Irabeth Tirabade

Quiet Crocus "The Forest Jade"'s page

60 posts. Alias of Oceanshieldwolf.


Full Name

Quiet Crocus "The Forest Jade"

Race

Half-Orc

Classes/Levels

Witch (Scarred Witch Doctor) 1; HP 13/13; AC 11/ T 11/ FF 10; Fort +3, Ref +1, Will +3; CMB +1, CMD 12; Per +1, Init +1; Speed 30 ft;

Enlarged, Mage Armor:
Init + 0; AC 13/TT 13/FF 13; Ref +0; CMB +2, CMD 12

Gender

Female

Size

Medium

Special Abilities

Fetish Mask, Scarshield

Alignment

N

Deity

Socothbenoth

Location

Ludus Academy in the Gladiator Pits,

Languages

Common, Undercommon

Occupation

Gladiator

Strength 12
Dexterity 12
Constitution 16
Intelligence 10
Wisdom 11
Charisma 14

About Quiet Crocus "The Forest Jade"

Enlarged, Mage Armor:
Init + 0; AC 13/TT 13/FF 13; Ref +0; +1 to attack, +2 to damage; Falchion +2, 2d6, 18-20 x2

Quick View Stats for Combat:
Status:
HP: 13/13
AC:11, 11 touch, 10 flat-footed
Saves: Fort: +3, Reflex: +1, Will +2
BAB +0
CMB +1; CMD 12

Initiative: +1 (1 Dex)
Conditions:
Spells in Effect:
Currently wearing:
Items in Hand: Falchion

Witch Patron: Transformation

SPELLS
DC 13 [10 + 3 (Con Mod)] + spell-level
Prepared Spells/day: 3 Cantrips. 2 1st
1st level spell slots: (_)(_)(_)
(Listed (_),(_), to represent open slots and (X),(X), to represent used slots)
Spells Known:
Cantrips: bleed, guidance, touch of fatigue
First Level: enlarge person, mage armor

Forest Jade's Tale:
. "Forest Jade". That is what the hated drow call her in their sibilant tongue. A cruel joke, down here in the darkness. The only forests here are of fungus or the bristling palisades of spears.

Quiet Crocus was her name. Apprenticed to the old rogue Strong Water. She was to have grown among the trees of her tribe, roaming between the swamp and tundra that bordered her ancestral lands. Strong Water instructed her in the dark arts of summoning the wyrd of the land to rest in her spiritmask, and the necessary rites and rituals to mark her body. To learn the arts of witchcraft passed down the ages of her tribes and outer-tribes.

Then they came. The quick, dark folk. Crocus has stepped too far from the safety of her tribe, and in a few moments what was a quiet glade turned ominous. She was struck down and trussed without even raising a breath. The birds soon resumed their song as the black elves discussed their latest catch. Down into the depths of the earth they took her, to where her orc blood might feel comfortable, but truly did Crocus fear this claustrophobic internment.

She hated the drow with a passion. Callous slavers, traders in life and death. Ilvaria and Pharnox. Loscivia, for whom Crocus reserves the greatest enmity. It was that b*%~@ that named her Forest Jade. As a joke. As if Crocus will survive even one minute in the arena. In time, Loscivia deigned to note that Crocus had magic, and as a twist to this cruel joke had Crocus' spiritmask arranged within a basket of wire, plate and mesh. She was trained by brutish half-orcs and orcs in the use of the falchion, instructed in the arena's version of arcane arts, and told that if she lasted even one bout she would more than repay Loscivia's investment. If not, well then her mistress would laugh at her untimely death.

So, Crocus became the Forest Jade, soaking up all the atmosphere and hatred of this new realm. She knew the Forest had not abandoned her, but she was pragmatic and realistic - she had abandoned the forest for the demonic Socothbenoth - learned in all the vile and depraved arts of the most heinous beings. She would likely never return to the beloved surface. But if she could get her hands around the neck of Loscivia, perhaps she might be allowed to squeeze the life from that drow wench before she herself was cut down. For now, a dream would have to do. For the morrow, likely death. She would salute the crowd, and rise - or fall.

STATS:

Ability Scores
Score (modifier) (point buy - 15pts) (racial bonus) (level up)
Str : 12 (+1) (2)
Dex: 12 (+1) (2)
Con: 16 (+3) (5) (+2 Half-Orc)
Int: 11 (+0) (0)
Wis: 11 (+0) (1)
Cha: 14 (+2) (5)

DEFENSE:

AC: 11, touch 11, flat-footed 10 (+0 armor, + 1 Dex, +0 shield, +0 size, +0 natural (item))
HP: 13 (Full first lvl = 6, +3 Con, +1 Favored Class, +3 Toughness)
Fort +3 (0 + 3 ), Ref +1 (0 + 1), Will +2 (2 + 0)

OFFENSE:

Initiative: +1 (+1 Dex)
Speed 30 ft.

Base Atk: +0

CMB: +1 (+0 BAB, +1 str) CMD: 12 (10, +0 BAB, +1 str, +1 dex)

Melee:
Falchion +1, 2d4+1, 18-20 [BAB, +1 Str] [+1 Str]

b]Ranged[/b]:

Favored Class Bonus Witch: Hit points

TRAITS:

Peregrinus: Presented as the embodiment of your race (as skewed by the perceptions and expectations of the locals) as a means to bring the excitement of foreign battles and adventures to the citizenry, you’re made to fight with your ‘native’ weaponry (and your gladiator armour is usually designed to echo a stereotypical image of your people as well – such as leaf patterns for a ‘surface’ elf, a dwarf’s armour painted to look like stone, or a half-orc’s armour made to look ragged and brutish and covered in skulls and bones).

Choose a weapon mentioned in your race’s weapon familiarity listing as your primary weapon and fighting style. If the weapon is one-handed, you can optionally fight with a light shield or buckler as well; if it is light, you can optionally fight with a heavy shield or tower shield as well, or fight with paired versions of the weapon in question.

Silken Sinner (Socothbenoth): As a devotee to the demon lord of perversion, pride, and (breaking) taboos, you’ve indulged in activities which make most people queasy even to think about, and spend time dreaming up even worse atrocities you may like to try when opportunity presents. When you succeed on a verbal Intimidate check to demoralize an opponent who understands the language you’re speaking, you can choose to elaborate on your perverse inclinations and inflict the sickened condition in place of the normal shaken condition.

FEATS:
[1 1st level]
1st Level:
Toughness
Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

SKILLS:

Craft (Int), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (History) (Int), Knowledge (Nature) (Int), Knowledge (Planes) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skills: (2 = 2 ranks x Witch 1, +0 int)
Skill/Class/Ranks/Ability Modifier/Bonus ( * = ACP, # = no untrained)
Acrobatics (Dex)/No/0/+1 = +1 * #
Appraise (Int)/No/xx/+1 = +1
Bluff (Cha)/No/xx/+2 = +2
Climb (Str)/No/xx/+1 = +1 *
Craft (mask) (Int)/Yes, +3/1/+1 = +5
Diplomacy (Cha)/No/xx/+2 = +2
Disable Device (Dex)/No/xx/+1 =+1 * #
Disguise (Cha)/No/xx/+2 = +2
Escape Artist (Dex)/No/xx/+1 = +1 *
Fly (Dex)/Yes, +3/xx/+1 = +1 *
Handle Animal (Cha)/No/xx/+2 = +2 #
Heal (Wis)/Yes, +3/0/+0 = +3
Intimidate (Cha)/Yes, +3/1/+2 = +8* [+2 Half Orc racial trait]
Knowledge (arcana) (Int)/Yes, +3/xx/+1 = +1 #
Knowledge (dungeoneering) (Int)/No/xx/+1= +1 #
Knowledge (engineering)(Int)/No/xx/+1 = +1 #
Knowledge (history)(Int)/Yes, +3/xx/+1 = +1 #
Knowledge (nature)(Int)/Yes, +3/xx/+1 = +1 #
Knowledge (planes)(Int)/Yes, +3/xx/+1 = +1 #
Knowledge (religion)(Int)/No/xx/+1 = +1 #
Linguistics (Int)/No/xx/+1 = +1 #
Perception (Wis)/No/xx/+1 = +1
Perform (Cha) /No/xx/+3 = +3
Profession (Int) /Yes, +3/xx/+1 = +1 #
Ride (Dex)/No/xx/+1= +1 *
Sense Motive (Wis)/No/xx/+1 = +1
Sleight of Hand (Dex)/No/xx/+1= +1 * #
Spellcraft (Int)/Yes, +3/xx/+1 = +1 #
Stealth (Dex)/No/0/+1 = +1 *
Survival (Wis)/No/xx/+1 = +1
Swim (Str)/No/xx/+1 = +1
Use Magic Device (Cha)/Yes, +3/xx/+3 = +6 #

Languages: Common, Undercommon

CLASS ABILITIES:

Constitution Dependent
A scarred witch doctor uses Constitution instead of Intelligence when determining the highest level of spells she can cast, her spell save DCs, number of spells known at 1st level, and any effects of her hexes normally determined by her Intelligence.

Hex Scar
Whenever a scarred witch doctor learns a hex, she must carve or brand a symbol in her flesh to represent this hex. She can disguise these scars with mundane or magical means, but they cannot be permanently removed.

Fetish Mask (Su)
At 1st level, a scarred witch doctor forms a bond with a wooden mask. As she gains power, her connection to this mask causes it to grow ever more hideous and grotesque as it absorbs the weight of the self-induced pain that underlies her magic. Her spells derive from the insights her patron grants her while she's enduring the cuts, burns, and other sorts of mutilations she inflicts upon herself. Her fetish mask acts in all ways like a witch's familiar for the purpose of preparing and gaining spells. Rather than communing with a familiar to prepare spells each day, a scarred witch doctor hangs her mask on a wall, tree branch, or something similar and contemplates the agony it represents.

When wearing her fetish mask, a scarred witch doctor gains a +2 circumstance bonus on Heal and Intimidate checks and gains a +2 bonus on saving throws against effects that specifically cause pain or have the pain descriptor. If the mask is destroyed, the witch doctor can create another fetish mask (which almost immediately adopts the shocking appearance of the original) for the same price and time it takes a witch to replace a dead familiar.

At 5th level, the scarred witch doctor gains the ability to add magical abilities to her mask as if she had the Craft Wondrous Item feat.

This ability otherwise functions like and replaces the standard witch familiar.

Scarshield (Su)
At 1st level, a scarred witch doctor learns how to harden her mutilated skin, gaining an enhancement bonus to her natural armor bonus equal to 1/2 her class level (minimum +1). She can use this ability for a number of minutes per day equal to her class level. These minutes do not need to be consecutive but she must spend them in 1-minute increments.
This ability replaces the witch's 1st-level hex.

Half-Orc Racial Traits:

Ability Score Racial Traits: Half-orc characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Type: Half-orcs are Humanoid creatures with both the human and orc subtypes.
Size: Half-orcs are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Half-orcs have a base speed of 30 feet.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin. See the Linguistics skill page for more information about these languages.

Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.

Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.

Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
Senses Racial Traits

Darkvision: Half-orcs can see in the dark up to 60 feet.
Other Racial Traits

Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Alternate Racial Traits

GEAR:

Weapons:
Falchion
[xx lbs, xx gp]

Armor:
Fetish mask/Peregrinus helm

Skill Equipment:

Magic Miscellaneous:

Mundane Miscellaneous

(xx lbs., xx gp., xx sp.)

Total equipment cost: xx gp, xx sp. spent. (of xx starting funds)
Weapons xx gp., Armor xx gp., Magic Misc. xx gp, Mundane Misc. xx gp., xx sp.
Remaining Gold xx gp, xx sp
Weight: xx lbs
Weapons xx lbs., Armor xx lbs., Misc. xx lbs.,

Capacity: light: xx lbs. or less Medium: xx-xx lbs. Heavy: xx-xx lbs.
Load: Light