About Aurica MoviciStats:
Aurica Movici Female Tiefling (Rakshasa-spawn) Hedgewitch 2 Chaotic Neutral Medium Outsider (native) Init +3; Senses Perception +4; low-light vision, darkvision 120ft -------------------- Defense -------------------- AC 15, touch 13, flat-footed 12 [base 10, DEX +3, leather armor +2] hp 15 (2 HD; 2d8+2) Fort +1, Ref +3, Will +2 Resist cold 5, electricity 5, fire 5 -------------------- Offense -------------------- Speed 30 ft. Melee 2 claws +1 (1d4, x2) Ranged ranged +4 -------------------- Magic -------------------- Caster Level 1; MSB 2; MSD 13; Concentration +6 Casting Drawbacks Somatic Casting, Focus Casting, Magical Signs; CAM: CHA Spell Points 7 Fate - CL 1; DC 14; Duration concentration; Range 20ft radius; Talents Greater Serendipity; Drawbacks Neutrality - Consecration serendipity Life - CL 1; DC 14; Duration instantaneous; Range touch; Talents - Invigorate 1 temp hp, can't go above max hp, lasts 1 hour - Cure spend 1 SP, heal 1d8+1; harm undead (Will half) - Restore spend 1 SP Light - CL 1; DC 14; Duration 1 min; Range Medium (110ft); Talents Sunstroke - Glow -------------------- Statistics -------------------- Str 11, Dex 16, Con 13, Int 11, Wis 9, Cha 18 Base Atk +1; CMB +1; CMD 14 Feats Fiend Sight Traits Vagabond Child (regional), Family Ties (campaign) Languages Common, Infernal, Varisian SQ Prehensile Tail can retrieve small stowed objects as swift action Other Gear harrow deck (casting focus), harrow carrying case, leather armor, compass, small steel mirror, silk rope (50ft); 40 gp, 4 sp Skills Appraise +4, Bluff +12 (to convince of a lie; +8 other uses), Diplomacy +9, Kn. Arcana +4, Kn. Geography +4, Kn. Local +5, Kn. Planes +4, Perception +4, Prof. Fortuneteller +4, Sense Motive +4, Sleight of Hand +8, Stealth +7, Use Magic Device +9 -------------------- Special Abilities -------------------- Black Magic Tradition Benefit: Legalistic curse Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your obligation, whichever comes first. However, once per day, you can make a vow to yourself that grants a +4 morale bonus on any one roll you make while trying to fulfill a promise made to another individual. Black Magic Tradition Power: Curse As a standard action, you may curse a target within 30 ft. You may bestow a number of curses in a day equal to 3 + 1/2 your hedgewitch level. Targets may make a Will save (DC 10 + 1/2 hedgewitch level + casting ability modifier) to negate the curse. Treat your hedgewitch level as your caster level for the purpose of removing one of your curses. You may always dismiss your own curses as a free action. At 1st level, you may give a target a -2 penalty to attack rolls, skill checks, and saving throws for a number of rounds equal to your casting ability modifier. This improves to -4 at 9th level. This does not stack with itself. 2nd Level Secret: Slumber hex target 1 creature within 30ft, Will save DC 15 or falls asleep for 2 rounds; target same creature only once per day Astrology Tradition Power: Celestial Aura 30ft radius, benefits apply to all allies; 1 at a time - Moon +1 Fort saves; 2 temp hp that refreshes at start of my turn - Star +1 to Perception and Initiative checks What Aurica can do:
All Day Long Greater Serendipity (from Fate sphere): Standard action to start, maintain concentration with Move action. 20ft radius. All allies gain +1 luck bonus to attack rolls, skill checks, ability checks, and saving throws. All enemies suffer a -1 penalty to attack rolls, skill checks, ability checks, and saving throws. Invigorate (from Life sphere): Grant 1 temp hp on touch. Can only be used if target is at least 1 hp below their max. Doesn't stack with any other temp hp (so no use for this if Moon aura is up). Glow (from Light sphere): Medium ranged touch attack. Object or creature becomes outlined with light (of any color) as a candle, -20 penalty on Stealth, negating bonuses from invisibility, blink effects, darkness, etc. Free action to change from candle light to light as torch (20ft radius normal light; additional 20ft raise light level by one step up to normal). Glow lasts 1 minute (no concentration). With Sunstroke talent, does 1d4 nonlethal damage per odd caster level every round. Fortitude save (DC 14) negates damage that round, 2 consecutive saves ends Sunstroke effect (but Glow persists). If you cause bright light (requires concentration or spell point) target becomes fatigued next time it takes nonlethal damage; if already fatigued, then exhausted. Fatigue/exhaustion persists until all the nonlethal damage is healed. Slumber hex (chosen as 2nd lvl hedgewitch secret) Moon Celestial Aura (from class feature): 30ft radius. All allies get +1 bonus to Fort saves and 2 temp hp that refreshes every round at the start of Aurica's turn. Also increases light level by one step up to normal. Swift action to start. Remains up until dismissed as free action. Star Celestial Aura (from class feature): 30ft radius. All allies get +1 bonus to Perception and Initiative checks. Also increases light level by one step up to normal. Swift action to start. Remains up until dismissed as free action. Costs Spell Points
Usual tactics:
First round: put up Moon aura as a swift action. Use standard action to start Greater Serendipity.
Following rounds: Moon aura stays without any actions taken. Use move action to maintain concentration on Greater Serendipity. Use standard action for Glow with Sunstroke. Harrow background
The Courtesan:
The Courtesan (chaotic neutral, Charisma) is the card of political intrigue. Her mask embodies the social niceties that must be followed. If it slips, negotiations can take an unexpected turn. The card can also indicate a woman of power who shapes events. How she is treated decides the outcome of the situation. my interpretation: Aurica has a powerful presence and a strong force of will. She is capable of significant influence on the fortunes of her friends and her foes. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - The Past The Inquisitor:
The Inquisitor (lawful neutral, Intelligence) accepts nothing save the truth. He represents immutable reality, that which cannot be fooled or swayed in any way. To attempt to go against this unchangeable object, person, or idea is to court disaster. my interpretation: Aurica was tempted by the ways of the Sczarni, who use the mystique of their Varisian heritage and the Harrow as a cover to swindle the unsuspecting for personal gain. She lacked respect for the cards, and she was called to account for it once by an elderly harrower while traveling with a caravan. The old woman saw through every lie and excuse that Aurica raised in her defense, and gave a dire warning: "Beware the path you follow, young one. The spirit of the harrow is mysterious and fickle--it is not as kind as our lady, the Song of the Spheres. Beware, lest you doom yourself to an ignominious fate." - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - A Pivotal Event The Locksmith:
The Locksmith (lawful neutral, Dexterity) presents the subject with the keys she needs to unlock her destiny. He grants the tools to access a new location, clue, or treasure. He does not grant insight into how or where to use the tools granted. This card often represents a strange, ancient, or magical object. my interpretation: Moments after her dire proclamation, the harrower's face took on a kinder look, and she presented Aurica with a gift: her own harrow deck. "Treat these cards with great care," she said. Then, one of the stars overhead seemed to flash brighter for just an instant, catching Aurica's eye. When she looked back, the old woman was gone. Aurica still swears to herself that she glimpsed a butterfly fluttering away, before its darkly colored wings were lost amidst the backdrop of the night sky. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Talent/Quality/Ability The Hidden Truth:
The Hidden Truth (lawful good, Intelligence) symbolizes the ability to see past the obvious and the banal to a greater truth within. Sometimes this discovery is an esoteric one, sometimes it is a literal find, such as an item revealed within a room. Regardless, it is a card with the power to reveal secrets. my interpretation: Aurica is still relatively new to her honest practice of harrowing (and fledgling steps as a follower of Desna), and she does not yet understand her capability for great insight. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - The Future The Cricket:
The Cricket (neutral good, Dexterity) is a grig, a creature whose mind is as quick as its body. It represents speed and quick passage. Although The Cricket is commonly associated with travel, the peach it sits by represents treasure at the end. my interpretation: Aurica will face a long journey, and there is good hope for a rewarding end, though she may not know it yet. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - |