About Aurora Goodberry
Abilities per day:
Spell Points - 9 base + 3 from tradition = 12/day
Fervor - 7/day
AC 25, touch 15, flat-footed 21 (+10 +1 mithral fullplate, +0 Dex, +4 sacred, +1 deflection)
With Hidden vest drops to 17/14/13 (+1 if can attune)
hp 8 + 5*4 + 2*5 = 38/38
Fort +8, Ref +2, Will +8
(4 base, +2 Con, +1 trait, +1 resistance), (+1 base, +1 resistance), (+4 base, +1 Wis, +1 Resistance, +2 Iron Will)
Save bonuses: +4 against death effects, energy drain, ability damage and drain, +9 against mind-affecting
Resistances: cold 20, electricity 20, Spell Resistance 19, DR 10/chaotic
Speed 30 ft.
+3 BAB, +6 Str, +1 Focus, +1 attunement
- Geidhir (+1 gilded adamantine spear) +11 (1d8+10) [x2, Piercing]
- Unarmed Strike +9 (1d6+6)
- Geidhir +5 (1d8+6) [x2, Piercing]
Str 22, Dex 10, Con 14, Int 10, Wis 12, Cha 20
Base Atk +3; CMB +9; CMD 23 (+3 BAB, +6 STR, +4 AC bonus)
Skills (4/level (+1 human, +1 FCB))
- Diplomacy +13 (5 ranks, +5 Cha, +3 class)
- Intimidate +13 (5 ranks, +5 Cha, +3 class)
- Knowledge(local) +8 (3 ranks, +0 Int, +3 class, +2 trait)
- Knowledge(religion) +4 (1 ranks, +0 Int, +3 class)
- Ride +14 (1 rank, +0 Dex, +10 racial, +3 class)
- Sense Motive +9 (5 ranks, +1 Wis, +3 class)
- Linguistics +6 (3 ranks, +0 Int, +3 class)
- Profession(brewer) +6 (2 ranks, +1 Wis, +3 class)
- Perform(sing) +10 (5 ranks, +5 Cha)
Armor Check Penalty: -3
- Local: +2 to Knowledge (local) checks, class skill.
- Resilient (+1 to Fort saves)
1 from human, 3 from levels, 3 combat bonus from Chooser, 1 combat + Weapon Focus from Warpriest, -2 for Proficient progression
GENERAL - HUMAN - LEVEL
- Iron Will (+2 to Will)
- Familiar Bond (get a raven familiar)
CHOOSER - CONSCRIPT - COMBAT
- Weapon Focus(spear) (+1 to attacks with a spear) [Bonus from warpriest]
- Power Attack (-1 to attack, +3 to damage)
- Extra Combat Talent
- Extra Combat Talent
- Extra Combat Talent
Favored Class Bonus +5 skill points
Languages English, Icelandic, Celestial, German, Latin
- Constant deathwatch
- At will: gentle repose
SQ Lawful aura, fast healing 2, channeled energy vulnerability, domain spheres (War, Fate), fervor 2d6 7/day, sacred weapon +1 (can add brilliant energy, defending, disruption, flaming, frost, keen, shock, axiomatic or merciful), Channel Energy(expends two use of fervor)
Mundane Gear Geidihr, armor, hidden vest, holy symbol tattoo
- Everyday Gear: day pack, business clothing, casual clothing, digital camera, notebook computer, smartphone with cellular modem
- Camping gear: range pack (oversized), compass, portable stove, tent, bedroll, blanket and miscellaneous supplies
Magic Items --
Encumbrance 92/173-346-520 (light load) [she won't carry everything everywhere]
Special Abilities: (those I'm likely to forget)
Fervent Casting (Su): At 2nd level, as a swift action, a divine heretic can expend one use of this ability to use any sphere ability with a casting time of 1 round or shorter. When used this way, the ability can target only the divine heretic or equipment he is carrying, even if it could normally affect others or multiple targets. Abilities that create an area that moves with the divine heretic (such as a totemic aura or a Fate consecration) may be cast with this ability. The spell point cost of the ability must still be paid. If the sphere ability creates an ongoing effect, it lasts an additional number of rounds equal to the divine heretic’s Charisma modifier. The divine heretic may use his fervor a number of times per day equal to 1/2 his class level + his Charisma modifier.
Spheres of Might Practitioner- Proficient:
Practitioner Modifier Charisma
Sphere DC 10+2+5=17
2 talents + 4 (tradition) + 3 (feats) = 9
Lancer Sphere: Can impale foes taking -2 to attack roll; impaled foes are battered (-2 CMD, can't AoO opponents initiating CMs) and can't move. Removing with deals bleed damage equal to weapon dice.
Equipment Sphere: No effect
Berserker Sphere: Can take -2 AC in exchange for 3+BAB temporary HP. Can use exertions on a brutal strike, making opponents battered (-2 CMD, can't AoO opponents initiating maneuvers).
Brute Sphere: Gain Improved Unarmed Strike and additional damage.
Wrestling Sphere: Can snag as a swift melee touch attack, making opponent battered. Slam: When succesful at mantaining a grapple, can apply one (slam) talent.
Custom Martial Tradition: Valkyrie
Caster Level 3 (5 on War and Fate)
3+2 talents +1 Life(Drawback) +War Sphere +Totemic Aura = 8
Life Sphere: Can use several effects
War Sphere (free): Can place a totem on myself, acting upon a 50 ft. + 5ft/2 CL area. Totems require concentration, or one may spend one spell point to have them last 1 rnd/CL.
Weather Sphere: Can use several effects
Casting Traditions: total +1 SP per odd level in a casting class.
Walking around the streets of Fever, roaming the streets around the city centre, you may find yourself in a pub called "The Blind Seer". It does not look much different from any other watering hole of a smallish American town, except perhaps for its rich ashwood decorations. Should you walk inside, you would be met by Iris Goodberry, the owner of the place. A tall, Scandinavian, strong woman with long gold hair and a rich laughter, she would serve you excellent artisanal beer, walking around the place with a slight limp. If you are really lucky, she might look you in the face with an inquisitive eye and have you taste a sip, never more than a sip, of the special mead she brews herself.
On the weekends, there's a barmaid helping the bartender, a young girl as tall and blonde as Iris, and her spitting image. She's her daughter, her name is Aurora. Iris raised her alone, and she grew up well, good-natured and fun-loving. She just looks like any girl in her late teens, but if you are a very sensitive person, when you look in her eyes and hear her speaking, you may pick up the faint echo of a distant storm, or perhaps sounds of an old battle. And finally, should you be one of those awakened beings who know the Other, and you knew about the ancient tales of the Old Gods, you may understand what her nature really is. Like her mother, Aurora is a Valkyrie, a Chooser of the Slain. Fabled creatures from the ancient Norse religion, these fighting maidens served Odin, collecting the souls of the fallen warriors and carrying them to Valhalla to become the einherjar, those who would fight in Ragnarok, the last battle at the end of times.
The end of times came for the Old Gods, but not as a glorious fight, the prophecy of the seer never came to fruition. Their shrines were slowly replaced by others, a wooden cross replacing the gallows sacred to Odin, monks burning down the ancient ash trees, worshippers forsaking the Old Ways and cheering for the dead god. Religion became myth, myth became tale. But those who had been strong and powerful in the Old World kept some of their powers through those tales. And when people started moving to the new continent of America, they brought their tales with them, and with those tales came the Old Gods, hiding in the New World, but never forgetting their roots.
Iris Goodberry had another name, one only known to her, her mother and her daughter. Skalmold, "Time of Swords". Neither her nor Aurora knew their fathers: Valkyrie are not good at bonding, their relationships are usually brief and intense as thunderstorms in the North Sea. Iris used to work as a security guard for certain occult-savvy individuals, but when a fight with a dragon left her crippled in a leg, she thought that time had come to settle down. She therefore opened her pub, and when Aurora was born, she waited before revealing her nature to her. Unfortunately, she waited a bit too long. Aurora, or perhaps Reginleif, "Daughter of the Gods", her Valkyrie name, was an early bloomer, and puberty brought forth her powers. Some girls may feel upset at their first menstrual cycle, some may feel pain, other can feel mood swings and discomfort.
Her high school life as a Valkyrie could have been the subject of a zany television series, had there been any supernatural menaces. Luckily for her, even in Fever, life was relatively easy, and Iris had made it extremely clear that she was not to use her powers against the mundane, except in self-defense. Her mother had a tendency towards overprotectiveness, often watching over her from a distance to make sure she didn't get into trouble, and causing no small amount of strife, but she grew into a pleasant, likeable, somewhat geeky girl, fond of music, TV shows and games; she wasn't exactly popular but she had good friends, and she was the singer in a small-time rock band with her friends.
Iris as a bodyguard
Aurora at school
Aurora before the Stew Incident
Aurora in full battle dress
Six feet tall and muscular, Aurora is definitely an imposing girl. She has long, slightly wavy golden hair which frame a friendly, attractive, markedly Scandinavian face, blue eyes and fairly large breasts. She usually favors light, loose, long-sleeved clothing to make her muscles seem less bulky.
Personality and quirks:
At a first glance, Aurora is good-natured, usually smiling, positive and energetic girl. This is, however, mostly a mask she puts on. Being a Chooser of the Slain is not pleasant, just as much as the Vikings were not pleasant people. A lust for violence rages inside her, an aggressive, raging, vengeful nature that she has to keep in check all of the time. Being nice and cheerful, for her, is a conscious choice, necessary to have a good life, but source of internal conflict.
She's good at keeping her mask up, however. She can be genuinely passionate about music, books and art, and she absolutely loves singing. Not many people can say that they truly dislike her.
Aurora's Primary Motivator is Self-Realization: Each woman who was invested with the power of the Valkyries had to choose how to deal with their powers. Some accepted it, giving in to battle-lust and darkness, becoming avatar of battle. Some rejected it, living a mundane life despite the call. Aurora wants to find her own way to deal with that.
Emotional Disposition - Joyful. As written above, she strives to be cheerful, and she's gotten so used to it that it comes natural to her.