If I get chosen and we decide to go the route of taking Malignancies to get Tight Bonds, I'm down for it~
14-16: One of your eyes has grown enlarged and developed a pale, milky film. Daylight seems uncomfortably bright to you. You take a –2 penalty on saving throws against light-based spells and effects, and you are automatically dazzled for 1d6 rounds when exposed to bright light or sunlight.
... I'm not crazy about that roll, but we'll see.
|1 person marked this as a favorite.|
So I realize that a 60 nets me "Your limbs are thin and frail. You take a –2 penalty
to CMD against disarm, grapple, and trip attempts."
Which is literally the OPPOSITE of what a slag may is supposed to be. If I do get picked and we do all go with the malignancy for the bond trait, would it be possible to reroll?
1d100 ⇒ 24
"The tip of your tongue is forked and stiff. You have
difficulty making yourself understood. You take a
–2 penalty on Bluff, Diplomacy, and Disguise checks
to fool or persuade others."
Which works perfectly with my idea that while she's all about protecting those who matter to her, she's not a very talkative person. A speech impediment would make that even better.
Wealth: 3d6 ⇒ (5, 3, 6) = 14
Malignancy: 1d100 ⇒ 76
Presenting Sarah, Bitter-Rose, changeling bard / witch.
Female changeling witch (seducer) 1/ bard (court bard) 1/gestalt 1
NE Medium humanoid (changeling)
Init +2; Senses darkvision 60 ft.; Perception -1
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 9 (1d8+1)
Fort +1, Ref +4, Will +1/+2(fey)
Speed 30 ft.
Melee Dagger +0 (1d4, 19-20/x2)
Spell-Like Abilities (CL 1st; concentration +4)
. . 1/day each—dancing lights, detect magic, disguise self, pass without trace
Witch Spells Prepared (CL 1st; concentration +4)
. . 1st—Ear Piercing Scream, Sleep
. . 0—Guidance, Light, Putrefy Food and Drink
Familiar Spells Known
. . 1st—Ear Piercing Scream, Haze of Dreams, Sleep, Cure Light Wounds, Nereid’s Grace, Mount, Mudball
. . 0—All
. . Patron Plant
Bard Spells Known (CL 1st; concentration +4)
. . 1st (2/day)—recharge innate magic, silent image
. . 0 (at will)—ghost sound, message, prestidigitation, read magic
Charm, Coven, Cauldron
Str 10, Dex 15, Con 12, Int 16, Wis 8, Cha 18
Base Atk +1; CMB +4; CMD 15
Feats Extra Hex
Traits Noble Born (Medyved), Extremely Fashionable
Skills bluff +8/+10 (if sexually attracted), craft (alchemy) +11, diplomacy +12/+14(fey), disguise +8, knowledge (nature) +7, knowledge (arcana) +7, knowledge (nobility) +8, linguistics +7, perform (song) +8, spellcraft +7, use magic device +8
Languages Common, Aklo, Elven, Goblin, Sylvan
SQ Hag Magic, Witchborn, Heraldic Expertise, Bardic Performance (Countersong, Distraction, Fascinate, Satire) 8 rounds/day, Familiar (Flowering Lattice)
Other Gear Witch’s Kit (21 gp), Courtier’s Outfit (30 gp), Jewelry (50 gp), 37 gp
Sarah displays no outward indication of her changeling heritage. Her hair is long, falling nearly all the way down her back and is autumn red. Her features are soft and youthful--her skin is pale with just a touch of color and her features understated. She wears a crown of roses upon her head (actually her familiar Alraune, who whispers secrets to her while Sarah speaks) and wears a green dress interlaced with golden flowers that she managed to take with her when she left her home. She still has a few favored pieces of jewelry as well, most prominent being a silver necklace shaped like leaves and inset with emeralds. Her voice is soft and kind--a classic soprano--and her eyes are soft and gentle green. She is fond of plants of all kinds but especially flowers, the brighter the better, and sometimes sings to them when she gardens.
But all this belies the corruption beneath her skin. When she pricks herself, her blood flows slow like sap and some of it is shaded amber instead of red. Her heart has begun to rot in her chest--if one were to cut her open they would find a strange gnarled root there instead of flesh and blood. Sometimes, when she is still, it simply stops beating. As Sarah’s power grows, her form will likely grow stranger with it, a prospect she gladly embraces.
When she uses magic to disguise herself, her favored face is Mother Sorrow--a gnarled old woman who looks to be more tree than person, with skin wrinkled and cracked from life under the sun and a hundred hard years, a nose like a broken branch of a tree and twisted black nails.
Sarah Medyved was born to a minor branch of the Medyved family in New Stetven. Sarah was the oldest child of three--a middle brother and a much younger sister. Her early life was rather uneventful--she spent much of her time in her parent’s garden, reading books and tending to the flowers. There was nothing to indicate anything unusual about her heritage--she was the spitting image of her mother in looks if not in personality. Her parents were consummate social climbers--their branch of the Medyved family had fallen out of favor, though times were certainly not hard for any of them. Her parents rather obviously favored her siblings, who behaved more appropriately for little nobles, but Sarah did not care as long as she had her books and her garden.
In an attempt to secure greater social standing for their family, Sarah’s parents decided to marry her off to a member of the Surtova family. At first, Sarah acquiesced--she had figured that an arranged marriage was in her future and in all the fairy stories that she had read even the ugliest of monsters could be made a handsome prince by true love.
Edvard was not an ugly monster, it was true--at least not on the outside. The young scion of the Surtova family had a reputation as a bit of a cad--but the more Sarah learned of him the more she grew to hate and fear him. He had been betrothed before but his fiancee had disappeared under unknown circumstances--and all the rumors indicated he had been unspeakably cruel to her. Increasingly, he showed that cruelty to Sarah--humiliating her in public, openly speaking of his desire for other women and in one case, he even his Sarah. This man could not be her future husband. Sarah would not allow it.
So at a ball hosted by Edvard’s family, Sarah refused to dance with him. When confronted, she told everyone there all that she had learned of the man--expecting that this would lead to the end of their betrothal. It did, in a way. Her parents locked her in the garden and burned her books in front of her eyes. They told her that she would stay there without food until she had learned to be a proper noble and earned back Edvard’s favor--how she was going to do that locked in the garden was up to her. Regardless, she was disinherited--she had better hope that Edvard would be willing to care for such a wicked wife. No one in the manor attempted to speak to her--at first, she assumed that they had been forbidden to do so. But one day she overheard her brother talking to one of the knights--he was mocking her predicament and was glad that with her out of the way he would be technically the eldest child.
In the garden, Sarah thought that she would surely die. She thought perhaps this was preferable to the life her parents wanted for her--so she found a spot of soil in the garden and laid there, ready to waste away into nothing and rot into the soil to feed her favorite flowers. But as she laid there, something happen--the flowers began to speak. At first, Sarah thought that it must be a dying dream--soon she would be in the Boneyard, where only Pharasma could judge her. But soon she realized that it was real. The flowers told her their secrets--how to sustain herself on just a few of their berries and a bit of dew. They told her which of them were panaceas and which of them were poisons, and how the slightest kiss from belladonna or lords-and-ladies could be quite deadly--a flower’s love was both bitter and sweet.
With her song, Sarah lured one of her father’s knight’s to the garden. She convinced him to slip a little bit of a nectar into her family’s food as a favor. Slowly but surely she began to influence the staff of the manor while sickening her family. Soon, all four of her relatives were bedridden--and soon they could not pay for their staff, who began to abandon them. Sarah was at last able to slip from the garden when the guards left the manor. She found her parents in their bedroom, sick from the poison that Sarah had been giving them. They could still survive, if properly treated. Sarah took her father’s hand and promised him that she knew how to treat his illness. She took him to her garden and their, she buried him alive--a final gift to the plants who had given her so much. She felt no need to harm her mother or siblings--they would all be destitute soon enough without their father to care for them, which was a punishment much greater than murder, in Sarah’s mind.
With the manor in ruins, Sarah used her magic to escape New Stetven unharmed and unsuspected. She disguised herself as a crone--a form she is increasingly fond of taking--and made her way to Restov. She abandoned her old name and family crest and began to call herself the Bitter-Rose, in honor of the flowers who had helped her escape her fate in New Stetven.
Since then, she has realized that her nature cannot be fully human; Her research indicates that she must be a changeling. She does not know if she was switched at birth with her parents’ true daughter; she does not truly care. Part of her thinks that it was the gift of her bitterness that transformed her.
Sarah is incredibly guarded and two-faced. She presents an outward personality of sweetness and light in hopes that others will let down their guard around her so she can learn if they are a threat and to gauge any weaknesses that she might turn against them.
Sarah’s heart has been poisoned by her bitterness--she has a growing vindictive streak that she occasionally indulges. Seeing other people happy fills her with spite and a desire to make them know sorrow as deep as hers. Though she has not murdered anyone since escaping she occasionally indulges herself in plots and intrigues--sometimes to gain knowledge for use in blackmail, sometimes for the simple joy of cruelty. Though she is fairly adept at disguise and misdirection, all it would have taken would be a simple misstep to bring the whole town down upon her and get the coven kicked out of Restov.
Rolling Wealth for my Arcanist Alchemist
3d6 ⇒ (6, 1, 6) = 13
Times 10 that's 130 gp. 25gp above average, excellent.
I was going to choose a witch with the Unlettered Arcanist, because that changes your spellbook to a familiar and your spell list to the witches spell list so a lot of witchy spells would've been available.
But none of the patrons really spoke to me.
Then I found the Twilight Sage and Internal Alchemist and now I have a lady who is obsessed with immortality and eternal youth without turning into an icky lich, but her experiments got a bit questionable ethically.
One thing and a few complaining 'volunteers' later and she got chased out of town!
So a new territory with her coven, no established laws and plenty of bandits just waiting to be... improved. When do we leave?
Right, talk about leaving it to the last minute, but I'm interested in this game as well. I'm making a gestalted Green Knight cavalier/ symbiosis discipline psychic, and hopefully I can get it all done by noon tomorrow.
Money: 5d6 ⇒ (1, 1, 5, 5, 6) = 18
Malignancy: 1d100 ⇒ 79
Oh yeah, edit to note that I'm a complete newbie at PbP, but I'm throwing my hat in to see if I get picked
|Kaden the Sleepwalker|
I always welcome new people to the wonderful world of PBP.
Please note if you have not yet submitted:
Recruitment closes at 11am GMT. Submissions after that time will not be accepted.
@Rysky - are you actually submitting? You've posted an alias but there's no character attached right now...
oh yes! Sorry about that, I’m a little scatterbrained right now but I’m putting together the sheet right now.
5d6 ⇒ (2, 1, 6, 6, 6) = 21 x10 or 175 gp
Okay so I've been toying around with like three characters for the past several days. I love witches in general and the archetypes are so flavorful. You can make a lot of different interesting builds. Hilariously what I ended up with was themed more around a Changeling than a Witch. It also has a lot of redundancy which Im not in love with but I think that it works to get the thematic build that I'm going for. I wanted to toy with Shifters even though they are kind of not in a good spot. It also gave me the chance to make something that I feel like this group probably wont have much of, a front line presence. So I present Signi Toshok, Changeling Shifter/Warpriest.
Personality: So I see Signi as generally just not being that good with inter-personal interaction. Naturally she has a boost to charisma so I picture her hag heritage manifesting in pleasant features. But her half-orc side [tusks] and the shifter side that she embraces detract from that. And at the end of the day she simply doesnt care if people dont like her or how she looks. She probably thinks this makes her more practical than some. She tries to not be conceited about that because she wishes to not be arrogant. She is constantly seeking to better herself in non-superficial ways. If there is something she can learn or understand better she is very attentive to it. While she isn't amazing at interpersonal interaction I think that deep down a part of her probably had been lonely after the loss of her father so the coven would definitely be a source of companionship that she truly does need and wishes to protect.
Pre-Coven: Her father was a hunter who didn't live especially close to any town so he helped teach her to be self-sufficient in the wild. It was he who also introduced her to a wandering druid who lived in the woods near their home. Over the years she picked up small bits of wisdom and information from him and over time he saw in her the potential to learn a bit of their craft. With her fathers blessing the Druid taught her how to manifest her claws and alter her form somewhat. She never showed a great deal of promise for the spell crafting side of druidic arts though for some reason. Her mentor said that her talents simply lay elsewhere and that she picked up shape shifting quicker than most. It was her father's death during a hunting trip that would eventually lead her to the monks of Irori. When he was gored by a boar Signi went almost feral. She tore into the creature and ripped its heart out. Frankly the reaction terrified her and she told her druidic teacher as much, saying that she didn't trust that animal side of herself. Eventually, seeking help in dealing with her grief and fear she found worshipers of Irori to guide her. It was through them that she learned of Irori's teachings. His belief in seeking knowledge and bettering oneself constantly. Over several years she grew to accept that her feral side was a part of her, something that should not be feared but which she needed to learn to control and perfect. She also sought inner peace in regards to her father's unfortunate death and was able to realize that she had been mad because he had never told her about her mother in all her young adult life.
Kicked out of Restov: So if she managed to find a way into a coven that provided her the kinship she had been without for so long, in addition to a chance to learn more about her heritage she would be fiercely protective of it. If anyone was to talk badly about one of her sisters it wouldn't end well for them. Although lawfully inclined that just means that Signi would feel oath-bound to beat the hell out of anyone who was stupid enough to threaten her coven sister's around her. Might even go so far as to kill someone if she felt that the threat to herself or her sisters warranted it. Or this might simply tie into what one of the others did and she made matters worse by aggressively defending a sister who had wronged someone else.
Changeling shifter 1/gestalt 1/warpriest of Irori 1 (Pathfinder RPG Advanced Class Guide 60, Pathfinder RPG Bestiary 4 29, Ultimate Wilderness 26)
LN Medium humanoid (changeling)
Init +2; Senses darkvision 60 ft.; Perception +6
AC 17, touch 12, flat-footed 15 (+4 armor, +2 Dex, +1 natural)
hp 12 (1d10+2)
Fort +4, Ref +4, Will +4
Speed 30 ft. (20 ft. in armor)
Melee unarmed strike +5 (1d6+5) or
. . bite +5 (1d4+5), 2 claws +6 (1d6+5), 2 claws +6 (1d6+5)
Special Attacks aspect (tiger[UW]), blessings 3/day (Restoration: ameliorating touch, Strength: strength surge), sacred weapon (1d6, +0, 0), shifter claws
Warpriest Spells Prepared (CL 1st; concentration +3)
. . 1st—cure light wounds, divine favor
. . 0 (at will)—create water, detect magic, light
Str 18, Dex 14, Con 12, Int 10, Wis 14, Cha 9
Base Atk +1; CMB +5; CMD 17
Feats Feral Combat Training[UC], Improved Unarmed Strike, Weapon Focus (claw)
Traits adopted, rostlander, tusked
Skills Acrobatics -1 (-5 to jump), Craft (alchemy) +4, Handle Animal +3, Knowledge (nature) +4, Perception +6, Sense Motive +6, Survival +6
Languages Common, Druidic, Sylvan
SQ shifter aspect (minor: 4 min./day), wild empathy +0
Other Gear hide armor, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text (Unbinding the Fetters)[UE], mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Irori, 179 gp
Blessings (3/day) (Su) Pool of power used to activate Blessing abilities.
Darkvision (60 feet) You can see in the dark (black and white only).
Feral Combat Training (Claw) Use Improved Unarmed Strike feats with chosen natural weapon.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Sacred Weapon (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Shifter Aspect (4 minutes/day) (Su) Gain abilities of selected animal aspects.
Shifter Aspect (Tiger, +2 Dex) (Su) Minor Form: +2 enhancement bonus to Dexterity. Major Form: dire tiger.
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Here is Taliesan's submission, Gaiwanna Orlov, a female dreamthief-born psychic green knight
Female Dreamthief-born Changeling Cavalier (Green Knight)/ Psychic 1
N Medium Humanoid (Changeling)
Init +1; Senses Perception +3, Darkvision 60ft
AC 18, touch 11, flat-footed 17 (+6 armor, +1 dex, +0 shield, +1 Natural)
Fort +4, Ref +1, Will +1, +2 vs Mind Affecting
Speed 20 ft.
Melee Greataxe +3 (1d12+3/X3)
With Power Attack +2 (1d12+6/X3)
Claw +3 (1d4+2)
With Power Attack +2 (1d4+4)
Str 15, Dex 12, Con 14, Int 16, Wis 8, Cha 16
Base Atk +1; CMB +3; CMD 14
Traits Pioneer(Handle Animal), Know the Land, Tight Bonds
Malignancy When you get flustered, heat builds up in your face until it glows with inner fire. You take a –4 penalty on Diplomacy and Perform checks when in the presence of 5 or more creatures.
Feats Coven Touched, Endurance, Diehard, Power Attack
Skills Adventure Diplomacy +7, Intimidate+7, Knowledge(Nature)+10, Perception+3, Sense Motive+3, Spellcraft+7, Survival+4 Background Handle Animal+8, Knowledge(Geography)+7
*ACP applies to these skills
Non-Standard Skill Bonuses +1 Survival to track Aberrations or Undead, -4 Diplomacy and perform around more than 5 creatures
Languages Common, Elven, Aklo, Draconic
Beast Tongue (Ex): A green knight can use Diplomacy to improve an animal’s attitude. Beast tongue otherwise functions like the druid’s wild empathy ability, using the green knight’s Diplomacy modifier and using her cavalier level as her effective druid level, and it counts as that ability for the purpose of other effects (such as feat prerequisites or effects that alter or improve wild empathy). This replaces Tactician
Challenge (Ex): Once per day, a cavalier can challenge a foe to combat. As a swift action, the cavalier chooses one target within sight to challenge. The cavalier’s melee attacks deal extra damage whenever the attacks are made against the target of his challenge. This extra damage is equal to the cavalier’s level. The cavalier can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level. Challenging a foe requires much of the cavalier’s concentration. The cavalier takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge. The challenge remains in effect until the target is dead or unconscious or until the combat ends. Each cavalier’s challenge also includes another effect which is listed in the section describing the cavalier’s order.
Challenge: An order of the Green cavalier can’t issue a challenge against any creature of the animal or plant type. Whenever he issues a challenge, he receives a +1 morale bonus on attack rolls against the target of his challenge. This bonus increases by 1 for every 4 levels the cavalier has. If the target of his challenge is of the aberration or undead type, each round he can roll his first attack roll against the target creature twice and take the higher result.
Claws: A changeling’s hands and fingernails tend to harden and become sharp as she reaches adolescence. This gives her the claw (1d4) natural attack.
Coven Touched: You can join a changeling coven even if you are not a witch with the coven hex. Your effective witch level is equal to half your character level. A changeling coven must still include at least one changeling witch who has the coven hex. Additionally, select a single 0-level spell drawn from the witch’s spell list. You gain the ability to cast that spell three times per day as a spell-like ability with a caster level equal to your character level. The save DC for this spell is 10 + your Intelligence modifier.
Diehard: When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn’t your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious. When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than your Constitution score, you immediately die.
Edicts: The cavalier knows his place in the natural order and strives to defend the balance of nature. He must be willing to allow nature to take its course, and he must stop all those who would do harm to its delicate balance. He will not tolerate aberrant creatures, undead, or the irresponsible and greedy consumption of natural resources. He may be farsighted and seek to establish agreements that lead to lasting protection of the natural world, but resorts to violence if it is the most effective way to enforce such protection.
Endurance: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued.
Hag Racial Trait: +2 racial bonus on saves vs. mind-affecting effects.
Implacable Knight (Ex): A green knight gains Endurance and Diehard as bonus feats. This replaces mount.
Nature’s Servant (Ex): A green knight must select the order of the Green. This alters order.
Natural Armor: Hags and their offspring have uncommonly tough skin. A changeling begins play with a natural armor bonus of +1.
Phrenic Pool (Su): A psychic has a pool of supernatural mental energy that she can draw upon to manipulate psychic spells as she casts them. The maximum number of points in a psychic’s phrenic pool is equal to 1/2 her psychic level + her Charisma modifier. The phrenic pool is replenished each morning after 8 hours of rest or meditation; these hours don’t need to be consecutive. The psychic might be able to recharge points in her phrenic pool in additional circumstances dictated by her psychic discipline. Points gained in excess of the pool’s maximum are lost.
Phrenic Amplifications: A psychic develops particular techniques to empower her spellcasting, called phrenic amplifications. The psychic can activate a phrenic amplification only while casting a spell using psychic magic, and the amplification modifies either the spell’s effects or the process of casting it. The spell being cast is called the linked spell. The psychic can activate only one amplification each time she casts a spell, and doing so is part of the action used to cast the spell. She can use any amplification she knows with any psychic spell, unless the amplification’s description states that it can be linked only to certain types of spells. A psychic learns one phrenic amplification at 1st level, selected from the list below. At 3rd level and every 4 levels thereafter, the psychic learns a new phrenic amplification. A phrenic amplification can’t be selected more than once. Once a phrenic amplification has been selected, it can’t be changed. Phrenic amplifications require the psychic to expend 1 or more points from her phrenic pool to function.
Focused Force (Su): When casting a force spell, the psychic can increase the spell’s damage by spending 1 point from her phrenic pool. Increase the die size for the spell’s damage by one step (from 1d4 to 1d6, 1d6 to 1d8, 1d8 to 1d10, or 1d10 to 1d12). This increases the size of each die rolled, so a spell that dealt 4d6+3 points of force damage would deal 4d8+3 points of force damage instead. This amplification can be linked only to spells that deal force damage, and only if that damage includes a die value. A spell that already uses d12s for damage can’t be amplified in this way.
Power Attack: -1 to hit/+2 Dmg in melee
Psychic Discipline (Ex or Sp): Symbiosis Each psychic accesses and improves her mental powers through a particular method, such as rigorous study or attaining a particular mental state. This is called her psychic discipline. She gains additional spells known based on her selected discipline.
Discipline Powers: Each psychic discipline gives the psychic a number of discipline powers (at 1st, 5th, and 13th levels), and grants her additional spells known. In addition, the discipline determines which ability score the psychic uses for her phrenic pool and phrenic amplifications abilities. The DC of a saving throw against a psychic discipline ability equals 10 + 1/2 the psychic’s level + the psychic’s Intelligence modifier.
Animal Mastery (Su): As a standard action, you can project your mind into the mind of an animal you can see, establishing a mental link that allows you to share the animal’s senses—hearing, seeing, smelling, tasting, and touching everything the animal does. You cannot use this ability on an animal if its Hit Dice exceed your psychic level. The animal can attempt a Will save to resist the effect. If it is successful, the animal is immune to this ability for 24 hours. While sharing an animal’s senses, your body is effectively unconscious, but you can end the effect as a free action. You can maintain the link for 1 hour per level, but the link is immediately severed if the animal moves beyond a range of 1 mile per psychic level you have. You can use this ability a number of times per day equal to 3 + your Charisma modifier
One with Nature (Sp, Su): You can cast detect animals or plants as a spell-like ability at will. You gain a +2 insight bonus on Knowledge (nature) checks, and while using detect animals or plants, the bonus increases to +4 to identify a matching animal or plant creature within the area of effect.
Skills: An order of the Green cavalier gains Knowledge (nature) and Survival as class skills. In addition, whenever an order of the Green cavalier attempts a Survival check to track foes of the aberration or undead type, he receives a bonus on the check equal to half his cavalier level (minimum +1).
0th (at will)
Dancing Lights (3/day)
Hide from Animals*
*Bonus Discipline Spell
Equipment Four Mirror Armour, Greataxe
Other GearBackpack, bedroll, belt pouch, flint and steel, iron pot, mess kit, rope, trail rations (5 days), waterskin, dandy brush
Non Carried Possessions Horse, Saddle(riding), Bit and Bridle, Saddlebags with 4 days horsefeed,
Light 0-66 lb. Medium 67-133 lb. Heavy 134-200 lb.
Current Load Carried 77 lb.
Money 9 GP 7 SP 0 CP
Quick overview of personality
Often quite grim and dour when encountered in cities, her personality opens up slightly when out exploring the wilderness, or protecting it. Loves nature, and devotes most of her time to it's defence. Willing to look the other way somewhat regarding how those she's closest to treat nature, however very determined in its defence otherwise. She also has a short fuse regarding those who mistreat nature, but unless forced to, she doesn't immediately go to violence. When dealing with those she deems to be abusing nature, she can be quite acerbic, often taunting them while fighting them. Resigned to a life resisting the call, and hopes to make use of the coven to provide herself with allies should her hag mother come calling personally.
What did you do before joining the coven
Gaiwanna essentially has waged a one changeling disruption campaign against the logging efforts in Gronzi forest, living in Restov and then periodically leaving for several days to the forest, interfering with the logging efforts at that time. She has also engaged in a bit of vigilante justice against the worst exploiters of nature in the city. She mainly resided on the outskirts of Restov, but was willing to go into the city proper if needed. Upon joining the coven, Gaiwanna would have tried to persuade the others to join her in these endeavours, but would not have been annoyed if they did not, as likely none of them have the same devotion to the green faith as she, and it is her charge, not theirs, to guard nature.
What could you have done to get the coven removed from Restov
Since she's been undertaking a one woman anti-logging effort, which several times in the past has descended to violence, the loggers could have tracked her back to Restov. She could also potentially have killed a very important nobleman, in one of her more overzealous attempts to defend nature around the city. Or both could even have happened, but have now forced her and the coven to be on the run, and a kingdom of their own sounds good, because then she can work more easily from the top to prevent over exploitation of resources.
Edit: I took tight bonds alongside the malignancy, and put it in the crunch. I want to keep the malignancy, but if no one else in the coven has tight bonds, could I change it post selection?
Olyenna is a young changeling woman who towers over her “sisters” at just over six foot one, blessed with lean yet well defined muscle, while maintaining a degree of shapeliness. Her hair is raven black, which creates a stark contrast with her pale complexion. By far, her most notable attribute would be her eyes, one cobalt blue, the other a steely grey, the pupil shaped like an anvil.
Most often dressed in black or grey when indoors, commonly simple breeches and a bodice, she is usually found in leather armor when outdoors, still trending towards darker colors. Those fortunate enough to see her unclothed would note a rough grey birthmark across her stomach, another sign of her dark heritage along with her short but sharp black nails, usually passed off as lacquered black.
Solemn, bordering on taciturn, Olyenna’s seriousness is one of her most notable personality traits. A combination of her self-consciousness, stemming from her speech impediment, and her constant focus on her awareness of her coven members and their condition, the intense young woman tends to be rather quiet when around anyone other than those she knows well. At the same time, she is the first to boldly speak out on behalf of one of her own, fiercely protective of those that have become family to her, yet surprisingly caring when in the presence of those she considers within her circle.
The innate streak of violence inherited from her Annis hag mother is something she works hard to channel, embracing that aspect of her in battle, or when someone needs protecting, her adoptive father’s philosophy deeply ingrained into her psyche.
19 years ago the Rostlandi lands were plagued by a brutal Annis Hag that terrorized farms and villages. Upon discovering this, an errant roaming swordmaster vowed to slay the monster, freeing the people from her reign of terror.
Thought the battle was hard fought, the warrior prevailed, perhaps in part to the hag’s slightly weakened state, having given birth, less than a week before, a fact that the warrior discovered upon hearing the child’s cries in the slain iron hag’s lair. A man of conscience, the thought of slaying the newborn, never crossed his mind, and he took the child with him, raising her as his own in his retirement, able to afford a well appointed home and staff to ensure all of the child’s needs were met. Brought up in a loving environment, surrounded by positive treatment, the young girl thrived, both physically and in spirit. While her heritage caused her some difficulty, most notably in the form of a speech impediment caused by a deformity of her tongue, passed off as a natural birth defect, Olyenna grew up healthy and strong, taking to physical pursuits with great ease, not the least of which was swordplay.
At the same time, she was also developing a great sense of community, finding joy in serving and protecting those around her. Thought her innate bloodline was not completely suppressed, with injustices or unfair treatment of people who mattered to her giving rise to intense flashes of violent anger, and the urge to lash out physically, a trait she tries to redirect into protecting those in need, often with brutal effectiveness.
Protector. Olyenna sees herself as the guardian and protector of the coven, one of those most suited to protect the others, both physically and magically. In many ways she intensifies the bod between members, through linking them to her totem and enabling their ability to protect each other.
She stands between the other members of her coven and physical harm, at the same time using her magical gifts to envelop them in her protection.
That wonderful temper and being far stronger than she grasps. One of the coven being harrassed could easily have resulted in her getting into a physical altercation, which between her strength and claws might have turned fatal for the other party.
Got it in.
Thanks everyone. Recruitment is definitely and officially closed! Selections to come this afternoon.
F&&*! I fell asleep when I thought I had posted -_-
Good luck to everyone who actually submitted.
Warty witches and warlocks you guys made this hard for me! Way too many good submissions - if this wouldn't make the entire premise of the game ridiculous I could totally have take two covens into the Stolen Lands!
Unfortunately I can't so would the following people please mousey on over to the discussion thread, where you will meet Eliza - the fourth member of your coven!
In no particular order:
Thank you very much to everyone else that applied. If some mischance befalls the game and I have to look for replacements I'll be spoiled for choice if even half of you would be willing to fill in. Thank you again! :)