Orc

Milva's page

24 posts. Alias of Reckless.


Full Name

Milva

Race

Half-Orc (Beastmaster, Scavenger)

Classes/Levels

Ranger(Skirmisher,Urban Ranger)

Gender

Female

Size

Medium

Age

18

Special Abilities

Favored Enemy (human), Orc Blood, Track, Wild Empathy +2

Alignment

CG

Deity

Sinashakti

Location

Magnimar, Varisia

Languages

Common, Giant, Goblin, Hallit, Orc

Occupation

Artifact Seeker

Strength 15
Dexterity 14
Constitution 12
Intelligence 14
Wisdom 12
Charisma 12

About Milva

Init +2; Senses darkvision 60 ft.; Perception +5(+7 vs. humans, +7 to find hidden objects (inc. secret doors and traps), determine whether food is spoiled, or identify a potion by taste)
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Defense:
AC 15, touch 12, flat-footed 13 (+2 armor, +1 shield, +2 Dex), CMD 15
hp 11 (1d10+1)
Fort +3, Ref +4, Will +1

Offense:
Speed 30 ft.
Melee handaxe +3 (1d6+2/×3), sap +3 (1d6+2),scorpion whip +3 (1d4+2)
Ranged longbow +3 (1d8/×3)
Special Attacks favored enemy (humans +2)
Base Atk +1; CMB +3

Feats Artifact Hunter

Traits dangerously curious, the foreigner (Knowledge (history))

Skills Climb +5, Disable Device +5, Knowledge (dungeoneering) +6 (+8 vs. humans), Knowledge (geography) +6 (+8 vs. humans), Knowledge (local) +6 (+8 vs. humans), Perception +5 (+7 vs. humans, +7 to find hidden objects (inc. secret doors and traps), determine whether food is spoiled, or identify a potion by taste), Stealth +5, Survival +5 (+7 vs. humans, +6 to track), Use Magic Device +6 (+8 to emulate a class feature, ability score, race, or alignment)

Gear leather armor, buckler, arrows (20), handaxe, longbow, sap, scorpion whip, backpack, bedroll, belt pouch, flint and steel, holy symbol, wooden, mess kit, rope, street meat (4), thieves' tools, trail rations (6), waterproof bag, waterskin, 6 GP, 1 SP, 6 CP
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Raised among the Kellids of the Realm of the Mammoth Lords, Milva's childhood was one filled with fanciful dreams clashed against cold, hard reality. Precocious to the point of recklessness, Milva would often dream of adventures in far away lands and poke her nose into places even the fiercest warriors knew better than to meddle with. She loved exploring caves, cairns, and other places that spoke of lost civilizations. She bears the scars from these explorations, and from her father's lash when she took things too far, endangering her half-brothers.

Milva fled south at the tender age of ten years old, barely eking out a living, scrounging among the refuse of other societies, and even becoming a member of a goblin tribe near Sandpoint at one time. These were lean and rough years for Milva.

This all changed when she witnessed the power of of the sihedron. Milva was shaken from her doldrums. Her childhood dreams rekindled, the majesty displayed by Sorshen and the heroes of Magnimar rekindled her inner fire and sent her on her new path: someday, she would own a powerful artifact of her own. Sorshen's story of redemption inspired her to come from the sewers and see if she could help other people, and this led her to the cult of Sinashakti in Magnimar; fellow vagabonds and wanderers, willing to take anyone in and help them right their path.

She has wandered Varisia a bit since, but returns to Magnimar upon hearing of the Council of Usher's proposed explorations; this feels like destiny meeting opportunity to her, and she won't let it pass.