Madame Niska Mvashti

A venerable town elder, Harrower and friend to gnomes.

Description:

NISKA MVASHTI CR 8
Male Human Druid 3 / Sorcerer 4 / Mystic Theurge 1
TN Medium humanoid (human)
Init -1; Senses Perception +9,
DEFENSE
AC 9, touch 9, flat-footed 9    ( -1 Dex, )
hp 46 (3d8)(4d6)(1d6)+10
Fort +5, Ref +1, Will +10
OFFENSE
Speed 30 ft.
Special Attacks Lightning Arc, Spontaneous Casting,
Known Sorcerer Spells (CL 5th): 0th – arcane mark , dancing lights , detect magic , disrupt undead , mage hand , mending (DC 13) 1st – comprehend languages (DC ) , disguise self (DC ) , feather fall (DC 14) , summon monster i , alarm 2nd – fox’s cunning (DC 15) , invisibility (DC 15)
Prepared Spells Druid (CL 4th): 0th – create water , flare (DC 12) , guidance (2) (DC 12) 1st – entangle (DC 13) , faerie fire , longstrider (DC ) 2nd – barkskin , owl’s wisdom (DC 14)Domain spell.
*Deity
: Erastil.
Domains: Air Innate Spell-Like Abilities: detect magic ( 1/null) guidance ( DC 12, 1/null) purify food and drink ( DC 12, 1/null) read magic ( DC , 1/null)
STATISTICS
Str 9, Dex 8, Con 13, Int 18, Wis 15, Cha 17
Base Atk +4; Combat Manuever Bonus +4
*Feats
Armor Proficiency, Light, Armor Proficiency, Medium, Brew Potion, Combat Casting, Empower Spell, Eschew Materials, Martial Weapon Proficiency (Shortbow), Quicken Spell, Shield Proficiency, Simple Weapon Proficiency, Widen Spell
Skills Acrobatics -1, Appraise +12, Appraise (Identify Magic Item) +12, Bluff +10, Climb +3, Craft (Untrained) +4, Diplomacy +3, Disguise +3, Escape Artist -1, Fly -1, Handle Animal +8, Heal +6, Intimidate +3, Knowledge (Arcana) +14, Knowledge (Geography) +9, Knowledge (Nature) +13, Knowledge (Religion) +13, Perception +9, Perception (Notice unusual stonework) +9, Perception (Sight) +9, Perception (Smell) +9, Perception (Sound) +9, Perception (Taste) +9, Perception (Touch) +9, Perform (Untrained) +3, Ride -1, Sense Motive +2, Spellcraft +14, Spellcraft (Cast defensively) +14, Stealth -1, Survival +10, Survival (Follow or identify tracks) +10, Swim +3, Swim (Avoid taking nonlethal fatigue damage) +3,
Languages Common, Druidic
Special Qualities Cantrips, Combined Spells, Destined Bloodline, Druid Domain (Earth), Fated, Nature Sense, Orisons, Touch of Destiny, Trackless Step, Wild Empathy, Woodland Stride, Possessions
SPECIAL ABILITIES
Cantrips You learn a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.
Combined Spells (Su) You can prepare and cast spells from one of your spellcasting classes using the available slots from any of your other spellcasting classes. Spells prepared or cast in this way take up a slot one level higher than they originally occupied. This ability cannot be used to cast a spell at a lower level if that spell exists on both spell lists. You can prepare spells up to level 0 from one of your spellcasting classes using the slots one level higher of the other spellcasting class. The components of these spells do not change, but they otherwise follow the rules for the spellcasting class used to cast the spell. Spontaneous spellcasters can only select spells that they have prepared that day using non-spontaneous classes for this ability, even if the spells have already been cast.Destined Bloodline Your family is destined for greatness in some way. Your birth could have been foretold in prophecy, or perhaps it occurred during an especially auspicious event, such as a solar eclipse. Regardless of its origin, you have a great future ahead of you.
Druid Domain (Earth) (Ex)
Fated (Su) You gain a +1 luck bonus on all of your saving throws during surprise rounds or if you are otherwise unaware of the attack.
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. You can use this ability 0 times per day.
Nature Sense (Ex) You gain a +2 bonus on Knowledge (Nature) and Survival skill checks.Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.Spontaneous Casting You can channel stored spell energy into summoning spells that you haven’t prepares ahead of time. You can “lose” any prepared spell in order to cast any Summon Nature’s Ally spell of the same spell level or lower
Touch of Destiny (Su) You can touch a creature as a standard action to give it a +2 bonus to a single attack roll, skill check, ability check, or saving throw. This bonus lasts 3 rounds or until it is used. Once a creature has benefited from touch of destiny, it can gain no further benefit from this ability for 1 day.
Trackless Step (Ex) You leave no trail in natural surroundings and cannot be tracked. You may choose to leave a trail if so desired.
Wild Empathy (Ex) You can improve the attitude of an animal. This abilty functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+6 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intellegence score of 1 or 2, but you take a -4 penalty on the check.
Woodland Stride (Ex) You may move through any sort of magical undergrowth (such as natural thorns, briars, overgrown areas, and similar terrains) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.

Bio:

Niska Mvashti gives new meaning to the term “elder.” Ancient even at Sandpoint’s founding, Madame Mvashti is a Varisian historian and seer. Most of her readings are made with cards or carved bones, but in the Age of Lost Omens she shares the same sense of brooding and dread as many oracles, and rarely enjoys casting her predictions.

She lives in a large manor house which was built for her as part of the peace accord between the Sandpoint Mercantile League and local Varisians when the town was founded. It was agreed that the manor would revert to the town’s control upon Madame Mvashti’s death, but even decades later she is still a vibrant part of the Varisian community. Even in her old age, she still enjoys walks in the forest with regional druids who come to town regularly to lead her on her outings.

She always has at least one 2nd level Druid in attendance in her house (acting as a servant). she gives the servants a hard time, but is also very protective of them.

Madame Niska Mvashti

Rise of the Rune Lords Aubrey_