Reiko

Kka Magwi's page

1,176 posts. Alias of Palandri.


Full Name

Kka Magwi

Race

Speed 40' | Avoid Notice (Init +17) | F+13T R+19M (Ev. Ref.) W+16E | Perc +17 (Darkvision) | Hero 1 |

Classes/Levels

✋Gloom Blade, +1 Striking Wounding Shortsword | Status:

Gender

Female Tengu (Nephilim) Rogue/Medic 8 | ♥️ 94/94 | ➕ fire 5 | AC 26 (28 Nimble Dodge) |

Special Abilities

◆◇↺♥️♠✋□☑ම@➕➖

Alignment

+1 Striking Wounding Shortsword, +1 Striking Ghost Touch Shortsword

Deity

AC 26 (28 Nimble Dodge) - AC 27 (28 Nimble Dodge, Shield) - AC 27 (29 Nimble Dodge, Forbidding Ward) - AC 27 (29 Nimble Dodge, Raise the Walls)

Location

➕ fire 5 - ➕ fire 10 ➖ cold acid electricity 5

Languages

R+19M (Ev. Ref.) - R+20M (Ev. Ref., Raise the Walls)

Occupation

Share Life (Cherry)

About Kka Magwi

Name: Kka Magwi
Ancestry: Tengu
Heritage: Nephilim
Background: Eldritch Anatomist
Class: Rogue (Thief)
Deity: Calistria
Home Region: Inner Sea (Otari)

Level: 8
Class DC: 24 (T)

Max HP: 94 (Toughness); Resistances: fire 5 (Nephilim Resistance)
AC: 26 (28 with Nimble Dodge)
Size: Medium
Speed: 40 feet (25[Tengu] +5[Nimble Hooves] +5[Fleet] +5[item: Boots of Bounding])
Senses: Low-Light Vision, Darkvision
Languages Common, Tengu
Traits: Humanoid, Tengu, Nephilim

Attributes: Str +0, Dex +4 (19), Con +2, Int +0, Wis +3, Cha +3
Perception: +17 (M)
Saving Throws: - Includes +1 item bonus from Resilient rune
- Fortitude +13 (T)
- Reflex +19 (M) (Evasive Reflexes: S▸C)
- Will +16 (E)

Description:

Age: 18
Gender: Female (she/her/hers)
Height: 6' (183cm)
Weight: 110lbs (50kg)
Feathers: Iridescent Black
Beak: Black
Hooves: Black
Eyes: Blood Red

Kka Magwi is not your average Tengu. First off, she stands around six feet tall. Secondly, instead of taloned feet, she sports cloven hooves, and in lieu of the usual feathers, her lower legs are covered in black bristles. These are the most obvious changes wrought upon Kka by her hellspawn nephilim heritage. The last noticeable alteration to her appearance is that her irises are blood red instead of the usual dark brown.

Her clothing is as black as her feathers. She wears leather armor over a sleeveless leather jerkin, leaving her feathered arms bare except for the armor covering her shoulders. On her legs, she wears leather knee breeches, exposing her cloven hooves and lower legs. Covering all this is a mid-length hooded cloak that she usually keeps pulled over her head, with only her black beak and the glint of her eyes protruding from the darkness.

Two sheathed shortswords hanging from either side of her belt appear to be her only weapons, though her beak has a menacing look to it that does not encourage proximity.

See Kka Magwi in all her splendor

Background:

About twelve years ago during a raging storm, a ship bound for Absalom wrecked itself on some hidden shoals not far from Otari. The only survivor was a strange-looking Tengu child of no more than five or six years of age. Her parents and the rest of the passengers and crew had died in the foundering of the ship.

The wreck and its sodden survivor were soon discovered by the citizens of Otari and the child was taken back to the town for healing. The trauma of the ship's destruction had robbed the girl of her memories; she remembered nothing of her past or the events leading up to the incident; all she remembered was her name: Kka Magwi. Tengu were uncommon in the area and the people of Otari didn't exactly know what do with the dispossessed orphan. There was also the problem of the cloven hooves and red eyes that marked her as a hellspawn nephilim. Normal people felt uncomfortable in her presence and tended to avoid her as much as possible.

Kka was placed in a series of foster homes, usually only staying with a family for a few months before her strangeness and increasingly erratic behavior became too much for them to bear. She would then be handed off to another family and the cycle would repeat. The only person she stayed with for any length of time was the town doctor, a kindhearted elderly woman who lived alone. The doctor's husband and young daughter had died many years earlier and the woman liked having Kka running around the place as it reminded her of happier times.

Kka's father had been a noted Tengu surgeon who had been en route to Absalom to teach at the medical school of the Temple of the Shining Star, and though the girl didn't remember any of this, some part of the father's abilities must have rubbed off on his daughter. She immediately found herself fascinated by medicine and learned everything she could from the doctor about treating people. She was on her best behavior with the woman and lived happily with her for several years. Eventually the doctor died of old age and once again Kka was passed on to another reluctant family for care.

By nature, Kka was a solitary child and did not make friends easily. She tended to brood over her sorry circumstances and lash out at those around her. She would disappear into the hinterlands for days at a time, and just as the town had given her up for dead, she'd return filthy and splattered with blood. It was during these outings that she learned to fend for herself in the wilderness. She would practice her medical skills on any wounded animals she came across, or more often than not, on herself when she became injured. It was during these outings that she would visit the graves of her parents at the Otari Graveyard, wondering who they were and where they had come from. The graveyard itself held no fears for her; she felt perfectly at ease all alone amongst the funereal crumbling mausoleums.

Eventually, nobody could be found willing to deal with her strangeness and bad attitude, and Kka found herself thrown out onto the streets to fend for herself. She fell into a life of petty crime, stealing fish from Tamily or food and other necessities from stalls in the market. She had multiple close calls with Lardus Longsaddle and the rest of the town guard, but soon discovered that she had a knack for hiding and sneaking around in the dark corners of the town unnoticed.

But her covert activities soon brought Kka to the attention of the Osprey Club and its head, Yinyasmera. The owner of the Crook's Nook had the young Tengu rounded up and brought before her. Yinyasmera took a liking to the girl and saw great promise in her if only she could be properly guided. Thus began Kka's training in the less respectable arts; arts at which she soon excelled. Over time, Yinyasmera and the Tengu girl became very close, with the head of the thieves' guild becoming like an older sister to the fledgling Tengu.

Even during her apprenticeship with Yinyasmera, Kka's love of medicine remained undiminished. She took to sneaking into the Dawnflower Library while Vandy Banderdash was away. She would scour the stacks for medical texts, which she then studied in depth. For a temple dedicated to Sarenrae, the library even had a couple of ancient tomes on fleshwarping. Kka gobbled these up as well, which left her wanting for more. She even took the risk of occasionally breaking into Odd Stories in the middle of the night to look over the wizard Morlibint's collections of textbooks. There she found several more textbooks that delved into this less respectable aspect of the medical arts.

The only other person in Otari that had any extended contact with Kka, was Wrin Sivinxi. Early on, Wrin had caught Kka trying to steal a strange bauble from her shop and rather than turn her over to Lardus, decided to try and befriend the surly hellspawn nephilim girl. Their shared heritage eventually brought the Tengu child around and they became fast friends. Whenever Kka comes into possession of any strange or potentially magical objects during her nightly forays, she takes them over to Wrin's Wonders for an opinion. She loves to look over Wrin's shiny trinkets and to have long conversations with the elf over tea. These conversations tended to dwell on more religious subjects, especially those related to hellspawn nephilimhood, and of course, the Cosmic Caravan. Despite Wrin's ardent proselytizing about the Cosmic Caravan, Kka was not convinced. She found herself more attracted to the fickle Calistria and her emphasis on revenge against those that have wronged you.

Kka now works in the Crook's Nook during the day and either trains at night, or runs jobs targeting outsiders for Yinyasmera. She sometimes disappears into the hinterlands for days at a time to get away from it all, but always returns eventually. Whenever she can get away with it, she sneaks into the Dawnflower Library or Odd Stories to continue her medical studies. She leaves everything as she finds it on these visits, but suspects that Vandy and Morlibint know of these comings and goings, and not care. The townspeople generally avoid her and she happily returns the favor, though she has not forgotten the slights she's suffered at their hands, nor the contempt that most of them still have for her.

Abilities:

Sharp Beak Ancestry: Tengu
With your sharp beak, you are never without a weapon. You have a beak unarmed attack that deals 1d6 piercing damage. Your beak is in the brawling weapon group and has the finesse and unarmed traits.

Nephilim Heritage: Nephilim
You gain Darkvision.

Sneak Attack 1d6 L1: Rogue
If you Strike a creature that has the Off-Guard condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, you deal an extra 1d6 precision damage. For a ranged attack with a thrown melee weapon, that weapon must also be agile or finesse.
As your rogue level increases, so does the number of damage dice for your sneak attack. Increase the number of dice by one at 5th, 11th, and 17th levels.

Surprise Attack L1: Rogue
On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are Off-Guard to you.

Deny Advantage L3: Rogue
You aren’t Off-Guard to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.

Sneak Attack 2d6 L5: Rogue

Weapon Tricks L5: Rogue
You gain expert proficiency in simple weapons, martial weapons, and unarmed attacks. When you critically succeed at an attack roll against an Off-Guard creature while using an agile or finesse weapon or an agile or finesse unarmed attack, you apply the critical specialization effect for that weapon or unarmed attack.

Evasive Reflexes L7: Rogue
Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.

Vigilant Senses L7: Rogue
Your proficiency rank for Perception increases to master.

Weapon Specialization L7: Rogue
You deal 2 additional damage with weapons and unarmed attacks in which you're an expert. This damage increases to 3 if you're a master, and 4 if you're legendary

Feats:

Assurance: Medicine Free: Background
You can forgo rolling a skill check for Medicine to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers).

Nimble Hooves L1: Ancestry
Your Speed increases by 5 feet.

Nimble Dodge (↺) L1: Rogue
Trigger A creature targets you with an attack and you can see the attacker.
You deftly dodge out of the way, gaining a +2 circumstance bonus to AC against the triggering attack.

Battle Medicine (◆) L1: Skill
Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day.

Tumble Behind (Rogue) L2: Rogue
When you successfully Tumble Through, the foe whose space you passed through is Off-Guard against the next attack you make before the end of your turn.

Intimidating Glare L2: Skill
Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language.

Medic Dedication L2: Free Archetype
You become an expert in Medicine. When you succeed with Battle Medicine or Treat Wounds, the target regains 5 additional HP at DC 20, 10 HP at DC 30, or 15 HP at DC 40. Once per day, you can use Battle Medicine on a creature that's temporarily immune. If you're a master in Medicine, you can do so once per hour.

Fleet L3: General
Your Speed increases by 5 feet.

Continual Recovery L3: Skill
When you Treat Wounds, your patient becomes immune for only 10 minutes instead of 1 hour. This applies only to your Treat Wounds activities, not any other the patient receives.

Dread Striker L4: Rogue
Any creature that has the frightened condition is also Off-Guard against your attacks.

Ward Medic L4: Skill
When you use Treat Disease or Treat Wounds, you can treat up to two targets. If you’re a master in Medicine, you can treat up to four targets, and if you’re legendary, you can treat up to eight targets.

Doctor's Visitation (◆ or ◆◆) L4: Free Archetype
Stride, then use one of the following: Battle Medicine or Treat Poison. You can spend a second action to instead Stride and then Administer First Aid or Treat Condition (if you have it).

Nephilim Resistance L5: Ancestry
You gain resistance 5 to fire.

Steady Balance L5: Skill
Whenever you roll a success using the Balance action, you get a critical success instead. You’re not Off-Guard while attempting to Balance on narrow surfaces and uneven ground. Thanks to your incredible balance, you can attempt an Acrobatics check instead of a Reflex save to Grab an Edge.

Gang Up L6: Rogue
You can flank an enemy if it’s within reach of both of you and an ally—you and your ally don’t have to be on opposite sides. This benefits your allies as well as you, but only if they’re flanking with you, not each other. The other requirements for flanking must still be met.

Treat Condition (◆◆) L6: Skill
Requirements You are holding Healer's Toolkit, or you are wearing them and have a hand free.
You treat an adjacent creature in an attempt to reduce the clumsy, enfeebled, or sickened condition. If a creature has multiple conditions from this list, choose one. Attempt a counteract check against the condition, using your Medicine modifier as your counteract modifier and the condition's source to determine the DC. You can't treat a condition that came from an artifact or effect above 20th level unless you have Legendary Medic; even if you do, the counteract DC increases by 10. Treating a Condition that is continually applied under certain circumstances (for instance, the enfeebled condition a good character gains from carrying an unholy weapon) has no effect as long as the circumstances continue.
Critical Success Reduce the condition value by 2.
Success Reduce the condition value by 1.
Critical Failure Increase the condition value by 1.

Dual-Weapon Warrior Dedication L6: Free Archetype
You're exceptional in your use of two weapons. You gain the Double Slice fighter feat. This serves as Double Slice for the purpose of meeting prerequisites.

Double Slice (◆◆) L6: Free Archetype
Requirements You are wielding two melee weapons, each in a different hand.
You lash out at your foe with both weapons. Make two Strikes, one with each of your two melee weapons, each using your current multiple attack penalty. Both Strikes must have the same target. If the second Strike is made with a weapon that doesn't have the agile trait, it takes a –2 penalty.
If both attacks hit, combine their damage, and then add any other applicable effects from both weapons. You add any precision damage only once, to the attack of your choice. Combine the damage from both Strikes and apply resistances and weaknesses only once. This counts as two attacks when calculating your multiple attack penalty.

Toughness L7: General
Increase your maximum Hit Points by your level. You reduce the DC of recovery checks by 1.

Advanced First Aid L7: Skill
When you use Medicine to Administer First Aid, instead of Stabilizing a character or Stopping Bleeding, you can reduce an ally’s frightened or sickened condition by 2, or remove either of those conditions entirely on a critical success. You can remove only one condition at a time. The DC for the Medicine check is usually the DC of the effect that caused the condition.

Opportune Backstab (↺) L8: Rogue
Trigger A creature within your melee reach is hit by a melee attack from one of your allies.
When your enemy is hit by your ally, you capitalize upon the distraction. Make a Strike against the triggering creature.

Battle Cry L8: Skill
When you roll initiative, you can yell a mighty battle cry and Demoralize an observed foe as a free action (◇). If you’re legendary in Intimidation, you can use a reaction (↺) to Demoralize your foe when you critically succeed at an attack roll.

Flensing Strike (◆) L8: Free Archetype
Requirements Your last action was a Double Slice, and both attacks hit the target.
When you hit with both attacks with Double Slice, you flense the target, making it bleed and creating a weak spot. The target takes 1d8 persistent bleed damage per weapon damage die of whichever of the weapons you used that has the most weapon damage dice (maximum 4d8 for a major striking weapon). The target becomes Off-Guard, and its resistances to any physical damage types are reduced by 5; these two effects last until the beginning of your next turn.

Skills:

Acrobatics: +16 +1 (E) (Bracelet of Dashing)
Arcana: +0 (U)
Athletics: +10 (T)
Crafting: +0 (U)
Deception: +15 +1 (E) (Ventriloquist's Ring)
Diplomacy: +3 (U)
Intimidation: +15 +1 (E) (Demon Mask)
Fleshwarp Lore: +10 (T)
Medicine: +17 (M)
Nature: +3 (U)
Occultism: +0 (U)
Performance: +13 (T)
Religion: +13 (T)
Society: +0 (U)
Stealth: +16 +1 (E) (Shadow)
Survival: +13 (T)
Thievery: +16 (E)

Attacks:

Melee (1) +1 Striking Wounding Shortsword +17 (Agile, Finesse, Versatile S), Damage 2d6+6 P/S +1d6 persistent bleed damage

Melee (1) +1 Striking Ghost Touch Shortsword +17 (Agile, Finesse, Versatile S), Damage 2d6+6 P/S

Melee (1) +1 Striking Tengu Sharp Beak +17 (Finesse, Unarmed), Damage 2d6+6 P

Melee (1) +1 Striking Fist +17 (Agile, Finesse, Nonlethal, Unarmed), Damage 2d4+6 B

Melee (1) Dagger +16 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4+6 P/S

Defenses:

Light Armor (T) (+1 Resilient Shadow Leather Armor: AC +2)
Unarmored Defense (T)

Spells:

Spell Attack: +11 (U)
Spell DC: 21 (U)

Cantrip: Shield [L4] (Aeon Stone: Dusty Rose Prism in Wayfinder)

Level 1: Fear [DC 20] (Demon Mask - once per day)
Level 1: Ventriloquism [DC 19] (Ventriloquist's Ring - once per day)

Equipment:

Adventurer’s Pack
Backpack - Worn
Bedroll - Stowed
Chalk (10 pieces) - Stowed
Flint and Steel - Stowed
Rope (50 feet) - Stowed
Rations (2 weeks) - Stowed
Soap - Stowed
Torches (5)- Stowed
Waterskin - Stowed

Clothing (Ordinary)
Mid-length hooded cloak - Worn
Sleeveless leather jerkin - Worn
Leather knee breeches & belt - Worn
Fitted kid leather gloves - Worn

+1 Resilient Shadow Leather Armor - Worn
You gain a +1 item bonus to Stealth checks while wearing the armor.
Snapleaf - On Leather Armor

Healer's Toolkit - Worn

+1 Striking Wounding Shortsword - Worn
When you hit a creature with a wounding weapon, you deal an extra 1d6 persistent bleed damage.

[+1 Striking] Ghost Touch Shortsword - Worn
A ghost touch weapon is particularly effective against incorporeal creatures, which almost always have a specific vulnerability to ghost touch weapons.

Alloy Orb (Low-Grade) (2) - One on each Shortsword

Dagger (2) - Worn

+1 Striking Handwraps of Mighty Blows - Worn (gloves)

Healing Potion (Lesser) (2) - Worn

Wayfinder - Worn
Activate (◆) command; Effect The wayfinder is targeted by a 1st-level Light spell.

Aeon Stone: Dusty Rose Prism - In Wayfinder
This aeon stone allows you to cast the 1st-level Shield cantrip as an arcane innate spell, surrounding yourself in pink energy.
The resonant power increases the damage prevented by your aeon stone's shield spell from 5 to 10.

Ventriloquist's Ring - Worn
You gain a +1 item bonus to Deception checks.
Activate (◆◆) Interact; Frequency once per day; Effect Twisting the ring around your finger allows you to magically throw your voice, with the effects of a Ventriloquism spell (DC 19).

Demon Mask - Worn (mask)
Grants a +1 item bonus to Intimidation checks.
Activate (◆◆) Interact; Frequency once per day; Effect The mask casts a Fear spell with a DC of 20.

Bracelet of Dashing - Worn
This jangling, silvery bracelet makes you lighter on your feet, giving you a +1 item bonus to Acrobatics checks.
Activate (◆) command; Frequency once per day; Effect You gain a +10-foot status bonus to Speed for 1 minute.

Thieves' Tools (Infiltrator) (Otari's Icon) - Worn
Infiltrator thieves' tools add a +1 item bonus to checks to Pick Locks and Disable Devices.

Doubling Rings - Worn
This item consists of two magically linked rings: an intricate, gleaming golden ring with a square-cut ruby, and a thick, plain iron ring. When you wield a melee weapon in the hand wearing the golden ring, the weapon’s fundamental runes are replicated onto any melee weapon you wield in the hand wearing the iron ring. (The fundamental runes are weapon potency and striking, which add an item bonus to attack rolls and extra weapon damage dice, respectively.) Any fundamental runes on the weapon in the hand wearing the iron ring are suppressed.
The replication functions only if you wear both rings, and it ends as soon as you cease wielding a melee weapon in one of your hands. Consequently, the benefit doesn’t apply to thrown attacks or if you’re holding a weapon but not wielding it (such as holding in one hand a weapon that requires two hands to wield).

Boots of Bounding - Worn (shoes) (Invested)
These boots give you a +5-foot item bonus to your Speed and a +2 item bonus to Athletics checks to High Jump and Long Jump. In addition, when you use the Leap action, you can move 5 feet further if jumping horizontally or 3 feet higher if jumping vertically.

Cash Left: 35gp - Worn
Bulk: 2.2 (of 5) - Unencumbered

Botting Instructions:

Exploration: Kka's default exploration mode is Avoid Notice with a +1 Striking Wounding Shortsword in one hand and a +1 Striking Ghost Touch Shortsword in the other.

Encounter: TBD