Amiri

Zeljka "Chop Wizard" Gakki's page

68 posts. Alias of UltraFennec.


Race

Half-Orc

Classes/Levels

Magus 2

Gender

Female

Size

And why're ya askin' that? Kinda personal, don't ya think? ...I'm kiddin', kiddin', it's [REDACTED]

Age

24

Special Abilities

the amazing power to sniff out booze and manwhores anywhere!

Alignment

CG

Deity

sort of kind of Cayden Cailean?

Location

on the road somewhere...probably tired, dirty and covered in mud or blood and miffed about it.

Languages

Common, Orc, Gnoll, Draconic

Occupation

Mercenary!

Strength 17
Dexterity 14
Constitution 14
Intelligence 15
Wisdom 9
Charisma 11

About Zeljka "Chop Wizard" Gakki

Init +2; Senses: Perception -1
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DEFENSE
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AC 16, touch 12, flat-footed 14. (+4 Armor, +2 Dex)
HP: 10 (1d8+2)
Fort +6, Ref +3, Will +3
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OFFENSE
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Spd: 30 ft.
Melee:
Battleaxe (Crooked Nikk) +4, 1d8+3 slashing/x3
Short Sword +4 (Pointy End!), 1d6+3 piercing/19-20 x2
Light Mace (Mashy the Tenderizer) +4, 1d6+3 bludgeoning/x2
Sap +4 (Blackjack), 1d6+3 nonlethal/x2
Ranged:
Shortbow +3, 1d6 piercing/x3, Range 75ft.

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STATISTICS
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Base Atk +1; CMB +4; CMD 16
Feats: Combat Casting
Traits: Armor Expert: lessen check penalty by one, Focused Mind (+2 on Concentration checks)

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SKILLS (+1 FC)
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Climb +8 (+7 in armor)
Craft
Fly
Intimidate +7 (+2 racial)
Knowledge (Arcana) +7
Knowledge (Dungeoneering)
Knowledge (Planes)
Profession
Ride
Spellcraft +7
Swim
Use Magic Device +5

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RACIAL ABILITIES
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+2 STR chosen
Darkvision 60 ft.
+2 racial bonus to Intimidate
Orc Blood: counts human and orc
Sacred Tattoo (APG pg. 19) +1 luck bonus on saving throws, replaces Orc Ferocity.
Weapon Familiarity: greataxes and falchions, "orc" named weapons.

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MAGUS ABILITIES
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Cantrips: 3 memorized per day, all Magus Cantrips in spellbook.
Spellcasting: 7 1st level spells in spellbook.
Per Day:
0 Level: 4 - detect magic, flare, spark, disrupt undead
1st Level: 3 (1 bonus) - shield, shocking grasp, burning hands

Spell Combat(Ex): Full-Round Action, -2 penalty on melee attacks, cast Magus spell before or after full attack. May increase penalty in trade for concentration bonus if casting defensively.

Arcane Pool(Su): 3 points per day, currently 2. Swift action, weapon=magic +1

Spellstrike: Whenever a magus casts a
spell with a range of “touch” from the magus spell list, he
can deliver the spell through any weapon he is wielding as
part of a melee attack. Instead of the free melee touch attack
normally allowed to deliver the spell, a magus can make one
free melee attack with his weapon (at his highest base attack
bonus) as part of casting this spell. If successful, this melee
attack deals its normal damage as well as the effects of the
spell.

If the magus makes this attack in concert with spell
combat, this melee attack takes all the penalties accrued by
spell combat melee attacks. This attack uses the weapon’s
critical range (20, 19–20, or 18–20 and modified by the keen
weapon property or similar effects), but the spell effect
only deals ×2 damage on a successful critical hit, while the
weapon damage uses its own critical modifier.

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GEAR
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Ale (Gallon)
Backpack
Bedroll
Caltrops x2
Canvas, 1 square yard
Map/Scroll Case
Flask (empty)
Flint and Steel
Grappling Hook
Hooded Lantern (little used, but still)
Inkpen & 1 oz. black ink
Mirror, small steel
1 pint oil
6 loose sheets parchment
Pitons
Belt Pouch
Trail Rations (blegh!)
Hempen Rope, 50 ft.
1 pound of SOAP!
Spade
Spell Component Pouch
Spellbook, Traveling
Small Tent
Whetstone
Sewing Needle
Signal Whistle

Potion of Cure Light Wounds

Encumbrance with all gear on back/carried: ~123 lbs = Medium load.
Encumbrance with only battle gear and essentials: ~59 lbs = Light load.

Wealth: appr. 600 gp (she really doesn't shop much...)
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SPELLBOOK
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0-Level: acid splash, arcane mark, dancing
lights, daze, detect magic, disrupt undead, flare, ghost sound,
light, mage hand, open/close, prestidigitation, ray of frost, read
magic, spark.

1st Level: feather fall, shield, ray of enfeeblement, shocking grasp, enlarge person, burning hands, magic missile, color spray.

Background spoiler:
Born in Belkzen to a human father (a captured Shoanti) and orcish mother, Zeljka Gakki was raised as a typical orcish girl until the age of ten, when she managed to escape into the Cinderlands. Miraculously, she survived the long, slow trek south, avoiding Shoanti tribes and monsters all the while until she arrived in Korvosa, where a strange and mildly crazy man took her under his wing as an adopted daughter.

Timmin Tommen Ternaldo was a hedge mage with a few screws loose, but he taught Zeljka (whom he called "Treo" for reasons only known to him) magic when she displayed a sharp mind, and found a tutor in the ways of combat so she could defend herself from the criminals so prevalent in Old Korvosa.

Using her nickname full-time six years later, Zeljka entered the mercenary business, using her natural orcish heritage to its advantage. After making a name for herself in Korvosa, she struck out into the wider world, finding no shortage of work and fun, and sometimes even people who didn't give her the stink-eye when they saw her tusks. Her hard early life and natural talents led her into a number of jobs she'd rather not remember, and in recent years she's made an effort not to take on distasteful jobs anymore unless she's got no other choice. Despite that, criminal enterprise keeps calling on her thanks to a reputation she'd like to leave behind.

Content to travel and see new places and magic things every day, Zeljka doesn't intend to settle down until she's dead, and maybe not even then.

Personality spoiler:
Zeljka grew up amongst the poor, the criminal, the immigrants and the strange (also the mildly insane if you include her family), and learned quickly that simple pleasures are, for her at least, the best ones. She enjoys putting up her feet with a good drink in one hand and a good man on the other arm more than just about anything else.

Zeljka doesn't hide her opinions on anything, and while she understands why people need subtlety sometimes, it's not for her, and so she's never really subtle about anything (any man she's got an eye on gets propositioned in minutes, usually). She's loud, proud, and not afraid to go for the goal right from the start.

While she's got a soft spot for the poor, she's not a philanthropist. She'll help people out, but almost never for free (she's gotta eat too!). If she needs information, she asks straight out. If you're reticent about giving information up, she's the bad cop and she's not afraid to beat it out of you if necessary, damn the consequences. She hates traitors, liars, and con-men of all stripes, but appreciates the skill it takes to be a really GOOD thief. She'll carouse, but if she wakes up next to you after a barely remembered night of drunken debauchery, she'll probably hit you for her mistake. Zeljka is self-reliant but open to a helping hand, and headstrong but can take suggestion if badgered enough.

All in all, a strong woman who stands strong on her own two feet, sometimes too much for her own good.

Appearance spoiler:
"Zeljka" stands a full six feet in height, but sometimes seems bigger, mostly when she's angry. Deep green-hued skin contrasts with the strawberry-blonde hair she inherited from her birth father, its color exaggerated by some sort of stain or dye. Said hair is tied into two smalls braids at the nape of her neck, bangs forcibly parted with steel clips at the forelock, with the rest of her head left an untamed wild mane that echoes Zeljka's boisterous personality.

A life of combat training and athletics gives her a well-defined musculature that manages to retain some feminine curves thanks to Zeljka's demanding sweet-tooth and a habit of boozing and comfort food. She keeps her bosom bound in combat situations, because really, they'd get in the way!

Two amber colored eyes stare out from a well-framed face that echoes her human side more than orc, but still retains a certain animalistic cast that puts off the weak-tempered. Her jaw doesn't just out like so many half-orcs, but in trade her tusks seem to be pointed rather forward, not upward like the average member of her race. In her own words "Makes kissin' pretty damn hard." She could be considered pretty, if she weren't covered with mud and blood so often.

She carries herself with poise and a small measure of grace, but mostly with danger ready to spring to the fore should it be necessary or desired.