Amiri

Veronica Ferra's page

695 posts. Alias of Jesse Heinig.


Full Name

Veronica Ferra

Classes/Levels

INACTIVE - GAME DIED

Size

Medium

Age

23

Alignment

Lawful Good

Deity

Erastil

Location

The Stolen Lands

Languages

Common (Taldane), Sylvan

Occupation

Rural priestess

Homepage URL

Picture album | Theme song

Strength 12
Dexterity 12
Constitution 13
Intelligence 10
Wisdom 16
Charisma 13

About Veronica Ferra

Veronica Ferra
Female skinwalker (witchwolf) cleric 9
20,909 experience points
LG Medium humanoid (shapeshifter, skinwalker)
Init +1; Senses Perception +6; low-light vision

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Defense
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AC 16, touch 11, flat-footed 15 (+3 armor, +2 shield, +1 Dex)
HP 55 (7d8 - 8, 5, 5, 5, 5, 5, 5, 6, 2; +9 Con)
Fort +7 (+6 base, +1 Con), Ref +4 (+3 base, +1 Dex), Will +9 (+6 base, +3 Wis)

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Offense
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Speed 30 ft.
Melee Sickle +7/+2 (1d6+1/x2; slashing)
Melee Masterwork morningstar +8/+3 (1d8+1/x2; bludgeoning/piercing)
Melee Dagger +7/+2 (1d4+1/19-20/x2; piercing/slashing)
Ranged +1 composite darkwood longbow (Str 12) +8/+3 (1d8+2/x3; piercing; 110 ft.)
Spells Prepared (CL 9th; concentration +11)
• 5th (1/day + domain)—angelic aspect, dispel evil (d)
• 4th (2/day + domain)—divine power, holy smite (d)
• 3rd (3/day + domain)—magic circle against evil (d), prayer, water breathing
• 2nd (5/day + domain)—burst of radiance, hold animal (d), lesser restoration, lesser restoration, spiritual weapon
• 1st (5/day + domain)—bless, bless, divine favor, protection from evil (d), remove fear, remove sickness, shield of faith
• 0 (at will)—detect magic, guidance, light, stabilize

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Statistics
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Str 12, Dex 12, Con 13, Int 10, Wis 16, Cha 13
Base Atk +6/+1; CMB +7; CMD 18
Languages: Common (Taldane), Sylvan

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Feats
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Level 1
Extra Feature: You are an exceptional shapechanger.
Prerequisite: Con 13, skinwalker.
Benefit: When you change shape to your bestial form, you may choose one additional feature from those listed in your shapechange ability and gain that benefit while in bestial form.
Normal: You can gain this feat multiple times. Its effects stack.

Level 3
Point-Blank Shot (Combat): You are especially accurate when making ranged attacks against close targets.
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Level 5
Boon Companion: Your bond with your animal companion or familiar is unusually close.
Prerequisites: Animal companion or familiar class feature.
Benefit: The abilities of your animal companion or familiar are calculated as though your class were 4 levels higher, to a maximum effective druid level equal to your character level. If you have more than one animal companion or familiar, choose one to receive this benefit. If you lose or dismiss an animal companion or familiar that has received this benefit, you may apply this feat to the replacement creature.
Special: You may select this feat more than once. The effects do not stack. Each time you take the feat, it applies to a different animal companion or familiar.

Level 7
Precise Shot (Combat): You are adept at firing ranged attacks into melee.
Prerequisite: Point-Blank Shot.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Note: Two characters are engaged in melee if they are enemies of each other and either threatens the other.

Level 9
Fast Change: You are an exceptional shapechanger.
Prerequisite: Dex 13, base attack bonus +6, skinwalker.
Benefit: You can assume your bestial form as a move action.
Normal: Assuming bestial form is a standard action.

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Traits
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Deadeye Bowman (Religion): When you are using a longbow, if only a single creature is providing soft cover to your target, your target does not receive the +4 bonus to AC.

Pioneer (Campaign): You have long lived in the shadow of wilderness. 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, 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.
Benefit: 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.
Chosen Skill: Survival

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Adventuring Skills
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Total skill ranks: 27/18 (18 cleric, +9 favored class; 18 background)

Climb +2 [+1] (1 rank, +1 Str)
Diplomacy +5 (1 rank, +1 Cha, +3 class skill)
Heal +15 (9 ranks, +3 Wis, +3 class skill)
Knowledge (nature) +4 (1 rank, +3 class skill)
Knowledge (planes) +4 (1 rank, +3 class skill)
Knowledge (religion) +12 (9 ranks, +3 class skill)
Perception +6 (1 rank, +3 Wis, +2 race)
Sense Motive +7 (1 rank, +3 Wis, +3 class skill)
Spellcraft +4 (1 rank, +3 class skill)
Survival +5 (1 rank, +3 Wis, +1 trait)
Swim +2 [+1] (1 rank, +1 Str)

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Background Skills
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Handle Animal +9 (9 ranks, +1 Cha)
Knowledge (geography) +2 (2 ranks)
Knowledge (history) +5 (2 ranks, +3 class skill)
Knowledge (nobility) +5 (2 ranks, +3 class skill)
Linguistics +1 (1 rank)
Profession (farmer) +8 (2 ranks, +3 Wis, +3 class skill)

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Untrained Skills
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Acrobatics +1 [0] (+1 Dex)
Bluff +1 (+1 Cha)
Intimidation +1 (+1 Cha)
Ride +1 [+0] (+1 Dex)
Stealth +1 [0] (+1 Dex)

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Gear
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Total starting wealth: 2,000 gp

Explorer's outfit (free)
Wooden holy symbol (1 gp)
Studded leather armor (25 gp, 20 lbs.)
+1 reliquary darkwood buckler (2½ lbs.)
+1 composite darkwood longbow (Str 12) (1½ lbs.)
20 durable cold iron arrows (20 gp, 3 lbs.)
12 incendiary arrows (3 lbs.)
Masterwork morningstar (6 lbs.)
Sickle (6 gp, 2 lbs.)
Dagger (2 gp, 1 lb.)
Wand of cure light wounds (cl 1, 20 charges, 750 gp)
Masterwork backpack (50 gp, 4 lbs.)
[
• Bedroll (1 sp, 5 lbs.)
• Canteen (2 gp, 1 lb.)
• Grooming kit (2 gp, 1 lb.)
• Healer's kit (50 gp, 3 lbs.; 8/10 uses)
• Ink, vial (8 gp)
• Journal (10 gp, 1 lb.)
• 7,794 gp, 7 sp, 6 cp
]
Horse - "Bramble"
[
• Harness (2 gp, 2 lbs.)
• Riding saddle (10 gp, 25 lbs.)
• Saddlebags (4 gp, 8 lbs.)
• Shovel (2 gp, 8 lbs.)
• Trail rations, 4 days (2 gp, 4 lbs.)
]

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Special Abilities
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Skinwalker (witchwolf)

Ability Score Racial Traits: Skinwalkers are well attuned to the natural order of things and value passion above reason. Witchwolves gain +2 Constitution, –2 Intelligence, and +2 to Wisdom while shapechanged.
Size: Skinwalkers are Medium creatures and have no bonuses or penalties due to their size.
Type: Skinwalkers are humanoids with the skinwalker and shapechanger subtypes.
Base Speed: Skinwalkers have a base speed of 30 feet.
Languages: Skinwalkers speak Common. Skinwalkers with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Animal-Minded: Witchwolves have a +2 racial bonus on Perception and wild empathy checks.
Change Shape (Su): A skinwalker can change shape to and from a bestial form as a standard action. In bestial form, a witchwolf gains a +2 racial bonus to Wisdom. While in this form, a witchwolf also takes on an animalistic feature that provides a special effect. Each time a witchwolf assumes bestial form, she can choose to gain one of the following features:

• Bite attack that deals 1d6 points of damage
• 2 claw attacks that each deal 1d4 points of damage
• Darkvision 60 feet
• +2 racial bonus on all saving throws

These benefits last until the skinwalker returns to her humanoid form as a swift action. A skinwalker must first return to her humanoid form before changing to bestial form again to change benefits. Different skinwalker heritages allow skinwalker characters to select from different sets of bestial features.
Spell-Like Ability: Witchwolves with a Wisdom score of 11 or higher can use magic fang once per day as a spell-like ability. The caster level for this ability is equal to the witchwolf's character level.

Cleric 9

Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity.

Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).

Spells: A cleric casts divine spells which are drawn from the cleric spell list presented in Spell Lists. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see chaotic, evil, good, and lawful spells. A cleric must choose and prepare her spells in advance.
To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier.
Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
Clerics meditate or pray for their spells. Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting).
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.

Domains: A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.
Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.
In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action. Cleric domains are listed at the end of this class entry.

Domains selected:
Animal
Granted Powers: You can speak with and befriend animals with ease. In addition, you treat Knowledge (nature) as a class skill.
Speak with Animals (Sp): You can speak with animals, as per the spell, for a number of rounds per day equal to 3 + your cleric level.
Animal Companion (Ex): At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level – 3. (Druids who take this ability through their nature bond class feature use their druid level – 3 to determine the abilities of their animal companions).
Companion: "Moondancer," wolf
• Animal Companion modifiers by level: HD 7, BAB +5, Fort +5, Ref +5, Will +2, Skills 6, Feats 4, Natural Armor Bonus +4, Str/Dex Bonus +2, Bonus Tricks 3, Link, Share Spells, Evasion, Ability Score Increase
AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
hp 45 (7d8+14)
Fort +7, Ref +8, Will +3
Speed 50 ft.
Melee Bite +8 (1d8+2 plus trip)
• Str 15, Dex 17, Con 15, Int 3, Wis 12, Cha 6
Base Atk +4
Feats Skill Focus (Perception), Improved Natural Attack, Weapon Focus (Bite)
Domain Spells: 1st—calm animals, 2nd—hold animal, 3rd—dominate animal, 4th—summon nature's ally IV (animals only), 5th—beast shape III (animals only), 6th—antilife shell, 7th—animal shapes, 8th—summon nature's ally VIII (animals only), 9th—shapechange.

Good
Granted Powers: You have pledged your life and soul to goodness and purity.
Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Holy Lance (Su): At 8th level, you can give a weapon you touch the holy special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
Domain Spells: 1st—protection from evil, 2nd—align weapon (good only), 3rd—magic circle against evil, 4th—holy smite, 5th—dispel evil, 6th—blade barrier, 7th—holy word, 8th—holy aura, 9th—summon monster IX (good spell only).

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Backstory
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Description: Veronica looks like a human woman of mixed Varisian heritage with perhaps a dash of Shoanti. She has long, tousled, braided hair that's dark brown with dashes of gray here and there, and suspicious brown eyes. She has a strong chin and jaw and thin cheeks, long dark eyebrows, and a lean frame. She seems built to run and jump, not for sitting around idle. She is the kind of young woman who would be described as "handsome" rather than "beautiful."
When armored, she wears brown studded armor with a wool-trimmed cloak over it and has a darkwood buckler with Old Deadeye's symbol emblazoned on the front. She also carries a powerful recurve bow made of many layers of sinew and wood, with a twisted cord and a twine-wrapped handle.

Hair: Dark brown and gray
Eyes: Brown
Height: 5' 11"
Weight: 161 lbs.

Personality: Veronica seems standoffish at first, though her natural personality is gregarious and playful. She is wary around strangers because of her past experiences. When she finds kindred spirits, she opens up and becomes charming, teasing, and eager - very energetic and happy.
Veronica is firm in the face of adversity and has strong resolve because of the difficulties that she has suffered in the past.
Veronica is fond of rare meat and fish, and dislikes most vegetables (she tolerates some root vegetables). She also likes the occasional dry wine. She enjoys living in rural spaces and finds urbanized cities confining.

Background: Veronica never expected that she was anything other than a "normal" girl. As part of a moderately large rural family she grew up helping with chores, playing in fields, chasing field mice, sneaking looks at stars at night, doing all the things that rural children do. She was never told to expect that she was "different."
As a teen, Veronica grew into a wild tomboy who was constantly on the move. Lanky unlike her peers, she nevertheless had a striking persona that afforded her many friends and acquaintances. She also showed a fierce resolve and unwillingness to back down in the face of threats or insults.
Veronica's first shifting experiences happened in her young teen years, and her family quickly hushed the matter up and explained to her that these traumatic elements sometimes surfaced among members of their line—not everyone, but usually once or twice in a generation. They explained that she would have to keep this quiet, lest people think she was a werewolf and try to kill the whole family.
The burden of this wore on her and she became more reclusive, with a tendency to snap at strangers who seemed judgmental or suspicious.
Veronica's prospects as a young woman seemed limited; she could stay and work on the family farm, or go abroad. She had few other opportunities.
Her life was upended when a distant relative of hers was lynched thanks to the urgings of an Erastilite priest named Jhod Kavken. This second cousin, it turned out, had been traveling abroad and had accepted money to spy on the local areas to see if Brevoy was ripe for invasion or infiltration. He was not, however, one of the shifter blood. This event chilled Veronica and filled her with revulsion at how readily otherwise good-hearted people might turn on their own community members.
Deciding that she could not be a risk to her family, she chose to go abroad. After Jhod was unceremoniously exiled by the church, she decided that his actions had been due to his own poor judgment, not the church itself, and she accepted a position as a novitiate because it would allow her to travel to a larger town and study there.
She spent a few years as a novice, and decided that Erastil's teachings suited her well enough - though she occasionally caused trouble by agitating for more progressive viewpoints with respect to women as more than simple housewives.
Fully trained as a cleric, she chose to head to the Stolen Lands to tend to the people living in the rural wilderness at the edge of civilization.

Common Party Buff Copy-and-Paste
Bless: +1 morale bonus on attack rolls and on saving throws against fear effects.
Prayer: +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks.