Mistress Kayltanya

Sevia, The Raven Queen's page

1,274 posts. Alias of CommandoDude.


Full Name

Sevia - The Raven Queen

Race

Fetchling

Classes/Levels

Level 9 - Mythic 3 | HP 154 | AC/TC/FF 28/21/- | Fort: 16, Refl: 23, Will: 17 | CMB/CMD 6/25 | Init: 15, Perc: 15 |

Spoiler:
Spells: Heroism

Gender

Female

Size

Medium

Age

-

Alignment

N

Strength 8
Dexterity 22
Constitution 14
Intelligence 14
Wisdom 12
Charisma 23

About Sevia, The Raven Queen

Quicksheet:

HP: 158/158 | Spells: 8/9 1st, 8/8 2nd, 4/6 3rd | 5/5 4th | 11/11-6/6 Mythic | 10/10 ki | LoH 7/8 | 1/2 smite
9/10 Staff Charges | 6/6-3/3 Extend/Silent Rod | 1/1 Ninjitsu Headband
SLA used:

Shadow - HP:68 | Spells:
Epyon - HP:68 | Spells: 5/6 1st, Greater Invis. 3/3

Appearance

For the first time in existence, Sevia - Goddess of Death, has lost her sense of purpose. At one time she dutifully presided over the cycle of death and rebirth on Golarion; now she is but a hollowed shard of herself. When Sevia fragmented her power though, the corruption in her soul was left behind as she cast herself down into a mortal form; And while no longer evil - Sevia has far from regained her moral compass, now unsure what to believe anymore about the world. The desire for both vengeance and redemption against those who wronged her now wage war for her conscience, keeping her Alignment in flux. Not to mention how literally lost she as, as Sevia has been asleep for millenia while Golarion changed around her.

Though she can still feel a faint trace of divinity within her, enough at least to hear the prayers of mortals, Sevia is acutely aware of her newfound mortality - an experience as foreign to her as death is to those she has become.

Sevia

Female Fetchling Sorcerer 9 / Ninja 9(Bandit) / Paladin 4(Oath of Vengeance) / Shadow Dancer 5 - Mythic(Champion/Archmage) 4
N Medium Outsider (Native)
Init +16; Senses: Darkvision 90ft/Low-Light, Perception +15 (+2 With Familiar/+4 vs Traps)

Defense
AC 28, Touch 21, Flat-footed - (+6 Dex, +7 Armor, +1 Deflection, +2 Divine, +2 Luck)
HP 158 (5d8@ 60 + 4d10@ 60 + 18 CON + 20 Mythic)
Fort +16, Ref +23, Will +17
Resistances Cold/Electric 7, Negative 5
Defensive Abilities Evasion, Hard To Kill, Shadow Blending, Improved Uncanny Dodge Immune Fear, Disease

Offense
Speed 60 ft.
Melee
Shadow Stryker +14/+9 (1d6+7/15-20x2 P or S, Deadly) Wyroot Primary
+1 Keen Wakizashi +14/+9 (1d6+7/15-20x2 P or S, Deadly) Adamantine Secondary
Ranged
6x Starknife (Thrown, 20ft.) +14/+9 (1d4+6/x3 P) Cold Iron
+1 Adaptable Composite Longbow (90ft.) +14/+9 (1d8/x3 P) Wyroot
Special Attacks Sneak Attack 5d6+1 +5 Bleed, Smite (2/day), Mythic Power (11/day, Surge +1d8)

Paladin Spells Prepared (CL 4)
1st DC 17 - Divine Favor, Grace

Sorcerer Spells Known (CL 9; Concentration +14)
0th DC 16 (At Will) - Detect Magic, Drench, Ghost Sound, Mage Hand, Mending, Message, Spark, X
1st DC 17 (9/day) - Charm Person, Identify, Infernal Healing, Heightened Awareness, Magic Missile, Shocking Grasp
2nd DC 18 (8/day) - Darkness, Invisibility, Mirror Image, Resist Energy, See Invisibility, X
3rd DC 19 (6/day) - Dispel Magic, Fireball, Haste, Heroism, Slow
4th DC 20 (5/day) - Confusion, Dimension Door, Stoneskin, Wall of Fire
--------------------
Spell Like Abilities (CL 9)
(2/day) - Silent Image, Shadow Conjuration
(1/day) - Aid, Blindness, Deeper Darkness, Disguise Self, Freedom of Movement, Obscuring Mist, Protection From Energy, True Strike
(At Will) - Detect Evil

Statistics

Str 8, Dex 22, Con 14, Int 14, Wis 12, Cha 23
BAB +7; CMB +6; CMD 25 (10: -1 Str, +6 Dex, +7 BAB, +2 Divine, +1 Deflection)
Feats:
Alertness, Armor Proficiency (Light, Medium, Heavy), Dual-Path (Archmage), Eschew Materials, Improved Familiar, Improved Initiative, Shield Proficiency (All), Step Up, Two-Weapon Fighting, Weapon Finesse, Weapon Finesse (Mythic), Weapon Proficiency (Martial, Exotic Eastern)
Traits:
Blade of the Society, Fate's Favored, Nature's Mimic, Reactionary

Skills:

9 Acrobatics +20
1 Appraise +8
6 Bluff +16
4 Craft (Armor, Alchemy, Bows, Weapons) +10
1 Climb +5
4 Diplomacy +14
5 Disable Device +18
1 Disguise +14
1 Escape Artist +12
1 Fly +12
1 Handle Animal +11
2 Heal +8
8 Intimidate +18
Knowledge:
7 Arcana +14
5 Dungeoneering +12
1 Local +9
2 Nature +12
1 Nobility +8
5 Planes +12
5 Religion +12
2 Linguistics +9
9 Perception +17
2 Perform (Dance) +12
6 Sense Motive +14
3 Sleight Of Hand +14
7 Spellcraft +14
4 Stealth +25
6 Survival +12
1 Swim +5
4 UMD +12
4
Circumstantial: Acrobatics +12 (when jumping), +2 Bluff (Feinting), Diplomacy -2 (Drawback Triggered), Disable Device +4 (Against Traps), Perception +3/+2/+4 (In Normal Light/With Familiar/Against Traps), Sense Motive +2 (With Familiar) -2 (Drawback Triggered), +2 Any Skill (Aid Another:Familiar)

Languages:
Celestial, Common (Taldan), Draconic, Giant, Infernal, Sylvan, Undercommon
SQ:
Arcane Bond (Familiar - Raven), Bloodline Heritage (Arcana), Divine Source, Dual - Path, Evasion, Improved Uncanny Dodge, Fleet Charge, Fleet Warrior, Hide In Plain Sight, Ki Pool, Lay On Hands, No Trace, Recuperation, Summon Shadow, Trapfinding, Wild Arcana
Magic Items:
Death Mask of Toth Nekamek, Staff of Minor Arcana, Handy Haversack, +1 Shadowed Fortified Twilight Celestial Breastplate, +4 Belt of Dexterity, Headband of Ninjitsu and Alluring Charisma +2, 2x Lesser Rod of Extend, Lesser Rod of Silent, Runestone of Power (1st), 2x Pearl of Power (1st), Page of Spell Knowledge (Resist Energy), Necklace of Fireballs II, Raven's Head, Face of Dagon, Luckstone, Ring of Spell Knowledge II, Jingasa of the Fortunate Soldier, Dark Life Ring
Consumables:
Potions
Air Bubble, Endure Elements, Barkskin
Wands
Infernal Healing (49 charges), Scorching Ray (41 charges)
Scrolls
Alarm, Ant Haul, Arcane Lock, Anticipate Peril, Breath of Life, 4x Explosive Runes, Feather Fall, Hold Portal, Identify, Jump, 2x Keep Watch, Knock, Liberating Command, Floating Disk, Magic Mouth, Mount Communal, Pyrotechnics, Read Magic, Remove Paralysis, Share Language, Share Memory, Summon Swarm, 2x True Strike
Mundane
6x Alchemist Fire, 3x Acid Flask, 5x Tanglefoot bags, 3x Fuse Grenades, 1x Holy Water, Smelling Salts
Mundane Gear:
Alchemists Lab - Portable, Arrows (Adamantine) 6; (Cold Iron) 50; (Grappling) 1, Artisans Tools MW, Bedroll, Caltrops, Crowbar, Grappling Hook, Lamp Oil, Holy Symbols: Silver - Raven Queen, Silver - Unknown, Portable Ram, Pouch Belt, Scroll Case, Silk Rope 50ft, Smoked Goggles, Waterskin, Whetstone, Wrist Sheath Spring-Loaded (x2), Thieves Tools MW, The Raven's Talon, The Raven's Wing, Wizard Spellbook
Crafting Supplies:
Gold:
14724gp

Special Abilities:

Traits -
Darkvision: See in no light perfectly for 90ft.
Low-Light: See in dim light as well as Normal/Bright light
Shadow Blending: Miss chance increases to 50% in areas of Dim Light
Shadow Resistance: Cold/Electric Resistance 5
Skilled(World Walker): +2 Stealth, +1 Knowledge (Nature, Local)
Spell-Like Abilities: Disguise Self
--------------------
Blade of the Society: +1 on SA damage rolls
Fate's Favored: All luck bonuses increase by +1
Nature's Mimic: +1 Knowledge Nature, becomes Class Skill
Reactionary: +2 Initiative
--------------------
Pride (Drawback): Take a -2 penalty to Diplomacy&Sense Motive checks when someone threatens, accuses, or insults you until they apologize.

Mythic -
Annihilating Strike: Spend 5 Mythic power - creatures, attended objects, and magic items struck by a weapon or natural weapon must make a Fortitude save (DC 23 + damage dealt) or be killed outright. Non-magic items are destroyed outright up to 3,000 cubic feet. Mythic creatures of 4th rank and higher are unaffected.
Amazing Initiative: Gain a bonus to initiative equal to tier (4). Spend 1 mythic power for an additional standard action that turn as a free action.
Beyond Morality: No longer has alignment, does not detect as an alignment, not subject to alignment based attacks.
Crafting Mastery: You can craft any magic item as if you had the necessary item creation feats.
Divine Dodge: Spend 3 Mythic power - Any attacks, individually targeted spells, or area of effects have a 54% miss chance against you for 7 rounds.
Divine Source: Provides access to divine spells for followers up to 4th level, as well as the Darkness and Fate domains. Can cast spells from both domains as Spell Like Abilities once per day per level.
Fleet Charge: Swift Action - Spend 1 Mythic Power to move up to your speed and make 1 attack at any point of the movement.
Fleet Warrior: Move full speed before or after a full attack for free. AoO as normal.
Impossible Speed: Increase base speed by 30ft. Spend 1 Mythic Power to increase base speed by 10ft.
Mirror Dodge: Expend 1 Mythic power as an Immediate action when hit by a successful melee/ranged attack. Teleport to a square within 30 ft with line of effect, attack hits illusionary double.
Surge: Expend 1 Mythic power as an immediate action to add 1d8 to any d20 roll just made.
Hard To Kill: You stabilize automatically and don't die unless HP is equal to double con.
Recuperation: Spend 1 mythic power to regain all class abilities and hit points by resting for one hour.
Wild Arcana: Standard Action - Spend 1 Mythic Power to cast a spell on your spell list which is a level you can cast: Effect is 2 levels higher and any metamagic feat can be applied for free.

Class -
Ambush: Ninja can take all actions during a surprise round, instead of just a single standard or move.
Arcane Bond: Caster forms a bond with a pet Familiar (Raven Selected)
Aura of Courage: Immune Fear mundane or magical, allies within 10ft get +4 on saving throws vs fear.
Aura of Good: Detects as Law and Good of moderate strength.
Bloodline Heritage: (Arcane) - Grants Bonus Spells and Feats on the Arcane list. Grants Knowledge (Planes) as a class skill. Bloodline Arcana raises the DC of any spell cast using a metamagic feat by +1.
Channel Wrath: Spend 2 uses of Lay on Hands to use Smite Evil.
Detect Evil: As per the spell at will, or as a move action with a single target.
Divine Grace: Cha bonus (+6) to saving throws.
Divine Health: Immune disease, including magical/supernatural or mummy rot.
Evasion: Take no damage on successful reflex saves instead of half damage.
Fearsome Strike: Make free Intimidate check on Critical hit 5/day to cause creature to be Frightened.
Hide In Plain Sight: May use stealth even if being directly observed if within 10ft of dim light.
Improved Uncanny Dodge: Can no longer be caught Flat Footed or loose dex bonus against Invisible targets. Can no longer be flanked except by an enemy with 9 rogue levels.
Ki Pool: Gain a Ki Pool - 10 Pool points per day. Can use a swift action to spend a pool point to do one of the following: make 1 attack at BAB, gain +20ft speed or +4 Stealth for 1 round, activate a Ninja trick. A ninja is always treated as having a running jump on Acrobatics checks.
Lay on Hands: Heal 2d6 points of damage 8/day as standard, or swift if target is self.
Light Steps: As a full round action, can move at double base speed across any surface - even liquids, as though it were solid ground without an acrobatics check. Does not leave tracks or trip mechanical based traps. Must end on solid ground or fall.
Ninja Tricks:
Bleeding Attack- Ninja's Sneak Attacks deal 5 Bleed.
Defensive Roll- 1/day when reduced to 0 HP by an attack, can make a reflex save (DC = damage of attack) to reduce the damage taken by half.
Offensive Defense- Gain Dodge Bonus against enemies who are hit by a Sneak Attack = to the amount of SA die rolled.
Vanishing Act- Gain Invisibility for 9 rounds as per the spell.
No Trace: +3 Stealth and Disguise. +3 DC to track the Ninja.
Mercy: Lay on Hands removes Fatigued condition, even if caused by a curse, disease, or poison - but does not remove affliction.
Shadow Jump: 40ft/day teleport (as per Dimension Door) in dim light.
Sneak Attack: Add 5d6 precision damage to all damage rolls against targets who are flat footed or otherwise denied their dex bonus.
Smite Evil: Target one evil creature within sight 1/day as a swift action. Paladin receives Cha bonus (+6) to attack rolls and AC, and Paladin Levels (+4) to damage rolls vs target of smite. This bonus damage is doubles vs creatures with the following subtypes: Evil, Dragon, Undead. The Paladin also bypasses all D/R of the target. This ability does not work against non-evil creatures.
Summon Shadow: Gain a Shadow as a companion, which cannot create spawn and is immune to turn/command undead.
Trapfinding: Add 1/2 your Rogue (Ninja) level (4) on perception checks and disable device checks to find and disarm traps. A rogue (Ninja) can disable magical traps.

Feats -
Alertness: +2 Perception/Sense Motive (When Familiar is within arm's reach).
Dual-Path: Gain access to Path Abilities from another Path designated at 1st level and that Path's 1st tier ability.
Eschew Materials: Ignore spell components worth less than 5gp for spells
Improved Familiar: Select a familiar from the Improved Familiar list.
Improved Initiative: +4 to Initiative checks
Improved Two-Weapon Fighting: Gain an iterative with off handed weapon.
Step Up: May take a 5ft step towards an enemy as an immediate action if an enemy takes a 5ft step. Cannot use a 5ft step next turn and deduct 5ft from any movement.
Two-Weapon Fighting: Reduce penalties for fighting with two weapons.
Weapon Finesse: Use DEX weapon instead of STR for Attack rolls when wielding a Light Weapon
Weapon Finesse, Mythic: Use DEX instead of STR for Damage rolls when wielding a Light Weapon - Also ignore penalties for using a Shield.

Shadow Stryker, the Blade of Death:

Rank: Minor Artifact
Abilities:
-Legendary Power: 6/day
-Legendary Surge: +1d6 to Attack/Combat Maneuver rolls with this weapon
-Powerful: 4 additional uses of legendary power/day.
-Undetectable: While invisible the user is undetectable by any means.
-Foe Biting: May spend 1 Legendary Power to double damage from weapon, including precision damage. Must spend 2 Legendary power to double a Crit.
-Mythic Bond: Sevia is bonded to this item.

Slot: None
CL: 12th
Weight: 2 lbs
Aura: Strong Illusion

Description

This +1 Keen long wakizashi has a thin, dull looking blade, as if light itself fears to touch the metal. Yet its length looks impossibly sharp. The hilt is made of delicately crafted Wyroot with Sevia's own hold symbol carved in one side, and a tombstone crafted into the other; skeletal hands reach up from the base of the hilt to these symbols. Two silver bells hang from the blade, yet make no noise. Originally a Sword of Subtlety, the blade provides a +4 to Attack and Damage rolls on sneak attacks.

Familiar:

N Tiny Magical Beast (Raven - Using Faerie Dragon stats)
Init +4; Senses Darkvision 60ft, low-light vision; Perception +12

DEFENSE
AC 23, touch 16, flat-footed 18 (+4 Dex, +6 Nat, +1 Dodge, +2 size)
HP 87
Fort +7, Ref +13, Will +10
Defensive Abilities: Improved Evasion, Empathetic Link, Spell Resistance (13) Immune: Paralysis, Sleep

OFFENSE
Speed 10 ft., Fly 60 ft. (perfect), Swim 30ft
Melee 1 Bite + 12 (1d4-1) 2 talons +12 (1d4–1)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks:
Sorcerer Spells Known (CL 3, Concentration +6)
0th (At-Will) - Acid Splash, Disrupt Undead, Mage Hand, Open Close, Prestidigitation
1st DC 14 (6/day) - Burning Hands, Mage Armor, Reduce Person
Spell Like Abilities (CL 9)
(3/day) Greater Invisibility

STATISTICS
Str 9, Dex 18, Con 13, Int 16, Wis 15, Cha 16
Base Atk +6; CMB +7; CMD 15
Feats: Acrobatic, Dodge, Weapon Finesse
Skills: Acrobatics +17, Bluff +14, Diplomacy +14, Fly +25, Perception +14, Sense Motive +14, Stealth +23, Swim +13, Use Magic Device +9
Languages: Common, Celestial, Necril, Tengu ; telepathy 100 ft.
SQ: Deliver Touch Spells, Share Spells, Speak With Master, Speak With Kind

Shadow:

N Medium Undead (Incorporeal)
Init -; Senses Darkvision 60ft; Perception +8

DEFENSE
AC 16, touch 16, flat-footed 13 (+2 Dex, +3 Deflection, +1 Dodge)
HP 78
Fort +8, Ref +11, Will +9
Defensive Abilities: Incorporeal, +4 Channel Resistance Immunities: Undead Traits, Turn/Command Undead

OFFENSE
Speed Fly 40 ft. (good)
Melee Incorporeal Touch +9/+4 (1d6 Strength Damage)

STATISTICS
Str -, Dex 15, Con -, Int 6, Wis 12, Cha 16
Base Atk +7; CMB +7; CMD 15
Feats Dodge, Skill Focus (Perception)
Skills Fly +12, Perception +9, Stealth +12; Racial Modifiers +4 Stealth
Languages Common
SQ Strength Damage kills creatures at 0

----

Godly Details
Previously the CG then CE Goddess of Death

Portfolio: Death, Rebirth, Fate, Darkness

Domains: Darkness, Death, Healing (Resurrection), Luck (Fate), Repose (Souls), Trickery

Favored Weapon: Wakizashi

Servitors: Previously - Fetchlings, Psychopomps, Shadows

Titles: The Raven Queen, Shadow Striker, (as CG) - Keeper of Souls, (as CE) - Dreaded Death

-----

Background:

She has been known to mortals by many names before her demise at the hands of her usurper, Norgorber - the Reaper of Reputation. But in the time before time, the First Age: she was Sevia, sister of Sarenrae. Where one brought Sun and Life, the other brought Darkness and Death. It was her destiny to be the end of all things, so that the cycle could begin again with life. As the Gods made Creation in their mind's eye, Sevia was born from Sarenrae's creation of the first mortal life, and for a time they fought in rivalry, seemingly destined to oppose each other as ideological rivals, one who believed life should be immortal and one who's very nature conflicted with that.

But their rivalry finally ended with the coming of Rovagug, who's might made the heavens shudder as he sought to end everything. The Dawnflower and the Raven Queen put aside their differences, for Rovagug's madness opened Sarenrae's eyes, Sevia did not want to end life, she merely guided it to rebirth. And so the Gods united together and battle the Rough Beast in defense of the Universe. In the end, the combined mights of Sarenrae and Asmodeus defeated him, and Sevia's sister found the importance of redemption in each sibling.

For a time, Sevia was happy, as she constructed the Gates of Avalon, a magnificent palace in both sibling's colors, designed to function as the gateway between life and death, the final judgement place of souls who would go to Heaven, Hell, or even some other plane, and for some, back to the Material World. And as mortal life grey, she created the Shadows to act as reapers on the material world, who acted as spirits to guide souls from Golarion and beyond to her gates to enter the afterlife. Yet, her happiness did wane in the coming centuries, as her sister Sarenrae soaked up the glory of the Material plane, receiving the adoration of the mortals and even her fellow gods - while Sevia became more and more secluded, the fear of her growing. For after all, who does not fear Death? Fear of her grew even worse when it was believed she caused the Age of Darkness. The landing of the Starstone and the ascension of Aroden did little to improve her mood, as the Goddess opposed the creation of more immortals. And so Sevia's jealousy grew, and once more the sister's relationship turned sour.

Then, everything changed with the defeat of Aroden by the Wizard-King Tar-Baphon who sought to unlock the secrets of Undeath. Yet, even with the assistance of great magical artifacts, even Tar-Baphon could only wound Aroden, enough to give him pause and to draw the attention of the whole Pantheon. It was then that Sevia descended from Avalon to resume Aroden's fight - Urgathoa, the God of Undead was already an affront to her dignity, she would not suffer such knowledge to the mortals. Using her guile and stealth, she was able to defeat Tar-Baphon: unknown to her, the Wizard-King's machinations were only furthered by his death, which served as a catalyst both towards his road to unlife and to his dark touch which had tainted Sevia. Finding glory from mortals and her fellow good gods alike, Sevia gave over the duties of Avalon to her avatar, Pharasma, and began a crusade against Urgathoa that took her into the Shadow Plane, where she battled in proxy against the gods of Zon-Kuthon, Lamashtu, and her nemesis Urgathoa.

For Sevia, her crusade against Urgathoa and her minions was all consuming and the darkness within her grew, amplified by the negative energies of the Shadow Plane. Soon she began to revel in death and combat, as much as even Gorum, god of War. Sarenrae grew ever more concerned for her sister, but the closer she tried to become to Sevia, the more she was pushed away. It is said that the Raven Queen thus became the first Fetchling, and her followers became that race. Eventually, the Dreaded Death returned to Golarion. Though prevented from acting on the material plane herself, she waged a brutal campaign against Urgathoa's followers, seeking to drive the Goddess into obscurity and destroy all knowledge of unlife - in her mind, the death of mortals was in of itself an instrument in the combat against unlife, and the shadow of death was said to hang over Golarion. Sevia's own Shadowed soul corrupting Avalon into a place of darkness and despair.

Eventually, Sevia decided that to defeat Urgathoa, she would steal a weapon from the First Vault of Abadar, where she thought from advice by Nethys that a weapon which could slay gods would be obtainable. Though his vague words had actually implied the attempt would be her own undoing. Though she attempted to enlist the aid of Asmodeus in her attempt, the evil god warned Abadar, alarmed at the prospect of the Goddess of Death wielding an instrument which could end immortality itself. Abadar thus gave the newly ascended Norgorber an item from the First Vault to help him reveal the Shadow Striker, an entity more skilled in Stealth than anything in existence. Sevia was discovered, ambushed by Norgorber, something she had thought inconceivable. They battled, and she was greatly wounded without her ability to call on that which she'd relied on for Ages. Injured, she fled and was found by Sarenrae, unable to hide herself injured as she was, both argued and cursed each other until the Dawnflower found she had no more redemption left in herself and tried to strike her sister down, where the Raven Queen played her last gambit and spread her power away, fleeing her own judgement. In the aftermath, Norgorber ascended to her portfolios and began to erase her existence.

Spoiler:

Ninja 10:
+1 BAB
1d8 HD
Master Tricks - Assassinate
+1 Reflex

Sorcerer 10:
+1/2 Cold/Electric Resist (Favored Class Bonus)
+1 Will
+1 4th Spell/Day
+4 5th Spell/Day
+1 1st Spell Known
+1 5th Spell Known

Shadow Dancer 6:
Talent - Crippling Strike
+40ft Shadow Jump
+1 Shadow Illusion
+1 Shadow Call

Budget
Duelist's Vambraces - 4000gp
Runestone of Power 1st - 1000gp