GM ShadowLord's Rise of the Runelords Campaign (Inactive)

Game Master GM ShadowLord

CHAPTER 4 - FORTRESS OF THE STONE GIANTS (Part 1: Stones over Sandpoint)

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Female Human Witch (Ley Line Guardian) 10 HP: 53/53 | AC: 13 (17 mage armor) | T: 13 (15) | FF: 11(15) | CMD: 16 | Fort: +6 | Ref: +7 | Will: +10 | Init: +7| Perc: +3 Yavenee

I like it! It works especially being raised by a great hero.


HP 96/105 (135)| AC: 12/12/10 CMD: 26 | F: +10 R: +4 W: +7 | Initiative: +2 | Rage: 25/25 | Vampiric Touch: 5/5 Vampiric Power 3/3 | Darkvision 30ft | DR 2/-, 5/Silver | Resist Cold, Electricity 10 | Fortification 15%
Skills:
Acrobatics +21 Intimidate +15 Perception +20 Survival: +18

So if I do make a character that is the biological son of ze Great Hero, what would he be?


Female Human Witch (Ley Line Guardian) 10 HP: 53/53 | AC: 13 (17 mage armor) | T: 13 (15) | FF: 11(15) | CMD: 16 | Fort: +6 | Ref: +7 | Will: +10 | Init: +7| Perc: +3 Yavenee

Whatever works for you, probably something that would be good in a protective role.


HP 96/105 (135)| AC: 12/12/10 CMD: 26 | F: +10 R: +4 W: +7 | Initiative: +2 | Rage: 25/25 | Vampiric Touch: 5/5 Vampiric Power 3/3 | Darkvision 30ft | DR 2/-, 5/Silver | Resist Cold, Electricity 10 | Fortification 15%
Skills:
Acrobatics +21 Intimidate +15 Perception +20 Survival: +18

*nods*

I actually meant what race was the Hero :3


Female Human Cleric (ecclesitheurge) 5/Evangelist 5 | hp 61/63 | AC 22, tac 16, ff 16 | CMB +3; CMD 15 | F +6, R +8, W +13 | Init +2 | Per +16 | Channel Energy 4d6 (dc 19) 0/5 | Adoration (dc 16) 9/9 | Bit of Luck 9/9 | Haze of Daydreams (dc 19) 9/9rnds | Charming Smile (dc 19) 9/9rnds | Active: GMW glaive +2 hit/dmg, MV +1Arm; DF +3atk/dmg, entrop shield, LAA Blessing of the Faithful +2 Sac |
Current Secondary Domain for Spells:
charm (love)

I'm guessing human? I don't know, never thought that far.


HP 96/105 (135)| AC: 12/12/10 CMD: 26 | F: +10 R: +4 W: +7 | Initiative: +2 | Rage: 25/25 | Vampiric Touch: 5/5 Vampiric Power 3/3 | Darkvision 30ft | DR 2/-, 5/Silver | Resist Cold, Electricity 10 | Fortification 15%
Skills:
Acrobatics +21 Intimidate +15 Perception +20 Survival: +18

K, didn't know if you had already thought of something then.

I'll work on class at the moment, and decide race last if none of you come up with anything.

Might do Cavalier for giving everyone teamwork feats, but I don't really care for them. Does any other class have an archetype that gives that ability?


Female Human Witch (Ley Line Guardian) 10 HP: 53/53 | AC: 13 (17 mage armor) | T: 13 (15) | FF: 11(15) | CMD: 16 | Fort: +6 | Ref: +7 | Will: +10 | Init: +7| Perc: +3 Yavenee

Yeah I figured probably human.


Female Human Cleric (ecclesitheurge) 5/Evangelist 5 | hp 61/63 | AC 22, tac 16, ff 16 | CMB +3; CMD 15 | F +6, R +8, W +13 | Init +2 | Per +16 | Channel Energy 4d6 (dc 19) 0/5 | Adoration (dc 16) 9/9 | Bit of Luck 9/9 | Haze of Daydreams (dc 19) 9/9rnds | Charming Smile (dc 19) 9/9rnds | Active: GMW glaive +2 hit/dmg, MV +1Arm; DF +3atk/dmg, entrop shield, LAA Blessing of the Faithful +2 Sac |
Current Secondary Domain for Spells:
charm (love)

So here is Elyana as she currently stands. I wrote up the backstory and will tweak it as needed since it isn't the finished product but I think it gives us a good basis to work with.

Build:

Elyana
female changeling Soulweaver 3
CN medium humanoid (changeling)
Init +3; Senses Darkvision 60 ft; Perception -1
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Defense
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AC 14, touch 13, flat-footed 11 (+3 Dex, +1 nat)
hp 14 (3d6-3+3)
Fort +1, Ref +5, Will +3
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Offense
--------------------

Speed 30 ft.
Melee 2 claws +1 (1d4)
Ranged varies +4 (varies)
Special Attacks channel negative 2d6 (8/day) (dc 16),
Talents (CL 3; concentration +8):
1.) Death Sphere
2.) Divination Sphere
3.) Manipulate Undeath
4.) Viewing
5.) Lingering Necromancy
--------------------
Statistics
--------------------

Str 9, Dex 16, Con 8, Int 13, Wis 9, Cha 20
Base Atk +1; CMB +0;CMD 13
Feats WP: simple; mother’s gift (claws), EWP (whip)
Traits prehensile whip, tight bonds
Skills
Bluff +8=+5+3
Diplomacy +11=+5+3+3
Knowledge (arcane) +7=+1+3+3
Knowledge (religion) +7=+1+3+3
Spellcraft +7=+1+3+3
Background Skill
Perform (sing) +11=+5+3+3
Linguistics +5=+1+1+3
Perform (dance) +10=+5+2+3

Languages nordic, aklo, necril
Combat Gear none; Other Gear none
Misc Gear none gp
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Special Abilities
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Blight At 2nd level, the soul weaver may touch a target and expend a use of Channel Energy to place a blight on them. The target is allowed a Fortitude save, and on a failure, grows a patch of festering undead flesh where he was touched (this patch may be hidden under the skin if the soul weaver chooses, so a target might not even know he’s been infected). Blight is considered a magical disease and is permanent until removed by magic or with the Heal skill. A blessing counters and dispels a blight, leaving neither blessing nor blight in place.
A creature with blight suffers a -2 penalty to all saves against necromancy spells, Death sphere abilities, bound nexus powers, or blight abilities. A soul weaver may concentrate at any time to discover what creatures within Close range possess blight.

Bound Nexus A soul weaver’s greatest strength is the souls she collects. A soul weaver may possess a number of souls at once equal to 3 + her Charisma modifier (minimum: 1). These souls may be turned visible or invisible as a free action (if visible, they appear as wisps of energy that glow dimly). Summoning spirits takes 1 minute, and a soul weaver cannot summon more spirits in a day than 1 + her Charisma modifier (minimum: 1). Once summoned, the spirits remain until used, and either orbit the soul weaver (moving as she does at the same speed), or may be directed to move independently as a move action. A soul weaver may move as many souls as she wishes with each move action, and souls have a fly speed of 40 ft and always succeed at fly checks. These souls are only projected into the Material plane and as such are immune to damage of any kind. A soul must remain within Medium range of the soul weaver, or disappear back to the nether.
A soul weaver gains a number of abilities, each of which uses up a soul’s energy. When using a bound nexus ability, the expended soul returns to the nether until it is resummoned at a future date. Nexus powers require a standard action, and if a saving throw is required the DC is equal to 10 + 1/2 soul weaver level + Charisma modifier. To use an ability, the target must be adjacent to the soul weaver (if the spirit is orbiting her), or else the soul weaver must first direct the soul to move into the target’s square.

Aid the Dead: The soul weaver may expend a soul to bolster an undead creature, granting it a +1 profane bonus to attack rolls, saving throws, and turn resistance, which increases by 1 for every 5 levels the soul weaver possesses. The creature also gains 1 temporary hit point per level. These bonuses last 1 hour.

[i]Lovelorn Soul The soul weaver may expend a soul to aid an ally who is at negative hit points, but not dead. The ally becomes stable and gains temporary hit points equal to twice the soul weaver’s class level for 1 minute.

Siphon Health The soul weaver may expend a soul to siphon health from a living creature. The target suffers 1d6 damage per 2 levels (minimum: 1d6, Fortitude half), and the soul weaver gains temporary hit points that last one hour equal to the damage dealt. A creature cannot be damaged beyond what would kill them.

Casting A soul weaver may combine spheres and talents to create magical effects. A soul weaver is considered a High-Caster and uses Charisma as her casting ability modifier. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)
Channel Negative Energy A soul weaver may summon waves of spiritual energy that affect nearby creatures. This is identical to the cleric class feature, and allows the soul weaver to qualify for all channeling feats. She may use this ability a number of times per day equal to 3 + her Charisma modifier (minimum: 1). She must choose at 1st level whether to channel positive or negative energy, after which this decision may not be changed. A soul weaver’s choice to channel positive or negative energy is not connected to their alignment, and any soul weaver may channel either energy.
Death Sphere
Ghost Touch As a standard action, you may make a ghost strike, summoning negative energy and throwing it at a target within Medium range as a ranged touch attack. A ghost strike is considered a negative energy death effect, and as such has no effect on undead, constructs, elementals, and other creatures immune to such things (although some talents provide exceptions). Ghost strike effects do not stack with themselves.
Some Death talents are designated (ghost strike), which provide you with additional types of ghost strikes. You gain the following ghost strike when you gain the Death sphere:

Exhuasting Touch The subject of your ghost strike becomes fatigued for 1 round per caster level (Fortitude negates). You may spend a spell point to increases this effect to making the target exhausted for 1 minute per caster level (Fortitude negates). On a successful save, the target is still fatigued for 1 round. Unlike regular fatigue and exhaustion, these conditions end as soon as the duration expires.

Reanimate As a standard action, you may touch an intact dead body and spend a spell point to reanimate it as a zombie or skeleton (depending on the composition of the body in question) for 1 minute per caster level. This creature gains the zombie or skeleton template and obeys your commands, although only simple commands such as “go”, “stay”, “attack”, or “guard” are understandable. A reanimated body cannot speak and has no knowledge or ability to think and so cannot answer questions or reveal anything it knew in life. When the duration expires, the body collapses until reanimated again. It does not regain hit pints between reanimations. If reduced to 0 hp, the body collapses and is destroyed; it cannot be reanimated again.
You may have a total number of reanimated creatures active at any one time whose combined Hit Dice does not exceed twice your caster level. If you attempt to reanimate a creature that would push your total beyond this limit, your reanimated creatures cease to be reanimated sequentially from oldest to newest until the Hit Dice total is low enough to permit the new reanimated creature. You cannot reanimate a creature with more Hit Dice than twice your caster level, and creatures with more than 20 racial Hit Dice can never become skeletons or zombies.

Lingering Necromancy When you reanimate a corpse or corpses, they remain for 1 hour per caster level instead of 1 minute per caster level.

Manipulate Undeath You may make a ghost strike that harms undead, dealing 1d8 damage per 2 caster levels (minimum: 1d8, Will half). You may spend a spell point to instead heal the undead for this amount.
Divination Sphere
Divine You may divine to gain information. To divine, you must spend 10 minutes meditating, although you may spend a spell point to decrease this time to a single standard action. Divining always has a duration of concentration, but you must spend a full-round action concentrating (you can take no other action, not even walking); you are flat-footed while divining.
When you divine, you detect the strength and location of all magical auras within Medium range. You do not know the exact caster level of an item or spell, but you may sense the aura’s general strength according to the chart below. To determine the spell school or sphere of the effect, you must pass a Knowledge (arcana) check with a DC equal to 15 + 1/2 the caster level.
Table: Aura Strength
Caster Level Aura Strength
1-5 Faint
6-11 Moderate
12-20 Strong
20+ Overwhelming
A magical aura lingers after its original source dissipates (in the case of a spells and sphere effects) or is destroyed (in the case of a magic item). In such a case, divining reveals an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:
Table: Lingering Aura
Original Strength Duration of Lingering Aura
Faint 1d6 Rounds
Moderate 1d6 Minutes
Strong 1d6 x 10 Minutes
Overwhelming 1d6 Days
When using Spellcraft to identify the properties of a magic item, you may use divine in place of the detect magic spell. Outsiders and elementals are not magical in and of themselves, but if they are summoned, the conjuration effect registers. Divining can penetrate most barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Divine Undead If you possess the Death sphere, you may divine for undead creatures. The strength of an undead aura is determined according to Chart: Undead.
Chart: Undead
HD Strength Lingering Aura Duration
1 or lower Faint 1d6 Rounds
2-4 Moderate 1d6 Minutes
5-10 Strong 1d6 x 10 Minutes
11 or higher Overwhelming 1d6 Days

Other Divining Rules No action: While the divine ability specifies no other action can be taken, this applies specifically to full-round actions, standard actions, move actions, swift actions, and immediate actions. Free actions are still usable.
Viewing You may spend a spell point to divine, transferring your point of view to any point within range. You may see and hear from this location. You do not need line of sight or line of effect, but the locale must be known—a place familiar to you, or an obvious one such as a distance and direction. Once you have selected the locale, the sensor doesn’t move, but you can rotate it in all directions to view the area as desired, in all ways as if you were standing where your sensor is located. This ability creates a scrying sensor, which can be detected (Perception DC 20 + caster level) and dispelled.
Emanation: The divine ability is an emanation, meaning the divination will gather information on targets within the area at the completion of casting, as well as targets who enter the area while the effect is still active.
Overwhelming Auras: Whenever an individual divines or senses an aura whose strength is overwhelming, from a source whose HD or CL is equal to or greater than the caster’s character level + 10, that individual become stunned for 1 round.
Sense As a standard action, you may grant yourself paranormal senses for 1 hour/level. When you gain the Divination sphere, you gain the following sense.
Read Magic You may spend a spell point to gain a sense that allows you to decipher all magical writings, such as those found in books, scrolls, on weapons, or in other places intelligible to you. This does not invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once you have read a magical inscription through this ability, you are thereafter able to read that particular writing even without this sense. You can read at the rate of one page (250 words) per minute. You can identify glyphs, runes, and symbol spells with a Spellcraft check (DC 10 + 1/2 caster level).
Some talents are marked (sense). These talents grant you additional senses you may bestow upon yourself. There is no limit to the number of different senses you may have active at a time.

Green Widow The changeling gains a +2 racial bonus on Bluff checks against creatures that are sexually attracted to her.
Magical Talents A soul weaver gains a magic talent every level, according to Table: Soul Weaver.
Prehensile Whip You can use a whip as if it were a rope with a grappling hook at the end. Attaching your whip is a standard action, but detaching it is a full-round action.
Spell Pool A soul weaver gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her level + her Charisma modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.
Tight Bonds You gain a +1 trait bonus on Will saves against charm and compulsion effects if a partner is within 60 feet, increasing to +3 against a command to compromise your relationship or harm a partner.

Description:

Elyana is a young changeling woman roughly five feet eight inches tall with long green hair, green and blue eyes, pale complexion, and a slender but shapely build. When indoors she wears tight fitting and somewhat revealing clothing of green with tall green boots. When traveling she wears more practical clothing by adding heavy green furs over her normal clothing. Despite her lovely exterior she is fairly weak and not the healthies of her siblings succumbing to illnesses far easier than most.

Personality:

Elyana has a distracted personality, she seems to live in a different world from everyone else, a world where there is always someone to talk to. She is rarely without her sisters as she would be in very bad shape if she did since the lovely changeling woman is not the sharpest tool in the shed. She knows a great deal and can take care of her basic needs, when it comes to noticing threats she is more than a bit oblivious. She can be incredibly charming and has a beautiful voice, if she can focus through the constant distraction of the souls around her, and her physical appeal is astounding, an appeal that came from her hag mother’s natural shapeshifting talents.

Back Story:

Elyana is one of three changelings born to the hags of a coven in the Iron Pines. Her mother was a green hag, one who took delight in seducing men of all races to sate her lustful appetites and then giving them their daughters to raise, ruining their families. When the great hero came to defeat the coven she and her coven sisters had just recently given birth to girls and upon his defeat of the sinister trio he heard the three little girls crying. Moved by their plight, as any true hero should be, he couldn’t let the three innocent girls die there so he took them in and raised them as his own.

With his adoption of the three little girls their father was forced to retire from life as an adventurer, he took the proverbial arrow to the knee, and raised them, alongside his son, to be as good as he could knowing full well the prejudices they would face from the world. The three grew up as sisters in the small village Insland where their father came from, it was hard for Alyana sometimes but she tried to do so, she was always too distracted by the spirits to really focus and she was considered an odd child at first but that oddity led to her being feared by the others her age. The only companions she had for the longest time were her father, sisters, and their brother.

As they reached adulthood the fear in the other children began to ebb of Elyana, particularly among the young men, and some women, who found her shapely figure and naïveté to be very…enticing. If it weren’t for her siblings she would have found herself becoming known as the town harlot. Fortunately for them all they kept her from being manipulated and used in such a way. Eventually her powers blossomed further, she began to learn ways to see places nearby from a different point of view, and she found she could conjure up globs of negative energy that would hurt the living. When a necromancer attack the village she found she could animate the dead herself and that they stayed around for quite a while. She also managed to save one of her sisters from death by sending a glob of negative energy that was actually able to destroy a rather burly zombie creeping up behind her. The fear that seeing the young changeling animate a corpse brought about in the aftermath of the attack nearly got her killed and it was all their father could do to get Elyana exiled instead of burned at the stake as a witch.

If her siblings hadn’t gone with her Elyana wouldn’t have lived for long, she probably would have froze to death within a few days. As it was they were able to get to another town where they weren’t known and start a new life as a group of adventurers, following their father’s footsteps and trying to make a difference in the world. Eventually this led them into conflict with some Imperials and the ultimate conclusion of their lives when a particularly unpleasant general saw Elyana in a tavern and demanded her in his bed. Wanting nothing of it Elyana refused and it led to a great deal of trouble, trouble which culminated in their being trapped and captured by Imperial forces and the sisters sentenced to burn at the stake as heretics and witches.


Female Human Witch (Ley Line Guardian) 10 HP: 53/53 | AC: 13 (17 mage armor) | T: 13 (15) | FF: 11(15) | CMD: 16 | Fort: +6 | Ref: +7 | Will: +10 | Init: +7| Perc: +3 Yavenee

Awesome, Might be a bit before mine, worked all night so just about to go to bed, but a fighter is probably the easiest to whip up.


Female Human Witch (Ley Line Guardian) 10 HP: 53/53 | AC: 13 (17 mage armor) | T: 13 (15) | FF: 11(15) | CMD: 16 | Fort: +6 | Ref: +7 | Will: +10 | Init: +7| Perc: +3 Yavenee

Hmmm Two Weapon Warrior or Unbreakable?


HP 96/105 (135)| AC: 12/12/10 CMD: 26 | F: +10 R: +4 W: +7 | Initiative: +2 | Rage: 25/25 | Vampiric Touch: 5/5 Vampiric Power 3/3 | Darkvision 30ft | DR 2/-, 5/Silver | Resist Cold, Electricity 10 | Fortification 15%
Skills:
Acrobatics +21 Intimidate +15 Perception +20 Survival: +18

You can still go TWF with Unbreakable, if that helps :3


Female Human Witch (Ley Line Guardian) 10 HP: 53/53 | AC: 13 (17 mage armor) | T: 13 (15) | FF: 11(15) | CMD: 16 | Fort: +6 | Ref: +7 | Will: +10 | Init: +7| Perc: +3 Yavenee

Yeah I know, just wondering if the bonuses are worth it, but I think having endurance and diehard at level 1 might be too good to pass up. And later on Stalwart is Evasion for Fort and Will


HP 96/105 (135)| AC: 12/12/10 CMD: 26 | F: +10 R: +4 W: +7 | Initiative: +2 | Rage: 25/25 | Vampiric Touch: 5/5 Vampiric Power 3/3 | Darkvision 30ft | DR 2/-, 5/Silver | Resist Cold, Electricity 10 | Fortification 15%
Skills:
Acrobatics +21 Intimidate +15 Perception +20 Survival: +18

Exactly.


Female Human Bard (Diva) 6 | HP: 40/40 | AC: 14 | T: 11 | FF: 13 | CMD: 14 | Fort: +4 | Ref: +6 | Will: +6 | Init: +1 | Perc: +1 | Sense Motive: +17 || Bardic Music: 19/24 rounds for the day || 1st Lvl Spells: 5/5 for day, 2nd Lvl Spells: 1/4 for day

And mine!

Build:
Idina
Female changeling cleric 3 (goddess of winter)
N medium humanoid (changeling)
Init ; Senses darkvision 60 ft.; Perception

DEFENSE
AC , touch , flat-footed (+1 nat)
Hp 24 (3d8+6)
Fort +5, Ref +1, Wil +7

OFFENSE
Speed 30 ft.
Melee 2 claws +2 (1d4)
Ranged destructive blast +2 (2d6), icicle +2 (1d6+2)

Spheres and Talents
Caster Level +3
Destruction
Life Sphere
- Restore Health
Weather
- Cold Lord
- Focused Weather
- Snow Lord

STATISTICS
Str 10 (+0), Dex 10 (+0), Con 14 (+2), Int 10 (+0), Wis 18 (+4), Cha 16 (+3)
Base Atk +2; CMB +2; CMD 12

Feats
Cantrips
Extra Magic Talent
Versatile Channeler (can channel negative energy as if a cleric 2 levels lower)

Traits
secret knowledge (permanent +2 trait bonus on Knowledge (nature) and it is always a class skill)
tight bonds (+1 trait on Will saves against charm and compulsion effects if family is within 60 feet. Increase the bonus to +3 against a command to compromise her relationship or harm them)

Skills
Heal +10 (3 ranks + 4 Wis + 3 class)
Knowledge (nature) +8 (3 ranks + 0 Int + 3 class + 2 trait)
Sense Motive +10 (3 ranks + 4 Wis + 3 class)
Languages: nordic

SPECIAL ABILITIES
Ice Climber: As a winter hag changeling, Idina gains a +5 racial bonus on Climb checks when climbing icy or slippery surfaces.
Weapon and Armor Proficiency: Idina is proficient with all simple weapons and with starknight (sacred weapon of the goddess of winter), light armor, medium armor, and shields (except tower shields).
Casting: Idina can combine spheres and talents to create magical effects. She is considered a High-Caster and uses Wisdom as her casting ability modifier. She gains 2 bonus talents upon gaining this class feature.
Spell Pool: Idina gains a small reservoir of energy she can call on to create magic. Her spell pool contains a number of spell points equal to her level + Wisdom modifier (currently 7). This pool replenishes once per day after roughly 8 hours of rest.
Magic Talents: Idina gains 1 magic talent at 2nd level and every 2 levels thereafter.
Channel Energy and Channel Focus: Idina channels positive energy to heal living creatures. She causes a burst in a 30-foot radius centered on her and heals 1d6 points of damage per odd level (currently 2d6). She can use Channel Energy a number of times per day equal to 3 + her CHA modifier (currently 6). Channeling energy is a standard action that does not provoke an attack of opportunity. She also gains the Life sphere as a bonus magic talent. She gains an additional talent from the Life sphere at every odd level beyond 1st.
Domains: Water (Ice) and Weather (Seasons). Idina gains a bonus magical talent at 1st level, chosen from the spheres associated with her domains. She gains an additional magic talent from one of those domains at 5th, 9th, 13th, and 17th level.

DOMAIN POWERS
Icicle (Sp): As a standard action, Idina can fire icicles from her fingers with a range of 30 feet as a ranged touch attack. The icicles do 1d6 points of damage + 1 point for every two cleric levels. She can use this a number of times per day equal to 3 + her Wisdom modifier (7).
Untouched by the Seasons (Su): By touching a creature, Idina can grant them the benefits of endure elements. It lasts 1 hour per cleric level and she can use the ability a number of times per day equal to 3 + her Wisdom modifier.

SPHERES
Cold Lord (Weather): When using cold weather to increase cold, Idina increases the highest severity level she can create or alter by 1. She can also create an area up to 80 feet in diameter in the center of the affected area where the temperature change isn’t felt.
Control Weather (Weather): Can change and control weather in ways too long to summarize here.
Cure (Life): As a standard action, Idina can spend a spell point to touch a target and heal 1d8 + caster level damage. It can harm undead (Will half).
Destructive Blast (Destruction): As a standard action, Idina can deliver a blunt magical force as a melee or ranged touch attack within Close range. It deals bludgeoning damage and bypasses DR/magic. She can spend 1 spell point to increase the damage dealt to one damage die per caster level.
Focused Weather (Weather): When controlling weather, she can reduce the size of the effect down to a radius of 25 feet and may center the effect anywhere within Medium range.
Invigorate (Life): As a standard action, Idina can touch a creature and grant it a number of temporary hit points equal to her caster level. This ability can only be used on injured targets and cannot raise their current hit points + their temp hit points above their maximum hit points. This benefit lasts 1 hour.
Restore (Life): As a standard action, she can touch a target and spend a spell point to accomplish all fo the following: heal 1d4 points of ability damage to one ability score, remove the fatigued condition or lessen exhaustion to fatigued, remove the sickened condition or lessen nauseated to sickened, remove the shaken condition or lessen frightened to shaken or panicked to frightened, remove the staggered condition, and remove the dazzled condition. If the condition is part of an on-going effect Restore suppressed the effect for a number of rounds equal to her caster level.
Restore Health (Life): Idina’s cure ability heals an additional 1d8 hit points. Her restore allows her to make a magic skill check against the DC of any poison or disease the target is suffering from. On a success, the poison or disease is removed, though existing damage is not reversed.
Snow Lord (Weather): When Idina uses control weather to create a precipitation severity level 4 or above in an area of cold severity 4 of above, she can choose to change the snow to hail. Hail affects movement as snow but deals 1 point of bludgeoning damage per severity level to everything within the affected area. At severity level 4, the visibility penalty of rain does not apply to heal and the -4 penalty to Perception only applies to Perception checks based on sound.

Description:
Idina is a young changeling woman roughly five feet eight inches tall with long, dark blue, pale blue eyes, a pale blue complexion, and a slender but shapely build. When indoors she prefers white clothing which flows and billows about her like a storm. Outdoors, she usually dressed for the weather and is fond of furs.

Personality:
Like the winter, Idina can be cold and biting when dealing with strangers, though her pleasant appearance helps soften the blow with some. With her family, Idina thaws and shows true love, acting as mother hen to the others.

Background:
Idina is one of three changelings born to the hags of a coven in the Iron Pines. Her mother was a winter hag and leader of the coven. It was her plot to draw them together to raise a storm which would decimate the population of the land. When the great hero came to defeat the coven she and her coven sisters had just recently given birth to girls and upon his defeat of the sinister trio he heard the three little girls crying. Moved by their plight, as any true hero should be, he couldn’t let the three innocent girls die there so he took them in and raised them as his own.

With his adoption of the three little girls their father was forced to retire from life as an adventurer, he took the proverbial arrow to the knee, and raised them, alongside his son, to be as good as he could knowing full well the prejudices they would face from the world. The three grew up as sisters in the small village Insland where their father came from. From an early age, Idina took on the role of older sister, protecting the others against the taunts and violence of outsiders. Her icy demeanor allowed her to keep the pain from her heart.

As she grew older, Idina heard the siren call of the Goddess of Winter on the cold wind. The Goddess of Winter had no shrines and no temple but every nord paid her tribute, knowing full well the destruction she could cause if displeased. Becoming a priestess of Winter only served to further alienate others from Idina. Where her sisters found the occasional friend or lover, Idina found nothing but awe and fear, even as she led the village in rituals to placate the Winter Goddess and keep the cold from growing too bitter.

When Elyana was exiled, Idina abandoned her home and traveled with her sister. The three of them and their brother were a coven and a family and she would not do without them nor have them do without her. Even life on the run could not last. Once more Elyana's strange beauty caught the eye of a horrible man and the resulting destruction of his home led to the family being jailed and the three sisters being tried and sentenced for witchcraft.


Female Human Witch (Ley Line Guardian) 10 HP: 53/53 | AC: 13 (17 mage armor) | T: 13 (15) | FF: 11(15) | CMD: 16 | Fort: +6 | Ref: +7 | Will: +10 | Init: +7| Perc: +3 Yavenee

And mine...

Build:

Female Changeling Fighter (Unbreakable)
N Medium humanoid (changeling)

Init +2 Senses .; Perception +
--------------------
Defense
--------------------
AC 16 touch 12, flat-footed 14 (+2 Dex, +3 Armor. +1 Natural) Armor Studded leather
hp (1d10+) Current
Fort +3, Ref +3, Will + 1 (+2/+4 charm/compulsion)
Defensive Abilities
--------------------
Offense
--------------------
Speed 30 ft.
Initiative +2
Melee 2 Shortswords +5 (+3/+3 ) 1d6+4
Melee 2 Claws +4 ( +2/+2) 1d4+4
Melee Flail +4 1d8+4
Ranged:3 Throwing axes +3 1d6+3
Ranged:Longbow +3 1d8
Special Attacks
Spell-Like Abilities (CL 1; concentration +)
. . At will—
--------------------
Statistics
--------------------
Str 16, Dex16 , Con 12, Int10 , Wis 12, Cha12
Base Atk +1; CMB +4 ; CMD 17
Feats Weapon Focus (Shortsword), Endurance, Diehard
TraitsTight bonds-Benefit(s): You gain a +1 trait bonus on Will saves against charm and compulsion effects if a partner is within 60 feet, increasing to +3 against a command to compromise your relationship or harm a partner..

Primary Skills Acrobatics +3, Climb +3, Craft, Intimidate +5, Knowledge , + , Knowledge + , , Perception +1 , Sense motive +1, Stealth +3, Swim +3, Survival +6 ;

Background Skills Knowledge Engineering +4,

Racial Modifiers
Standard Racial Traits
• Ability Score Racial Traits: Changelings are frail, but are clever and comely. They gain +2 Wisdom, +2 Charisma, –2 Constitution.
• Size: Changelings are Medium creatures and have no bonuses or penalties due to their size.
• Type: Changelings are humanoids with the changeling subtype.
• Base Speed: Changelings have a base speed of 30 feet.
• Languages: Changelings begin play speaking Common and the primary language of their host society. Changelings with high Intelligence scores can choose from the following: Aklo, Draconic, Dwarven, Elven, Giant, Gnoll, Goblin, and Orc.
Defense Racial Traits
• Natural Armor: Changelings have a +1 natural armor bonus.
Offense Racial Traits
• Claws: Changelings' fingernails are hard and sharp, granting them two claw attacks (1d4 points of damage each).
Senses Racial Traits
• Darkvision: Changelings see perfectly in the dark up to 60 feet.
Other Racial Traits
A changeling inherits one of the following racial traits, depending on her mother's hag type:
• Hulking Changeling (Annis Hag): The changeling gains a +1 racial bonus on melee damage.

Languages Common

Gear/Possessions]

Magical Gear
Armor
Belt
Body
Chest
Eyes
Feet:
Hands:
Head:
Headband
Neck:
Rings
Shoulders:
Wrists:

Slotless

--------------------
Special Abilities
--------------------
Tough as Nails An unbreakable gains Endurance and Diehard as bonus feats.

Description:

Appearance
Olenna 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 and cobalt blue eyes. Most often dressed in black or grey when indoors, commonly simple breeches and a bodice, she is usually found in leather armor and furs when outdoors, still trending towards darker colors. The healthiest of the sisters, she seldom succumbs the rigors of the cold as quickly as the other two, giving her skin the healthy glow of one with a decent constitution.

Personality:
In many ways the persona Olenna presents to most people is as tough and resilient as she is physically. While Elyana’s presence almost instantly charms those around her, and Idina’s chill demeanor makes people mind themselves, Olenna can be best described as stoic with strangers. Only with her family does her warm smile break the stony surface, revealing a softness one would never expect.

Background:

Olenna is one of three changelings born to the hags of a coven in the Iron Pines. Her mother was an Annis hag the enforcer and protector if the coven who took great pleasure in hunting those of the surrounding countryside. When the great hero came to defeat the coven she and her coven sisters had just recently given birth to girls and upon his defeat of the sinister trio he heard the three little girls crying. Moved by their plight, as any true hero should be, he couldn’t let the three innocent girls die there so he took them in and raised them as his own.
With his adoption of the three little girls their father was forced to retire from life as an adventurer, he took the proverbial arrow to the knee, and raised them, alongside his son, to be as good as he could knowing full well the prejudices they would face from the world. The three grew up as sisters in the small village Insland where their father came from, Olenna was the first to draw attention from other children her age, being bigger and taller than the others, often believed to be older sthan she was and therefore assumed to be a little slow. While her sister Idina’s stern focus and intelligence kept them out of the worse trouble and people’s inherent tendency to like Elyana despite themselves helped, Olenna’s imposing presence was often the deterrent from things going terribly awry.
Showing little of the aptitude for magic that her sisters did, though having a slight affinity for it, Olenna followed her father’s path, training very hard to become an accomplished warrior. Perhaps if she could become a noble protector like their father it would help people get over their fears. For some it did, there were a few who were drawn to her physical prowess, seeing past the imposing presence to the fact that she was a quite attractive young woman despite being intimidating. Yet only her family truly understood her, knowing that despite her tough exterior she hurt just as much as the others from the mistreatment and fear.
Elyana’s exile changed the course of their lives. Her family was everything and there was no way she’d go alone. The three of them and their brother were a coven and a family and she would not do without them nor have them do without her. Olennas survival skills served them well, keeping them all alive and fed until they were able to get to another town where they weren’t known and start a new life as a group of adventurers, following their father’s footsteps and trying to make a difference in the world.
Alas, when a General decided that Elyana had no right to say no to him, the escalating chaos resulted in Olenna gutting one of his men as he grabbed her sister, and the mayhem that followed culminated in their being trapped and captured by Imperial forces and the sisters sentenced to burn at the stake as heretics and witches.


Female Human Bard (Diva) 6 | HP: 40/40 | AC: 14 | T: 11 | FF: 13 | CMD: 14 | Fort: +4 | Ref: +6 | Will: +6 | Init: +1 | Perc: +1 | Sense Motive: +17 || Bardic Music: 19/24 rounds for the day || 1st Lvl Spells: 5/5 for day, 2nd Lvl Spells: 1/4 for day

Nice! All we need is our brother and we can apply.


Female Human Witch (Ley Line Guardian) 10 HP: 53/53 | AC: 13 (17 mage armor) | T: 13 (15) | FF: 11(15) | CMD: 16 | Fort: +6 | Ref: +7 | Will: +10 | Init: +7| Perc: +3 Yavenee

Yup!


HP 96/105 (135)| AC: 12/12/10 CMD: 26 | F: +10 R: +4 W: +7 | Initiative: +2 | Rage: 25/25 | Vampiric Touch: 5/5 Vampiric Power 3/3 | Darkvision 30ft | DR 2/-, 5/Silver | Resist Cold, Electricity 10 | Fortification 15%
Skills:
Acrobatics +21 Intimidate +15 Perception +20 Survival: +18

I'll try to get it together tonight.


Female Human Witch (Ley Line Guardian) 10 HP: 53/53 | AC: 13 (17 mage armor) | T: 13 (15) | FF: 11(15) | CMD: 16 | Fort: +6 | Ref: +7 | Will: +10 | Init: +7| Perc: +3 Yavenee

Heh, I created her at 1st. Will upgrade to 3rd later today


Female Human Bard (Diva) 6 | HP: 40/40 | AC: 14 | T: 11 | FF: 13 | CMD: 14 | Fort: +4 | Ref: +6 | Will: +6 | Init: +1 | Perc: +1 | Sense Motive: +17 || Bardic Music: 19/24 rounds for the day || 1st Lvl Spells: 5/5 for day, 2nd Lvl Spells: 1/4 for day

I find myself wondering if I should remake her as a winter druid. I could still take Life sphere to handle some healing but I would be less effective in that role. It might fit the concept well, though.

What do you think?


HP 96/105 (135)| AC: 12/12/10 CMD: 26 | F: +10 R: +4 W: +7 | Initiative: +2 | Rage: 25/25 | Vampiric Touch: 5/5 Vampiric Power 3/3 | Darkvision 30ft | DR 2/-, 5/Silver | Resist Cold, Electricity 10 | Fortification 15%
Skills:
Acrobatics +21 Intimidate +15 Perception +20 Survival: +18

Off the top of my head it'd be whether you'd want channeling or animal forms.


Female Human Witch (Ley Line Guardian) 10 HP: 53/53 | AC: 13 (17 mage armor) | T: 13 (15) | FF: 11(15) | CMD: 16 | Fort: +6 | Ref: +7 | Will: +10 | Init: +7| Perc: +3 Yavenee

Druid might fit the feel of the setting and be considered more witchy burn her. People who can talk to nature don't usually fare well in superstitious areas.


Female Human Bard (Diva) 6 | HP: 40/40 | AC: 14 | T: 11 | FF: 13 | CMD: 14 | Fort: +4 | Ref: +6 | Will: +6 | Init: +1 | Perc: +1 | Sense Motive: +17 || Bardic Music: 19/24 rounds for the day || 1st Lvl Spells: 5/5 for day, 2nd Lvl Spells: 1/4 for day

Hmm. Looking at the winter witch Witch archetype and the Arctic Druid druid archetype...

Though the witch messes with my whole Wisdom instead of lore thing...


Female Human Witch (Ley Line Guardian) 10 HP: 53/53 | AC: 13 (17 mage armor) | T: 13 (15) | FF: 11(15) | CMD: 16 | Fort: +6 | Ref: +7 | Will: +10 | Init: +7| Perc: +3 Yavenee

True. Druid keeps the wisdom focus and you can always focus more heavily on casting than wild shape. Also we start without anything. As a witch that probably means they killed your familiar


Female Human Bard (Diva) 6 | HP: 40/40 | AC: 14 | T: 11 | FF: 13 | CMD: 14 | Fort: +4 | Ref: +6 | Will: +6 | Init: +1 | Perc: +1 | Sense Motive: +17 || Bardic Music: 19/24 rounds for the day || 1st Lvl Spells: 5/5 for day, 2nd Lvl Spells: 1/4 for day

Let me try a second build, druid style, and see how it looks.

Yeah, I think I'm digging this. Druid it is.

Druid build:

Idina
Female changeling druid [arctic druid] 3
N medium humanoid (changeling)
Init +0; Senses darkvision 60 ft.; Perception
DEFENSE
AC 11, touch 11, flat-footed 11 (+1 nat)
Hp 24 (3d8+6)
Fort +5, Ref +1, Wil +7

OFFENSE
Speed 30 ft.
Melee 2 claws +2 (1d4)
Ranged -

Spheres and Talents
Caster Level +3

Life Sphere
- Mass Healing
- Restore Health

Weather
- Cold Lord
- Focused Weather
- Snow Lord

STATISTICS
Str 10 (+0), Dex 10 (+0), Con 14 (+2), Int 10 (+0), Wis 18 (+4), Cha 16 (+3)
Base Atk +2; CMB +2; CMD 12

Feats
Cantrips
Extra Magic Talent
Versatile Channeler (can channel negative energy as if a cleric 2 levels lower)

Traits
child of nature (+2 trait bonus on Survival checks and it is always a class skill)

tight bonds (+1 trait bonus on Will saves against charm and compulsion effects if family is within 60 feet. Increase the bonus to +3 against a command to compromise her relationship or harm them)

Skills
Climb +6 (3 ranks + 0 Str + 3 class)
Knowledge (geography) +6 (3 ranks + 0 Int + 3 class)
Knowledge (nature) +6 (3 ranks + 0 Int + 3 class)
Perception +10 (3 ranks + 4 Wis + 3 class)
Survival +12 (3 ranks + 4 Wis + 3 class + 2 trait)

Languages: druidic, nordic

RACIAL ABILITIES
Ice Climber: As a winter hag changeling, Idina gains a +5 racial bonus on Climb checks when climbing icy or slippery surfaces.

CLASS ABILITIES:
Weapon and Armor Proficiency: Idina is proficient with the club, dagger, dart, quarterstaff, scimitar, scythe, sickle, sling, and spear. She is proficient with all natural attacks she gains from changing shape.

Casting: Idina can combine spheres and talents to create magical effects. She is considered a High-Caster and uses Wisdom as her casting ability modifier. She gains 2 bonus talents upon gaining this class feature.

Spell Pool: Idina gains a small reservoir of energy she can call on to create magic. Her spell pool contains a number of spell points equal to her level + Wisdom modifier (currently 7). This pool replenishes once per day after roughly 8 hours of rest.

Magic Talents: Idina gains 1 magic talent every level.

Nature Bond: Idina has chosen Weather as her as her nature bond. She gains the Weather sphere at 1st level and a bonus talent from that sphere at 5th, 9th, 13th, and 17th level.

Arctic Native: At 2nd level, Idina gains a bonus on Initiative checks and Knowledge (geography), Perception, Stealth, and Survival checks equal to 1/2 her druid level in cold and icy terrain and she cannot be tracked in cold and icy terrain.

Icewalking: At 3rd level, Idina suffers no penalty to Acrobatics, Climb, or Stealth checks in snowy or icy terrain or weather conditions and can walk across snow crusts and thin ice without breaking through.

Wild Heart: Idina gains the Alternation sphere (or a talent from the sphere) at 4th, 10th, and 16th level. When spending a spell point to allow a shapeshift on herself to endure without concentration the effect lasts up to 10 minutes per caster level. At 20th level the effevts are permanent until dismissed.

Wild Empathy: Idina can use wild empathy to improve the attitude of animals using her druid level + Cha modifier.

DOMAIN POWERS
Storm Burst (Sp): As a standard action, Idina can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6 points of nonlethal damage +1 point for every two druid levels she possesses. In addition, due to winds, the target takes a -2 penalty to attack rolls for 1 round. She can use this power a number of times per day equal to 3 + her Wisdom modifier.

SPHERES
Cold Lord (Weather): When using cold weather to increase cold, Idina increases the highest severity level she can create or alter by 1. She can also create an area up to 80 feet in diameter in the center of the affected area where the temperature change isn’t felt.

Control Weather (Weather): Can change and control weather in ways too long to summarize here.

Cure (Life): As a standard action, Idina can spend a spell point to touch a target and heal 1d8 + caster level damage. It can harm undead (Will half).

Focused Weather (Weather): When controlling weather, she can reduce the size of the effect down to a radius of 25 feet and may center the effect anywhere within Medium range.

Invigorate (Life): As a standard action, Idina can touch a creature and grant it a number of temporary hit points equal to her caster level. This ability can only be used on injured targets and cannot raise their current hit points + their temp hit points above their maximum hit points. This benefit lasts 1 hour.

Mass Healing (Life): Idina can spend a spell point when using cure or invigorate to affect one additional creature per 2 caster levels who are within range.

Restore (Life): As a standard action, she can touch a target and spend a spell point to accomplish all fo the following: heal 1d4 points of ability damage to one ability score, remove the fatigued condition or lessen exhaustion to fatigued, remove the sickened condition or lessen nauseated to sickened, remove the shaken condition or lessen frightened to shaken or panicked to frightened, remove the staggered condition, and remove the dazzled condition. If the condition is part of an on-going effect Restore suppressed the effect for a number of rounds equal to her caster level.

Restore Health (Life): Idina’s cure ability heals an additional 1d8 hit points. Her restore allows her to make a magic skill check against the DC of any poison or disease the target is suffering from. On a success, the poison or disease is removed, though existing damage is not reversed.

Snow Lord (Weather): When Idina uses control weather to create a precipitation severity level 4 or above in an area of cold severity 4 of above, she can choose to change the snow to hail. Hail affects movement as snow but deals 1 point of bludgeoning damage per severity level to everything within the affected area. At severity level 4, the visibility penalty of rain does not apply to heal and the -4 penalty to Perception only applies to Perception checks based on sound.


Female Human Mageknight 7 HP: 67/67 | AC: 24/13/22 (+8 armor, +1 deflection, +2 Dex, +3 shield) | F: +7 R: +4 W: +5 (+7 vs. Magic) | Per: +3, Init: +2 | Spell points: 4/10

Yeah, a druid would definitely fit the setting. Most of Nordholm is wilds. As for familiars, if you want it to be dead, then it certainly can be, though you can also say that it's being kept to sell as a curiosity or that it managed to elude capture somehow.

And while the Nomads would know the difference between a druid/nature priestess and a witch, the people capturing you certainly don't.


1 person marked this as a favorite.
Female Human Bard (Diva) 6 | HP: 40/40 | AC: 14 | T: 11 | FF: 13 | CMD: 14 | Fort: +4 | Ref: +6 | Will: +6 | Init: +1 | Perc: +1 | Sense Motive: +17 || Bardic Music: 19/24 rounds for the day || 1st Lvl Spells: 5/5 for day, 2nd Lvl Spells: 1/4 for day

Forgot to replace the Versatile Channel feat. I'm going to go with Unusual Origin since her mom was the coven leader.


Female Human Witch (Ley Line Guardian) 10 HP: 53/53 | AC: 13 (17 mage armor) | T: 13 (15) | FF: 11(15) | CMD: 16 | Fort: +6 | Ref: +7 | Will: +10 | Init: +7| Perc: +3 Yavenee

Updated Olyenna's actual sheet (Olenna was taken)

Picked Killer (Combat) as second trait and added that during the confrontation that got them arrested she tore a guard's throat out with her bare hands which were glowing at the time. (due to Caster's Champion feat that allows me to make my attacks magical if I'm within 30 ft of one of you, and why I'm still considered a witch)

Removed weapons/armor. Upleveled to 3


Female Human Witch (Ley Line Guardian) 10 HP: 53/53 | AC: 13 (17 mage armor) | T: 13 (15) | FF: 11(15) | CMD: 16 | Fort: +6 | Ref: +7 | Will: +10 | Init: +7| Perc: +3 Yavenee

Oh forgot, we all should have on mismatched eye. Since our other seems to be 3 different shades of blue, any preference in color?


HP 96/105 (135)| AC: 12/12/10 CMD: 26 | F: +10 R: +4 W: +7 | Initiative: +2 | Rage: 25/25 | Vampiric Touch: 5/5 Vampiric Power 3/3 | Darkvision 30ft | DR 2/-, 5/Silver | Resist Cold, Electricity 10 | Fortification 15%
Skills:
Acrobatics +21 Intimidate +15 Perception +20 Survival: +18

I'm sorry, I haven't been able to come up with anything. A vigilante would cover skills, but I don't know if they would be allowed.


Female Human Bard (Diva) 6 | HP: 40/40 | AC: 14 | T: 11 | FF: 13 | CMD: 14 | Fort: +4 | Ref: +6 | Will: +6 | Init: +1 | Perc: +1 | Sense Motive: +17 || Bardic Music: 19/24 rounds for the day || 1st Lvl Spells: 5/5 for day, 2nd Lvl Spells: 1/4 for day

What about an unchained rogue? Get some traps and lock picks in?


Female Human Bard (Diva) 6 | HP: 40/40 | AC: 14 | T: 11 | FF: 13 | CMD: 14 | Fort: +4 | Ref: +6 | Will: +6 | Init: +1 | Perc: +1 | Sense Motive: +17 || Bardic Music: 19/24 rounds for the day || 1st Lvl Spells: 5/5 for day, 2nd Lvl Spells: 1/4 for day
Yavenee wrote:
Oh forgot, we all should have on mismatched eye. Since our other seems to be 3 different shades of blue, any preference in color?

All the same shade of red?


Female Human Witch (Ley Line Guardian) 10 HP: 53/53 | AC: 13 (17 mage armor) | T: 13 (15) | FF: 11(15) | CMD: 16 | Fort: +6 | Ref: +7 | Will: +10 | Init: +7| Perc: +3 Yavenee

That works.


Female Human Witch (Ley Line Guardian) 10 HP: 53/53 | AC: 13 (17 mage armor) | T: 13 (15) | FF: 11(15) | CMD: 16 | Fort: +6 | Ref: +7 | Will: +10 | Init: +7| Perc: +3 Yavenee
Wicked Grace wrote:
What about an unchained rogue? Get some traps and lock picks in?

And yes you can sneak attack with a greatsword.


1 person marked this as a favorite.
Female Human Cleric (ecclesitheurge) 5/Evangelist 5 | hp 61/63 | AC 22, tac 16, ff 16 | CMB +3; CMD 15 | F +6, R +8, W +13 | Init +2 | Per +16 | Channel Energy 4d6 (dc 19) 0/5 | Adoration (dc 16) 9/9 | Bit of Luck 9/9 | Haze of Daydreams (dc 19) 9/9rnds | Charming Smile (dc 19) 9/9rnds | Active: GMW glaive +2 hit/dmg, MV +1Arm; DF +3atk/dmg, entrop shield, LAA Blessing of the Faithful +2 Sac |
Current Secondary Domain for Spells:
charm (love)

Or maybe go with the color of hag our mother was for the off color. We all seem to have one blue eye so I might have a green one, grace might have an ice blue one, and yav might have a red one.

O_o

omg, that means Yav would be Iceheart!


HP 96/105 (135)| AC: 12/12/10 CMD: 26 | F: +10 R: +4 W: +7 | Initiative: +2 | Rage: 25/25 | Vampiric Touch: 5/5 Vampiric Power 3/3 | Darkvision 30ft | DR 2/-, 5/Silver | Resist Cold, Electricity 10 | Fortification 15%
Skills:
Acrobatics +21 Intimidate +15 Perception +20 Survival: +18
Yavenee wrote:
Wicked Grace wrote:
What about an unchained rogue? Get some traps and lock picks in?
And yes you can sneak attack with a greatsword.

I gues, never really been interested in the rogue class but I'll look it over.


Female Human Cleric (ecclesitheurge) 5/Evangelist 5 | hp 61/63 | AC 22, tac 16, ff 16 | CMB +3; CMD 15 | F +6, R +8, W +13 | Init +2 | Per +16 | Channel Energy 4d6 (dc 19) 0/5 | Adoration (dc 16) 9/9 | Bit of Luck 9/9 | Haze of Daydreams (dc 19) 9/9rnds | Charming Smile (dc 19) 9/9rnds | Active: GMW glaive +2 hit/dmg, MV +1Arm; DF +3atk/dmg, entrop shield, LAA Blessing of the Faithful +2 Sac |
Current Secondary Domain for Spells:
charm (love)

If you plan to use a great sword as a rogue you probably want the regular one. The unchained one is specifically designed with weapon finesse in mind. Still, you could probably do a str build anyway.


HP 96/105 (135)| AC: 12/12/10 CMD: 26 | F: +10 R: +4 W: +7 | Initiative: +2 | Rage: 25/25 | Vampiric Touch: 5/5 Vampiric Power 3/3 | Darkvision 30ft | DR 2/-, 5/Silver | Resist Cold, Electricity 10 | Fortification 15%
Skills:
Acrobatics +21 Intimidate +15 Perception +20 Survival: +18

Okay, I barely know anything about either, I've only played one once.


Female Human Witch (Ley Line Guardian) 10 HP: 53/53 | AC: 13 (17 mage armor) | T: 13 (15) | FF: 11(15) | CMD: 16 | Fort: +6 | Ref: +7 | Will: +10 | Init: +7| Perc: +3 Yavenee

Or you could go Ranger and pick a non caster archetype.


HP 96/105 (135)| AC: 12/12/10 CMD: 26 | F: +10 R: +4 W: +7 | Initiative: +2 | Rage: 25/25 | Vampiric Touch: 5/5 Vampiric Power 3/3 | Darkvision 30ft | DR 2/-, 5/Silver | Resist Cold, Electricity 10 | Fortification 15%
Skills:
Acrobatics +21 Intimidate +15 Perception +20 Survival: +18

There's that. The Sword Devil is interesting, its Dex and Cha based though.

It can buff allies though.


Female Human Bard (Diva) 6 | HP: 40/40 | AC: 14 | T: 11 | FF: 13 | CMD: 14 | Fort: +4 | Ref: +6 | Will: +6 | Init: +1 | Perc: +1 | Sense Motive: +17 || Bardic Music: 19/24 rounds for the day || 1st Lvl Spells: 5/5 for day, 2nd Lvl Spells: 1/4 for day

Branch out! Try something new! Nothing wrong with a bit of finesse. Maybe you went through a period where you got tired of sharing dad's attention and started stealing stuff and acting out?

How about one silver eye each? To represent the power of the storm we were born to help summon.


Female Human Witch (Ley Line Guardian) 10 HP: 53/53 | AC: 13 (17 mage armor) | T: 13 (15) | FF: 11(15) | CMD: 16 | Fort: +6 | Ref: +7 | Will: +10 | Init: +7| Perc: +3 Yavenee

That's pretty cool but may not be allowed. Worth checking. He'd be a warrior with flair

Ooohh silver would be pretty intense.


Female Human Cleric (ecclesitheurge) 5/Evangelist 5 | hp 61/63 | AC 22, tac 16, ff 16 | CMB +3; CMD 15 | F +6, R +8, W +13 | Init +2 | Per +16 | Channel Energy 4d6 (dc 19) 0/5 | Adoration (dc 16) 9/9 | Bit of Luck 9/9 | Haze of Daydreams (dc 19) 9/9rnds | Charming Smile (dc 19) 9/9rnds | Active: GMW glaive +2 hit/dmg, MV +1Arm; DF +3atk/dmg, entrop shield, LAA Blessing of the Faithful +2 Sac |
Current Secondary Domain for Spells:
charm (love)

That could work. Or maybe a dark grey-blue/purple for the same reason.


Female Human Witch (Ley Line Guardian) 10 HP: 53/53 | AC: 13 (17 mage armor) | T: 13 (15) | FF: 11(15) | CMD: 16 | Fort: +6 | Ref: +7 | Will: +10 | Init: +7| Perc: +3 Yavenee

Storm grey but with a metallic shimmer, like bolts of lightning in a storm cloud.


HP 96/105 (135)| AC: 12/12/10 CMD: 26 | F: +10 R: +4 W: +7 | Initiative: +2 | Rage: 25/25 | Vampiric Touch: 5/5 Vampiric Power 3/3 | Darkvision 30ft | DR 2/-, 5/Silver | Resist Cold, Electricity 10 | Fortification 15%
Skills:
Acrobatics +21 Intimidate +15 Perception +20 Survival: +18

I guess, I mean, in Bethesda games I did play stealth characters, Skyrim especially. But playing a sneaky type in a video game and playing a rogue in Pathfinder are two different things.


Female Human Bard (Diva) 6 | HP: 40/40 | AC: 14 | T: 11 | FF: 13 | CMD: 14 | Fort: +4 | Ref: +6 | Will: +6 | Init: +1 | Perc: +1 | Sense Motive: +17 || Bardic Music: 19/24 rounds for the day || 1st Lvl Spells: 5/5 for day, 2nd Lvl Spells: 1/4 for day

White. Nothing's creepier.


Female Human Witch (Ley Line Guardian) 10 HP: 53/53 | AC: 13 (17 mage armor) | T: 13 (15) | FF: 11(15) | CMD: 16 | Fort: +6 | Ref: +7 | Will: +10 | Init: +7| Perc: +3 Yavenee

A white eye. Yeah that's plenty creepy. So maybe white-green, white-blue, and white-red?


Female Human Cleric (ecclesitheurge) 5/Evangelist 5 | hp 61/63 | AC 22, tac 16, ff 16 | CMB +3; CMD 15 | F +6, R +8, W +13 | Init +2 | Per +16 | Channel Energy 4d6 (dc 19) 0/5 | Adoration (dc 16) 9/9 | Bit of Luck 9/9 | Haze of Daydreams (dc 19) 9/9rnds | Charming Smile (dc 19) 9/9rnds | Active: GMW glaive +2 hit/dmg, MV +1Arm; DF +3atk/dmg, entrop shield, LAA Blessing of the Faithful +2 Sac |
Current Secondary Domain for Spells:
charm (love)

I kinda like storm grey with metallic sheen, or maybe the pupil of that eye resembles a lightning bolt.


Female Human Bard (Diva) 6 | HP: 40/40 | AC: 14 | T: 11 | FF: 13 | CMD: 14 | Fort: +4 | Ref: +6 | Will: +6 | Init: +1 | Perc: +1 | Sense Motive: +17 || Bardic Music: 19/24 rounds for the day || 1st Lvl Spells: 5/5 for day, 2nd Lvl Spells: 1/4 for day

Like this except each of us has a different color rim?

Or storm grey with a lightning bolt iris is neat, too!


Female Human Witch (Ley Line Guardian) 10 HP: 53/53 | AC: 13 (17 mage armor) | T: 13 (15) | FF: 11(15) | CMD: 16 | Fort: +6 | Ref: +7 | Will: +10 | Init: +7| Perc: +3 Yavenee

So one eye blue. The other eye signifies the storm with an outer rim representing the birth mother?

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