Dinvaya Lanalei

Völva Mardöll's page

18 posts. Organized Play character for McBugman.


Race

Spells [1] 1/2 | Deflection Aura 1/1 : Acid Dart 5/6 : Channel 7/8 : Shield or Magic Stone | A +7 : B +8 : D +5 : DD +7 : I +8 : SM +9 : S +7 : UMD +7 | Active conditions: None

Classes/Levels

Shortcuts:
[dice=Jötunn]1d20+5[/dice] [Dice=Damage]1d10[/dice] [dice=Jötunn, Charge]1d20+7[/dice] [Dice=Damage]1d10[/dice] [dice=Jötunn, Channel]1d20+5[/dice] [Dice=Damage]1d10+2[/dice] [dice=Short Bow]1d20+3[/dice]

Gender

Female CN Suli Rogue(Scout/Swashbuckler) 1 /Cleric(Earth, Protection:Defense) 1 Gestalt | HP: -3/9 | AC 16 : T 13 : F 13 | CMB -1 : CMD 12 | F +2 : R +5 : W +5 | Init: +3 | Perc: +7 (lowlight) | Speed 30 |

Age

Unknown, suspected 20-24

Alignment

NN

Strength 9
Dexterity 16
Constitution 12
Intelligence 10
Wisdom 16
Charisma 16

About Völva Mardöll

Background:

Völva's early life was spent surrounded by the wealth of others while traveling with her father, a well-known Janni spiritual Guru, to the large cultural cities of Golarion. While her father preached simplicity and the peace of mind found in solitude, Völva fell in love with the ornate and extravagant lifestyles that her father contradicted. Over her teen years this became a point of argument but though it may have stressed their relationship, it never ruined the bond between them. Her father eventually retired from his efforts to enlighten people and has secluded himself on a small island in the Varisian Gulf.

Recently Völva has spent the last few years in Magnimar with some elven merchants of fine wears. Once her father retired she was naturally drawn to the nearby and mysteriously charismatic city. In the past month trouble has befallen her friends and they met a violent end due to the rare and risky nature of some of their inventory. Völva barely escaped with her life, luckily she was able to grab the legendary sword Jötunn's Tear on her way out. It's curved blade shape caught the corner of her eye as she fled, so familiar to her father's scimitar that she had been forced to train with for so many hours.

For the past month since the tragic night she has been hiding up the coast in Sandpoint. While she has slowly come to decide that no one is out to get her, she would still like to get as far away from Magnimar as she can. Currently trying to decide what distant city to move to and start over, Völva still feels she is far from being at a place where she can join her father in isolation. After letting this small reprieve from the fast world of fashion and magic items help calm her from the recent traumatic events, she now looks to use the Sandpoint festival as a re-entry into society.

Personality:

Völva is hot tempered, passionate, and manipulative. If she can't charm or deceive someone into her will she'll resort to intimidating them without a second thought. As her father had trained her with the curved sword throughout her childhood, Völva surprises many an aggressor with her graceful lethality. This leads greatly into her self confidence and her enjoyment to flaunt her beauty and her riches, if she has any.

Slowly as she is aging Völva is fully understanding her Father's mediation yoga. In her month of exile she has once again taken up her sword practices as a way to center herself and feel again in control of her surroundings. The rest of her days are spent guiding some of the locals in yoga and other meditation.

Appearance:

Völva Mardöll has long platinum blonde hair and an tall athletic feminine build. Her skin is pale, never burning or tanning. She wears black leather armor that is trimmed to be moderately revealing, playing on her exotic bloodline and full figure. Her eyes are swirling with blue and green. When she turns on the charm she'll flash them to help entice the mark, her eyes will become bright and rich with the shades of the two hues that seem to swirl slowly like a lava lamp. Conversely, when she angers they become a raging sea amd reveal the raw natural power hidden wwithin her.
Height: 6'0"
Weight: 140lbs
Hair: Platinum Blonde
Eyes: A bright and hypnotic blue and green swirl

Personal Data:

Völva Mardöll
Female Suli Rogue(Scout/Swashbuckler) 1 /Cleric(Earth, Protection:Defense) 1 Gestalt
NN Medium Humanoid(Outsider(Native))
Init +3; Senses Perception +7, Sense Motive +9, Low-Light Vision
Languages: Common, Terran
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Defense
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AC 16, touch 13, flat-footed 13
Resistance acid 5, cold 5, electricity 5, fire 5
hp 9
Fort +3, Ref +5, Will +5 ( +1 all Saving Throws)
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Offense
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Speed 30 ft.
Melee Jötunn's Tear (+5) (1d10 /18-20/*2)
Ranged ... Short bow (+3) (1d6 -1 /20/*3) (60ft)
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Statistics
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Str 9 (-1), Dex 16 (+3), Con 12 (+1), Int 10 (+0), Wis 16 (+3), Cha 16 (+3)
BAB +0; CMB -1; CMD 12

Feats
Energy Channel [1]: A swift action, you can expend one use of channel energy to grant your weapon attacks a bonus on damage rolls equal to twice the number of dice rolled for your channel energy. This additional damage is of an energy type determined by your domain or blessing: acid (Earth), cold (Water), electricity (Air), or fire (Fire). If you have more than one of those domains or blessings, you must choose one of those damage types when you use this ability. This effect lasts for your next three weapon attacks or until the end of combat, whichever comes first.

Traits
Exalted of the Society You may channel energy 1 additional time per day.
Signature Moves Your starting equipment includes a single masterwork item worth less than 900 gp, and you gain a +1 trait bonus on Bluff and Intimidate checks while wielding this item in one or both hands.

Adventuring Skills: 8 = 8 + INT
Acrobatics (Dex) 7 = 3 + 1 + 3

Bluff (Cha) 8 = 3 + 1 +3 +1
Climb (Str) 0 = 3 +
Diplomacy (Cha) 5 = 3 + 2
Disable Device (Dex) 7 = 3 + 1 + 3
Disguise (Cha) 3 = 3 +
Escape Artist (Dex) 4 = 3 +
Intimidate (Cha) 8 = 3 + 1 +3 +1
Knowledge (arcana) (Int) 0 = 3 +
Knowledge (dungeoneering) (Int) 0 = 3 +
Knowledge (local) (Int) 0 = 3
Knowledge (planes) (Int) 0 = 3 +
Knowledge (religion) (Int) 0 = 3 +
Perception (Wis) 7 = 3 + +1 +3
Sense Motive (Wis) 9 = 3 + 1 + 3 +2
Spellcraft (Int) 0 = 3 +
Stealth (Dex) 7 = 3 + 1 +3
Swim (Str) 0 = 3 +
Use Magic Device (Cha) 7 = 3 + 1 +3

Background Skills: 2
Appraise (Int) 4 = 3 + 1
Artisty (Choreography)(Int) 0 = 3 +
Craft (Jewelry) (Int) 0 = 3 +
Knowledge (history) (Int) 0 = 3 +
Knowledge (nobility) (Int) 0 = 3 +
Linguistics (Int) 0 = 3 +
Lore (Int) 0 = 3 +
Perform (Dance) (Cha) 7 = 3 + 1 +3
Profession (Wis) 3 = 3 +
Sleight of Hand (Dex) 3 = 3 +

Gear
Worn
MW Studded Leather +3 AC, -0 ACP Max Dex +5, 175gp, 20lbs
Jötunn's Tear MW Curved Blade Elven, Cold-Iron, 460gp, 7lbs

In Pack (worth 23.1 gp, 20 lbs)
Backpack 2 gp 2 lbs
Bedroll 1 sp 5 lbs
3 days' trail rations 1.5 gp 3 lbs
Waterskin 1 gp 4 lbs
Slimline Cigarette Holder 3sp
Tobacco and Papers
Artisan's Tools (Jeweler) 5gp, 5lbs
Journal 10gp, 1lb
Ink Pen 1sp

Currency 47gp 0sp 0cp

Carrying Load: 27 lbs
W/ Backpack: 47 = 27 + 20
Light Load: 30 lbs
Medium Load: 31-63 lbs
Heavy Load: 64-97 lbs
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Tracked Resources (Used)
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Suli:

Racial Skills
Ability Score Racial Traits: Sulis are brawny and charming, but slow-witted. They gain +2 Strength, +2 Charisma, and –2 Intelligence.
Type: Sulis are outsiders with the native subtype.
Size: Sulis are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Sulis have a base speed of 30 feet.
Languages: Sulis begin play speaking Common and one elemental language (Aquan, Auran, Ignan, or Terran). Sulis with high Intelligence scores can choose from the following: Aquan, Auran, Draconic, Ignan, and Terran.
Energy Resistance 5: Sulis have resistance to acid 5, cold 5, electricity 5, and fire 5.
Negotiator: Sulis are keen negotiators, and gain a +2 racial bonus on Diplomacy and Sense Motive checks.
Elemental Assault (Su) Once per day as a swift action, a suli can shroud her arms in acid, cold, electricity, or fire. This lasts for one round per level, and can be dismissed as a free action. Unarmed strikes with her arms or hands (or attacks with weapons held in those hands) deal +1d6 points of damage of the appropriate energy type.
Low-Light Vision: Sulis can see twice as far as humans in dim light.

Rogue(Scout/Swashbuckler):

Class Skills
Finesse Training: At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
Sneak Attack +1d6: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
Martial Training (Curved Blade, Elven): At 1st level, the swashbuckler may select one martial weapon to add to her list of weapon proficiencies. In addition, she may take the combat trick rogue talent up to two times.

Cleric(Air, Protection:Defense):

Class Skills
Aura
Channel Energy 8/Day(3+(1/lvl)+Cha+Trait) (30ft Heal)(1d6)
Spontaneous Casting (Cure Minor Wounds)

Spells
0 : 3 known
Detect Magic: Detects spells and magic items within 60 ft.
Enhanced Diplomacy: Touched creature gains +2 on one Diplomacy or Intimidate check.
Guidance: Touched creature gains +1 on one attack roll, saving throw, or skill check.
Spark: Ignites flammable objects. Range close (25 ft. + 5 ft./2 levels)

1 : 2 Per Day
Firebelly: A magical fire warms your belly, granting you fire resistance 5 and making your gut hot to the touch (but not enough to damage you or anything else). As a standard action, you can breathe a 15-foot cone of flame that deals 1d4 points of fire damage (Reflex half, SR applies). Each time you use this breath weapon, reduce the remaining duration of the spell by 1 minute.
Barbed Chains: You summon a chain from another realm, causing it to burst out from the ground and strike a target within the spell’s range. You can have the chain either make a melee attack (dealing 1d6 points of slashing damage) or attempt a trip combat maneuver against the target. The chain uses your base attack bonus plus your key spellcasting ability score modifier as its attack bonus and combat maneuver bonus. On a successful hit or combat maneuver check, the target must attempt a Will save. If it fails its save, the creature is shaken for 1d4 rounds. You summon one additional chain every 3 levels after 1st, for a total of two chains at 4th level, three at 7th level, and a maximum of four at 10th level. Multiple chains can attack the same target but the shaken effect doesn’t stack.
Future Spells: Weaponwand

Earth
Powers
Acid Dart (Sp): 6 / day As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. This acid dart deals 1d6 points of acid damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Spells
Magic Stone: You transmute as many as three pebbles, which can be no larger than sling bullets, so that they strike with great force when thrown or slung. If hurled, they have a range increment of 20 feet. If slung, treat them as sling bullets (range increment 50 feet). The spell gives them a +1 enhancement bonus on attack and damage rolls. The user of the stones makes a normal ranged attack. Each stone that hits deals 1d6+1 points of damage (including the spell's enhancement bonus), or 2d6+2 points against undead.

Protection:Defense
Powers
Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.
Deflection Aura (Su): Once each day, you can emit a 20- foot aura for a number of rounds equal to your cleric level. Allies within the aura gain a +2 deflection bonus to AC and combat maneuver defense.
Spells
Shield: Shield creates an invisible shield of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance.

Shortcuts:
[dice=Jötunn]1d20+5[/dice] [Dice=Damage]1d10[/dice] [dice=Jötunn, Charge]1d20+7[/dice] [Dice=Damage]1d10[/dice] [dice=Jötunn, Channel]1d20+5[/dice] [Dice=Damage]1d10+2[/dice] [dice=Short Bow]1d20+3[/dice] [Dice=Damage]1d6-1[/dice]

Spoiler:
Female CN Suli Rogue(Scout/Swashbuckler) 1 /Cleric(Earth, Protection:Defense) 1 Gestalt | HP: 9/9 | AC 16 : T 13 : F 13 | CMB -1 : CMD 12 | F +2 : R +5 : W +5 | Init: +3 | Perc: +7 (lowlight) | Speed 30 | Spells [1] 2/2 | Deflection Aura 1/1 : Acid Dart 6/6 : Channel 8/8 : Shield or Magic Stone | A +7 : B +8 : D +5 : DD +7 : I +8 : SM +9 : S +7 : UMD +7 | Active conditions: None

Feats? Talents?:

[1] Energy Channel
[3] Dodge
[5] Craft Wonderous Item
[7] Accomplished Sneak Attacker
[9] Vital Strike
[11] Craft Wand
[13] Devastating Strike
[15] Improved Vital Strike
[17]
[19]

Sneaks ... Power Attack (13str & BAB+1), Vital Strike(BAB+6), Accomplished Sneak Attacker, Weapon Focus(BAB+1), Dazzling Display(WF), Devastating Strike(Vital,BAB+9), Improved Vital Strike(Vital, BAB+11),Shatter Defenses(DD, BAB+6)
Channels ... Channel Endurance? Channel Smite? Channel elemental? Channel Alignment? Extra Channel?

Rogue Talents:
[2] Offensive Defense
[4] Positioning Attack
[6] Weapon Training (Weapon Focus)
[8] Powerful Sneak?

Advanced Talents:
[10] Skill Mastery
[12] Crippling Strike
[14] Entanglement of Blades
[16] Redirect Attack
[18] Deadly Sneak?
[20] Opportunist?

Sneak, Channel, Vital Strike Damage Path
[Lvl] : (Avg) : Wpn+Abil+Snk+Channel+DevSt (Crit = Avg)
[1] : (10) : 1d10+0+1d6+2 (2d10 = 20)
[3] : (20) : 1d10+5+2d6+4 (2d10 = 30) (Dex to Dam)
[5] : (28) : 1d10+5+4d6+6 (2d10 = 38) (Accomplished Sneak Attack)
[7] : (34) : 1d10+6+5d6+8 (2d10 = 44)
[9] : (44) : 2d10+6+6d6+10 (2d10 = 54) (Vital Strike)
[11] : (49) : 2d10+6+7d6+12 (2d10 = 59)
[13] : (59) : 2d10+7+8d6+14+4 (2d10+8 = 77) (Dex increased twice to 18, DS)
[15] : (71) : 3d10+7+9d6+16+6 (2d10+12 = 93) (Improved Vital Strike)
[17] : (76) : 3d10+7+10d6+18+6 (2d10+12 = 98)
[19] : (81) : 3d10+7+11d6+20+6 (2d10+12 = 103)

Crafting Notes:

Collect raw materials worth 1/4 of final object
Basic Crafting Materials (1 lb)
Bone : 1.25gp
Cloth : 5gp
Copper : .5gp (50 coins)
Gold : 50gp (50 coins)
Leather : 3.75gp
Silver : 5gp (50 coins)
Stone : 3.75gp
Wood : 1.25gp

Progress Rates
DC : /Day
10 : 1gp
15 : 2gp
20 : 4gp
25 : 8gp