Maroux

Aggrah the White Witch's page

202 posts. Alias of WabbitHuntr.


Full Name

Aggrah White Witch of Pulura

Race

HP 39/39 AC 16/ T 12/ FF 14/ F+4/ R+4/ W+7/CMD 12, Init +2, Perc +7,

Classes/Levels

Height 5'6, swim +2

About Aggrah the White Witch

Statistics:
Aggrah White Witch of Pulura 4th
CG Half-Orc
Init +2; Senses Perception +6, DarkVision 60ft
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DEFENSE
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AC 16, touch 12, flat-footed 14( Mage Armor +4, +2 dex, )
hp 18 {6+6+4Con+2bonus}
Fort +4 {+1 Base,+2 Con, +1tattoo}
Ref +4 {+1 Base,+2Dex, +1tattoo}
Will +7{+5 Base,+ 1Wis, +1tattoo}
CMD 12
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OFFENSE
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Speed 30 ft.
CMB +1;
Base Atk +2
Melee +1 (-1str +2bab)
Ranged +4 {+2 +2Dex}

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STATISTICS
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Str 9,
Dex 14),
Con 14
Int 18, (20 for spells and Hexes, Scarred Witch){17+1@4thlvl}
Wis 12
Cha 10

Race Traits:

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Race Traits
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Standard Racial Traits
Ability Score Racial Traits: +2 Int
Size: Medium creatures and thus receive no bonuses or penalties due to their size.
Type: are Humanoids with the Human and Orc subtype.
Base Speed: have a base speed of 30 feet.
Languages: Common, Orc+ Goblin, Abyssal Giant See the Linguistics skill page for more information about these languages.
DarkVision 60ft

Fey Thoughts (1 RP): Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge(nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. This trait replaces racial weapon familiarity. Source: PZO9456

 Shadowplay
Source Blood of Shadows pg. 5
Some illusionists are experts in manipulating light and darkness. Characters with this trait cast spells with the darkness, light, or shadowUM descriptor at +1 caster level.
Half-orcs can take this trait in place of intimidating, also gaining the gnome’s illusion resistance racial trait.

 Sacred Tattoo
Source Advanced Race Guide pg. 52, Advanced Player's Guide pg. 19
Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity

Feats and Hexes:

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Feats
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lvl1 Feat: Extra Hex: Evil Eye (Flavored Archons Judgment)
 Evil Eye (Su) (Advanced Player's Guide pg. 66): The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch's choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch's Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to –4.

Lvl3 feat: Ability Focus (Evil Eye) +2DC

5th Extra Hex, Misfortune

HEXES
1rst 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.

1rst: Bonus Hex from Celestial Agenda Patron:
 Ward (Su) (Advanced Player's Guide pg. 67): A witch can use this hex to place a protective ward over one creature. The warded creature receives a +2 deflection bonus to AC and a +2 resistance bonus on saving throws. This ward lasts until the warded creature is hit or fails a saving throw. A witch knows when a warded creature is no longer protected. A witch can have only one ward active at a time. If the witch uses this ability again, the previous ward immediately ends. A witch cannot use this ability on herself. At 8th level and 16th level, the bonuses provided by this ward increase by +1.

2nd lvl Hex
 Cackle (Su) (Advanced Player's Guide pg. 66): A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.

4th Lvl Hex= Healing

5th Misfortune (Su) (Advanced Player's Guide pg. 66): The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

[

Scarred WitchDoctor Archetype and Celestial Agenda Patron:

Scarred Witch Doctor
Source Advanced Race Guide pg. 140
The scarred witch doctor draws power from her ability to endure pain and suffering. She mutilates her own flesh, inflicting horrific scars, in order to attract the attention of her patron. Rather than call forth a familiar, she creates a repulsive fetish mask that she uses as a repository for her power. A scarred witch doctor has the following class features.

Fierce Intelligence: A scarred witch doctor treats her Intelligence score as 2 points higher when determining the highest level of spells she can cast, the number of spells she can cast per day, her spell save DCs, her number of spells known at 1st level, and any effects of her hexes 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.

 Celestial Agenda
Source Blood of the Coven pg. 15
While good deities and empyreal lords have organized faiths to carry out their wills, powerfully ranked agathions, angels, and archons—and occasional intersectional councils of good outsiders—sometimes invest white witches with celestial might to defend the weak and heal the sick. You gain the ward hex at 1st level, but your patron holds you to a higher standard: you must be of good alignment, and you take a –2 penalty on Bluff, Intimidate, Sleight of Hand, and other skill checks to deceive or threaten others.

Available Patron Themes: Endurance, Healing, Light, Portents

Spell Changes: 4th—castigate, 10th—rebuke, 16th— greater planar ally (good outsiders only).

Spells:

Cantrips 5
Daze, Detect Magic, Dancing Lights, Mend, Disrupt Undead

1rst: CLW, Ear Piercing Scream, Mage Armor, Cause Fear
Patron: Dancing Lantern

2nd: Cure Moderate Wounds, Web,?,?

3rd Sleet Storm, Ray of Exhaustion

Prepped spells
1rst 4/day: CLW, Ear Piercing Scream, Cause Fear,?

2nd 3/day Cure Moderate Wounds, Web,?

3rd 2/day Sleet Storm, Ray of Exhaustion

Skills:

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Skills 32 (10 class, gm bonus 2, 20 INT)
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+8Craft (Int)____{+1rank,+4Int,+3Class}
Fly*(Dex)____{+rank,+4Dex, +3Class}
+9Heal(Wis)____{+3rank,+1Wis,+2Mask,+3Class}
Intimidate(Cha)____+0{+0rank,+0Cha}
+7Knowledge (Arcana)(Int)____{+2rank,+4Int,+3Class}
+7Knowledge (History)(Int)____{+1rank,+4Int, +3Class}
+9Knowledge (Nature)(Int)____{+4rank,+4Int,+3Class}
+7Knowledge (Planes) (Int)____{+1rank,+4Int,+3Class}
+5Knowledge (Religion) (Int)____{+3rank,+4Int}
+5Linguistics (Int)____{+1rank,+4Int}
+6Perception(Wis)____{+3rank,+1Wis, +3class}
Profession(Wis)____+0{+0rank,+0Wis}
+5Sense Motive(Wis)____{+1rank,+1Wis, + 3Class}
+10Spellcraft(Int)____{+5rank,+4Int,+3Class}
+4Use Magic Device(Cha)____{+1rank,+Cha,+3Class}

ACP -0

*ACP applies to these skills

No Ranks
Non-class Skills
Acrobatics*(Dex)____{+rank,+Wis }
Climb*(Str)____+{+rank,-1Str, }
Diplomacy(Cha)____+0{+0rank,}
Disable Device____{+rank,Dex+}
Disguise (Cha)____+0{+0rank,+0Cha}
Escape Artist*(Dex)____{+rank,+Dex+Class+Comp}
Handle Animal (Wis)____+0{+0rank,+0Wis]
Perform(Cha)____+0{+0rank,+0Cha}
Ride*(Dex)____{+rank,+3Dex+class}
Sleight of Hand*(Dex)____+0{+0rank,+0Dex}
+2Swim*(Str)____{+3rank,-1Str}

Special Abilities:

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SPECIAL/CLASS ABILITIES
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Gear/Possessions:

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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-26 lb. Medium 53 lb. Heavy 80 lb.
Current Load Carried 5 lb.

Money GP 485 SP 0 CP

Mundane Items:(55gp)
Witches Kit 21gp
Dagger x2 4gp
Silken Ceremonial Armor 30gp

Magic Items:

Background:

Aggrah was kidnapped at a young age by an Elderly Scarred Witch Doctor who as the years passed revealed that she was her great grandmother. The old crone had become disillusioned with the brutish orcish culture as well as the Scarred Witch Doctor tradition and after finding her faith in Pulura became determined to give her great grandchild a new start.

Aggrah was raised in isolation by the Old Crone and also grew to worship Pulura. Under the O.C.s loving care and tutelage the Scarred With Doctor tradition morphed from something ugly and brutish into something beautiful.

Rather than the mutilated flesh of other Scarred Witch Doctors, Aggrahs flesh bears a beautiful collection of tattoos and brands all with the unifying motif of celestial goodness and the faith of Pulura.

When she uses the Scarshield Witch Doctor ability her beautiful skin bleeds like Stigmata as a result she wears midnight blue (Puluras colors) mixed with white clothing to proudly display this blessing, but has also learned over the years to modify the Mending cantrip to cleanse her clothes of the blood (so as to avoid the hassle of washing her clothes ALL the time ;)

Her fetish mask rather than being grotesque, is a thing of beauty covered in Northern Lights and Fireflies (Puluras symbols)
Mechanically the Mask is the same but no longer provides a +2 to intimidate checks

The O.C. just passed away peacefully from old age in her sleep and this young Witch has left the secluded mountaintop hut to join the world.

Two possibilities to justify inclusion in the campaign:
A)Aggrah has heard rumors of Orctown and is traveling to it thinking she can help enlighten and guide the residents away from the their brutish heritage and is just stopping by Fentonville to see the trial on the way to Orctown.

the celestial agenda Patron requires:

 Light (Ultimate Magic pg. 83): 2nd — dancing lantern, 4th — continual flame, 6th — daylight, 8th — rainbow pattern, 10th — fire snake, 12th — sirocco, 14th — sunbeam, 16th — sunburst, 18th — fiery body.


Pulura:

 Pulura
The Shimmering Maiden
Source Inner Sea Gods pg. 322
Pathfinder Wiki Pulura
Details
Alignment CG
Pantheon Empyreal Lords
Areas of Concern Constellations, homesickness, northern lights
Domains Air, Chaos, Good, Weather
Subdomains Azata (Chaos), Azata (Good), Cloud, Seasons, Stars
Favored Weapon Sling
Symbol Face in northern lights
Sacred Animal(s) Firefly
Sacred Color(s) Midnight blue
Obedience
Sit on the ground with your head tilted back to study the stars. Maintain the position for an hour and identify 12 constellations. If you cannot see the stars, draw the patterns of 12 constellations on a semi-permanent surface, such as a wall or hard floor. The light radius of any light source you hold or conjure increases by 10 feet.

dice:

[dice=perception]1d20+6[/dice]

lvl 2 changelog:

+1lvl Scarred Witch Doctor
+1bab
+1will
2nd lvl hex=Cackle
2 first lvl spells known: Mage Armor, Cause Fear
Patron Spell =Dancing Lantern
+1 1rst lvl spell prepped/day

lvl 3 changelog:

+1lvl Scarred Witch Doctor
+1fort
+1ref

2 2nd lvl spells known: Cure Moderate Wounds, Web
+
2 2nd lvl spell prepped/day, 1,+1 int bonus

3rd lvl feat: Ability Focus (Evil Eye)=+2DC

Skills: +5
+2 swim
+1 spellcraft
+1 know nature
+1 know religion