The Witchdaughter's Nightmare

Aryn Seavon's page

391 posts. Organized Play character for StephNyan.


Full Name

Aryn Seavon

Race

Bloodrage Stats:
(HP 62/62 | AC:20 | T:13 | FF:16 | CMB:10 | CMD:24 | Fort:+11 | Ref:+5 | Will:+6 | Init:+3 | Perc:+3 | Speed:30)

Classes/Levels

Abilities/Spells:
Bloodrage: 11/11 | Lv1: 2/2 | Destined Strike: 3/3 | Alter Self: 1/1 | Oracle Lv1: 4/4

Gender

F Aasimar (Angelkin) Bloodrager/4 Oracle/1 (HP 52/52 | AC:22 | T:15 | FF:17 | CMB:8 | CMD:22 | Fort:+9 | Ref:+5 | Will:+4 | Init:+3 | Perc:+3 | Speed:30) PFS#: 115025-5

Size

Medium (5 ft. 7 in. / 170 cm)

Age

25

Alignment

Chaotic Good

Deity

Gorum

Languages

Common

Strength 18
Dexterity 12
Constitution 16
Intelligence 8
Wisdom 8
Charisma 16

About Aryn Seavon

Character Sheet:
CG Medium Outsider (Native) & Humanoid (Human)
Init +3 (+2 Reactionary +1 Dex)

Defense
AC 22 (10 +7 Armor +1 Dodge +1 Luck +3 Cha); Touch 15 (10 +1 Dodge +1 Luck +3 Cha); Flat-Footed 18 (10 +7 Armor +1 Luck)
HP 52 (33 +5x3 Con +4x1HP Favored Class Bonus)
Fort Save +9 (+4 Class +1 Luck +3 Con +1 Resistance); Ref Save +5 (+1 Class +1 Deft Dodger +1 Luck +1 Dex +1 Resistance); Will Save +4 (+3 Class +1 Luck -1 Wis +1 Resistance)

Resistance 5 to Acid, Cold and Electricity (Celestial Resistance)
+2 bonus vs own and allies' spells (Blood Sanctuary)
+1 bonus vs poisons and diseases (Resisting the Gossamer King)

Offense
Speed: Medium (30 ft) 30 ft +10 ft Fast Movement -10 ft Lame Curse

Melee: +1 Adamantine Falchion
Damage: 2d4 +7 [+3 PA +3 Bloodrage]
Attack roll: +9 [-1 PA +2 Bloodrage] (+4 Base Atk +4 Str +1 Enhancement)
Crit: 18–20/x2

Melee: Masterwork Cold Iron Greatsword
Damage: 2d6 +6 [+3 PA +3 Bloodrage]
Attack roll: +10 [-1 PA +2 Bloodrage] (+4 Base Atk +4 Str +1 Enhancement +1 Weapon Focus)
Crit: 19–20/×2

Melee: Masterwork Alchemical Silver Earth Breaker
Damage: 2d6 +6 [+3 PA +3 Bloodrage]
Attack roll: +9 [-1 PA +2 Bloodrage] (+4 Base Atk +4 Str +1 Enhancement)
Crit: x3

Statistics
Str 18 (15 +2 Race +1 Lv4), Dex 12, Con 16, Int 8, Wis 8, Cha 16 (14 +2 Race)
Base Atk +4; CMB 8 (+4 Base Atk +4 Str); CMD 22 (10 +4 Base Atk +1 Dodge +4 Str +3 Cha)

Feats:
Blood Casting (Class)
Bloodline (Class)
Bloodline Power (Class)
Bloodrage (Class)
Blood Sanctuary (Class)
Dodge
Eschew Materials (Class)
Fast Movement (Class)
Mystery (Class)
Oracle's Curse (Class)
Orisons (Class)
Power Attack
Revelation (Class)
Uncanny Dodge (Class)
Weapon Focus [Greatsword]

Racial Traits:
Celestial Resistance
Darkvision [60 feet]
Scion of Humanity
Skilled [Heal + Knowledge (Planes)]
Spell-Like Ability [Alter Self]

Traits:
Deft Dodger [+1 Ref]
Reactionary [+2 Init]

Skills (Untrained):
Bluff +3 [+2**] (+3 Cha)
Ride +0 (-1 Armor Penalty +1 Dex)
Stealth +0 (-1 Armor Penalty +1 Dex)

Skills (Trained):
Acrobatics +4 (1 +3 Class -1 Armor Penalty +1 Dex)
Climb +7 (1 +3 Class -1 Armor Penalty +4 Str)
* Diplomacy +7 [+2**] (1 +3 Class +3 Cha)
Heal +5 (1 +3 Class +2 Skilled -1 Wis)
Intimidate +7 [+2**] (1 +3 Class +3 Cha)
Knowledge (Nature) +3 (1 +3 Class -1 Int)
Knowledge (Planes) +5 (1 +2 Skilled +3 Class -1 Int)
Perception +3 (1 +3 Class -1 Wis)
Sense Motive +3 (1 +3 Class -1 Wis)
Spellcraft +3 (1 +3 Class -1 Int)
Survival +3 (1 +3 Class -1 Wis)
Swim +7 (1 +3 Class -1 Armor Penalty +4 Str)

* Qualifies for Day Job (Caravan)

** While displaying the medal received from the authorities of Magnimar, get a +2 bonus to Bluff, Diplomacy, and Intimidate checks in Magnimar and in the cities and towns allied with it. (Heroes of Magnimar)

Languages: Common

Equipment
Combat gear
+1 Adamantine Falchion (5075gp, 8lbs.)
Masterwork Alchemical Silver Earth Breaker (2PP, 14lbs.)
Masterwork Cold Iron Greatsword (2PP, 8lbs.)
Wand of CLW [24 charges] (2PP, -)

Wearing & otherwise equipped
+1 Cloak of Resistance (1000gp, 1lb.)
+1 Mithral Breastplate (5200gp, 15lbs.)
Explorer's outfit (10gp, 8lbs.)
Medal from Magnimar (-, -)
Wayfinder (1PP, 1lb.)

Backpack (2gp, 2lbs.)
Alchemist's Fire [x3] (each 20gp, 1lb.)
Acid [x5] (each 10gp, 1lb.)
Bedroll (1sp, 5lbs.)
Chalk [x8] (each 1cp, -)
Cold-Weather Outfit (8gp, 7lbs.)
Flint and Steel (1gp, -)
Grappling Hook (1gp, 4lbs.)
Hot Weather Outfit (8gp, 4lbs.)
Rope, Silk (50ft.) (10gp, 5lbs.)
Scroll of Magic Weapon [x2] (each 25gp, -)
Trail Rations [x3] (each 5sp, 1lb.)
Waterskin (1gp, 4lbs.)
Whetstone (2cp, 1lb.)

Encumbrance: 90lbs.; Light Load, (Light Load up to 100lbs., Medium up to 200lbs., Heavy up to 300lbs.)
Money: 695gp 8sp
Prestige points: 14/26

Class Info/Spells - Bloodrager
Favored class: Bloodrager
Favored class bonus: 4x1HP

Spells level 1 (2 a day: 1 +1 for Cha): Long Arm; Shield

Bloodline: Destined

Bloodline Powers:
Destined Strike (Su) [3 times a day]: At 1st level, as a free action up to three times per day you can grant yourself an insight bonus equal to 1/2 your bloodrager level (minimum 1) on one melee attack. At 12th level, you can use this ability up to five times per day.

Fated Bloodrager (Su): At 4th level, you gain a +1 luck bonus to AC and on saving throws. At 8th level and every 4 levels thereafter, this bonus increases by 1 (to a maximum of +5 at 20th level).

Bloodrage (11 a day: 4 +2x2 for level +3 Con): At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution, such as those gained from bloodrage and spells like bear’s endurance, don’t increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive. A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonus to his Strength and Constitution, as well as a +2 morale bonus on Will saving throws. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Dice, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While in bloodrage, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he’s fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but otherwise can enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death. In addition, the bloodrager gains additional bloodline powers at 1st level, 4th level, and every four levels thereafter. The bloodline powers a bloodrager gains are based on his bloodline. Bloodrage counts as the barbarian’s rage class ability for the purpose of qualifying for feat prerequisites, feat abilities, magic item abilities, and spell effects.

Class Info/Spells - Oracle
Orisons: Detect Magic; Detect Poison; Guidance; Resistance
Spells level 1 (4 a day: 3 +1 for Cha): Cure Light Wounds*; Entropic Shield; Shield of Faith
*In addition to the spells gained by oracles as they gain levels, each oracle also adds all of either the cure spells or the inflict spells to her list of spells known. These spells are added as soon as the oracle is capable of casting them. (Cure spells were chosen.)

Mystery: Nature
Nature’s Whispers (Ex): You have become so attuned to the whispers of the natural world, from the croaking of frogs to the groaning of great boulders, that your surroundings constantly keep you preternaturally aware of danger. You may add your Charisma modifier, instead of your Dexterity modifier, to your Armor Class and CMD. Any condition that would cause you to lose your Dexterity modifier to your Armor Class instead causes you to lose your Charisma modifier to your Armor Class.

Curse: Lame
One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance. At 5th oracle level, you are immune to the fatigued condition (but not exhaustion). At 10th oracle level, your speed is never reduced by armor. At 15th oracle level, you are immune to the exhausted condition.

Extra Abilities:
Spell-like ability (1 a day): Alter Self

Vanities:
Caravan: You own a controlling share in a caravan that makes regular trips through the Inner Sea region. You aren’t required to maintain a presence in the caravan, and thus do not need to accompany the caravan as it makes its journeys, but you do shoulder some of the responsibility of ownership. For the most part, this means handling things like representing the caravan’s interests to important merchants, politicians, and aristocrats. You represent the caravan as an upstanding citizen and above-the-board merchant, and can use Diplomacy to make Day Job rolls.

Chronicle Sheets:
First Steps, part 1 - GM sheet
The Veteran's Vault - GM sheet
The Confirmation
--- Level 2 ---
The Frostfur Captives
The Horn of Aroden
The Citadel of Flame
--- Level 3 ---
From Under Ice
Feast of Ravenmoor
--- Level 4.1 ---
The Paths We Choose
Murder on the Throaty Mermaid - GM sheet
--- Level 5 ---
Black Waters - GM sheet
Tide of Morning - GM sheet

Background:
Never much of a lady, Aryn preferred to play outside with the boys who played soldiers. Aryn's parents didn't mind, as long as their little girl was happy. And Aryn was happy, also when she eventually gained the age when she stopped playing outside.

At the age of 14 Aryn's hair, which was blond, slowly lost its color. By the age of 15 Aryn's hair had turned completely white. Not the kind of white hair an old woman has, but a kind of pure white that looked like silver in the sunlight.

Though Aryn had stopped playing soldier when she reached puberty, she hadn't stopped dreaming of being one. At the age of 18 she had joined the Andoran army. Rumors spread of the silver-haired Aryn, who fought with the ferocity of a barbarian.

It didn't happen until Aryn had reached the age of 24 that she met a woman named Masizu, who was apparently an aasimar. Masizu, like Aryn, had silver hair. It was after spending some time with Masizu that Aryn realized that, even though she'd been born as the child of two humans, she wasn't human. Aryn realized she was an aasimar.

Ever since Aryn'd met Masizu something had felt out of place. Aryn contacted Masizu, who worked for the Silver Crusade. With the help of Masizu, Aryn learned more about her own kind. When the Silver Crusade announced they were recruiting new agents, Aryn decided she was up for a change in career and joined the Silver Crusade.

Personality:
Aryn is cheerful and curious about the world she lives in. Aryn can't take what she thinks is injustice, and will often try to prevent what she doesn't deem just. For this reason Aryn felt drawn to the Silver Crusade when her friend Masizu told her about the faction.

Having served the army for several years has caused Aryn to pick up certain habits. Habits that show her military training, even though she's not always aware of it. One of these habits is to always try to anticipate possibly dangerous consequences of actions taken.

Appearance:
Though Aryn's actually an aasimar, an angelkin to be precise, she looks like a human. Aryn's 5'7" (170 cm) and thus she's about as tall as the average female adult human. Her weight is 130 lbs. (59 kg), which gives her a slim posture. Aryn has long, silver hair and light blue eyes. When Aryn enters her bloodrage her hair turns white and moves wildly like in a storm, even when there's no wind. Aryn's eyes also turn white while she's in her bloodrage, leaving only her pupils and the edges of her irises black.

The explorer's outfit Aryn wears consists of several pieces of clothing and a few accessories. She wears a beige cloth shirt with frills, and a black skirt that reaches halfway her upper legs. Aryn also wears sturdy brown boots with beige laces, and a black leather belt. Sometimes Aryn wears a beige cloak made of cotton, but this cloak's usually stored inside Aryn's backpack.

Planned progression:
Feats:
Lv7: Angelic Blood
Lv9: Angelic Flesh
Lv11: Angel Wings
Lv13: Metallic Wings