Galenna Icethrone

Alistriana Jayde's page

3 posts. Alias of Tierce.


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Good Luck with the campaign


What Alistriana is currently doing as we speak...

A New Home:

Captain Jeval Corvinaus bends down into the snow. He picks up a small mound of snow and gives it a sniff. He sneers and tosses it to the side as he stands up. He runs a hand through his long unkempt beard as it has been some time since he has had a proper razor.

Jeval looks about the ancient ruin, he can tell from the crumble of the building that this was once the place of a battle, and by the age of everything, he wouldn’t be surprised if it was from the Witchwar. He hears the crunch of boots on snow behind him and he places a hand upon his blade. He can tell from the heaviness of the boot that it is his lieutenant, Morvin, but you can never be too careful in the wastes. He turns to see Morvin looking intently at him.

”I don’t think she’s here sir…” He looks about the ruin with hopelessness. They had been searching the various ruins and outcroppings for nearly two days.

Jeval spits on the ground to emphasis his point, ”She’s here alright, I can smell her. The little witch is just hiding…”[b]

Morvin shakes his head, [b]”We’ve searched every…” He is suddenly interrupted by a sharp back hand across the face by Jeval. Morvin wipes at his lip as it begins to bleed. He bows to Jeval. ”I spoke out of turn, I apologize. What are your orders Captain?”

Jeval looks to Morvin like he is an idiot for not thinking of an idea himself, ”Have the wizard put up some wards that will warn us if she is here or happens upon this place at any time. Then strike the horses and we ride on north.” Jeval passes by the a well of water in the centre of town and spits down it.

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Clutching the inside of the well, Alistriana remains very still as she here’s the men speaking. She has heard their names many times, and yet she still doesn’t know who they are and why they are after her. She looks to Nym, perched on her shoulder and also looking up the well at the men speaking. She holds her breath as the spit from Jeval lands on her opposite shoulder. She holds her mouth, trying not to gag.

She waits one hour before leaving her hiding spot, and she sits on the edge of the well, trying to sense out the wards that had been left by the angry evil men


Tierce's repost of a new character specially designed for this. Will post what she is currently doing shortly

Class/profession:

Alistriana is a young winter witch from Irrisen.

Rough outline/description:

Alistriana is very much an innocent and still very much a child as she was force from her home at the age of four. She has been on the run and living in the wilderness of Irrisen for the last decade. Her only real friend is her White Fox, Nym. She still has no idea what she is running from or why people distrust her, but she continues on the move, never staying in the same place for too long. She also distrusts herself to be around other people for too long as her power can sometimes take over and possess her spirit.

Rights and wrongs:

Alis fights to survive. She has been living in the wintery wasteland of Irrisen since the age of four. She knows that she is being followed by a group of men who don’t seem too friendly, and as for why they are following her, she has no clue, so she keeps herself on the move. She has stolen and lied to keep herself alive, but dislikes it. She would never kill someone, unless she becomes possessed by her inner power.

Backstory:

Alistriana was four years old when they came for her. Living in a small farm off the southern coast of Irrisen, her home was attacked in the dead of night by armed men. Her mother and father were killed in the scuffle, but with the insistence and help of her white fox, Nym, Alis was able to make it away to the mountain coast. Other the last ten years, Alis has been fighting to survive in the harsh environment of Irrisen. The cold doesn’t seem to affect her as much as it would a normal person, which has caused some people in the nearby towns to swear off helping her and avoid talking to her. However she does seem to be able to get some supplies, usually from a young male admirer. Alis is always quite confused as to their affections, but won’t pass up free supplies.

Assistance is few and far between for Alis. The only kind of support she gets willingly is from her Grandmother, who only visits her once a year on her Birthday. No matter where Alis is, her Grandmother will appear out of the mist and impart a gift. Once the gift has been received, her Grandmother will leave just as quickly, providing no sympathy or help to her plight.

Alis is always on the run, never staying in the same place for very long. She is aware of a group of men that have been tracking and following her for several years. She still has no idea as to why they are following her or what they want with her, but they do not seem like the friendly type, so she keeps on moving.

Recently she has come upon the remains of an old abandoned town. She has stayed for longer than usual in the ruin as she believes that she can hide from the men following her for a time before moving on. The old ruin has an abundant supply of wildlife nearby as well as a clean underground spring of water, a rarity in Irrisen for not being already frozen.

Alis will continue to survive and find out the reason for her fate, even if it kills her in the process. She doesn't understand why fate could be so cruel to her with no answer.

Friends and foes (and woes):

Friends

Nym her White Fox has been her main friend for countless years, ever since she was born. He is never far from her side. Nym is actually her familiar, but he won’t exactly point that out as Alis is still confused as to what her power entails.

Grandmother – the person she knows as grandmother is a very old crone who visits her once a year on her birthday. Alis still hasn’t figured out how her Grandmother is able to find her no matter where she is. Her Grandmother usually gives her a small trinket on her birthday such as the fur of a winter bear to keep warm or possibly some food to help her going. Her grandmother doesn’t show her any kindness though and leaves right after delivering her gift.

Foes

Queen Elvanna – related to Alistriana, however Alis is unaware of the relation. Elvanna believes that Alis is the 15th daughter of Baba Yaga and strives to hunt down and kill her before Elvanna’s 100 years of ruling is up

Captain Jeval Corvinaus – Captain of the Royal Guard of Whitethrone, currently hunting Alis in the wastelands of Irrisen. He is accompanied by a small squad of men as the hunt Alis on the orders of Elvanna. Alis has killed several of his men when they have gotten too close, the result of her power consuming her innocent personality.


Goals:

Short Goals
Continue to Survive in the winter waste land
Try to use her power without becoming possessed by it
Find out why Jeval is following her, although she doesn’t know his name.

Medium Goals
Find a home of her own that she doesn’t need to keep running from
Find out who she really is

Long Term Goals
Put an end to the tyranny of the Winter Witches in Irrisen and become the new Ice Queen

Quirks and mannerisms:

She hardly speaks common or any language, even though she knows several, she only speaks to her fox when she’s lonely. She interacts with people when getting supplies, but only then

Crunch:

ALISTRIANA JAYDE CR 1/2
Female Human Witch (Winter Witch) 1
NG Medium Humanoid (Human)
Init +3; Senses Perception +5
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DEFENSE
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AC 13, touch 13, flat-footed 10. . (+3 Dex)
hp 9 (1d6+2)
Fort +2, Ref +5, Will +4
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OFFENSE
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Spd 30 ft.
Melee Club +1 (1d6+1/20/x2) and
. . Dagger +1 (1d4+1/19-20/x2) and
. . Unarmed Strike +1 (1d3+1/20/x2)
Special Attacks Evil Eye (DC 17)
Witch (Winter Witch) Spells Known (CL 1, 1 melee touch, 3 ranged touch):
1 (3/day) Mage Armor (DC 16), Summon Monster I, Cure Light Wounds (DC 16)
0 (at will) Ray of Frost, Read Magic (DC 15), Detect Magic
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STATISTICS
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Str 13, Dex 17, Con 14, Int 20, Wis 14, Cha 9
Base Atk +0; CMB +1; CMD 14
Feats Ability Focus: Evil Eye, Extra Hex
Traits Magical Knack: Witch (Winter Witch), Poverty-Stricken
Skills Fly +7, Knowledge (Arcana) +9, Knowledge (History) +9, Knowledge (Nature) +9, Perception +5, Sense Motive +4, Spellcraft +9, Survival +7, Use Magic Device +3
Languages Aquan, Common, Necril, Sylvan, Treant, Varisian
SQ +2 to Reflex saves, Cackle, Empathic Link with Familiar (Su), Endure Elements (Cold only) (Ex), Share Spells with Familiar
Combat Gear Club, Dagger; Other Gear Backpack (16 @ 38 lbs), Bedroll, Block and tackle, Flint and steel, Grappling hook, Rations, trail (per day) (10), Rope, hempen (50 ft.), Waterskin
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SPECIAL ABILITIES
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+2 to Reflex saves You gain the Alertness feat while your familiar is within arm's reach.
Cackle Extend the duration of other hexes.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Endure Elements (Cold only) (Ex) Exist comfortably in cold regions.
Evil Eye -2 (8 round(s)) (DC 17) (Su) Inflict penalties with a glance.
Magical Knack: Witch (Winter Witch) +2 CL for a specific class, to a max of your HD.
Share Spells with Familiar The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
NYM CR 1/4
Male Fox
NN Tiny Magical Beast ((Animal))
Init +2; Senses Low-Light Vision, Scent; Perception +8
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DEFENSE
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AC 15, touch 14, flat-footed 13. . (+2 Dex, +2 size, +1 natural)
hp 4 (1d8+1)
Fort +3, Ref +4, Will +3
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OFFENSE
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Spd 40 ft.
Melee Bite (Fox) +1 (1d3-1/20/x2) and
. . Unarmed Strike +1 (1-1/20/x2)
Space 2.5 ft.; Reach 0 ft.
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STATISTICS
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Str 9, Dex 15, Con 13, Int 6, Wis 12, Cha 6
Base Atk +0; CMB +0; CMD 9 (13 vs. Trip)
Feats Skill Focus: Perception
Skills Climb +2, Fly +10, Perception +8, Spellcraft -1, Stealth +10, Survival +2, Swim +2, Use Magic Device -1 Modifiers +4 to Survival to track by scent, Acrobatics (Jump) +8
Languages
SQ Improved Evasion (Ex)

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SPECIAL ABILITIES
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+4 to Survival to track by scent (Ex) You are particularly good at Survival in certain environments or circumstances.
Acrobatics (Jump) +8 (Ex) You gain the specified bonus to acrobatics checks made to jump.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Starting equipment:

Combat Gear Club, Dagger; Other Gear Backpack (16 @ 38 lbs), Bedroll, Block and tackle, Flint and steel, Grappling hook, Rations, trail (per day) (10), Rope, hempen (50 ft.), Waterskin