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Venture-Captain Shevala

Heather Whiteraven's page

721 posts. Alias of Wellard.


Full Name

Heather Whiteraven

Race

Human(1/2 Chelaxian 1/2 Varisian)

Classes/Levels

Sorceress 7 (favoured class)

Gender

Female

Size

Medium 5'11" 132 lbs

Age

21

Special Abilities

Bloodline Arcana (elemental) +2 to concentration checks

Alignment

NG

Deity

Sarenrae

Location

Korvosa

Languages

Common(Taldane) Varisian, Draconic, Elven ,Gnomish, Goblin.

Occupation

Sometime Student/Guardswoman/Righter of Wrongs

Strength 9
Dexterity 12
Constitution 12
Intelligence 18
Wisdom 15
Charisma 23

About Heather Whiteraven

A tall,some would say overly tall, attractive woman with gentle grey eyes and fine dark hair that falls to her waist Heather is the younger half-sister of Sabina Merrin(same mother.. different fathers). The sisters don't get on too well due to Sabina's disdain for Varisians(she being pure blooded Chellish)

A few weeks ago her older half brother(same father..different Mother)had his child kidnapped. As her brother was out of town in the wilds of Varisia Heather took it upon herself to discover the childs whereabouts and found a name..Gaedren Lamm...she tracked this Lamm down to the docks area but knew she was too weak to rescue her nephew by herself. Zellaras summons therefore was a godsend or so she thought at the time.

Since then Heather has been exposed to some of the worst that Korvosa can show her..she strives to make her city a better place to live for everyone knowing that she struggles against entrenched attitudes on all sides. However as her conviction that Queen Ileosa is working against the best interests of the city continues to grow a plan is beginning to form in her mind..a plan that some might term treasonous

HP:37

AC: 14(Armour +2, Deflection +1, Dex +1) FF: 13 Touch: 12

Move: 30'

FRW 3/3/7

Bab: +3 ;
CMB 2
CMD 14
Init +5

Resistance(electricity) 10

Dagger +1 melee or +3 ranged 1d4-1 dmg. 19/x2 10'
Club +1 melee 1d6-1damage x2
Light X-bow(MW) +4 1d6 Dmg 19-20 x2 range increment 80'

Feats:
Eschew materials,Alertness, Proficient with Simple weapons, Point blank shot,Precise Shot.Improved Initiative(bonus)

Traits
Focused Mind: Your childhood was either dominated by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.

Suspicious: You discovered at an early age that someone you trusted, perhaps an older sibling or a parent, had lied to you, and lied often, about something you had taken for granted, leaving you quick to question the claims of others. You gain a +1 trait bonus on Sense Motive checks,and Sense Motive is always a class skill for you.

Favoured class bonus

Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.

Skills:7/lvl (2+4 Int +1 human)(+1 favoured classx4)

Appraise +12 (5 rnks +3 class +4 Int)
Bluff: +15 (7 rnks +3 class +5 Cha
Diplomacy +10 (5 rnks +5 Cha)
Intimidate +15(7 rnk +3 class +5 Cha)
Kno. (Arcana):+14 (7 rnks +3 class +4 Int)
Kno.(The Planes) +9 (2 rnks +3 class +4 Int)
Kno.(Local)+5 (1 rnk +4 Int)
Kno.(Religion)+7 (3 rnks +4 Int)
Kno.(Nobility)+7 (3 rnks +4 Int)
Kno.(Nature) +5 (1 rnk +4 Int)
Kno.(Geography)+6 (2 rnk +4 Int)
Kno. (History)+5 (1 rnk +4 Int)
Perception +8 (4 rnk +2 Wis +2 Alertness)
Sense motive +12 (1 rnk, +3 class +2 Wis +2 Alertness, +1 trait)
Spellcraft: +13 (7 rnks +3 class +4 Int)
Use Magic Device +11(3 rnks +3 class +5Cha)
Profession (Fortune teller)+6 (1 rank +3Class +2Wis)

[b]Equipment:[b]
Dagger,
Back pack.
MW Lt Crossbow
20 bolts,

5 potions of CLW 250gp
Ring of protection +1 2000gp
Headband of Alluring Charisma +2 4000gp
Bracers of Armour +2 4000gp
Wand of Enlarge Person CL1(25)375gp
Wand of Reduce Person CL1(25) 375gp
Wand of Protection from Evil CL1(25)375gp
Wand of Grease CL1 (20)300
Wand of Magic Missiles (CL3 24 Charges)1080
2 Scrolls of Knock(CL3) 400gp
2 Scrolls of See Invisibility(CL3)400gp
Scroll of Invisibility(CL3)200gp
Scroll of Hold Person(CL5)900gp
scroll of Slow (CL5)900gp

Zellara’s Harrow Deck
Aura moderate divination; CL 10th
Slot —; Price —; Weight 1 lb.
Statistics
Alignment CG; Ego 8
Senses 60 ft. vision and hearing
Int 10, Wis 13, Cha 13
Communication empathy
Lesser Powers identify 3/day, major image 1/day
Special Purpose defend Korvosa
Description
Hand-painted images decorate this Harrow deck, the
frames gilt in silver so that under lighting they sparkle and
flash. Despite the worn condition of the card backs, the
images on the faces are so vibrant they seem to move when
viewed out of the corner of the eye. The deck itself handles
with surprising ease, almost shuffling itself. A bent, torn, or
lost card always seems to mend itself or reappear when no
one is looking.
These features are subtle manifestations of the spirit
that haunts the cards. In life, Zellara lived by this deck,
and in death, she has become the deck. Although this
magical Harrow deck wasn’t created using the standard
method for creating magic items, it should nonetheless
be treated as an intelligent magic item. Zellara can sense
the world around the deck via sight and sound, and she
can communicate with anyone who holds the deck via
empathy. She can create a major image once per day, often
doing so to generate an image of herself manipulating
the cards—in this manner, she can carry on conversations
with other creatures. She can also identify a magic item’s
properties if one of her cards is touched to it, as the
spell identify, up to 3 times per day. When she does so,
knowledge of the item identified manifests in the mind of
one creature she chooses who is also holding at least one
card, or she can opt to describe the item’s functions via a
major image.
Zellara’s Harrow deck has a special purpose as well:
to defend and protect the city of Korvosa, her home in
life and in death. In order to attain this purpose, she
can periodically perform powerful Harrow readings
for those she has chosen as Korvosa’s defenders—the
PCs. Consult the Harrow article on page 58 and the
notes on Zellara’s reading on page 12 for details on how
these potent divinations can help the PCs during this
Adventure Path.
Zellara can suppress the deck’s powers at will and
doesn’t hesitate to do so if anyone attempts to sell
the deck or otherwise displeases her. At best, a foolish
character could possibly sell the cards as a standard
Harrow deck—thus, no pricing information for the deck
itself is needed.

575 GP

Spells:
Cantrips:At Will DC 16
Detect magic, Read magic, Light, Ray of Frost, Prestidigitation, Disrupt Undead,Mending
1st level:7/day DC 17
Charm Person, Mage Armour, Sparking Hands(electrical version of Burning hands), Shocking Grasp, Endure Elements,Magic Missile, Protection From Evil

2nd Level 7/day DC 18
Web,Shocking ray(Electrical Scorching Ray)Summon Monster II,Summon Swarm
Specteral Hand,Command Undead

3rd Level 5/day DC19
Haste,Protection from Energy,Halt Undead

Languages:Common(Taldane) Draconic, Elven ,Gnomish, Goblin.

Elemental Bloodline(Air)

Class Skill: Knowledge (planes).

Bloodline Arcana: Whenever you cast a spell that deals
energy damage, you can change the type of damage to
match the type of your bloodline. This also changes the
spell’s type to match the type of your bloodline.

Bonus Spells: burning hands* (3rd), scorching ray* (5th),
protection from energy (7th), elemental body I (9th), elemental
body II (11th), elemental body III (13th), elemental body IV (15th),
summon monster VIII (elementals only) (17th), elemental
swarm (19th).
*These spells always deal a type of damage determined
by your element.

Bonus Feats: Dodge, Empower Spell, Great Fortitude,
Improved Initiative, Lightning Reflexes, Power Attack,
Skill Focus (Knowledge [planes]), Weapon Finesse.

Elemental Ray{Electrical) (Su): Starting at 1st level, you can unleash
an elemental ray as a standard action, targeting any foe
within 30 feet as a ranged touch attack. This ray deals
1d6 points of damage of your energy type +1 for every two
caster levels you possess.7/day

Elemental Resistance (Ex): At 3rd level, you gain energy
resistance 10 against your energy type. At 9th level, your
energy resistance increases to 20.

CONTACTS

Eddared Stang..Sergeant in the Guard..an old friend of her fathers

Alina Mertin..Scribe and Librarian at the Temple of Sarenrae

Dinal Gerthin...Book seller who finds her interesting texts

Silena Murrond...best friend since childhood...recently married and expecting her first child to whom Heather has agreed to be godmother.

Spoiler:

The Hidden Truth: Combat with Vimanda
The Wanderer:
The Joke:
The Inquisitor:
The Foreign Trader:
The Vison: Encounters involving Salvator Scream
The Rakshasa: Encounters involving Bahor/Glorio Arkona
The Idiot: Games of Blood Pig
The Snakebite:

Philippe: Combat with Sivit the darksphinx
Emarion: Encounters involving Pilts Swastel
Heather: Combat with Senshiir the beatific one
Varlis: Encounters involving Laori Vaus
Nicola: Combats against Red Mantis assassins

http://www.youtube.com/watch?v=rddj64hfMrc&feature=PlayList&p=C2E55 4FAA038B1A7&playnext=1&playnext_from=PL&index=22


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