Snowcaster Sentry

Aneira Whitestorm's page

495 posts. Alias of Ariarh Kane.


Full Name

Aneira Lindqvist Whitestorm

Race

Half-Elf

Classes/Levels

Female Winter Oracle/2

Gender

AC 14; HP 14/14; Saves: F +2, R +3, W +5/+7; Melee 1, Ranged 2; CMB 1, CMD 12; Speed 30; Init +3; Perc +5

Size

M

Age

24

Special Abilities

Cold Resistance 2, Elven Immunities, Adaptability, Keen Senses, Low-light vision, Elf Blood, Mulittalented, Mystery Spell

Alignment

NG

Deity

Erastil

Location

Heldren, Southern Taldor

Languages

Common, Elven, Sylvan (bonus)

Occupation

Healer, Peacemaker, Town Intermediary

Strength 11
Dexterity 12
Constitution 13
Intelligence 12
Wisdom 14
Charisma 19

About Aneira Whitestorm

Aneira, pronounced as 'an EE rah'.

Her husband sometimes calls Aneira by his pet name for her, 'Anee'. During their long-time working relationship, Venja does too after hearing Variel use the shortened name for Aneira.

Description:

5'8", 120 pounds, Long wavy pale, platinum blonde hair, light-blue, almond-shaped eyes, pale skin. Long graceful limbs, petite with just enough feminine curves.

Aneira's Pic

Aneira and Variel

Personality:

Even with her Otherworldly physical appearance, people feel an instant connection to Aneira. She is generous with her affection (also demonstrative with her affection), warm-hearted, open-minded/accepting and approachable. She has a soft-spoken manner (and a melodic infectious laugh) except when she is faced with an enemy -- then her stronger and cunning fey side appears.

Aneira Lindqvist Whitestorm
Female Half Elf Winter Oracle 2
NG Medium Humanoid
Init +1/+3; Senses low-light vision; Perception +5
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Defense
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AC 14, touch 11, flat-footed 13 (+2 armor, +1 Dex, +1 Light Wooden Shield)
hp 14 2(d8+1)
Fort +2, Ref +1/+3*, Will +5/+7**; **Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

*During winter months, you gain a +2 insight bonus on Initiative checks and Reflex saving throws.
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Offense
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Speed 30 ft.
Melee Dagger +1 (1d4/19-20/x2/10ft range)
Melee Light Mace +1 (1d6/x2)
Melee Spear +1 (1d8/x3)
Ranged Light crossbow +2 (1d8/19-20/x2/80ft range)
Ranged Spear +2 (1d8/x3/20ft range)
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Skills:

Diplomacy +14, Heal +7, Knowledge, Nature +5, Know. Religion +5, Perception +5, Sense Motive +7, Spellcraft +5, Survival +6, Use Magical Device +4

Feats:

Fey Foundling: You were found in the wilds as a child, bearing a mark of the First World.

Prerequisites: You may only select this feat at 1st level.

Benefit: Your strange connection to the First World and the fey infuses you with life, and whenever you receive magical healing, you heal an additional 2 points per die rolled. You gain a +2 bonus on all saving throws against death effects. Unfortunately, you also suffer +1 point of damage from cold iron weapons (although you can wield cold iron weapons without significant discomfort).

Skill Focus (bonus feat) - Diplomacy:
Choose a skill. You are particularly adept at that skill.

Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.

Traits:

Northern Ancestry (Campaign Trait):
One of your parents came from the North, and the tales of the frozen lands at the top of the world that you grew up listening to excited your imagination. Alternatively, maybe one of your ancestors passed on the blood of some frost-rimed creature. You feel most alive during the chill of winter, and as a child, you spent hours playing in the snow. You rarely feel the cold, and you’ve always had a restless longing to travel north.

Benefit: You gain a +1 trait bonus on Fortitude saves, as well as cold resistance 2; this resistance does not stack with cold resistance gained from any other source.

Ambassador (Religious Trait):
Your natural abilities at mediation and compromise manifested at a young age. For as long as you can remember, you were always more able to solve disputes and carefully settle violent disagreements than others.

Benefit: You gain a +2 trait bonus to Diplomacy checks.

Mystery: Winter:

Winter

Oracles of the winter mystery embrace the howling winds, biting cold, and wind-driven snows of the far north. Most oracles of winter find their callings in the frigid realms of the north.

Class Skills: An oracle with the winter mystery adds Intimidate, Knowledge (nature), Stealth, and Survival to her list of class skills.

Bonus Spells: endure elements (2nd), frost fall (4th), sleet storm (6th), ice storm (8th), icy prison (10th), cone of cold (12th), ice body (14th), polar ray (16th), mass icy prison (18th).

Revelation:

Revelations

An oracle with the winter mystery can choose from the following revelations:

Blizzard (Su): As a standard action, you can create a blizzard of snow and ice. You can create one 10-foot cube of this storm per oracle level. These cubes can be arranged in any pattern you desire, but each cube must be adjacent to another, and at least one must be adjacent to you. Any creature caught in the blizzard takes 1d4 points of cold damage per oracle level, with a successful Reflex save resulting in half damage. The storm lasts for a number of rounds equal to your Charisma modifier; the ground remains icy (+5 to Acrobatics DCs) as long as local conditions permit. The blizzard obscures sight beyond 5 feet, providing total concealment. A creature within 5 feet has concealment. You can use this ability once per day. You must be 11th level to select this revelation.

Child of Winter (Ex): You gain the constant benefit of endure elements, but only against cold temperatures. You can move across regular snow without penalty, and heavy snow costs you only 2 squares of movement instead of 4. You can move across icy surfaces without penalty, and never need to make Acrobatics checks to run or charge on ice. You leave no trail in ice or snow, and cannot be tracked (you may choose to leave a trail if you so desire). During winter months, you gain a +2 insight bonus on Initiative checks and Reflex saving throws.

Cold Aura (Su): As a swift action, you can cause waves of cold to radiate from your body. This cold deals 1d6 points of cold damage per 2 oracle levels to all creatures within 10 feet. A successful Fortitude save halves the damage. In addition, a flurry of snow momentarily surrounds you, granting you concealment until your next turn. You can use this ability once per day, plus one additional time per day at 5th level and every 5 levels thereafter.

Freezing Spells (Su): Whenever a creature fails a saving throw and takes cold damage from one of your spells, it is slowed (as the slow spell) for 1 round. Spells that do not allow saves do not slow creatures. At 11th level, the slow duration increases to 1d4 rounds.

Ice Armor (Su): You can conjure armor of ice that grants you a +4 armor bonus to AC. At 7th level and every 4 levels thereafter, this bonus increases by 2. At 13th level, this icy armor grants you DR 5/piercing. In cold conditions, the armor bonus and DR bonus increase by 2; in very hot conditions, however, they decrease by 2. You can use this armor for 1 hour per day per oracle level. This duration does not need to be consecutive, but must be spent in 1-hour increments.

Ice Shape (Su): You are able to sculpt ice and snow into almost any shape. This ability functions like stone shape, but targeting only ice and snow, not stone. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Icy Skin (Ex): You gain resist cold 5. This resistance increases to 10 at 5th level and 20 at 11th level. At 17th level, you gain immunity to cold.

Servant of Winter (Sp): As a full-round action, you can summon a single ice elemental (Pathfinder RPG Bestiary 2 114) to serve you. At 7th level, you can summon a Medium ice elemental, as summon monster IV. At 11th level, you can summon a Huge ice elemental, as summon monster VI. At 15th level, you can summon an elder ice elemental, as summon monster VIII. You can use this ability once per day, plus one additional time per day at 15th level. You must be at least 7th level before selecting this revelation.

Snow Sight (Su): You can see through falling snow and sleet without taking any penalties on Perception checks as long as there is enough light to allow you to see normally. At 11th level, in cold conditions or in icy or snowy terrain, you can learn about your surroundings as if using the commune with nature spell. You can use the commune with nature ability once per day at 11th level, and twice per day at 15th level.

Wintry Touch (Su): As a standard action, you can perform a melee touch attack that deals 1d6 points of cold damage + 1 point for every 2 oracle levels you possess. You can use the wintry touch ability a number of times per day equal to 3 + your Charisma modifier. At 11th level, any weapon that you wield is treated as a frost weapon.

Final Revelation

Upon reaching 20th level, you become an avatar of winter and the North. Your body permanently transforms into living ice, as the ice body spell. In addition, your mastery of winter magic is such that any of your attacks that deal cold damage bypass cold immunity or cold resistance.

Oracle's Curse:

Haunted

Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises).

Effect

Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known.

At 5th level, add levitate and minor image to your list of spells known.

At 10th level, add telekinesis to your list of spells known.

At 15th level, add reverse gravity to your list of spells known.

Known Oracle Spells:

5 Orisons (+2 bonus spells from Haunted Curse): Enhanced Diplomacy, Light, Stabilize, Detect Poison, Detect Magic, Mage Hand (bonus), Ghost Sound (bonus)
4 First Level spells: Cure Light Wounds, Protection from Evil, Shield of Faith, Endure Elements (Mystery spell)

Cast cast 4+1(due to High Cha bonus)=5 first level spells a day.

Gear & Equipment:

Starting with Explorer's Outfit (free, valued at 10gp), Wedding Ring - gold band with sapphire stone (given to her by Variel, valued at 15gp), Cold Weather Outfit (This outfit grants a +5 circumstance bonus on Fortitude saving throws against exposure to cold weather. 8gp, 7 lbs), Leather Armor (10gp, 15 lbs), Oracle's Kit (includes a backpack, a bedroll, a belt pouch, candles (10), a flint and steel, an iron pot, mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin) (9gp, 29 lbs), Healer's Kit (This collection of bandages and herbs provides a +2 circumstance bonus on Heal checks. A healer's kit is exhausted after 10 uses (4 uses remaining). 50gp, 1 lbs), Light Crossbow (35gp, 4 lbs), Crossbow Bolts (20 (14 bolts remaining) for 2gp, 2lbs), Dagger (2gp, 1 lbs), Light Mace (5gp, 4 lbs), Winter Blanket (5 sp, 3 lbs), Snowshoes (Snowshoes reduce the penalty for walking through heavy snow by 50%; for example, if moving through snow normally costs you 2 squares of movement per square travelled, snowshoes reduce this cost to 1.5 squares per square travelled. 5gp, 4 lbs), 3 flasks of Alchemist's Fire (@25% discount from Tessaraea - 15gp each ), 1 Light Wooden Shield (from loot). Total cost: 167 gp and 5 sp out of 180 gp.

New purchases: second quiver with 10 cold iron bolts (2gp), 10 ordinary crossbow bolts (1gp), 1 flask of holy water (25gp), 5 days of trail rations (2gp & 5sp), 1 Healer's Kit (50gp, second kit as first one only has 4 uses left), 1 spear (1gp), 1 CLW potion (50gp), Surgeon's Tools (20gp, When used in conjunction with a healer's kit, surgeon's tools raise the kit's bonus to a +3 circumstance bonus on Heal checks to treat wounds or deadly wounds.), 1 Masterwork backpack (50gp), 1 dose of Bodybalm (25gp, When this pungent yellow powder is boiled in water and given to a creature to drink, it provides the attending healer a +5 alchemical bonus on Heal checks for providing long-term care, treating poison, and treating disease.)

Re-roll:

1

Backstory:

Aneira Lindqvist Whitestorm is married to local magus, Variel Whitestorm, in the village of Heldren, in southern Taldor.

Aneira had spent much of her life wondering who she was and where she had come from for she did not remember her original parents.

As the age of 5, Aneira had been discovered by her adoptive parents wandering the nearby forest path, dirty, hungry and crying. Aksel (her father) and Hanne (her mother) Lindqvist felt great compassion for the fair, beautiful child and took her home with them and loved her as their own. The one thing she knew was her first name, Aneira. The Lindquist’s had no other children of their own and adored the little girl. The child had always been polite and well-spoken, but a little unusual in her features – her fairness was so vivid; from hair, to her skin and eyes. The shape of her eyes resembled a feline’s and their light-blue gaze was intense and Otherworldly. Strange things used to happen around her, too. Unexplainable sounds and movements.

Aksel Lindqvist had come from the north and often regaled his adoptive daughter with great tales of the frozen lands at the top of the world and her imagination and excitement grew at the prospect of seeing such a place. One of the touched women in their small town told her parents that Aneira’s blood was infused with some ancestral frost-rimed creature from the far north for the little girl adored the winter months. Her parents believed it well.

At the age of 19, Aneira set out; her course due north. Her parents did not want her to leave and pleaded with her, but she had always had a restless spirit (possibly stemming from her biological parents whom she never knew). Aneira always felt home among the snow and felt exhilarated by the winter chill – she rarely felt the cold like the other children of her town.

On the road leading to the next village, on the outskirts of Border Woods, Aneira encountered a rather nasty witch and a fight for survival ensued. Suddenly, a very tall, handsome Elven male appeared and began fiercely attacking the evil witch until he sundered her. He gruffly introduced himself as Variel Whitestorm and that he lived in Heldren. From the first moment Aneira laid eyes on the Elf, she was intrigued and smitten (and curious about his gruff exterior/manner). As guide and protector, Variel travelled back with her to his village. That was the beginning of their romance and love story, and within two years they were married and settled within Heldren.

The wedding had been a small affair – only a few in attendance, including her adoptive parents who made the trip up to see their only child marry. Variel had given her a pretty gold, solid band with a single sapphire stone set in its centre. On the inside of the band, the words Variel and Shanxia were inscribed. Her parents returned home after a short visit with her and her husband.

Days turned to months and years and Aneira still felt the extraordinary pull to the North, but she loved and adored her husband and she would not leave his side to venture forth alone based on some unknown yearning. Someday perhaps they would make the journey together for they had spoken of it now and again.

She had now lived in Heldren for five years with her husband, aiding in protecting and healing the local villagers. Aneira and Variel were well-known among the community and spoken of well by the villagers for their dedication and skill. Aneira had a fine oratory way and often settled arguments which broke out in the village. People would oft listen to her calm, wise words.

1 mark valued at 125gp from Lady Argentea.
Boon from Lady Argentea to Aneira: "Should you likewise ever be in illness and need more help than you can manage, present yourself to any official that would know of me and tell them that A cold night is best cured with a warm heart. They will take you to a healer immediately to help you."