Cursed Vampire Guard

Magdali Kiritescu's page

88 posts. Alias of rdknight.


Full Name

Magdali Kiritescu

Race

Aasimar (Azata-Blooded)

Classes/Levels

Oracle (Spirit Guide) 1| HP: 12/12 | AC: 17 (T: 13, F: 14) | CMB: 1, CMD: 14 | F: +4, R: +3, W: +2 | Init: +3 | Perc: +1, SM: +0 | Speed 30' Channels 6/6

Gender

Female

Size

Medium

Age

19 Birthday: 10 Gozran

Alignment

NG

Deity

Pharasma

Location

Ustalav

Languages

Taldane

Strength 13
Dexterity 16
Constitution 14
Intelligence 12
Wisdom 10
Charisma 20

About Magdali Kiritescu

Magdali Image

Statistics:
Female Aasimar (Azata-Blooded) Oracle (Spirit Guide) 1
NG Medium Humanoid (Human) / Native Outsider

Init +3; Senses Perception +1
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DEFENSE
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AC 20, touch 13, flat-footed 14 (+4 Armor, +3 Dex)
hp 11
Fort +4, Ref +3, Will +2
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OFFENSE
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Speed 30 ft.

Melee +1

Ranged +3
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STATISTICS
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Str 13, Dex 16, Con 14, Int 12, Wis 10, Cha 20
Base Atk +0; CMB 1; CMD +14
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Traits

Dangerously Curious (Magic):
You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent’s laboratory or shrine to tinker with spell components and magic devices, and frequently caused quite a bit of damage and headaches for your parent as a result. You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.

Sacred Conduit (Faith):
Your birth was particularly painful and difficult for your mother, who needed potent divine magic to ensure that you survived (your mother may or may not have survived). In any event, that magic infused you from an early age, and you now channel divine energy with greater ease than most.
Benefit: Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.

Feats

Selective Channeling:
You can choose whom to affect when you channel energy.
Prerequisite: Cha 13, channel energy class feature.
Benefit: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.
Normal: All targets in a 30-foot burst are affected when you channel energy. You can only choose whether or not you are affected.

Skills
(7 points; 4 class, 1 INT, 2 Background)
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Acrobatics* +3 = DEX 3+0+0
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Appraise +1 = INT 1+0+0
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Bluff +6 = CHA 4+2+0
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Climb* +1 = STR 1+0+0
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Craft +1 = INT 1+0+0
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Diplomacy +11 = CHA 5+1+3+2 (+2 Skilled)
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Disable Device*† +3 = DEX 3+0+0
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Disguise +4 = CHA 4+0+0
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Escape Artist* +3 = DEX 3+0+0
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Fly* +3 = DEX 3+0+0
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Handle Animal† +4 = CHA 4+1+0 (+1 Background)
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Heal -1 = WIS -1+0+0
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Intimidate +4 = CHA 4+0+0
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K (Arcana)† +5 = INT 1+1+3
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K (Dungeoneering)† +1 = INT 1+0+0
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K (Engineering)† +1 = INT 1+1+3 (+1 Background)
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K (Geography)† +5 = INT 1+1+3 (+2 Background)
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K (History)† +6 = INT 1+2+3 (+2 Background)
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K (Local)† +6 = INT 1+2+3
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K (Nature)† +1 = INT 1+0+0
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K (Nobility)† +1 = INT 1+0+0
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K (Planes)† +5 = INT 1+1+3
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K (Religion)† +8 = INT 1+4+3
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Linguistics† +3 = INT 1+2+0 (+2 Background)
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Perception +1 = WIS 0+1+0
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Perform +11 = CHA 5+1+3+2 (+1 Background, +2 Skilled)
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Profession† -1 = WIS -1+0+0
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Ride +3 = DEX 3+0+0
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Sense Motive +1 = WIS -1+2+0
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Sleight of Hand*† +3 = DEX 3+0+0
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Spellcraft† +6 = INT 1+2+3
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Stealth* +4 = DEX 3+1+0
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Survival -1 = WIS -1+0+0
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Swim* +1 = STR 1+0+0
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Use Magic Device† +5 = CHA 4+1+0
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ACP -0
*ACP applies to these skills
Non-Standard Skill Bonuses

Languages Taldane, Varisian, Hallit, Celestial

Special Abilities:

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SPECIAL ABILITIES
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AASIMAR (Azata-Blooded):

Darkvision:
Aasimars can see in the dark up to 60 feet.

Alternate Skill Modifiers:
Diplomacy, Perform

Alternate Spell-Like Ability:
Musetouched gain Glitterdust as a spell-like ability.

Deathless Spirit:
Particularly strong-willed aasimars possess celestial spirits capable of resisting the powers of death. They gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school. This racial trait replaces celestial resistance.

Scion of Humanity:
Some aasimars’ heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.

ORACLE:

===Mystery (Life):===

Bonus Spells:
Detect Undead (2nd), Lesser Restoration (4th), Neutralize Poison (6th), Restoration (8th), Breath of Life (10th), Heal (12th), Greater Restoration (14th), Mass Heal (16th), True Resurrection (18th).

Curse (Powerless Prophesy):
You are forewarned of danger but can’t act to prevent it. You gain uncanny dodge, as the rogue class feature. However, you can’t take any actions in a surprise round, including free actions, except for flash of insight (see Revelations below). In the absence of a surprise round, you are staggered for the entire first round of combat. At 5th level, you gain a +4 insight bonus on initiative checks. At 10th level, you gain improved uncanny dodge as the rogue ability, using your oracle level as your rogue level. At 15th level, you gain a +4 insight bonus on all your saving throws and to your AC during surprise rounds and when you are otherwise unaware of an attack.

===Revelations:===

Channel (Su):
You can channel positive energy like a cleric, using your oracle level as your effective cleric level when determining the amount of damage healed (or caused to undead) and the DC. You can use this ability a number of times per day equal to 1 + your Charisma modifier.

====Spirit Guide:====

Class Skills:
A spirit guide gains all Knowledge skills as class skills. This replaces the bonus class skills gained from the oracle’s mystery.

Spells:

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Spells
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Orisons (4 Known | (At Will)

Detect Magic
Guidance
Light
Read Magic

1st (3+2 / Day)

Bless
Cure Light Wounds

2nd (0+0 / Day)

Gear/Possessions:

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GEAR/POSSESSIONS
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Consumables:

Acid Flask
Alchemist Fire x3
Holy Water x4
Bone Burn x2
Holy Weapon Balm x2

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Magic Items:

+1 Dagger (Mithril)
+1 Breastplate (Spiresteel)
+1 Cloak of Resistance
Handy Haversack
Traveler's Any-Tool

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MWK Battle Aspergillum (Alch Silver)
MWK Dagger (Cold Iron)
Dagger
Crossbow
Bolts: Standard x10, Silver x10
Silver Holy Symbol (Pharasma)
Waterskin
Grooming Kit
Bedroll
Belt Pouch
Pouch (containing small bones)
Notebook
Pen & Ink
Flint & Steel
Mess Kit
Soap
Spell Component Pouch
Rope, Hemp 50'
Rations (5 Days)
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Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.

Money 13 GP 2 SP 1 CP

Background:

Having Magdali at the Cathedral presented both a great opportunity and reason for concern for the high priest and council of clergy there. Magdali’s ability to channel positive energy surpassed that of any priest at the Cathedral, and that did not even take into consideration her innate magic. Further, her power continued to grow with time. Within a couple of years, she was capable of manifesting as a being of pure positive energy.
All this was beneficial of course. Magdali’s presence in the hospital was an immense boon. With the proper training she could be a fearsome weapon when the church was called upon to put down undead abominations. But she could do all these things innately. While the priesthood were disciplined by rules which, if violated, would see their divinely granted gifts withheld, Magdali was unchecked. She presented every threat a rogue priest might but could not be curbed or cast out to any significant effect.
The decision was made bury this dilemma. It would never be spoken of so Magdali would not realize her own freedom to act. Instead she would be treated like other novices, with oversight to instill the discipline she would need. If it were deeply ingrained and internalized in Magdali that she was a servant of Pharasma, though following a slightly different path than the usual, she might never come to understand her freedom to follow any path.
Magdali’s life at the Cathedral wasn’t all stern supervision and endless rules. The head priest and council were not so clumsy to believe Magdali could be crushed and battered into uncritical submission. The rank and file of the Cathedral generally thought of Magdali as a talisman, or chosen one, or saint. Their superiors did little to reign in this view. The admiration and goodwill Magdali experienced was a sweetener, a carrot to go with the stick. The message was constant though, Pharasma was the source of her gifts. While the Cathedral’s leadership may not have been quite so sure this was correct, they regarded it as necessary for Magdali to accept it as a fundamental truth.


Appearance and Personality:

Height: 5'3" | Weight: 125 | Hair: Black | Eyes: Gray-Blue

Appearance

Personality