Cursed Vampire Guard

Magdali Kiritescu's page

88 posts. Alias of rdknight.


Full Name

Magdali Kiritescu

Race

Human

Classes/Levels

Oracle (Spirit Guide) 4 | HP: 35/35 | AC: 20 (T: 14, F: 17) | CMB: 4, CMD: 17 | F: +4, R: +5, W: +6 | Init: +5 | Perc: +2, SM: +1 | Speed 30' Channels 5/7

Gender

Female

Size

Medium

Age

19 Birthday: 10 Gozran

Alignment

NG

Deity

Pharasma

Location

Ustalav

Languages

Taldane, Varisian, Hallit, Celestial,

Strength 13
Dexterity 16
Constitution 14
Intelligence 12
Wisdom 8
Charisma 18

About Magdali Kiritescu

Magdali Image

Statistics:
Female Human Oracle (Spirit Guide) 4
NG Medium Humanoid

Init +5; Senses Perception +2
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DEFENSE
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AC 20, touch 14, flat-footed 17 (+6 Armor, +3 Dex, +1 magic)
hp 22
Fort +4, Ref +5, Will +6
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OFFENSE
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Speed 30 ft.

Melee +6

Ranged +6
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STATISTICS
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Str 13, Dex 16, Con 14, Int 12, Wis 8, Cha 18
Base Atk +3; CMB 4; CMD +17
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Traits

Chance Savior (Campaign):
Fate smiled on you and Professor Lorrimor one day in the not so distant past. Through a matter of pure chance, you were in a position to save the late scholar’s life and did so. His gratitude was effusive, and he promised that he would never forget you. You are unsure of the nature of the summons in his will, but believe he may have listed you as a possible heir in thanks for saving him from an untimely demise.
Your ability to think quickly on your feet has stayed with you, and you quite often feel that you’re in the right place at the right time. You gain a +2 trait bonus on Initiative checks.

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.

Extra Revelation (Energy Body):
You have discovered a new aspect of your mystery.
Prerequisite: Revelation class feature.
Benefit: You gain one additional revelation. You must meet all of the prerequisites for this revelation.
Special: You can gain Extra Revelation multiple times.

Iron Will (Shadowhunter):
You are more resistant to mental effects.
Benefit: You get a +2 bonus on all Will saving throws.

Deific Obedience (Pharasma):
Your reverence for a deity is so great that daily prayer and minor sacrifices grant you special boons.
Prerequisites: Knowledge (religion) 3 ranks, must worship a deity.
Benefit: Each deity requires a different daily obedience, but all obediences take no more than 1 hour per day to perform. Once you’ve performed the obedience, you gain the benefit of a special ability or resistance as indicated in the Obedience entry for the god to whom you performed the obedience.
If you have at least 12 Hit Dice, you also gain the first boon granted by your deity upon undertaking your obedience. If you have at least 16 Hit Dice, you also gain the second boon. If you have 20 Hit Dice or more, you also gain the third boon. Unless a specific duration or number of uses per day is listed, a boon’s effects are constant.
If you have levels in the evangelist, exalted, or sentinel prestige classes, you gain access to these boons at lower levels as a benefit of your prestige class. If you have no levels in one of these prestige classes, you gain the boons marked as exalted boons. If you later take levels in sentinel or evangelist, you lose access to the exalted boons and gain access to the new boons appropriate to your class.
If you ever fail to perform a daily obedience, you lose all access to the benefits and boons granted by this feat until you next perform the obedience.

Pharasma Obedience:
Collect small bones whenever it is convenient and respectful to do so. When it comes time to perform your obedience, lay out the bones in a spiral. At one end of the spiral lay a slip of parchment on which you have written the name of someone newly born. At the other end of the spiral, lay a slip of parchment on which you have written the name of someone newly deceased. Chant hymns from The Bones Land in a Spiral while proceeding solemnly around the spiral, trailing a black scarf on the ground behind you. Gain a +2 profane or sacred bonus on attack rolls made with daggers. The type of bonus depends on your alignment—if you’re neither good nor evil, you must choose either sacred or profane the first time you perform your obedience, and this choice can’t be changed.

Extra Revelation (Life Link) 5th Level
Benefit: You gain one additional revelation. You must meet all of the prerequisites for this revelation.
Special: You can gain Extra Revelation multiple times.

Skills
(32 points; 16 class, 4 INT, 4 Skilled, 8 Background)
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Acrobatics* +4 = DEX 3+1+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 4+4+3
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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 +2 = WIS -1+3+0
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Perform +4 = CHA 4+0+0
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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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Human:

Skilled: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.

Shadowhunter:
Those who understand the connection between shadows and the Negative Energy Plane know how to fight the spirits of darkness. Characters with this trait deal 50% weapon damage to incorporeal creatures when using nonmagical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day).
Dwarves, elves, gnomes, half-orcs, and halflings can take this trait in place of weapon familiarity. Half-elves can take this trait in place of elven immunities. Humans can take this trait in place of their bonus feat, also gaining Iron Will as a bonus feat.

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.

Energy Body (Su):
As a standard action, you can transform your body into pure life energy, resembling a golden-white fire elemental. In this form, you gain the elemental subtype and give off a warm, welcoming light that increases the light level within 10 feet by one step, up to normal light. Any undead creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of positive energy damage + 1 point per oracle level. Creatures wielding melee weapons with reach are not subject to this damage if they attack you. If you grapple or attack an undead creature using unarmed strikes or natural weapons, you may deal this damage in place of the normal damage for the attack. Once per round, if you pass through a living allied creature's square or the ally passes through your square, it heals 1d6 hit points + 1 per oracle level. You may use this ability to heal yourself as a move action. You choose whether or not to heal a creature when it passes through your space. You may return to your normal form as a free action. You may remain in energy body form for a number of rounds per day equal to your oracle level.

Life Link (Su):
As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have one bond active per oracle level. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action).

====Spirit Guide:====

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

[b]Bonded Spirit (Su):
At 3rd level, a spirit guide can form a temporary bond with a spirit, as the shaman’s wandering spirit class feature (see page 37). She must make this selection each day when she refreshes her spells. A spirit guide cannot bond with a spirit that is incompatible with her alignment, ethos, or mystery (GM’s discretion).
A spirit guide gains one hex of her choice from the list of hexes available from that spirit. She uses her oracle level as her shaman level, and she switches Wisdom for Charisma and vice versa for the purpose of determining the hex's effects.

Spells:

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Spells
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Orisons (6 Known | (At Will)

Detect Magic
Guidance
Light
Mending
Read Magic
Resistance

1st (6+1 / Day)

Bless
Cure Light Wounds
Detect Undead (Mystery)
Divine Favor
Protection from Evil

2nd (3+1 / Day)

Boneshaker
Cure Moderate Wounds
Lesser Restoration (Mystery)

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