw Anything
Traits Bandit (River Kingdoms) (Stealth), Besmara's Blessing (1/week)
Skills Acrobatics +0, Climb +3, Disable Device +5, Escape Artist +0, Fly +0, Heal +5, Knowledge (arcana) +6, Knowledge (nature) +6, Perception +7, Profession (sailor) +6, Ride +0, Sleight of Hand +4, Spellcraft +6, Stealth +6, Survival +2, Swim +3; Racial Modifiers +1 Survival, alchemy +2
Languages Aquan, Common, Osiriani, Polyglot
SQ discoveries (feral mutagen), heart of the wilderness +1, mutagen (dc 13), poison use, poisoning (standard action)
Combat Gear Holy water; Other Gear Studded leather armor, Heavy mace, Javelin (5), Spear, Candle, Formulae Book, Holy Symbol of Angazhan, Holy Symbol of Desna, Holy Symbol of Gozreh, Holy Symbol of Shimye-Magalla, Ink, black, Inkpen, Pathfinder Kit, Sealing wax, Spell component pouch, Thieves' tools, Vial (5), 42 Sp.
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Special Abilities
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Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bandit (River Kingdoms) (Stealth) +1 to Stealth checks, Stealth is always a class skill for you.
Besmara's Blessing (1/week) Reroll a Profession (sailor) check and take the higher result.
Feral Mutagen (Su) Mutagens grant claw and bite attacks, and a bonus to intimidate.
Heart of the Wilderness +1 Negative Hp required for death increases by listed amount, +5 on CON checks to stabilize.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Mutagen (DC 13) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 20 min.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Poisoning (Standard Action) (Ex) Normal: Apply poison to a weapon as a standard action.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

Formulae Book:

1st: Cure Light Wounds, Deathwatch, Disguise Self, Enlarge Person (DC13), Expeditious Retreat, Identify, Touch of the Sea (DC13)

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.