Lily Parmenter

Mornaura's page

375 posts. Alias of Cyberwolf2xs.

Full Name





Witch 4 — HP: 27/27










Southern Brevoy, Rostland, Border Territory


Common, Elven, Draconic, Hallit, Skald, Aklo, Sylvan

Strength 10
Dexterity 14
Constitution 14
Intelligence 20
Wisdom 14
Charisma 10

About Mornaura

((Re: alias avatar: just ignore the horns of that headband, imagine the ears to be a bit more pointed and the eyes to be amber))


As her shoulder-length black hair, which has a slightly reddish sheen in the right lighting, is always worn in a messy bun style, it accentuates her finely chiseled facial features and the pointed ears that give away the half-elven heritage of the young woman. Mornaura could probably be reasonably attractive, if it weren't for the aura of aloofness and refusal, perhaps even arrogance around her. Mainly caused by her lack of experience with and deeper understanding for social interaction, she is mostly frowning or smirking to hide her uncertainty in this terrain, and the curious glances of her large, seemingly glowing amber eyes can easily be deemed as distrustful glares.
Her lean, svelte body is usually clad in tight, grey-brown breeches made of wool and buckskin, matching tunic and knee-long kilt. The latter are reinforced with sturdy, hard leather pieces in some places, but only to follow and emphasize the flowing curves of her shape, and not nearly enough to provide noteworthy protection. To brace herself against the cold wind, she also wears a crude looking, but practical and most importantly fluffy rabbit fur-lined tube-scarf – at second glance, it might in fact be a hood, but she rarely seems to use it as such –, matching bracers and a rugged, dark-green cloak – that is often similarly misused by folding it in half and wearing it as a wide wrap-around skirt instead. Her outfit is completed by sturdy boots, a gnarled branch of a willow that she uses as quarterstaff and walking-stick, a small backpack, various belt pouches and a leather-sheath apparently holding a sickle and some knives or daggers.


Having experienced how much effort it took her mother to make a living by selling goods and services to the villagefolks that always looked down upon them, their lack of appreciation for helping them get their hands on arcane wonders, and the deviousness of those very people, who could switch back and forth between begging her for free help and blaming her kind for whatever went wrong in their life in a day's length, made her somewhat wary. She has acquired a "survival of the fittest"-mentality, with "fit" meaning "best prepared for and able to attune to any given situation", caring only for people who are important to her some way or another. Her mother also made Mornaura learn how to survive on her own instead of waisting faith in the good will of others, but as she always felt that life in the woods entailed enough hardships to not bother with more physical work than neccessary, it led to her becoming rather creative in terms of solving problems by means of magic. Somewhat lately, she found out that now that she's in full bloom, it can sometimes be easier to cajole other people into doing things for her instead of tackling them all by herself, but to do so she has to understand the complicated social customs which she had always thought to be a waste of time, but she still lacks confidence to routinely make use of her new-found knowledge. Her mind works a lot quicker when the topic isn't a social one, and even though she isn't entirely used to articulating her thoughts for others, she tries hard not to sound snarky. If she manages to do so, her rather dark voice can be surprisingly pleasant.
She is smart enough to know that working with this new-found group to establish a realm in the borderlands is a great opportunity not only for the reasons her mother told her, but also for herself, so she might even go out of her way in a situation where it suits the goal of the entire group.


Having spent most of her life in southern Brevoy, on the outskirts of small villages and the wilderness between them, Mornaura had never really given much thought to politics on a scale larger than "do people in that village like us or should we avoid it?", and even that question was left to answer for her mother, a witch by the name of Anann, who travelled southern Brevoy to make a living by selling her goods and services – mainly potions, herbal products or medical aid – to the villagers. She had always thought it was the same for her, until some weeks ago, when she was told that the coven had finally decided to test her.
Mornaura didn't know much about that coven, only that her mother left her alone in the hut in the forest from time to time, supposedly to trade with other witches and partake in rituals, but what exactly they did at these occasions had always been left in the dark.
Given, Mornaura had never really been alone, despite being an only child and never having met her father, in fact not knowing anything about him. Sure enough, her mother had always interdicted leaving the hut or using any magical power, leaving her with not much to do legally besides studying tomes and trying to commune with her patron, and even then she'd still have her familiar as company. But of course that didn't keep her from doing anything, strolling through the woodlands, playing with animals and magic items, trying out the first spells she had managed to cast, for at least two days, as her mother always stayed away for three days. Nevertheless, she would rather have been allowed to accompany her mother and find out what this whole coven thing was about for herself.
And now this coven had decided to test her, to send her on a mission, to join one of the groups that were to be sent out to conquer the Stolen Lands, without ever having spoken to her first, and she didn't know what to think about it. What her mother thought about it was clear, as she told her that it was the will of the coven that she had to follow if she wanted to be acknowledged as a witch by them (as if she'd need that), that peace of the entire area was at bay and things could end up like they were in Galt (as if she'd care), and that a new kingdom could be established, probably even one with a more favourable approach to witches and other spellcasters (which finally started to fire her imagination).
Irrespective of the coven and her mother, the idea of a new kingdom, in which she could probably take on an important role, never having to physically work again, and equally important, never being looked down upon again, intrigued her, so she agreed. Her mother was a bit surprised by that sudden gain self-confidence, but of course didn't object, and so, some days later, Mornaura found herself on her way to one of the meeting points for adventurers interested in following Rostland's call, wondering about herself.


Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Perception +6 (+3 bonus on sight-based and opposed Perception checks in bright light, +2 if familiar is within arm's reach)
AC 14, touch 13, flat-footed 12 . . (+2 Dex, +1 armor, +1 deflection)
HP 27 (4d6+8+1)
CMD 13
Fort +3,
Ref +4,
Will +7
Immunities & Resistances
Elven Immunities - immune to sleep effects, +2 racial bonus vs enchantment spells & effects
Elf Blood: Half-elves count as both elves and humans for any effect related to race
Initiative +2
Speed 30 ft.
BAB +2;
CMB +2
Dagger +2 (1d4 (p,s)/19-20/x2)
Sickle +2 (1d6 (s)/20/x2)
Quarterstaff +2 (1d6 (b)/20/x2)
Sling +4 (1d4 (b)/20/x2/50 ft.)
Dagger +4 (1d4 (p,s)/19-20/x2/30 ft.)

Feats, Traits:

Racial Bonus: Skill Focus Knowledge (Nature)
1. Extra Hex (Slumber)
3. Craft Wondrous Item

Pioneer – Campaign
You have long lived along the southern border of Brevoy, in the shadow of wilderness known as the Stolen Lands. Life has been hard, but through hunting, trapping, trading, and coaxing crops from the freezing earth, you’ve learned how to survive on the rugged frontier. With the wilderness ever at your door, you’ve also learned much about its denizens and the wild creatures that lurk in that unwholesome land. Your family might even claim holdings in the Stolen Lands, with elders telling stories of being driven from or robbed of a lost ancestral homestead, fertile farmlands, bountiful orchards, or a hidden mining claim. Whether because of your personal expertise and familiarity with the borderlands or in order to reclaim your family’s land, you’ve joined the expedition into the Stolen Lands. You begin play with a horse. Also, choose one of the following skills: Climb, Handle Animal, Knowledge (nature), Perception, Ride, Survival, or Swim—you gain a +1 trait bonus on this skill.
Devotee of the Green – Basic
Your faith in the natural world or one of the gods of nature makes it easy for you to pick up on related concepts. You gain a +1 trait bonus on Knowledge (geography) and Knowledge (nature) checks, and one of these skills (your choice) is always a class skill for you.

Skills & Languages:

Acrobatics +2
Appraise +5
Bluff +0
Climb +0
*Craft (Alchemy) +5+2+3 = +10
Diplomacy +0
Disable Device n/a
Disguise +0
Escape Artist +2
*Fly +2+1+3 = +6
Handle Animal +0+1 = +1
*Heal +2+1+3 = +6
*Intimidate +0+1+3 = +4
*Knowledge (Arcane) +5+3+3 = +11
*Knowledge (Geo.) +5+1+3+1(t2) = +10
*Knowledge (Hist.) +5+2+3 = +10
*Knowledge (Nature) +5+1+3+1(t2) = +10
*Knowledge (Planes) +5+2+3 = +10
Linguistics n/a
Perception +2+4+2(rac) = +8 (+3 bonus on sight-based and opposed Perception checks in bright light, +2 if familiar is within arm's reach)
Perform +0
*Profession (Herbalist) +2+1+3 = +6
Ride +2+1 = +3
Sense Motive +2 (+2 if familiar is within arm's reach)
Sleight of Hand n/a
*Spellcraft +5+4+3 = +12
Stealth = +2
Survival +2+4+1(t1)+3(SF) = +10
Swim +0
*Use Magic Device +0+1+3 = +4

Languages: Common, Elven + Draconic, Hallit, Skald, Aklo, Sylvan

Special Abilities:

Witch's familiar: hawk
Patron: Spirits
Arcane Training: Half-elves occasionally seek tutoring to help them master the magic in their blood. Half-elves with this racial trait have only one Favored Class and it must be an arcane spellcasting class. They can use spell trigger and spell completion items for their Favored Class as if 1 level higher (or as a 1st-level character if they have no levels in that class).
Favored Class Points: Half-Elf Alternative: Add one spell from the witch spell list to the witch’s familiar. This spell must be at least one level below the highest spell level she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.
FC-bonus on skills: 1, FC-bonus on HP: 1, FC-bonus on spells: 1, +1 yet undetermined

Hexes & Spells:

Hexes (Reference: Witch Hexes)
Feral Speech
Evil Eye

Spells Known (Reference: Witch Spell List)
2nd lvl — Web, Limp Lash, Invisibility, Vomit Swarm, Blindness-Deafness
1st lvl — Cure Light Wounds, Mage Armor, Ear-Piercing Scream, Unseen Servant, Ill Omen, Fumbletongue, Frostbite, Obscuring Mist, Enlarge Person, Ray of Sickening, Ray of Enfeeblement, Ghostbane Dirge
0 lvl — all

Patron Spells (gained at level)
Spirits: 2nd - Ghostbane Dirge, 4th - Invisibility, 6th - Speak with Dead, 8th - Spiritual Ally, 10th - Mass Ghostbane dirge, 12th - Shadow Walk, 14th – Ethereal Jaunt, 16th - Planar Ally, 18th – Etherealness

Memorized Spells
2nd lvl — Web, Limp Lash, Vomit Swarm
1st lvl — Obscuring Mist, Enlarge Person, Ray of Sickening, Ray of Sickening, Ray of Enfeeblement
0 (at will) — Daze, Message, Light, Detect Magic


Light Warhorse
-Saddle, riding
--Fishing net
--Kit, Healer's
--Kit, Map Making
--Cold weather clothes

--Food- Rations, Trail (per day) (x4)
--Food- Animal Feed (per day) (x4)
--Kit, Alchemist's

Clothes (see description)
Cloak of Resistance +1
Armored Kilt (ac+1, mdex+6, sfc0, acp0)
-Dagger (x2)
-Wand of Cure Light Wounds (49 charges)
-Potion of Cure Moderate Wounds
Bracers of Armor +2 (dolphin/seahorse design, blue jewels)
Ring of Protection +1
Pouch, spell components
Fetish of Mage Armor (once per day, 1 hour, CL 1)

Backpack, common
-Blanket, Winter
-Bullets, Sling (20)
-Fishhook (x3)
-Sewing needle (x2)
-Flint and steel
-Mirror, small steel
-Chalk (2 pieces)
-Candle (4)
-Parchment (5 sheets)
-Writing Coal (2)
-String/twine (50 ft.) (x2)
-Rope, hemp (50 ft.)
-Antitoxin (Vial) (2)
-Alchemist's fire
-Half-finished map of the charter territory (WIP)
-Scroll of fly

GP: 699 SP: 1 CP: 8


Hawk: Faron
Tiny animal
Init +3; Senses low-light vision; Perception +14
AC 17, touch 15, flat-footed 14 (+3 Dex, +2 size, +2 nat)
HP 13
Fort +2, Ref +5, Will +6
Speed 10 ft., fly 60 ft. (average)
Melee 2 talons +6 (1d4–2)
Space 2-1/2 ft.; Reach 0 ft.
Str 6, Dex 17, Con 11, Int 7, Wis 14, Cha 7
Base Atk +1; CMB +2; CMD 9
Feats Weapon Finesse
Skills Fly* +3+1+3 = +7, Perception* +8(rac)+2+2+3 =+15
The Master of a hawk familiar gains a +3 bonus on sight-based and opposed Perception checks in bright light.
Alertness, empathic link, improved evasion, share spells, store spells, deliver touch spells

Date of change: 8/29/2013, 7:15 pm CEST