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Lavinia Madali's page

43 posts. Alias of Zaboom!.


Full Name

Lavinia Madali

Race

Changeling

Classes/Levels

Witch//Mesmerist | HP: 6/9 (1 L, 2 NL) | AC 12; T 11; FF 11 | F +1; R +3; W +3 | Per +5 (+7 w/familiar's Alertness) | Tricks 4/5 | M 1st. 2/2

Gender

Female

Size

Medium

Age

19

Alignment

NE

Deity

Charon, the Horseman of Death and the other 3 chumps he rides with.

Strength 10
Dexterity 13
Constitution 12
Intelligence 14
Wisdom 13
Charisma 18

About Lavinia Madali

Point buy:

Moon May, +2 wis/cha, -2 dex
Str 10(0)
Dex 15(7) -2
Con 12(2)
Int 14(5)
Wis 11(1) +2
Cha 16(10) +2

Lavinia Madali
Female Changeling Witch/Mesmerist (gestalt)
NE medium humanoid (changeling)
Init +1; Senses darkvision 60'; Perception +5/+7

DEFENSE
AC 12, touch 11, flat-footed 11 (+1 Natural; +1 Dex)
hp 9 (d8+1)
Fort +1, Ref +3, Will +3 (+2 vs Disease)

OFFENSE
Speed 30'
Melee Claws x2, +1 (1d4); or Mwk Dagger, +2 (1d4)
Ranged Sling/bullet +1 (1d4); Sling/rock +0 (1d3)

STATISTICS
Str 10, Dex 13, Con 12, Int 14, Wis 13, Cha 18
Base Atk +0; CMB +0; CMD 11 (CMD -2 vs disarm, grapple, trip)
Feats Combat Casting
Traits Ex-Iomedaean (+1 save DC's vs. Iomedaeans) (campaign); Desperate Focus; Subjective Truth (social).
Languages Common, Infernal, Varisian, Goblin.

SKILLS
(X) = Class Skill; 6+Int/lvl, +1 fav class, +2 background = 11/lvl

Adventuring Skills:
()Acrobatics +1; Dex
(x)Bluff +11; 1 ranks, + Cha, + 3 Class, + 3 familiar, (+2 trait to lie, if subject hasn't known her to lie to them)
()Climb +0
(x)Diplomacy +8; 1 ranks, + Cha, + 3 Class
()Disable Device
(x)Disguise +4; Cha
(x)Escape Artist +1; Dex
(x)Fly +1; Dex
(x)Heal +1; Wis
(x)Intimidate +4; Cha
(x)Knowledge (arcana) +6; 1 ranks, + Int, + 3 Class
(x)Knowledge (dungeoneering)
(x)Knowledge (local)
(x)Knowledge (nature)
(x)Knowledge (planes) +6; 1 ranks, + Int, + 3 Class
(x)Knowledge (religion) +6; 1 ranks, + Int, + 3 Class
(x)Perception +5/+7; 1 ranks, + Wis, + 3 Class (+2 Alertness from familiar)
()Ride +1; Dex
(x)Sense Motive +5/+7; 1 ranks, + Wis, + 3 Class (+2 Alertness from familiar)
(x)Spellcraft +6; 1 ranks, + Int, + 3 Class
(x)Stealth +5; 1 ranks, + Dex, + 3 Class
()Survival +1; Wis
()Swim +0; Str
(x)Use Magic Device

Background Skills:
(x)Appraise +2; Int
(x)Craft +2; Int
()Handle Animal +5; 1 ranks, + Cha, + 3 Class
()Knowledge (engineering)
()Knowledge (geography)
(x)Knowledge (history)
(x)Knowledge (nobility)
(x)Linguistics +6; 1 ranks, + Int, + 3 Class
(x)Perform +4; Cha
(x)Profession
(x)Sleight of Hand

SPELLS:

Mesmerist Spells (CL 1, concentration +7, +4 defensive/grappled)
1st (2/day): Demand Offering; Innocence.
0 (at will): Prestidigitation; Lullaby; Detect Psychic Significance; Mage Hand.

Witch Spells Memorized (CL 1, concentration +7, +4 defensive/grappled)
1st: Sleep; CLW.
0 (at will): Detect Magic; Mending; Message.

Witch Spells Known
1st: Mage Armor; Sleep; Charm Person; Sow Thoughts; Cure Light Wounds; Infernal Healing; Nereid's Grace.
0 (at will): All

EQUIPMENT:

Masterwork Dagger (gift)
Sling
Bullets x10 (1sp, 5{?!?} lbs.)
Courtesan's outfit (free, 4 lbs.)
Filter Scarf (5gp)
Reversible Cloak, green/purple (good quality, 10gp, 1 lb.)
Witch's Kit (21gp, 21 7 lbs.; ditched iron pot {4 lbs.} and 10 torches {10 lbs.})
Grooming Kit (1gp, 2 lbs)
Courtesan's Kit (10gp, 5 lbs., listed below cooking kit on linked page)
Familiar Satchel (25gp, 6 lbs.)

New Coutessan's outfit (8gp, 4 lbs.)
New peasant's outfit (1sp, 2 lbs.)
New reversible cloak, black/red (good quality, 10gp, 1 lb.)

Provisions for Ash House
Bottle of good absinthe, 30gp
4 bottles of fine wine, 10gp each (40)
Loaf of bread, 2cp
Half pound cheese wheel, 1sp

88.22gp

GP: 399
SP: 6
CP: 8

Carried Weight: 25 lbs.

(Starting wealth, 110gp)

SPECIAL ABILITIES:

Changeling, Moon May
Ancestry Night hag
Ability Modifiers +2 Wis, +2 Cha, –2 Dex
Hag Racial Trait: Night-born changelings gain a +2 racial bonus on saving throws against disease.
Natural Armor +1; Claws (1d4); DV 60'.
Malignancy (59): Your limbs are thin and frail. You take a –2 penalty to CMD against disarm, grapple, and trip attempts.

Witch (Seducer)
Prof. Simple weapons.
Familiar: Khloros, Tiny Viper
Patron: Plant: 2nd—entangle, 4th—accelerate poison, 6th—lily pad stride, 8th—grove of respite, 10th—tree stride, 12th—repel wood, 14th—animate plants, 16th—control plants, 18th—shambler.
Otherworldly Allure: Use Charisma for class abilities, spells, hexes, etc.
Hexes:
(Will DC 16-18)Fey Charm (Su): A seducer gains the charm hex at 1st level. The save DC of this hex is increased by 1. If the target is (or could be) sexually attracted to the seducer, the save DC is instead increased by 2. If she and the target have had willing sexual relations in the past 24 hours, the save DC is instead increased by 3. This ability alters the hex gained at 1st level.

Mesmerist
Prof. Simple weapons, hand crossbow, sap, sword cane, and whip. Light armor.
Consummate Liar: add 1/2 level to Bluff.
Hypnotic Stare
Painful Stare
Tricks: 5/day
Psychosomatic Surge: Psychic magic soothes the subject, alleviating her wounds temporarily. The mesmerist can trigger this trick when the subject takes damage. The subject gains a number of temporary hit points equal to 1d8 + 1/2 the mesmerist’s level. If the damage from the triggering attack would have reduced the subject to 0 hit points or fewer, this trick grants an additional 1d8 temporary hit points. These temporary hit points last for 1 hour or until discharged.

Khloros, Tiny Viper:

N Tiny animal
Init +3; Senses low-light vision, scent; Perception +12

DEFENSE
AC 17, touch 15, flat-footed 14 (+3 Dex, +2 natural, +2 size)
hp 4
Fort -1, Ref +5, Will +3

OFFENSE
Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +5 (1d2–2 plus poison)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 4, Dex 17, Con 8, Int 6, Wis 13, Cha 2
Base Atk +0; CMB +1; CMD 8 (can’t be tripped)
Feats Weapon Finesse Skill Focus: Perception
Skills Climb +11, Perception +12, Stealth +15, Swim +11; Racial Modifiers +4 Perception, +4 Stealth

SPECIAL ABILITIES
Alertness, Improved Evasion, Share Spells, Empathic Link.
Poison (Ex)
Bite—injury; save Fort DC 9; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.

10 Minute Background:

Step 1: Write 5 background and concept elements that you feel are important to your image of the character.

1. Lavinia grew up among humans. Her ‘parents’ knew something was wrong with her, and didn’t take her out of the house much or let her play with other children. When she was about 4 her ‘mother’ died in an unusual accident at home. Her ‘father’ was distraught, took to heavily drinking, and acted strange around town -- muttering to himself, always on edge, and isolating himself and his daughter from the public eye. A few weeks later he finally cracked and tried to kill Lavinia with an axe, while shouting that she wasn’t his daughter, nor even human! His shouts and her screams drew neighbors and guards, who managed to save the poor girl from harm. Lavinia was put into an orphanage, while her father was imprisoned for his actions -- including the death of her mother, after the guards concluded the death hadn’t been an accident after all.

2. The orphanage Lavinia was sent to was run by Iomedaeans, and worship was mandatory for the children. For a while the staff fawned over her due to the circumstances of her upbringing with her clearly psychopathic father. She made friends fast but didn’t keep them for very long. She had developed a habit of pulling pranks and often got any friends she had involved, ultimately letting them take the blame -- and the punishment. She goaded and tricked children into fighting with each other over petty things, and even injured herself and blamed other children a few times. Eventually her behavior couldn’t be dismissed anymore, and the staff feared she was as insane as her father.

3. Her Iomedaean caretakers subjected her to purification rituals. Forced into daily prayers for her soul and sanity, isolated from the other children for great lengths of time, Lavinia was considered unadoptable. She eventually ran away from the orphanage, but still holds a grudge against them.

4. Lavinia has spent most of her mid to late teens in the city of Elidir. She worked odd jobs once in a while, usually as a tavern-maid, but didn’t have a taste for honest work. Over the last few years she managed to develop some unusual powers as well. Her Mesmerists skills came naturally on their own, while a particularly inquisitive snake became her familiar and she slowly learned a touch of witchcraft from him. She remained conniving and manipulative and got better at being less obvious about her playful acts of malice; helped by her blossoming powers, and a larger populace to prevent others from catching on to the strife that followed her around. She enjoyed playing people off each other, goading them to wrongful acts for her affection, as well as spreading lies and rumors to harm reputations.

Any time her acts led to a death by someone else’s hands she felt an intoxicating rush. Now and then she still needed to quell a life herself; to feel their warm blood on her own hands. Recently, at the age of 19, Lavinia heard Blackblight’s call. Unsure what to make of her strange urge to go to Chitterwood, she tried to ignore it for a day or so. But as the feeling drew stronger, she convinced herself that city life had grown repetitive anyway -- and with a few guard getting too close after her most recent murder she didn’t resist the calling for long.

5. She hasn’t been in Chitterwood for very long, but has met Ahreni and learned a lot from her motherly new friend. Although Lavinia always knew she had been different, she only just learned her true nature. She has seen her natural hag-mother only in dreams, but so much of her life has begun to make sense now. But there wasn’t much time to adapt to her new family before the church of Iomedae and their ’Glorious’ Reclamation robbed her of that future.

Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.

1. Lavinia seeks vengeance against the worshippers of Iomedae. Although she caused the death of her mother, drove her father to madness, and caused her own problems at the orphanage and in Elidir; she genuinely denies any personal culpability even to herself. And now that her chance to become a powerful witch in Blackblight’s tribe has been robbed from her, she blames Iomedae’s followers for everything that has gone wrong in her life.

2. My goal is for Lavinia to grow more mature and powerful as she pursues her revenge. Helping house Thrune will be a means to an end at first, but depending on individual relationships formed over time she might become a true sympathizer in their cause. Much later she’ll be aiming for the Souldrinker prestige class. As her night hag mother visits her dreams more frequently, she will feel drawn to Abaddon and the four horsemen, particularly Charon. At some point she’ll need to temporarily die or have her spirit leave her body to qualify for the class. Eventually she’ll develop her love for cacodaemons, and a deep fascination with collecting soul gems.

Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves her but that she is not actually aware of yet.

1. Known. Lavinia knows a little about her true mother, but doesn’t talk about it. From time to time a night hag visits her while she sleeps, and has been helping to shape Lavinia’s life all along.

2. Unknown. What she doesn’t know is that her night hag mother corrupted the natural child of her human parents while still in the womb; she was never crib-swapped or otherwise placed in their care by trickery.

3. Unknown. Her Father is out of prison, and possibly looking for her.

4. Unknown. The authorities in Elidir have connected some dots, and tied some of her crimes to someone matching her distinct appearance.

Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile.

0. A few assorted Friendlies. While Lavinia is quick to make friends, she rarely keeps them for long. Ahreni has become a fast friend of hers. Her racoon familiar is her only true loved one. And the night hag that visits her in her dreams is becoming a strong source of guidance.

1. Friendly. One of the priests of Iomedae from the orphanage had always had a soft spot for Lavinia and truly believed she was innocent. Lavinia wouldn’t necessarily recognize him, but if they met at odds he would likely be inclined to give her a chance to surrender, reform, change her ways, or some other sappy drivel.

2. Friendly. A bard from Elidir had become smitten with her, and had a tendency to show up whenever she started to frequent a tavern or other area more than a few times. She was pretty sure he had to know something of her real activities, but either he didn’t care or her murderous streak enticed him more. She never caught his name, but will always remember the intensity of his eyes.

3. Hostile. Lavinia’s father. Her relationship with her dad has been a murderous one, but she never expects to see him again.

Step 5: Describe at least three memories, mannerisms, or quirks that your character has.

1. Lavinia is pretty and attractive, but conveys a sense of innocence and naivete rather than sexual magnetism. She’s fairly small at 5’5 and 110 lbs., and has some pleasant curves, but her outgoing and friendly personality tend to be more noticeable and endearing than her appearance. Most agree that she has rather stunning eyes, however. One a soft green, and the other a vibrant, piercing shade of violet.

2. Lavinia likes to manipulate people, and even enjoys killing them every so often; yet she tends to see her own crimes as playful mischief-making.

3. Unlike ‘normal’ psychopaths she actually has a soft spot for animals, particularly cute ones, and wouldn’t harm an animal unless she absolutely had to. Her idea of cute, however, may vary a little from other people’s.

4. She is a good liar, sometimes almost convincing herself in the process. She tends to construct mental narratives to explain events and things she did or said, but they don’t exactly match her actual motives or intentions.