Monday, July 29, 2013

Wren (Human Witch)

Wren (Miranda Vitteri) Varisian Witch
(Miranda Vitteri) Human Witch 1
(Patron: Trickery / God: Desna)     

CG Medium humanoid (Human)

Str 8 (-1), Dex 16 (+3), Con 12 (+1), Int 18 (+4), Wis 10, Cha 14 (+2)

Height: 5'11"     Weight: 135 lbs     Age: 21

  • Feats ~ Alertness (when familiar is in reach) ~ Extra Hexes (2)
  • Traits ~ Harrow Chosen (+2 Divination level on spells, 2/week cast Augury Spell) ~ Child of the Streets ~ Varisian Tattoo (+1 Saves vs charm/compulsion; proficient in Starknives and bladed scarfs) 
  • Drawback ~ Headstrong (must correct actions of others that contradicts alignment or she is shaken for 1 hour)
  • Skills ~ Knowledge (arcana) (+8), Intimidate (+6), Profession (Fortune Teller) (+4), Sleight of Hand (+8) Spellcraft (+8), and Use Magic Device (+6) ~ From Familiar: Appraise (+6) ~  Perception (+9) ~ Sense Motive (+4)
  • Languages ~ Common, Goblin, Elvish, Runic, Orc
  • Class Abilities ~ Familiar (Raven) +3 Appraise Skills; Alertness Feat; +2 Sense Motive / Perception ~
COMBAT ~ Base Attack (BAB) +0; CMB: -1; CMD: 12
Initiative: +3; Senses ~ Perception +1

Defense ~ AC 13 / 17 (+3 Dex / +4 Mage Armor); touch 13; flat-footed 14
HP 7        SAVES ~ Fortitude +1, Reflex +3, Will +6 (+1 saves vs charm/compulsion)
  
Offense ~ Speed 30 ft. ~ Melee ~ Bladed Scarf -1 attack (1d6-1 / x2; d4 vs grapples; Trip/Disarm) ~ Ranged ~ Starknife +3 attack (1d4-1 / critical x3 / Range 20' (5) ~ Sling (worn around wrist) +3 attack (d4-1 / x2 / Range 50' (10) Bullets: 10

Hexes ~ Slumber ~ Evil Eye ~ Healing (heal d8+1; 1/day per person)
(Hex DC = 1/2 witch level + Int + 10 = 15)

Spells ~ all 0-level spells ~ 7 1st level spells (Memorize: 3, 0-lvl; 2, 1st)

0-level ~ (3/day) Prepared Spells: Dancing Lights: Creates torches or other lights ~ Detect Magic: Detects all spells and magic items within 60 ft ~ Stabilize: Cause a dying creature to stabilize.

1st Level ~ (2/day) Mage Armor: Gives subject +4 armor bonus ~ Beguiling Gift: Subject immediately accepts an offered item and uses it ~ Charm Person: Makes one person your friend ~ Ear-Piercing Scream: Deal sonic damage and daze target ~ Frostbite: Target takes cold damage and is fatigued ~ Obscuring Mist: Fog surrounds you ~ Peacebond: Locks a weapon in place on the target's body

Familiar ~ MerlaRaven acts as a spellbook for a witch; Merla can communicate using either an empathic link (range 1 mile) to send general emotions or speak any languages Wren can

Tactics ~ Before Combat Wren casts Mage Armor During Combat she uses her Sleep or Evil Eye Hexes to defend herself following up with Charm Person to "recruit" a foe to help her

Gear ~ explorer's outfit, daggers (3), pocketed scarf (harrow deck / +4 Sleight of Hand- hide objects), patchwork cloak, backpack: bedroll, sewing needles, iron pot, flint and steel, waterskin, dice, rations (5 days), spell component pouch, mifwife kit (+2 Heal)  // GP: 8 SP: 12 CP: 4

Background ~ Before her birth, Wren's father, Fane Vitteri, lead an uprising against the Tyrant who had subjugated the Varisian's for decades as indentured slaves. Normally a nomadic peoples, they had been forced to tend the Tyrant's land as payment for a past slight long forgotten. Over the years they had tried to revolt, but the Tyrant's magic was too potent. To secure his victory, Fane made a secret pact with a Green Hag who lived in the region ~ he would give her a child for her aide. She agreed and the shackles were cast off, the Tyrant defeated. But when the time came to pay her price, Fane broke his pact and kept the child. With the help of the clan's priest, they cast the hag away but not before she placed a hex on Merla, Fane's wife who died a week later. Wren was raised by her Aunt- Jocasta, a hedge witch who trained her as a healer and taught her the ways of the harrow deck.

Merla
As they tried to rebuild their caravan and gather supplies to move on, a blight struck the land killing all the crops and livestock. They were forced to abandon their wagons and march on foot into the nearby mountains hoping to find food and water. They wandered for 10 years, chased by the blight and other misfortunes as the hag drove them away from safety. Always, just when it seemed all would be lost, the hag gave them a reprieve, sometimes weeks, sometimes years before yanking hope from them. Once such reprieve was a mountain vale with verdant fields and clear water, but the hag and her coven were waiting there with a clutch of harpies to capture the Varisians. Their journey was at an end as the harpies rounded them up and forced them into servitude. To escape capture, Jocasta leapt from a cliff and feather fell to safety, flinging hexes at the pursuing harpies. Jocasta used her magic to cloud Wren's memories of the past to spare the child the nightmares of their past. They escaped to Riddleport where they served a healers over the next 7 years before Jocasta felt Wren was old enough to hold her own as a healer and witch. She left to try and set her people free, but not before leaving Wren her harrow deck and telling her that she would leave Arcane Marks in the towns she passed through should Wren need to find her - she hasn't seen Jocasta since.

Wren began her life as a wanderer, looking for her aunt and making her way from hamlet to city working odd jobs- harrower, barmaid, cook, healer, tinker, peddler.. but never staying more than half a year. She always leaves an account on the walls of inns of her travels and plans always looking for signs of her aunt but finding none.

Saturday, July 6, 2013

Gisèle Melina Vipond (Halfling Summoner)

Halfling Summoner 1        CG Small humanoid (Halfling)

Str 7 (-2), Dex 18 (+4), Con 12 (+1), Int 14 (+2), Wis 9 (-1), Cha 18 (+4)

(Scores Modified from her rolled numbers to raise her from a 22 to a 25 point build)

Height: 3'2"     Weight: 35 lbs     Age: 23

  • Feats ~ Spell Focus (Conjuration) ~ 
  • Traits ~ Unintentional Linguist ~ Well-Informed
  • Skills ~ Acrobatics +6 (+2 Sure-footed, +4 Dex), Diplomacy (+8 / +9 gather info) Handle Animal (+8), Linguistics (+7), Ride (+8), Spellcraft (+6), Stealth +8 (+4 size, +4 Dex), and Use Magic Device (+8)
  • Languages ~ Common, Halfling, Elven, Dwarven,  Goblin, and Abyssal
  • Racial Abilities ~ +1 Racial Bonus to ALL saves (Halfling Luck) ~ Size Bonus: +1 AC, +1 Attacks, -1 CMB and CMD, +4 Stealth checks ~ Fearless (+2 Will saves vs. Fear) ~ Keen Senses +2 Perception ~ Sure-Footed +2 Acrobatics and Climb ~ Weapon Familiarity: slings

COMBAT ~ Base Attack (BAB) +0; CMB: -2; CMD: 11
Initiative: +4; Senses ~ Perception +1

Defense ~ AC 16 / 20 (+4 Dex; +1 Size, +2 Leather Armr / +4 Mage Armor); touch 15; flat-footed 13 / 15 (mage armor)
HP 9        SAVES ~ Fortitude +2, Reflex +5, Will +2 (+4 vs. Fear (+2 Fearless- Halfling Trait)
  
Offense ~ Speed 20 ft. ~ Melee ~ Quarterstaff -1 attack (1d6-2 / x2) ~ Ranged ~ Dagger +5 attack (1d4-2 /19-20 / Range 10' (5) 

Spells ~ 4- 0-level spells ~ 2 1st level spells ~ Spells per Day: 2

0-level ~ (4) Detect Magic: Detects all spells and magic items within 60 ft ~ Read Magic: Read scrolls and spellbooks ~ Daze: A single humanoid creature with 4 HD or less loses its next action ~ Mage Hand: 5-pound telekinesis

1st Level ~ (2) Mage Armor: Gives subject +4 armor bonus ~ Grease: Makes 10-ft. square or one object slippery

Eidolon ~ (Serpentine) Size Medium ~ Speed 20' Climb 20' ~ AC 17 / 21 (+4 scales, +3 Dex / +4 Mage Armor) ~ Attack +2 attacks: Bite d6+1 ~ Tail Slap d6+1 ~ Initiative +7

Str 12 (+1) Dex 16 (+3) Con 13 (+1) Int 7 (-2) Wis 10  Cha 11

HP: 11 ~ BAB: +1 ~ Saves (Fort +0; Will +2; Reflex +2) ~  AC Bonus +0 ~ Str/Dex Bonus +0 ~ Max Attacks 3 ~ Special: Darkvision 60', Mental Link (communicate at any distance), share spells (cast spells with target "you" on eidolon)

Skills: 4 (Ranks 6+Int) ~ Stealth (+7) ~ Perception (+12- Skilled Evolution) ~ Acrobatics (+7) ~  Climb (+5)
Feats: Improved Initiative ~
Evolution Pool 3 ~ (Free: Bite, Climb, reach (bite), tail, tail slap) ~ Mount ~ Improved AC ~ Skilled (+8 Perception)

Evolution Pool:  (New Evolutions) Speaks all languages she does; Sent back at -HP; Can touch/attack creatures protected by wards; Takes 1 minute to summon (HP remain same as when last summoned); Cannot be dispelled

Life Link:When eidolon is hurt, summoner can sacrifice HP; must remain within 100' to remain at full strength; 1000' away = -50% HP; 10,000' away = -75% HP; over 10,000' dismissed 

Summon Monster I: (7/day / remains 1 minute/level); cannot have Eidolon summoned to use power
    • 1st: Dire Rat; Dog; Dolphin; Eagle; Fire Beetle; Poisonous Frog; Pony; or Viper


Tactics ~ Before Combat Gisèle holds back and casts Mage Armor on herself or her eidolon During Combat she sends her eidolon into combat to to scatter her foes while casting Grease to escape or change the tide of battle. 

Gear ~ Leather Armor; Backpack; Bedroll; Winter Blanket; 1 2-lb bag caltrops; Small Mirror, steel; Ink- 1 oz; Parchment- 5 sheets); Ink Pen; Belt Pouch; Rations- 5 days; Signal Whistle; Waterskin; Explorer's Outfit // GP: 5 / SP: 8 / CP: 12

Background ~ Gisèle is the oldest of 3 children and daughter to Baron Sendoa of Rostland. They had a modest estate and lands along the Gray River that had been granted them to help heal the wounds after Choral the Conqueror's conquest was complete nearly 200 years ago. When House Rogarvia, the former rulers of the realm and descendents of Choral disappeared down to the last noble, Gisèle was handed over to House Surtova as a pledge of faith that her father would not rebel against the newly crowned King-Regent Noleski Surtova. She was 8 at the time and was raised as a servant cut off from her family. She began to create imaginary friends to pass the time and nearly died of fright when one of these friends began whispering back.

By the time she was 12, she had come to realize that her friend wasn't a work of fiction, but an outerworlder who needed her help to cross over to her realm. Over the next few years it taught her how to summon ponies and dogs and other lesser animals from the outer realms. The other children picked on her because this new strangeness; talking to the air was one thing, pulling animals from nothing quite another. The worst of these tormenters was Myrna, the king's daughter, of a like age with Gisèle, who did her best to bring down the servant girl who was raising too high. When Gisèle turned 17, Myrna went too far and Gisèle lashed out. Instead of summoning a dog to chase Myrna off, a dark, shadowy serpent materialized and advanced on the now terrified girl. It grabbed Myrna and coiled itself around her. By the time Gisèle remembered the words of dismissal, Myrna was screaming in fear, before tumbling to the ground twisting her ankle as the serpent vanished as quickly as it had been called. Gisèle panicked and fled, summoning the creature only after night had fallen and the voices of the dark rose around her. In the morning she fled Brevoy and headed south, sending word to her father by raven when she reached the border town of Restov. By then it was too late: her father had been arrested and his lands and titles stripped from him. He and his family were exiled from the realm and to this day, six years later,  she has had little word as to where they are.

Point Build ~ Epic (25 points)