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About Alisa OrnudóttirAlisa Ornudóttir
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Special Ability Descriptions:
Casting Traditions:
Combat: The Combat tradition grants Alisa proficiency with medium armor, shields, and one martial weapon of her choice [longbows]. In addition, she gains Climb, Intimidate, and Swim as class skills. Tradition Power - Arcane Pool. Alisa gains an arcane pool, which she can use to magically enhance her weapons. This functions exactly as the magus ability of the same name and can be used a number of times equal to 3 + 1/2 Alisa's level. Green Magic: The Green Magic tradition grants Alisa wild empathy and woodland stride, as the druid abilities of the same name, as well as Knowledge (nature), Ride, and Survival as class skills. Tradition Power - Animal Companion. Alisa gains an animal companion, using her hedgewitch level as her druid level to determine the strength of the animal companion. Spheres: War Sphere - Core Talent: Totem of War - As a standard action, Alisa can put a totem down at her location. Allies within 50ft + 5ft/2 levels gain a +2 bonus on weapon damage rolls. This totem lasts as long as she concentrates, but she may spend a spell point to give it a duration of 1 round per level. Fate Sphere - Core Talent: hallow - You may spend a spell point to hallow a target for 1 minute per caster level. Choose an end of the alignment spectrum (good, evil, lawful, chaotic); you must choose an alignment that you possess. The target of this word gains a +1 sacred bonus (profane bonus if you are evil; if you are neither good nor evil you must choose whether you grant sacred or profane bonuses with this sphere) to attack rolls, AC, and saving throws made against targets of your opposed alignment (evil for good, lawful for chaotic, etc.). This bonus increases by 1 for every 10 caster levels possessed. The target also gains immunity to any spell or sphere effect that possesses or exercises mental control over them (including enchantment [charm] effects and enchantment [compulsion] effects), so long as that effect originates from a creature who possesses your opposed alignment. If the target is already under the influence of such an effect, the target is allowed to make a new saving throw against the controlling effect. Success means the effect is suppressed for the duration of this word, but resumes when this word expires. This does not expel a controlling life force (such as a ghost or projected spirit), but it does prevent them from controlling the target. - Core Talent: serendipity - You may bestow luck upon your allies. All allies within range gain a +1 luck bonus to attack rolls, skill checks, ability checks, and saving throws. This bonus lasts as long as you concentrate. You may spend a spell point as a free action to allow this effect to continue for 1 round per caster level without concentration. Life Sphere - Core Talent: invigorate - As a standard action, Alisa can bestow temporary hit points upon a touched, wounded creature. The creature must be below its maximum hit points in order to benefit from this ability, and gains a number of temporary hit points equal to Alisa's level. - Core Talent: cure - As a standard action, Alisa can spend a spell point and heal a touched target for 1d8 + Alisa's caster level damage. This ability is positive energy and can be used to damage undead. - Core Talent: restore - As a standard action, Alisa can spend a spell point and touch a creature to restore their physical and mental health. This heals 1d4 points of ability damage, as well as moves the fatigued, exhausted, sickened, nauseated, shaken, frightened, or panicked conditions down one step in severity. It also removes the staggered and dazzled conditions. Effects which cause these conditions and are on-going with a duration are suppressed for a number of rounds equal to Alisa's caster level. Drawbacks: - Verbal Casting: You must speak in a loud, clear voice to cast spells. Using magic alerts all nearby hearing creatures to your presence and location, effectively breaking stealth. You cannot cast in an area of magical silence, or in any other situation where you are unable to speak clearly. Animal Companion:
Magnus
N Small animal Init +2; Senses Perception +6, low-light vision -------------------- DEFENSE -------------------- AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
- - - - - Backstory Alisa's family lives in a freehold on the border between Issia and Restov. There, they own several farms and a fairly significant amount of land and make a pretty good living, despite not being traditional nobles. Across the East Sellen river, there is another farming family, the Sandral family. Alisa's family and the Sandral family have had a feud for as long as Alisa can remember. They compete over buyers for their goods at market, over the help, and they frequently try to sabotage one another. Alisa grew up in this situation. That is to say, she grew up on a large rural farm, raised by a myriad of siblings and farmhands and her rough, disciplined father Erik Ornudottir. Of all of her siblings, she was always the easiest child, always very helpful and accommodating. She always went along with her father to the city to help him negotiate with the merchants, and was taught by an elder brother how to hunt. Over time, she cobbled together a useful skillset - healing magic learned from her mother's shamanic tradition, archery skills learned in the hunt, interpersonal skills learned from haggling with greedy merchants. She was happy, and her family was proud of her for the young woman that she was turning into. However, as she got older she started to see troubling things. Several times, she was refused service or trade deals at market in New Stetven by angry Issians, the Sandral family began to get more aggressive, and she started seeing a noticeable increase in the number of guards and soldiers while in Issian lands. Just recently, Alisa's family was involved in a deadly skirmish initiated by the Sandral family. Hired swords invaded their land, killing several farmhands and Alisa's father in a short battle. Directly afterward, two of Alisa's brothers swore revenge on the Sandral family, and died attacking their lands. Alisa and her mother Astrid are convinced that the Sandral family is after their lands, and that with the war on its way, there won't be anything in their way. To that end, Alisa has decided to accept one of the Swordlord charters. Her hope is twofold - to strengthen Restov to prevent families like the Sandral family from taking advantage of people, and to create a place where her family can be safe from them. Description Alisa is a young woman, twenty years old. Of Ulfen bloodline, she skin is light, her hair thick, brown, and short, and her body strong. Her face is nicely-apportioned without being beautiful. She wears sensible traveling clothes underneath a tanned hide shirt for protection, and carries both a dagger and a longbow. She moves with a practiced confidence, dexterous and careful without being graceful. Alisa is a disciplined, principled, and opinionated person. She isn't particularly judgmental, but holds herself to a high standard and doesn't tolerate subpar behavior from herself, especially laziness. This quality was encouraged and nurtured by her father, who was a stern parent that believed in doing things in exactly the right way. She began to work early in her life, and educated herself in the ways of nearly everyone around her, gaining a diverse skillset and a strong work ethic. She is dedicated, reliable, courageous, and disciplined. |