Goblin Witch

Priestess Magda's page

55 posts. Alias of Michelle A.J. (Contributor).


Full Name

Magda

Race

Goblin

Classes/Levels

Storm Druid

Gender

Female

Size

Small

Age

29

Alignment

NE

Deity

Albarath

Location

The Marsh

Languages

Goblin, Druidic, Common

Strength 8
Dexterity 18
Constitution 10
Intelligence 12
Wisdom 26
Charisma 11

About Priestess Magda

Magda was born in the shadow of the tower. Magda’s mother spoke to the tower, whispered its name, and fed it the blood that brought the rains. Her mother’s knife slashed and stabbed countless sacrifices beneath the tower, and when Magda came of age, it was her time to do the same.

But Magda was not the same. Magda wanted more. The tower wanted servants of magic, and so Magda learned. Magda studied the skies, studied the rains, and studied the winds until she could call storms as the tower did. Magda prayed for magic and Magda learned.

Then the tower whispered. Magda’s magic was wrong. How could that be? Her lightning was the same as the tower’s! But the tower wanted human children. Elf children. Said they had the right magic. Clever magic. Magic from scrolls and books. Magda burned with jealousy.

Still, she did what she was told.

Magda took the children. Magda took the scrolls. Magda took her mother’s knife and spilled blood for the tower.

Magda has spent most of her life kidnapping and stealing for Albarath. She spends days, or even weeks stalking and scrying her targets before using stealth and magic to abduct her targets. In recent years, Magda has become notorious among the locals as she grows bolder, though few have any idea of her true identity. Most villages she pass through blame fey or hags for the disappearances of children, while the spellcasters she robs typically blame their own rivals. She typically travels alone, as she finds her fellow goblins too clumsy and incompetent to be trusted, but she will allow certain other minions to accompany her.

While Magda continues to serve Albarath with unwavering loyalty (including delivering magical children to him without stabbing their squishy little bodies), she grows increasingly bitter with each child she takes. In her mind, the more servants she brings, the less likely Albarath is to notice her growing mastery of weather magic.

While the children are safe from Magda’s resentment, the same cannot be said for others. Her intense jealousy leaves her dangerous and unstable. Lower ranking goblins who irritate her can expect to be blasted with lightning or blown away. But the true outlet for her sadism is sacrifice. While other priests and priestesses make their sacrifices a quick and simple affair, Magda turns hers into theatrical, bloody spectacles that can last for days. She uses healing magic to prolong the sacrifice’s life (the only time she ever uses healing magic unless her own life is in danger) claiming that the longer they live, the more blood they provide Albarath.

Stats:
Female High Goblin Storm Druid 11
NE S humanoid (goblinoid)
Init +4; Senses Darkvision 60; Perception +15

Defense

AC 18; Touch 16; Flat-Footed 13; (+2 armor, +4 dex, +1 size, +1 dodge)
HP 69 (11d8+11)
Fort +7; Ref +7; Will +15

Offense

Speed 30 ft
Space 5ft; Reach 5ft
Melee Dogslicer +8/+3 (1d4-1, 19-20/x2)
Ranged

Statistics

Str 8, Dex 18, Con 10, Int 12, Wis 26, Cha 11
Base Atk +8; CMB +6; CMD 20
Feats Dodge, Spell Focus (Evocation), Combat Casting, Intensified Spell, Greater Spell Focus (Evocation), Maximize Spell
Traits Dangerously Curious, Beacon of Faith
Skills Climb r1 +3, Fly r1 +8, Heal r5 +16, Kno (Geography) r3 +7, Kno (Nature) r3 +9, Perception r9 +22, Ride r1 +8 Sense Motive r4 +12, Spellcraft r1 +5 Stealth r11 +21, Survival r5 +18, Swim r6 +8, UMD r5 +9
Languages Goblin, Druidic, Common
Combat Gear Leather Armor, dogslicer
Other Gear Headband of WIS +6, Ring of Freedom of Movement

Special Abilities:

Domains – Storm Domain, Cloud Domain

Beacon of Faith - You wield the might of your faith with power and clarity. Once per day as a free action, you may treat your caster level as if it were 2 levels higher when using one of the granted powers of your domain or inquisition, or when casting one of your domain spells.

Domain Powers:

Storm Burst (Sp): As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6 points of nonlethal damage + 1 point for every two druid levels you possess. In addition, the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Gale Aura (Su): At 6th level, as a standard action, you can create a 30-foot aura of gale-like winds that slows the progress of enemies. Creatures in the aura cannot take a 5-foot step. Enemies in the aura treat each square that brings them closer to you as difficult terrain. They can move normally in any other direction. You can use this ability for a number of rounds per day equal to your cleric level. The rounds do not need to be consecutive.

Lightning Arc (Sp): As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage + 1 point for every two druid levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Thundercloud (Su): At 8th level, you can, as a standard action, summon a storm cloud. This power functions as fog cloud except that creatures inside the cloud are deafened and take 2d6 points of electricity damage each round from the flashes of thunder and lightning. Once created, you can concentrate on the cloud to move it up to 30 feet each round. You can use this ability for a number of rounds per day equal to your druid level. These rounds do not need to be consecutive.

Spontaneous Domain Casting - A storm druid can channel stored spell energy into domain spells that she has not prepared ahead of time. She can “lose” a prepared spell in order to cast any domain spell of the same level or lower.

Nature Sense, Wild Empathy

Wild Shape 4/day

Windwalker - At 2nd level, the penalties from natural or magical wind effects are treated as one step less severe for a storm druid.

Stormvoice - At 3rd level, a storm druid’s voice can magically carry over howling winds and peals of thunder. Whenever a Perception check is needed to hear the druid’s voice, the DC is reduced by an amount equal to the druid’s level.

Eyes of the Storm - At 4th level, a storm druid can see through 10 feet of magical fog, mist, gas, wind, rain, or similar inclement weather conditions, ignoring any concealment it might grant. This distance increases by 5 feet for every 4 levels beyond 4th.

Windlord - At 9th level, a storm druid can select another domain or subdomain from those available to her through her nature bond.

Spells Prepared:

6th (1/day) - Summon Nature's Ally VI
D-Chain Lighting

5th (4/day) - Touch of Slumber, Maximized Intensified Shocking Grasp, Vile Dog Transformation, Stoneskin
D-Call Lightning Storm

4th (5/day) - Scrying, Air Walk, Claim Identity, Bountiful Banquet (2)
D-Solid fog

3rd (6/day) - Cloak of Winds, Create Treasure Map, Sheet Lightning, Snare, Siphon Strength, Unprepared spell
D-Call Lightning

2nd (6/day) - Greater Detect Magic, Intensified Shocking Grasp, Divine Trident, Lay of the Land, Insect Scouts, Share Language
D-Wind Wall

1st (6/day) - Ant Haul, Shocking Grasp, Goodberry, Jump, Cheetah's Sprint, Touch of Bloodletting
D-Obscuring Mist

0 (4/day) - Detect Magic, Create Water, Stabilize, Read Magic