Pontia Runario

Olyenna's page

197 posts. Alias of Mark Thomas 66 (RPG Superstar 2009 Top 16).


Classes/Levels

Female Changeling(Annisborn) Fighter (Unbreakable) /Witch (Circle Warden) 1 HP: 12/12, | AC 16/12/14 | F: +3 R:+2 W: +2 (+ charm/+ compulsion) | Per: +0 | Init:+2

Age

19

Alignment

N

About Olyenna

Female Changeling Fighter (Unbreakable)/Witch (Circle Warden) 1
N Medium humanoid (changeling)

Init +2 Sensesdarkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 16 touch 12, flat-footed 14 (+2 Dex, +3 Armor. +1 Natural) Armor: Studded leather Arcane Failure 15%
[b]hp: 12
(1d10+1) Current:11
Fort +4, Ref +2, Will +2 (+) charm/compulsion)
Defensive Abilities

-------------------
Offense
--------------------
Speed 30 ft.
Initiative +2
+1 to all damage rolls
Melee:(Natural)2 Claws +4 1d4+4 (Crit x2 +2)
Melee:(Natural)2 Claws (Magic) +5 1d4+5 (Crit x2 +2)
Melee2 Short swords +4 1d6+4 (Crit 19-20 x2 +2)
Melee:Light Mace +4 1d6+4 (Crit x2 +2)
Ranged:Composite Longbow (+2 str) +3 1d8+3 (Crit x3 +3 ) 120 arrows
Special Attacks
Arcane Strike (swift action) - +1 damage, counts as magic
Spell-Like Abilities
. . At will—
--------------------
Statistics
--------------------
Str 16, Dex15 , Con 12, Int15 , Wis 11, Cha12
Base Atk +1; CMB +4 ; CMD 16
Feats Endurance, Diehard, Arcane Strike
Traits.
Rostlander -You were raised in the south of Brevoy, a land of dense forests and rolling plains, of crystalline rivers and endless sapphire skies. You come from hearty stock and were raised with simple sensibilities of hard work winning well-deserved gains, the importance of charity and compassion, and the value of personal and familial honor. Yours is the country of the Aldori swordlords and the heroes who refused to bend before the armies of a violent conqueror. You care little for matters of politics and nobles or of deception and schemes. As you are thoroughly Brevic, the call for champions willing to expand your land's influence into the Stolen Lands has inflamed your sense of patriotism and honor, and so you have joined an expedition to quest southward. Your hardy nature grants you a +1 trait bonus on all Fortitude saves.

Killer - Benefit: You deal an amount of additional damage equal to your weapon's critical hit modifier when you score a successful critical hit with a weapon; this additional damage is added to the final total, and is not multiplied by the critical hit multiple itself. This extra damage is a trait bonus.

Tight Bonds -Whether siblings, spouses, or dedicated members of the same clan, characters who take this trait are an inseparable pair committed to each other.Special: Your partner or partners must also have this trait.

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.

Malignancy
"The tip of your tongue is forked and stiff. You have
difficulty making yourself understood. You take a
–2 penalty on Bluff, Diplomacy, and Disguise checks
to fool or persuade others."

Primary Skills Acrobatics +2,Bluff -1, Climb +3, Craft, Diplomacy -1, Disguise -1, Intimidate +1, Knowledge Dungeoneering +6 , Knowledge + , Perception +0 , Sense motive +0, Stealth +6, Swim +7, Survival +4 ;

Background Skills Knowledge Engineering +6, Craft (bowyer) +6

Racial Modifiers
Standard Racial Traits
• Ability Score Racial Traits: Changelings are frail, but are clever and comely. They gain +2 Str, +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, Hallit

Gear/ Possessions
Explorer's outfit , Fighter’s kit: backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (7 days), and a waterskin.
Alchemist's fire, light horse.

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.
Token of Fellowship Totem replaces familiar. Focus for magic and community effects
Cantrips
White Hexes: A circle warden witch’s hexes are made to protect and ward. She cannot target unwilling targets with her hexes.

Magic:

Patron: Devotion (to the sisterhood of her coven)

Patron spells: 2nd—divine favor, 4th—martyr’s bargain, 6th—magic vestment, 8th—greater magic weapon, 10th—flame strike, 12th—mass bull’s strength, 14th—bestow grace of the champion, 16th—holy aura, 18th—mass heal. Source: ChoP

Token spells: Spells: A circle warden replaces some of her patron’s spell list with the following: shield of faith (2nd), aid circle warden (4th), blessing of fervor(8th), break enchantment (10th), repulsion (14th).

Spells per day:

0 level (3) Mending, Resistance, Stabilize

1st level (1+1) Cheetah's sprint, Enlarge Person

Spells Known:
O level {All}
1st level 5 {Cheetah’s sprint, Command, Enlarge person, Nereid’s Grace, Touch of Blindness}

Hexes & Powers

Wreath of Community (Su) 20ft aura

At 1st level, the circle warden emits a 20-foot aura of abjuration. Once per round whenever an ally attuned to the circle warden’s fellowship is standing within the wreath of community’s area, he may create a shield other effect in relation to any other attuned ally within the wreath of communitiy’s area as a free action spell-like ability. The spell’s caster level is equal to your witch class level (though the person activating the ability is consider the caster for all other purposes). At 3rd level and every 2 levels thereafter, the radius of the aura increases by 5 feet, to a maximum of 70 feet at 20th level.

Description:

Appearance

Olyenna is a young changeling woman who towers over her “sisters” at just over six foot one, blessed with lean yet well defined muscle, while maintaining a degree of shapeliness. Her hair is raven black, which creates a stark contrast with her pale complexion. By far, her most notable attribute would be her eyes, one cobalt blue, the other a steely grey, the pupil shaped like an anvil.

Most often dressed in black or grey when indoors, commonly simple breeches and a bodice, she is usually found in leather armor when outdoors, still trending towards darker colors. Those fortunate enough to see her unclothed would note a rough grey birthmark across her stomach, another sign of her dark heritage along with her short but sharp black nails, usually passed off as lacquered black.

personality:

Solemn, bordering on taciturn, Olyenna’s seriousness is one of her most notable personality traits. A combination of her self-consciousness, stemming from her speech impediment, and her constant focus on her awareness of her coven members and their condition, the intense young woman tends to be rather quiet when around anyone other than those she knows well. At the same time, she is the first to boldly speak out on behalf of one of her own, fiercely protective of those that have become family to her, yet surprisingly caring when in the presence of those she considers within her circle.
The innate streak of violence inherited from her Annis hag mother is something she works hard to channel, embracing that aspect of her in battle, or when someone needs protecting, her adoptive father’s philosophy deeply ingrained into her psyche.

Background before coven:

19 years ago the Rostlandi lands were plagued by a brutal Annis Hag that terrorized farms and villages. Upon discovering this, an errant roaming swordmaster vowed to slay the monster, freeing the people from her reign of terror.
Thought the battle was hard fought, the warrior prevailed, perhaps in part to the hag’s slightly weakened state, having given birth, less than a week before, a fact that the warrior discovered upon hearing the child’s cries in the slain iron hag’s lair. A man of conscience, the thought of slaying the newborn, never crossed his mind, and he took the child with him, raising her as his own in his retirement, able to afford a well appointed home and staff to ensure all of the child’s needs were met. Brought up in a loving environment, surrounded by positive treatment, the young girl thrived, both physically and in spirit. While her heritage caused her some difficulty, most notably in the form of a speech impediment caused by a deformity of her tongue, passed off as a natural birth defect, Olyenna grew up healthy and strong, taking to physical pursuits with great ease, not the least of which was swordplay.
At the same time, she was also developing a great sense of community, finding joy in serving and protecting those around her. Thought her innate bloodline was not completely suppressed, with injustices or unfair treatment of people who mattered to her giving rise to intense flashes of violent anger, and the urge to lash out physically, a trait she tries to redirect into protecting those in need, often with brutal effectiveness.

Coven role:

Protector. Olyenna sees herself as the guardian and protector of the coven, one of those most suited to protect the others, both physically and magically. In many ways she intensifies the bod between members, through linking them to her totem and enabling their ability to protect each other.
She stands between the other members of her coven and physical harm, at the same time using her magical gifts to envelop them in her protection.

What could have gotten you kicked out:

That wonderful temper and being far stronger than she grasps. One of the coven being harassed could easily have resulted in her getting into a physical altercation, which between her strength and claws might have turned fatal for the other party.

Progression ideas:
Level 2 Feat Riving strike Unflinching
Level 3 Feat (TWF), Hex (Channel), Gyre of the Eldritch (Su)(Split Hex/Reach spell on any 2 attuned)
Level 4 Feat (Combat Reflexes), Aegis of Protection (Su) (Protection from Evil/Protection from Energy/Magic Circle)
Level 5 Feat (Two Weapon Defense) Heroic Recovery
Level 6 Feat (Bodyguard)
Level 7 Feat (Arcane Armor Mastery)

Coven Ability options: