Full Name |
Magda Vasiliu nickname "Magpie" |
Race |
Female Half Orc | Slum Shaman 10 | HP (+20)73/73| AC 21 | T 11 | FF 21 | CMD 20| Fort +7| Ref +6 | Will +14 | Init +1 | Perc +28/+32(+34 hidden doors/traps), scent SM +18 | harrow points: 2 |
Classes/Levels |
| tribal coop: 4/4 | conditions: pass without trace, life bubble, greater false life |
Size |
Taller than average |
Age |
18 |
Alignment |
Choatic Good |
Deity |
Irori (since it is the only one she knows anything about other than their name) |
Location |
Korvosa |
Languages |
Common, Orc, Varisian |
Occupation |
Scavenger and trapper |
Strength |
14 |
Dexterity |
12 |
Constitution |
14 |
Intelligence |
13 |
Wisdom |
21 |
Charisma |
13 |
About Magda "Magpie" Vasiliu
Magda Vasiliu aka "Magpie"
Female half-orc shaman 10
CG Medium humanoid (human, orc)
Init 1; Senses darkvision 60 ft., scent; Perception +28 (+30 to find hidden objects (inc. secret doors and traps), determine if food is spoiled, or identify a potion by taste)
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Defense
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AC 21, touch 11, flat-footed 20 (+7 armor, +1 Dex, +1 natural, +2 shield)
hp 73 (10d8+20)
Fort 7, Ref 6, Will 14; +1 trait bonus vs. disease, Gain a sacred bonus vs. spells and abilities of evil foes, equal to number of adjacent allies with Lastwall Phalanx
Defensive Abilities evasion, sacred tattoo[APG], uncanny dodge
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Offense
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Speed 40 ft. (30 ft. in armor)
Melee dagger +9/+4 (1d4+2 P or S/19+) or
. . mwk longspear +10/+5 (1d8+3 P/×3) or
. . scorpion whip (aa) +9/+4 (1d4+2 S)
Shaman Spells Prepared (CL 10th; concentration +15)
. . 5th—ancestral memory[ISWG], breath of life (DC 20), hunter’s blessing; life bubble (DC 20) or wall of stone
. . 4th—divine power, greater false life[UM], poisonous cloud (2, DC 19); confusion (DC 19) or spiritual ally
. . 3rd—fly, seed spies[UW], ward of the season (2); create food and water or hold person (DC 18)
. . 2nd—barkskin (2), bear's endurance, beastspeak, insect scouts; shield other or summon swarm
. . 1st—ears of the city, heightened awareness[ACG], pass without trace, protection from evil, remove fear, waterproof; bless or charm person (DC 16)
. . 0 (at will)—create water (at will), guidance (at will), light (at will), mending (at will)
. . S spirit magic spell; Spirit Slums Wandering Spirit Tribe
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Statistics
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Str 14, Dex 12, Con 14, Int 13, Wis 21, Cha 13
Base Atk +7.5; CMB 9; CMD 20
Feats Alertness, Custom Feat, Extra Hex[APG], Extra Hex[APG], Extra Hex[APG], Keen Scent[APG], Lastwall Phalanx
Traits almost human, seeker, varisian immunity, wisdom in the flesh
Skills Appraise +3, Craft (traps) +7, Diplomacy +14, Disable Device -1, Disguise +15 (+19 on checks to pass as human), Handle Animal +8, Heal +13, Knowledge (local) +5, Knowledge (nature) +5, Perception +28 (+30 to find hidden objects (inc. secret doors and traps), determine if food is spoiled, or identify a potion by taste), Profession (cook) +15, Profession (merchant) +20, Sense Motive +18, Stealth +23, Survival +18 (+20 to avoid becoming lost when using a Mapmaker's Kit as you travel, +20 to avoid becoming lost), Swim +0; Racial Modifiers +2 Appraise, +2 Knowledge (local), scavenger[APG]
Languages Common, Orc, Varisian
Combat Gear lesser extend metamagic rod, wand of cure light wounds (9 charges), acid (2), alchemist's fire (5), antitoxin, vermin repellent[UE] (6); Other Gear +1 breastplate, +1 buckler, dagger, mwk longspear, scorpion whip (aa), amulet of natural armor +1, belt of physical might +2 (Dex, Con), boots of striding and springing, cloak of elvenkind, cracked magenta prism ioun stone, cracked mossy disk ioun stone, eyes of the eagle, handy haversack, hat of disguise, headband of inspired wisdom +2, ring of resistance +1, traveler's any-tool[UE], bell (3), blanket[APG], chalk (3), compass[APG], filter scarf[UW], flint and steel, grappling hook, hammer, hat[UE], mapmaker's kit[APG], masterwork backpack[APG], piton (4), powder[APG] (5), silk rope (50 ft.), spell component pouch, swim fins, thieves' tools, trail rations (20), trapmaking tools, twine (50')[APG], waterproof bag[UE], waterskin (2), wire[UE], Just Cat, diamond dust (worth 100 gp) (2), 5 pp, 941 gp, 3 sp
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Special Abilities
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Chant (Su) As a move action, extend the duration of other hexes by 1 rd.
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Doors to Everywhere (standard action, 3/day) (Ex) Step through any door and instantly exit through distant doorway.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Evil Eye -4 (8 rounds, DC 20) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Familiar Bonus: +3 to Stealth checks You gain the Alertness feat while your familiar is within arm's reach.
Fortune (2 rounds) (Su) Ally in 30 ft can roll 2d20 for an attack, save, ability, or skill check (and take higher) once/rd.
Lastwall Phalanx Bonus equal to adjacent allies with this feat to AC and saves vs. attacks & abilities of evil foes.
Misfortune (2 rounds, DC 20) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Orc Blood
Protective Luck (2 rounds) (Su) Attacks against target creature in 30 ft. must roll twice and take worse result.
Sacred Tattoo +1 to all saves.
Scavenger +2 Perception to find hidden objects (inc. secret doors and traps), determine if food is spoiled or identify a potion by taste.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Shapeshift (10 minutes/day) (Su) As a standard action, polymorph self into new form, as Beast Shape I.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spirit Animal (spirit animal (cat named Just Cat)) If spirit animal is slain, cannot use spirit magic or prepare new spells.
Tribal Cooperation (8 rounds, 4/day) (Su) Stnd act, share a teamwork feat with allies within 30 ft.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Unlearned (Knowledge [local]) You cannot attempt untrained checks with knowledge skills other than the one selected.
Ward of the City +5/25% Target +5 to saves vs. disease/poison and 25% chance to negate crit/precision dam.
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Magda Vasiliu : nicknamed Magpie by her dead and lost friends.
Synopsis: offspring of two half orcs, orphaned from disease, taken by authorities since she had the sickness too and didn't feel like coming back a second time, fell off the plague cart, first heard the whispers of the city on that first night shivering and dying, and lived cause of it. Pressed into a street rat gang by an old cruster (Gaedren's) served as a lookup mostly due to darkvision. City kept whispering, helping her stay hidden, get into places she had no hope doing. Got old enough, to fight back, get out, spewing fire to nearly burn the place down. The sewers are her meger source of income, setting traps, selling the resulting meat (rats mostly ironically), finding bits and bobs that floated down and are worth something. She has dreams of a store though, an actual shop... but she is still far away. She knows Lamm would gut her if he ever finds her, so sooner or later she'll have to get him first.
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Background
1. Only child of poor but loving half orc parents who died of some disease when she was just a little thing (six or seven). She got it too, was delirious with fever when the plague bearers came to clean up so she was thrown in the cart as well, assuming it was only a matter of time so why bother coming back. A rock in the road jarred her off the edge unseen into an alley.
2. Curled up in the dark filth, shivered, and close to death. A lot of cats came to her and she heard the first whispers of the city. Giving her the strength to live
3. A foul twisted bastard of a man snatched her up for his street rats. Half orcs were bastard scum to him, but they could see in the dark. Perfect lookouts. The city's whispers kept her alive where many died. Didn't keep her from the beatings or the nights without food. It could only do so much with whispers.
4. All it could do until their bond grew enough for magic to come, then she faces down the old cruster with fire from her hands, nearly taking down the place. She screamed for the others to come with her but all were too afraid.
5. Scavenges in the sewers now, listening to her city, laying traps for rats and selling the non diseased ones for meat. Finding what she can to sell otherwise.
6. Half orc, put watered down enough she’d pass for human in dim light. Her teeth are mostly normal, lower canines big, but not enough to push out of her mouth. Pale yellow greenish skin makes her look sickly, big nose, mop of black hair she keeps pulled back with a thick red scarf. Tall with an athletic build, but not taller than a tall human. Face is peppered with light red tattoos her mother had insisted on to protect her from spirits. Though poor, her scavenged gear is very well maintained.
Goals
1. Her goal is to have a shop of her own, selling anything really. Stores were magic places with things she could never have. She wants a place like that, but she'd wave in the poor children and let them have a thing here and there. Also a family someday, maybe.
2. I'd like her to grow in a strong and fierce defender of the poor and hungry, to help those her city mourns for.
Secrets
1. not sure if she has any. The city speaking to her is probably not something she'd try and hide.
2. She doesn’t read and write well, since she had no schooling at all. She can do them, but her handwriting is little better than a three year old and reading takes ten times longer.
People
1. The old cruster who enslaved her as a kid, most likely Gaedren Lamm. She hates him with a well deserved passion, but still fears him as a childhood horror.
2. Another kid from the street (not a Lamm) managed to get an apprenticeship as a woodworker. Pent had always been craving anything in the hovels he lived in so the apprenticeship was a dream come true. One of her best (and only friends).
3. Bala is a cantankerous old Vudrani woman and a fence. Mag was sent to deal with her on occasion since Lamm knew she wouldn't run without her friends. The old betty was an ass unless you got her talking about her greatest love: Irol. Mag would listen so the hag took a shining to her. Bala is also currently the only buyer of Mag's treasures.
Memories/Mannerisms/Quirks
1. “Gross!!! Why do you have to do THAT in front of ME!” she remembers shrieking at her parents when they were being all snugly lovey dovey. While that memory brings a bit of guilt, it also warms her heart to remember that love. The memory pops up anytime she sees others showing affection in the same ways.
2. She'll tilt her head and listen, quite often, when there is nothing in particular to be listening to.
3. Despite living in the slums, and working in the sewers, she is neat and orderly. As much as one can be in those circumstances.
4. She snorts when she laughs. Blames it on her big orc nose.
5. Collects so many bits and bobs that her tiny one room apartment is covered in them, but to a street kid that grew up with nothing, each one is a
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