Kazim

Mashiki Malbourne's page

781 posts. Alias of Starfox_SFX.


Full Name

Mashiki Malbourne

Race

Human (Varisian) [ HP: 62/68 | AC: 16 (12 T, 14 F) | CMB: 3, CMD: 15 | F: 8, R: 4, W: 5 | Init: 6 | Percep: 6]

Classes/Levels

Sorcerer (Aberant) 6

Gender

FM

Size

5'0"

Age

18

Alignment

NG

Languages

Common, Varisian, Aklo

Occupation

Farmer

Strength 10
Dexterity 14
Constitution 20
Intelligence 10
Wisdom 10
Charisma 15

About Mashiki Malbourne

Mashiki Malbourne
Female human (Varisian) sorcerer 6 (Ultimate Wilderness 211, 213)
CG Medium humanoid (human)
Init +6; Senses Perception +8
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 68 (6d6+42)
Fort +8, Ref +4, Will +5
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Offense
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Speed 30 ft.
Melee sickle +5 (1d6)
Special Attacks long limbs (5 ft.)
Bloodline Spell-Like Abilities (CL 6th; concentration +8)
. . 5/day—acidic ray (1d6+3 acid)
Sorcerer Spells Known (CL 6th; concentration +8)
. . 3rd (3/day)—vampiric touch
. . 2nd (6/day)—acid arrow, levitate, see invisibility
. . 1st (7/day)—enlarge person (DC 13), grease, mage armor, shocking grasp, unseen servant
. . 0 (at will)—acid splash, dancing lights, mage hand, mending, open/close (DC 12), prestidigitation, scoop[UM]
. . Bloodline Aberrant
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Statistics
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Str 11, Dex 14, Con 20, Int 10, Wis 10, Cha 15
Base Atk +3; CMB +3; CMD 15
Feats Aberrant Tumor[ACG], Alertness, Eschew Materials, Point-Blank Shot, Precise Shot, Toughness, Weapon Finesse
Traits formerly mind-swapped, life of toil, magical lineage
Skills Craft (alchemy) +5, Heal +4 (+5 circumstance to treat wounds or deadly wounds), Knowledge (dungeoneering) +9, Linguistics +1, Perception +8, Profession (butcher) +4, Profession (cook) +8, Profession (farmer) +4, Profession (librarian) +5, Profession (merchant) +4, Sense Motive +2, Use Magic Device +8
Languages Aklo, Common, Varisian
SQ bloodline arcana (+50% duration on polymorphs), manifest dreams, recurring dream
Combat Gear wand of death knell (18 charges), wand of infernal healing (26 charges), healer's kit, oil; Other Gear sickle, greater talisman of beneficial winds[OA], handy haversack, incense of open thoughts[OA], lesser talisman of warrior's courage[OA], bedroll, belt pouch, bread (2), broom (1 lb), cheese (2), crowbar, cutting board, wooden (2 lb), flint and steel, hooded lantern, knife set (worth 5 gp, 3 lb), knife, cutting (0.5 lb), ladle (0.5 lb), meat (2), mess kit[UE], poncho[UE], pot, sack, seasonings, local (0.5 lb), sewing needle, skewer (1 lb), skillet[UE], soap, surgeon's tools[UE], tinder packet (0.5 lb), torch (10), trail rations (5), tripod, iron (3 lb), umbrella[UE], waterskin, 75 gp, 6 sp, 6 cp
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Special Abilities:

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Acidic Ray (1d6+3 acid, 5/day) (Sp) As a standard action, ranged touch attack deals acid damage to foe.
Bloodline Arcana: Aberrant (Ex) Increase the duration of [polymorph] spells by 50% (min 1 rd).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Long Limbs (5 ft.) (Ex) When making melee touch attacks can increases reach by +5 ft.
Manifest Dreams (Su) You can reshape your familiar every morning.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Recurring Dream (Su) Your familiar is a projection of your own mind.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Familiar (Ex) You can communicate verbally with your familiar.

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Us:

Us CR –
Female greensting scorpion (sage) (Pathfinder RPG Ultimate Magic 232)
N Tiny magical beast (vermin)
Init +3; Senses darkvision 60 ft.; Perception +4
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Defense
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AC 20, touch 15, flat-footed 17 (+3 Dex, +5 natural, +2 size)
hp 17 (1d8)
Fort +2, Ref +5, Will +5
Immune mind-affecting effects
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Offense
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Speed 30 ft., climb 30 ft.
Melee sting +8 (1d2-4 plus poison)
Space 2½ ft.; Reach 0 ft.
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Statistics
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Str 3, Dex 16, Con 10, Int 11, Wis 10, Cha 2
Base Atk +3; CMB +4; CMD 10 (22 vs. trip)
Feats Skill Focus (Stealth), Weapon Finesse
[b]Skills
Climb +15, Knowledge () +3, Knowledge (arcana) +8, Knowledge (dungeoneering) +3, Knowledge (engineering) +8, Knowledge (geography) +7, Knowledge (history) +8, Knowledge (local) +3, Knowledge (nature) +8, Knowledge (nobility) +7, Knowledge (planes) +8, Knowledge (religion) +7, Perception +4, Stealth +22; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
Languages speak with master
SQ empathic link, manifest dreams, recurring dream, sage’s knowledge +3
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Special Abilities
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Climb (30 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white only).
Empathic Link (Su) You have an empathic link with your master.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Manifest Dreams (Su) You can reshape your familiar every morning.
Poison (DC 13) (Ex) Sting—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. The save DC is Constitution-based.
Recurring Dream (Su) Your familiar is a projection of your own mind.
Sage’s Knowledge +3 (Ex) Attempt all Knowledge checks untrainted and gain bonus on all Knowledge checks.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Speak with Master (Ex) You can communicate verbally with your master.

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Background:

Mashiki grew up as an only child on a small farm outside of Thrushmoor with her father Greyson Malbourne. Her mother, Iolana had died giving birth to her. When she was born it was immediately obvious that something was wrong with Mashiki, when the cord was cut by the midwife Diona, Mashiki’s blood was inky black.

The horrified Diona advised Greyson to leave the child at the edge of the forest and let the spirits reclaim their own. Greyson, grief stricken at his wife’s passing couldn’t believe the woman’s suggestion and chased her out of the house in anger leaving himself to tend to the newborn.

Mashiki’s early life was very difficult. She suffered from constant seizures and sudden bouts of sickness. She developed slowly, learning to walk much later than other children and when she learned to talk it was a mix of intelligible words and strange sounds.

Life on the farm had never been easy, but after Iolana passed and with a sickly newborn to take care of it became even harder. To make matters worse Diona had spread the news and people began to shun the Malbournes. This did have one positive outcome however, a professor named Dimitru Lupei heard of the child and was intrigued. He met with Greyson and for a small fee was allowed to study Mashiki.

As she grew up, Dimitru would visit once or twice a year to follow her development. Although Greyson didn’t like the idea of his daughter being a subject of study, the money went a long way to easing his burdens.

As she grew older the seizures and sickness lessened substantially. She was clumsy and slow to learn things, prone to bouts of confusion. Although her speech improved she still muttered to herself in the half common half foreign language that Dimitru discovered to be Aklo. She seemed happy enough in her state and life on the farm went on.

It was on the eve of her fourteenth birthday that things changed. That evening Greyson woke up just after midnight to a loud sound outside. Grabbing his lantern and pitchfork he ran out to discover Mashiki standing in her nightgown looking up at the moonless sky. When she looked at him, there was a clarity in her eyes that had never been there before.

”We met ancient grandmother tonight. We've never really agreed on anything before, but when we saw ancient grandmother we agreed we were scared. We've never really been scared before, not like this and suddenly it was like we woke up, no more confusion, no more fogginess and no more disagreement. Just fear. Ancient grandmother wanted us to do things we didn’t want to do. She was disappointed, maybe even angry that we didn't want to help her. She said if we changed our mind she would be back, and then she left.”

After that things changed dramatically. Mashiki was no longer suffered from her childhood maladies. Her clumsiness went away and she spoke with a clarity that had never been there before. She also began to display latent magical talents. Talents she claimed to have remembered from a memories that weren't their own. Her talents were immensely useful around the farm, helping with so many chores and tasks. While she had seemed to be content working on the farm before, now she seemed to actively enjoy it.

Greyson viewed his daughter's change with mixed feelings. He was elated that she was so much more active and happier, but terrified by her tale. He knew the old stories passed down through his family about how a very distant man made a deal with something beyond the world and from that pact many children were born. The tale is old and fuzzy, but while most of the children were monsters, a very few found a way to make a life for themselves. Those few began their own families and over time the taint was diluted and one of their lineages would become the Malbournes. Although he never told her the story Greyson knew that somehow the taint in his lineage had manifested strongly in her and he was terrified at the thought that whatever had tainted his bloodline all those centuries ago might now be back.

During Dimitru's next visit he was astounded by the change. Before Mashiki would have sat passively while he conducted his tests, but now she was constantly asking him about everything he was doing as well as random questions about himself and his travels. He asked to take her back to the city so he could observe her new condition more thoroughly, but Mashiki did not want to go and Greyson didn't want to lose her. The next few years would prove challenging however.

Where before she was quiet and content to stay on the farm, now she was eager to learn about anything anyone was willing to talk to her about. She was much more active and inquisitive, but also seemed somewhat oblivious to danger. When she was secluded on the farm the townsfolk were content to ignore her, but now that she was wandering farther afield and trying to talk with everyone they started to take notice and grumble. Especially a much older Diona. Eventually there came a point where every little misfortune was being blamed on the Malbournes and Diona was always there to incite the rabble. Greyson realized that it was no longer safe for Mashiki to stay with him. Dimitru had always treated her with kindness and respect, even when he was doing his experiments and the city would have so much more for his inquisitive daughter to see and learn that finally Greyson agreed to allow Mashiki to travel.

There were many grey tinged tears on the day Mashiki left. She was both excited at seeing a new place and terrified at leaving her father alone. She had never been without him before. Afterwards she would keep in constant contact with him through letters.

Dimitru regularly took a boat across the lake to get to Thrushmoor and this is how he returned as well. When Mashiki walked out onto the dock, she was fascinated by the water, staring for long moments into its depths. On the boat she spent all her time peering down into the waves, thoroughly entranced. One of the crew noticing this odd behaviour kept an eye on her and it was only through his quick action that he caught her before she slipped off the ship. She seemed to suddenly snap out of a trance as she was pulled away from the railing. Upon questioning by Dimitru she replied that she always loved looking up at the darkness of the sky. She has memories of a beautiful cold, quiet lonely place where one felt like they would expand outwards forever, but it was a place she could never get to. When she looked into the deep water she had memories of another beautiful cold, lonely place, but this one had sounds out in the darkness, and one felt like they were collapsing inwards and that place felt like it was just within her reach.

It was decided that she would spend the rest of the trip below deck in her cabin. By the end of the journey she had not slept at all during the voyage and was wild eyed and shaking as she was carried of the boat. One of the sailors reported that he had seen scratches on her cabin floor as if she had tried to claw through the hull.

It took a couple of days for her to recover from the ordeal and after that she avoided the docks despite a yearning to visit the lake again.

Her time with Dimitru was an exciting one. She was happy to participate in his studies and consented to almost all of his experiments, seemingly with little regard for her own safety. While Dimitru's fascination with her condition did lead to some experiments of questionable safety, he was not malicious and had no ill intent being genuinely concerned for her well being. The only complication was Mashiki's obsessive desire to clean everything around her. Dimitru would often find his lab spotless, even when that was a problem. Flasks with reductions he had been working on were cleaned to a sparkling shine and neatly arranged, carefully weighed out powders would be back in their bottles if he left them out. Glass slides with a collection of blood smears from various animals were cleaned of blood and even an animal dissection he had been working on had everything put back inside and magically mended shut.

During this time Mashiki was overwhelmed by everything the city had to offer. So many people to talk to, so many experiences to be had and so many places to explore.