Ulfen

Annik Birger's page

56 posts. Alias of Cuàn.


Race

Half Rusalka (Samsaran)

Classes/Levels

Winter Witch | Menhir Savant Druid 1

Gender

Female

Size

Medium

Alignment

Neutral

Languages

Common, Draconic, Druidic, Hallit, Skald, Sylvan, Varisian

Strength 10
Dexterity 12
Constitution 12
Intelligence 18
Wisdom 18
Charisma 8

About Annik Birger

Base Stats:

HP: 10
Initiative: +1
Speed: 30 ft

Attack
BAB: +0
Melee: +0
Ranged: +1
CMB: +0

Defenses
AC: 11 FF: 10 T: 11
CMD: 11
Fort: +3
Ref : +1
Will: +6

Attacks:

Aldori Duelling Sword: +0, 1d8, 19-20/x2
Hair: +4, 1d3+4, 2x, 10 ft. reach
Heavy Crossbow: +1, 1d10, 19-20/x2, 120 ft. rng

Skills:

[ ] Acrobatics +1
[ ] Appraise +4
[ ] Bluff -1
[C] Climb +0
[C] Craft [ ] +4
[ ] Diplomacy -1
[ ] Disable Device +1
[ ] Disguise -1
[ ] Escape Artist +1
[C] Fly +1
[C] Handle Animal +3 (trained)
[C] Heal +4
[C] Intimidate +3 (trained)
[C] Knowledge [Arcana] +8 (trained)
[C] Knowledge [geography] +4
[C] Knowledge [History] +4
[C] Knowledge [Nature] +8 (trained)
[C] Knowledge [Planes] +4
[ ] Linguistics +4
[C] Perception +10 (trained)
[ ] Perform [] -1
[C] Profession [] +4
[C] Ride +1
[ ] Sense Motive +6
[ ] Sleight of Hand +1
[C] Spellcraft +8 (trained)
[C] Stealth +6 (trained)
[C] Survival +8 (trained)
[C] Swim +0
[C] Use Magic Device -1

Traits & Feats:

Traits
Sword Scion: Aldori Dueling Sword
You begin play with a longsword or Aldori dueling sword and gain a +1 trait bonus on all attacks and combat maneuvers made with such weapons.

Highlander:
You gain a +1 trait bonus on Stealth checks, and Stealth is always a class skill for you. This trait bonus increases to +2 in hilly or rocky areas.

Magical Lineage - Geyser:
Pick one spell when you choose this trait. When you apply metamagic feats to this spell, treat its actual level as 1 lower for determining the spell’s final adjusted level.

Feats
Bonus : Magic Item Master (can use all magic items regardless of normal requirements)
Familiar: Alertness
Level 1 : Spell Focus - Conjuration

Racial Abilities:

Low-Light Vision

Lifebound(Ex):
Samsarans gain a +2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points.

Samsaran Magic(Sp):
Samsarans with a Charisma score of 11 or higher gain the following spell-like abilities: 1/day—comprehend languages, deathwatch, and stabilize. The caster level for these effects is equal to the samsaran's level.

Mystic Past Life(Su): Witch Spells
You can add spells from another spellcasting class to the spell list of your current spellcasting class. You add a number of spells equal to 1 + your spellcasting class's key ability score bonus. The spells must be the same type as the spellcasting class you're adding them to. These spells do not have to be spells you can cast as a 1st-level character. The number of spells granted by this ability is set at 1st level. Changes to your ability score do not change the number of spells gained.
Spells added: to Witch list
Permanency (5th level, Sorc/Wiz)
Wall of Ice (3rd level, Summoner)
Geyser (5th level, Sorc/Wiz)
Fabricate (5th level, Sorc/Wiz)
Limited Wish (7th level, Sorc/Wiz)

Class Abilities:

Favored Bonus: +1 HP

Armor Proficiency: Light, Medium, Shields (non tower)
Weapon Proficiency: Simple, Aldori Duelling Sword, Scimitar, Scythe

Ice Magic:
When a winter witch casts a spell with the cold descriptor, the save DC of the spell increases by +1. A winter witch cannot learn or cast spells with the fire descriptor at all.

Cold Flesh (Ex):
At 1st level, a winter witch gains endure elements as a constant spell-like ability, but only against cold temperatures. At 4th level, she gains cold resistance 5, making her comfortable in near-freezing temperatures. At 9th-level, this increases to cold resistance 10, and at 14th level, it becomes immunity to cold.

Hex:
Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on Table: Witch. A witch cannot select an individual hex more than once.

Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch’s level + the witch’s Intelligence modifier.

Prehensile Hair (Su):

Spoiler:
The witch can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Intelligence score. Her hair has reach 10 feet, and she can use it as a secondary natural attack that deals 1d3 points of damage (1d2 for a Small witch). Her hair can manipulate objects (but not weapons) as dexterously as a human hand. The hair cannot be sundered or attacked as a separate creature. Pieces cut from the witch’s elongated hair shrink away to nothing. Using her hair does not harm the witch’s head or neck, even if she lifts something heavy with it. The witch can manipulate her hair a number of minutes each day equal to her level; these minutes do not need to be consecutive, but must be spent in 1-minute increments. A typical male witch with this hex can also manipulate his beard, moustache, or eyebrows.

Patron: Deception

Familiar:
See below.

Spirit Sense (Sp):
At 1st level, a menhir savant can detect the presence of undead; fey; outsiders; and astral, ethereal, or incorporeal creatures. This ability functions like detect undead, and the druid detects all of these creatures rather than trying to detect one kind

Nature Bond (Ex): Animal Companion
None yet.

Familiar:

Name: Rapu
Species: King Crab
Gender: Male
Size: Tiny
Speed: 30 ft, Swim 20 ft

Stats:
HP: 5
AC: 19 FF: 15 T: 16

Str: 7 Int: 6
Dex: 15 Wis: 10
Con: 12 Cha: 2

Saves:
Fort: +3
Ref : +4
Will: +2

Attacks:
2 Claw: +2, 1d2-2 plus Grab
Constrict: 1d2-2

Skills:
[ ] Handle Animal -3 (trained)
[ ] Intimidate -3 (trained)
[ ] Knowledge [Arcana] -1 (trained)
[ ] Knowledge [Nature] -1 (trained)
[C] Perception +10 (trained)
[ ] Spellcraft -1 (trained)
[C] Stealth +14 (trained)
[ ] Survival +1 (trained)
[C] Swim +10

Feats:
Alertness

Special Qualities:
Alertness, Empathic Link, Improved Evasion, Share Spells, Store Spells, Darkvision 60 ft, Water Dependant

Druid Spells:

Spells Prepared
Level 0: 3 (unlimited Casting) DC: 14
Create Water
Detect Magic
Light

Level 1: 2 DC: 15
Expeditious Excavation
Obscuring Mist

Witch Spells:

Spells Known
Level 0: All
Spoiler:

Arcane Mark
Bleed
Dancing Lights
Daze
Detect Magic
Detect Poison
Guidance
Light
Mending
Message
Putrefy Food and Drink
Ray of Frost
Read Magic
Resistance
Stabilize
Touch of Fatigue

Level 1: 7
Command
Cure Light Wounds
Frostbite
Mage Armor
Obscuring Mist
Sleep
Unseen Servant

Spells Prepared:
Level 0: 3 (Unlimited Casting)
Ray of Frost
Read Magic
Stabilize

Level 1: 2
Cure Light Wounds
Mage Armor

Equipment:

Armor:

Weapons:
Aldori Duelling Sword:

Spoiler:

DMG: 1d8
Crit: 19-20/x2
Type: S
Weight: 3 lbs

Heavy Crossbow:
Spoiler:

DMG: 1d10
Crit: 19-20/x2
Type: P
Weight: 8 lbs

Other Equipment:
Explorer's Outfit (NA)

20 Crossbow Bolts (2 lbs)

Masterwork Backpack (4 lbs)
Spellcomponent Pouch (2 lbs)
Belt Pouch (1/2 lbs)
Bucket (2 lbs)
Clay Mug (1 lbs)

Ring of Sustenance

Compact Spellbook (1 lbs)
3x 1 oz Ink vial (NA)
Inkpen (NA)

3 Moonrods (3 lbs)
Bullseye Lantern (3 lbs)
3 Pints Lamp Oil

Bedroll (5 lbs)
Winter Blanket (3 lbs)
50 ft. Silk Rope (5 lbs)
Sewing Needle (NA)

5 Days Trail Rations

Light Warhorse
Bit & Bridle
Military Saddle
Saddlebags

57 G 5 S 9 C

Background:

Found at the edge of the Lake of Mists and Veils, all Annik remembers from before that day is the face of a woman, her mother. She had the same pale blue skin skin as Annik and the same eyes, but her hair was raven black instead of Annik's white.

Beyond that her memory starts that day on the beach when Birgit, who was the same age as Annik, found her there. Annik laid on the beach, wrapped in her own hair and wet from the water with a big, blue crab pulling her hair. When little Birgit tried to kick away the crab in order to protect the pale girl wrapped in her own tresses the hair lashed out, wrapped around her foot and kept her there. The crab angrily waved his claws and made agitated sounds. Birgit screamed for her father, who came running and freed his daughter with a single cut of his blade. The hair he had cut shrank into nothingness.

While the father, Theodric, wanted to run away, his little girl insisted they could not leave the pale girl there and after persistent whining he decided to make camp a short distance away from the shoreline, at the other side of a hill, and bring the white-haired girl with them. There, next to the fire, she warmed up and as evening fell she stirred. The moment she did the same blue crab came rushing from a hiding place behind a rock and as the girl opened her eyes and saw the crab she smiled, picked it up as her hair parted and hugged it.

Both father and daughter were happy to see the pale girl rise but were surprised to find she had been naked under her hair and Birgit rushed to bring Annik some of her own clothes. Surprised and skittish at first, Annik's reaction changed after with almost looked like a monologue coming from the crab.

Since that day Annik, together with the crab named Rapu, travelled with Birgit and her father, who in time came to see her as his own daughter. Together they moved along the coast of the Lake of Mists and Veils, Theodric, the father, working exterminator of vermin for the many villages that dot the coastline. In the days between villages, when they made camp, Theodric taught both girls how to handle a sword and while it seemed to come more natural to Birgit both girls excelled. It was also at these campsites that Annik started to develop her own magic abilities. At first it was nothing more than lighting a campfire without aid from flint and steel but later it developed into more. When their campsite was attacked by goblins Theodric cut them down, losing a finger in the process but instead of bandaging it like she had been taught, Annik used a newfound spell to close the wound and mend the skin over the small stump.

As both girls grew older they more and more went their own way; while Birgit became an accomplished sword fighter Annik got better with magic while her sword arm slacked behind. She also started to slowly gain control over her hair where all it did before was wave in non-existent winds. In time Annik started to write down her ideas regarding both magic and swordplay, trying to combine the two into a whole. As Annik got better at the combination she started to win more and more sparring matches with Birgit, until she in turn learned to recognise her sister's spells and started to interrupt them before she could finish.

When both girls were in their late teens it all changed. A messenger came from some lord out of Rostland. Theodric was to return with the messenger if he wanted a chance to earn back his honor and place as a swordlord. After some pleading the messenger agreed to stay with them for a bit so Theodric could both comply with the lord and find a place for his girls. This place he found with an old friend, a hermit living in the hills west of Mount Vesha, she had been the one to patch him up when he collapsed in those woods years ago when he ran from the same area he would now return to.

While neither wanted to part with their father, both girls eventually agreed to stay with the hermit, an Elven woman named Ereit. There Annik was confronted with another problem as her water from the lake ran out and Rapu, the crab that accompanied her everywhere, relied on the same cool, pure waters for his survival. Both girls had their waterskins but that would only last him a day or two. When, at the end of the second day, they approached Ereit she smiled and with a simple gesture created similarly pure water out of thin air, solving the problem.

When after several months there still had been no news from Theodric both girls decided they would head south themselves to search for him. But as they started to pack Annik realised that this would lead to problems with Rapu once again, as Ereit would not be accompanying them. Annik asked Ereit if she could teach her the trick with the water and while it cost over a week to learn, as the mechanics where very different from her own magic, Annik did learn a way to conjure pure water. Once that was settled they left.

When they arrived in Restov they soon discovered that the task Theodric had been given in order to regain his honor was in accompanying an expedition to reclaim the Stolen Lands. Nothing had been heard of the expedition since they left they were assumed dead, fallen to animals or bandits. Neither of them convinced their father was dead, the girls made a plan to find him in the Stolen Lands. Annik, who had the better survival skills of the two, would accompany a new expedition while Birgit, who was better at politics and diplomacy, moved to rally Theodric friends and gather support for a larger mission, starting with Ereit.

The reason Theodric fell from grace

Spoiler:
Theodric fell from grace as a bladelord when it was discovered his wife was a priestess of the Gyrona, the Angry Hag. It was Theodric himself who discovered it while searching for his newborn son who had gone missing. In the end he tracked the boy down to a cellar where he found his wife and her coven as well as their leader, a green hag. The hag had consumed the little boy as a sacrifice to Gyrona. Theodric and the fellows that had joined in the search arrested the women but the hag escaped. The women were all executed for their crimes as the remains of several young boys were found in the cellar. The hag however was never found.

The disgrace of his wife secretly being a priestess of Gyrona and a murderer was what made Theodric fall and only the fact that he was the one that brought her to justice saved him from exile.


Appearance:

Work in progress..