Elessia

Mahdrig's page

82 posts. Alias of B.A. Ironskull.


Full Name

Mahdrig

Race

Changeling

Classes/Levels

Druid 2

Gender

F

Size

M (5'7")

Age

26

Special Abilities

Fire Bolt, Nature Sense, Spontaneous Casting, Wild Empathy

Alignment

N

Deity

Feronia

Location

Southern Brevoy and the Stolen Lands

Languages

Aklo, Common, Druidic, Sylvan

Occupation

herbalist, alchemist, guide

Strength 10
Dexterity 14
Constitution 11
Intelligence 12
Wisdom 17
Charisma 15

About Mahdrig

Mahdrig appears to be a human woman in her mid-20s, taller than most with a slight build and long, black hair tipped in red, drawn back in a ponytail most of the time. Her left eye is blue, her right eye is brown. Her slender hands end in blood-red polished nails.

She constantly smells like campfire; though she lives in the wilds of the Stolen Lands she is well versed in local customs along the Brevoy border, and is easy on the eyes when she wants to be.

Her journey began in flames. Her childhood home, a lonely ranch along the southern Brevoy border with the Stolen Lands was put to the torch by brigands. Mahdrig was saved by a ranchero who placed her upon one of the horses and sent it clattering into the night. Mahdrig travels through the wilderness on her horse, Char, selling herbal remedies to camps of loggers and scattered ranches, occasionally stopping in town to catch up on gossip and news of the latest attempt to crack the River Kingdoms.

Mahdrig is easygoing until something sparks her interest- then she becomes hyper-focused almost to a fault. She is obsessed with solving puzzles, and will expend all her energy into seeing this through, be it a conflict, a mystery, or a diplomatic ouvre- or a simple game of cards.

Mahdrig is very protective of her heritage, and often tells strangers she's a Varisian with elf blood in her veins. In fact there is only one thing Mahdrig truly fears, her dreams. there, a green hag known to her as Ninefingers lurks, attempting to pluck her as one would take an apple from a tree. Ninefingers is her mother, and terrorizes her dreams. There is a saving grace; always, as Ninefingers is about to strike, a brilliant woman of pure flame smites the hag. Mahdrig has found this figure to be the essence of fire, Feronia. A demigoddess of the Plane of Fire, Mahdrig calls to her, and she answers.

She is loyal to those who share her sympathies towards the young, the mistreated, and the unprotected. She believes in the Fertile Flame, and the power of fire to burn away the old to make way for the new.

She manipulates both divine fire and healing, has an uncanny sense of the natural world, and has a knack for poultices and poisons.

Mahdrig prefers to use her gifts to protect those that need it or emulate her ideals, and is at her best when brute strength is not the foremost requisite. She prefers to use her talents to aid her allies, but can become an agitator if the situation calls her to it.

She yearns to end her self-imposed exile in the Stolen Lands; having heard that explorers were given charters to establish order in the chaos, Mahdrig hopes to catch on as a guide, healer, and confidante to one of the companies given credence in her homeland.

Mahdrig
Female changeling druid 2 (Pathfinder RPG Bestiary 4 29)
N Medium humanoid (changeling)
Init +4; Senses darkvision 60 ft.; Perception +7
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Defense
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AC 15, touch 12, flat-footed 13 (+2 armor, +2 Dex, +1 natural)
hp 16 (2d8+2)
Fort +3, Ref +2, Will +6
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Offense
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Speed 30 ft.
Melee club +1 (1d6) or
. . dagger +1 (1d4/19-20) or
. . mwk cold iron scimitar +2 (1d6/18-20) or
. . 2 claws -4 (1d4)
Ranged sling +3 (1d4)
Domain Spell-Like Abilities (CL 2nd; concentration +5)
. . 6/day—fire bolt (1d6+1 fire)
Druid Spells Prepared (CL 2nd; concentration +5)
. . 1st—burning hands[D] (DC 14), cure light wounds, entangle (DC 14), magic stone
. . 0 (at will)—detect magic, purify food and drink (DC 13), read magic, stabilize
. . D Domain spell; Domain Fire domain
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Statistics
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Str 10, Dex 14, Con 11, Int 12, Wis 17, Cha 15
Base Atk +1; CMB +1; CMD 13
Feats Combat Casting
Traits blessed, pioneer, reactionary
Skills Climb +4, Diplomacy +3, Handle Animal +6, Heal +7, Knowledge (geography) +5, Knowledge (nature) +7, Perception +7, Spellcraft +5, Survival +10, Swim +4
Languages Aklo, Common, Druidic, Sylvan
SQ nature bond (Fire domain), nature sense, object of desire, paranoid, wild empathy +4, woodland stride
Combat Gear potion of cure light wounds, vermin repellent[UE]; Other Gear leather armor, club, dagger, mwk cold iron scimitar, sling, sling bullets (10), bell, candle (6), chalk (5), dice[UE], earplugs[APG], fishhook, flint and steel, hip flask[UE], powder[APG], sack, spell component pouch, string or twine[APG], tindertwig (2), wooden holy symbol of Feronia, light horse, acid, alchemist's fire, bandolier, blanket, false manacles, holy water, riding saddle, saddlebags, silk rope (50 ft.), soap, tanglefoot bag, 345 gp, 3 sp, 3 cp
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Special Abilities
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Blessed (1/day) +1 to all saving throws
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white only).
Druid Domain (Fire) Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Fire Bolt 1d6+1 fire (6/day) (Sp) As a standard action, ranged touch attack deals fire dam to foe in 30 ft.
Object of Desire +1 Caster Level for Charm Person and Charm Monster.
Paranoid Aid Another DC 15 for attempts to help you.
Wild Empathy +4 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.
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Char
Female horse (Pathfinder RPG Bestiary 177)
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
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Defense
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AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
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Offense
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Speed 50 ft.
Melee 2 hooves -2 (1d4+1)
Space 10 ft.; Reach 5 ft.
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Statistics
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Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, Run
[b]Tricks
Come, Heel, Riding, Stay, Work
Skills Acrobatics +2 (+6 to jump with a running start, +10 to jump), Perception +6
SQ docile, riding, work
Combat Gear acid (3), alchemist's fire (3), holy water (2), tanglefoot bag (2); Other Gear bandolier[UE], blanket[APG], false manacles[UE], riding saddle, saddlebags, silk rope (50 ft.), soap
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Special Abilities
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Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Riding [Trick] The animal has been trained to bear a rider.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Work [Trick] The animal pulls or pushes a medium or heavy load.
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Char is a coal-black horse with a gray mane and tail.