Half-Orc of Averaka

Magda "Magpie" Vasiliu's page

213 posts. Alias of John Gs.


Full Name

Magda Vasiliu nickname "Magpie"

Race

Female Half Orc | Slum Shaman 3 | HP 21/21| AC 13 | T 10 | FF 13| CMD 14| Fort +3| Ref +2 | Will +7 | Init +0 | Perc +12 | harrow points: 1

Classes/Levels

| Portrait

Size

Taller than average

Age

16

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 10
Constitution 12
Intelligence 13
Wisdom 16
Charisma 10

About Magda "Magpie" Vasiliu

Magda Vasiliu aka "Magpie"
Female half-orc shaman 3 (Pathfinder RPG Advanced Class Guide 35)
CG Medium humanoid (human, orc)
Init +0; Senses darkvision 60 ft.; Perception +12 (+14 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 13, touch 10, flat-footed 13 (+3 armor)
hp 21 (3d8+3)
Fort +3, Ref +2, Will +7; +1 trait bonus vs. disease
Defensive Abilities sacred tattoo[APG]
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Offense
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Speed 30 ft.
Melee dagger +4 (1d4+2/19-20) or
. . mwk longspear +5 (1d8+3/×3) or
. . scorpion whip (aa) +4 (1d4+2)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork longspear, 10 ft. with scorpion whip (aa))
Special Attacks hexes (chant, misfortune[APG])
Shaman Spells Prepared (CL 3rd; concentration +6)
. . 2nd—hold person (DC 15), insect scouts; summon swarm[S]
. . 1st—burning hands (DC 14), cure light wounds, ears of the city; charm person[S] (DC 14)
. . 0 (at will)—guidance, know direction, mending, purify food and drink (DC 13)
. . S spirit magic spell; Spirit Slums
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Statistics
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Str 14, Dex 10, Con 12, Int 13, Wis 16, Cha 10
Base Atk +2.25; CMB +4 (+6 dirty trick, +6 disarm, +6 reposition, +6 steal, +6 trip); CMD 14 (16 vs. dirty trick, 16 vs. disarm, 16 vs. reposition, 16 vs. steal, 16 vs. trip)
Feats Alertness, Combat Expertise, Deadly Aim, Deft Maneuvers, Extra Hex[APG], Power Attack
Traits almost human, seeker, varisian immunity, wisdom in the flesh
Skills Appraise +3, Craft (traps) +5, Diplomacy +6, Disable Device +1, Disguise +4 (+8 on checks to pass as human), Handle Animal +4, Heal +8, Knowledge (local) +4, Perception +12 (+14 to find hidden objects (inc. secret doors and traps), determine if food is spoiled, or identify a potion by taste), Profession (butcher) +7, Profession (cook) +8, Profession (merchant) +7, Sense Motive +6, Stealth +12, Survival +9; Racial Modifiers +2 Appraise, +2 Knowledge (local), scavenger[APG]
Languages Common, Orc, Varisian
SQ doors to everywhere, finesse weapon attack attribute, orc blood, spirit animal (cat named Just Cat), unlearned
Combat Gear wand of cure light wounds (25 charges); Other Gear mwk studded leather, dagger, mwk longspear, scorpion whip (aa), bear trap[APG], bell (3), blanket[APG], chalk (3), filter scarf[UW], flint and steel, grappling hook, hammer, hat[UE], masterwork backpack[APG], piton (4), silk rope (50 ft.), spell component pouch, thieves' tools, trapmaking tools, twine (50')[APG], waterproof bag[UE], wire[UE], 7 pp, 1,031 gp, 25 sp, 13 cp
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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.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deft Maneuvers You don't provoke attacks of opportunity when tripping.
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.
Familiar Bonus: +3 to Stealth checks You gain the Alertness feat while your familiar is within arm's reach.
Finesse Weapon Attack Attribute Finesse weapons use Strength on attack rolls.
Misfortune (1 round, DC 14) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
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.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spirit Animal (spirit animal (cat named Just Cat)) If spirit animal is slain, cannot use spirit magic or prepare new spells.
Unlearned (Knowledge [local]) You cannot attempt untrained checks with knowledge skills other than the one selected.
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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 plauge 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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Just Cat CR –
Cat (Pathfinder RPG Bestiary 131)
N Tiny magical beast (animal)
Init +6; Senses low-light vision, scent; Perception +7
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Defense
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AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)
hp 10 (1d8-1)
Fort +1, Ref +4, Will +4
Defensive Abilities improved evasion
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Offense
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Speed 30 ft.
Melee bite +6 (1d3-4), 2 claws +6 (1d2-4)
Space 2 ft.; Reach 0 ft.
Special Attacks deliver touch spells
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Statistics
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Str 3, Dex 15, Con 8, Int 7, Wis 12, Cha 7
Base Atk +2.25; CMB +2; CMD 8 (12 vs. trip)
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Power Attack
Skills Climb +6, Diplomacy +1, Disable Device +1, Disguise -1, Handle Animal -1, Heal +3, Perception +7, Sense Motive +2, Stealth +20, Survival +4; Racial Modifiers +4 Climb, +4 Stealth
SQ empathic link, finesse weapon attack attribute
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deliver Touch Spells (Su) Deliever master's touch spells.
Empathic Link (Su) You have an empathic link with your master.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.