Anevia Tirablade

Sonya of the Ice Sea's page

10 posts. Alias of DarkLightHitomi.


Classes/Levels

[ SP: 3 ]

Gender

F Human Wise Woman# [ AC/F/T/C: 16/10/16/15 ][ HP: 9/9 ]##

About Sonya of the Ice Sea

Name: Sonya of the Ice Sea

Things in progress,
Equipment, and the stats related to it (like AC).

BASIC INFO:

Race: Female human
Age: 24yo (Adult)
Size: Medium, 5' 11" 175lbs
Type: Humanoid (none)
Level: gestalt/spheres of power
Classes: rogue/incanter(warlock)
Favored:
Social:
Faith: Nature
Home: Border of Nukland and the Ice Sea (a place I named on otherside of Nukland)
Jobs: Wise-woman/healer (apprentice really), Trapper, Craftsman
Languages: Nuklander, Norsk, Runic

BASIC STATS:

Str 12 (+1), Dex 14 (+2), Con 12 (+1),
Int 15 (+2), Wis 13 (+1), Cha 14 (+2)

Senses; Normal Perception +5
Init +2; Speed 30 ft.

BAB +0 (.75L); SAB +1; DAB +2; CMB +1;

AC ?, ff ?, touch ?; (+2 Dex)
CMD 13

Fort +3 (1A+.33L+1+1), Ref +5 (2+2A+.5L+1), Will +4 (2+1A+.5L+1)
Immune:
Conditional: +5 stabalization, +2 vs cold climate effects/slipping/falling/trip atks/acrobatics for slippery/climb for slippery, +4 vs being in cold conditions, +1 vs cold effects

HP 9 ( HD: 1D8)+1A; negative hp before death is 13
DR: ?/?
Resist: ?

SKILLS:

Skillpoints: 10+2 ((8+2A+2BG)L)
Total Skill Name (Ranks) Class (Ab Mod) [Bonus] {conditional}
+6 Acrobatics (1)3 (2)[]
+6 Appraise (1)3 (2)[]
+? Artistry ()3 (2)[]
+? Bluff ()3 (2)[]
+? Climb ()3 (1)[]
+? Craft:
#+6 Smithing (1)3 (2)[]
+? Diplomacy ()3 (2)[]
+? Disable Device ()3 (2)[1]
+? Disguise ()3 (2)[]
+? Escape Artist ()3 (2)[]
+? Fly ()3 (2)[]
+3 Handle Animal (1)(2)[]
+2 Heal (1)(1)[]
+? Intimidate ()3 (2)[]
+? Knowledge:
#+? Arcana ()3 ()[1]
+? Linguistics ()3 (2)[]
+? Lore ()3 (2)[]
+5 Perception (1)3 (1)[]{1 vs traps}
+? Perform:
#+6 Oratory (1)3 (2)[]
+? Profession:
#+8 Wise Woman (1)3 (1)[3]
#+5 Trapper (1)3 (1)[]
#+5 Sailor (1)3 (1)[]
+? Ride ()(2)[]
+? Sense Motive ()3 (1)[]
+? Sleight of Hand ()3 (2)[]
+? Spellcraft ()3 (2)[]
+6 Stealth (1)3 (2)[]
+3 Survival (1)(1)[1]
+? Swim ()(1)[]
+? Use Magic Device ()3 (2)[]
+? Wild Empathy ()(1)[]

PASSIVE/REACTIVE FEATS, TRAITS, AND ABILITIES:


    CLS1
  • Weapon Prof Simple, hand crossbow, rapier, sap, shortbow, and short sword.
  • Armor Prof Light
    CLS1
  • Snk Atk 1d6 per odd lvl
    CLS1
  • Trapfinding +.5L (min 1)to notice traps/disable device (implies always rather than just against traps) and can disable magic traps.
    CLS1
  • Bonus Casting Feat Cantrips
    CLS1
  • Casting Casts sphere magic. Gain 2 Magic Talents.
    CAST
  • Sphere Talent Life sphere
    CAST
  • Sphere Talent Revitalize, life talent
    RAC1
  • Bonus feat, any Replace with Mixed Heritage: Heart of the Snows: cold climate one cat less, +2 vs cold climate/slipping/falling/trip atks/acro slippery/climb slippery
    RAC1
  • Skilled Replaced with Heart of the Wilderness: +.5L survival checks/negative hp limit, +5 stabalization checks.
    TRAI
  • Campaign: Giant Blood +1 Fort, +1 K Arcana
    TRAI
  • Tundra Child +4 vs being in cold conditions, +1 vs cold effects
    ABP1
  • Resistance +1
    LVL1
  • Skill Focus Profession Wise Woman

ACTIVATED FEATS, TRAITS, AND ABILITIES:

Concentration: +3 (MSB+2A)
MSB: +1 (1L)
MSD: 12 (11+1L)

Constant
None.

By Tradition
Wise Woman
Caster Level: 1 (1L)
DC: 12 (10+2A+.5CL)
Spell Points 3 (2A+1L)
Drawbacks:


  • Skilled Must make a skill check, DC 15+CL, to activate. Profession Wise Woman
  • Focused A specific focus is required to cast spells. Without focus, succeed on focus check DC 20+CL to cast spell.
  • Extended Casting a spell takes one step longer action; Swift -> Move -> SA -> Full -> 1R -> 1M.

Boons:


  • Easy Focus Maintaining concentration (to keep a spell going) is only a move action.
  • Bound Creature You gain the Conjuration sphere and a companion who serves as the source of your power. Unlike a normal companion, this companion is not extraplanar, and you may choose upon gaining the companion what creature type it possesses (although it does not gain the immunities or other qualities of its creature type). Your companion’s first (form) talent should reflect its creature type. This bound creature cannot be summoned or dismissed, and costs no spell points to use. You do not suffer a chance of failure from the Focused Casting drawback so long as your bound creature is on the same plane as you and is within Long range (400 ft + 40 ft per caster level). If your bound creature dies, you suffer a chance of spell failure as outlined in the Focused Casting drawback until you gain another bound creature. You cannot bond with a new creature for 30 days or until you gain another level, whichever comes first. The new bound creature must be the same creature type as your previous bound creature. A caster must possess the focus drawback to select this boon.

Abilities At Will:


  • Cantrips Minor effects similar to Prestidigitation and other cantrip spells, including sparking fires, making light, and flavoring food.
  • Invigorate Grant temp HP = CL, can't exceed normal max HP. 1 hour duration.
  • Cure heal 1d8+CL, or harm undead for same.
  • Revitalize Instead of healing damage instantly, grant Fast Healing 1 for CL minutes. Greater Healing improves this.

Abilities One Point:


  • Restore heal 1d4 ability dmg, lessen/remove: Exhaustion->Fatigue, Nauseated->Sickened, Panicked->Frightened->Shaken, Staggered, Dazzled. If ongoing effect, supress for CL rounds.

EQUIPMENT:

Total Weight, EQ: lbs
Total Weight, EQ. and Body: 175 lbs

Worn/Equipped: 0 lbs
Outfit: Outfit Name (? lbs)
Magic Item Slots:


  • Location: Name Desc

Non-Slotted Items: 0 lbs


Carried: 12 lbs


  • Ranged/Melee: Name ? ATK/DMG Desc, critical, range, etc

Belt Pouch #1: (0.5 lbs) 1.5 lbs


  • Healer's Kit (1 lbs)
  • Potion of Cure Light Wounds x 2
  • GP

Backpack: (2 lbs) 26 lbs


  • Bedroll (5 lbs)
  • Blanket (1 lbs)
  • Climber's Kit (5 lbs)
  • Hammock (3 lbs)
  • Mirror, Small Steel (0.5 lbs)
  • Rope, Silk 50-ft (5 lbs)
  • Scroll Case (0.5 lbs)
  • Waterproof Bag
  • Waterskin (4 lbs)
  • GP

Capacity
STR (12) —
Light: 43 (x1/3), Medium: 86(x2/3), Heavy/LoH: 130(x1), LoG: 260(x2), Drag: 650(x5)

BACKGROUND:

Sonya is an inquisitive but tough minded character, and generous when she feels safe to be so. She has learned a broad range of skills, and picks up new ones fast and quickly reaches basic competency, though she rarely practices anything enough to ever become a master at anything.

Appearance
Sonya is a tall, athletically built human. She has the pale look of a northern person, but yet looks slightly exotic compared to Northlanders, like she is only slightly related to them. She has short, dark hair and dark eyes.

She wears many small trinkets, charms, strings, cords, and pouches of stuff, and her clothes have plenty of pockets. Her clothes are fur and leather obviously meant as armor as much as clothing. Her cloak is grey and white fur on one side and drab brown leather on the other, and from the hood of it a small squirrel peers out.

Magic
She casts magic more like making potions, salves, charms, and dust. She often uses snow or water, with which she adds a few herbs, pieces of bark, or similar, which she gives a quick stir, and the resulting concoction is used to magical effect.

Her healing and enhancement magics tend to be liquids to either drink or splash upon someone. Her protections and wards tend to be charms the target wears. Sometimes though, she will mix up a pot of stuff and pour out useful items.

History
Her father is a trapper and blacksmith, though he works in many materials, such as wood, bone, and leather (as well as other materials from animals he catches), and makes or fixes just about anything with skill. His is the bloodline from which Sonya inherited the trace of giant-kin. The father, (I'll name him Wulfgar) is descended from Buliwyf, a great giant slayer in the distant past. What the exact nature of the bloodline's connection to giant-kin is, is not entirely known, but the family is sure is has something to do with Buliwyf and his fighting giants.

Her mother (Halga) is a wise-woman, crafting simple potions, concoctions, and charms.

The two of them live on the borders of Nukland, on the other side from local adventure. They often trade with the Nuklanders when they roam close by, as well as trading with the peoples on that side, beyond Nukland, acting as one of the few, and small, trade points between the Nuklanders and others.

Buliwyf's shield and sword have been passed down through the family. The sword, Fire's Edge, is a single edged, slightly curved sword. While the blade itself might seem very similar to a katana/wakizashi, the handle and guard are different, being a solid piece of steel, seemingly forged onto the blade and the guard is similar to a broadsword's guard, and it has a dragon and flame motif (ironic given the ice powers, but story has it that the blade and shield were made for Buliwyf to fight the giants). The sword was passed down to Sonya.

The shield, Fortress Hearth, was a round shield with the same dragon and fire motif, and has few marks of battle, as though resistant to such things as scars and scratches. The shield was passed down to Herger, Sonya's brother.

The brother and shield went missing. Due to lots of blood and strewn items leading to the river, it was thought Herger had been killed, and the shield taken. Sonya left to track down the shield and whomever had killed Herger. This led her to follow some trading ships into the south and back up north to the local area where the party is now.