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About Völva MardöllBackground:
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 -------------------- Defense -------------------- 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) -------------------- Offense -------------------- Speed 30 ft. Melee Jötunn's Tear (+5) (1d10 /18-20/*2) Ranged ... Short bow (+3) (1d6 -1 /20/*3) (60ft) -------------------- Statistics -------------------- 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
Traits
Adventuring Skills: 8 = 8 + INT
Bluff (Cha) 8 = 3 + 1 +3 +1
Background Skills: 2
Gear
In Pack (worth 23.1 gp, 20 lbs)
Currency 47gp 0sp 0cp Carrying Load: 27 lbs
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
1 : 2 Per Day
Earth
Protection:Defense
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 ... Rogue Talents:
Advanced Talents:
Sneak, Channel, Vital Strike Damage Path
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
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