Lady Andaisin

Ayreth's page

1,192 posts. Alias of Slyness.


Race

NG Changeling Druid/Hedgewitch | AC: 23 T: 20 FF: 21 | CMD: 21 | F: 7 R: 4 W: 11 | Init: 4 | Perc: 14 | Darkvision: 60' | Speed: 30' |

About Ayreth

-----Description:-----
The first thing people will notice about Ayreth is that she is small. Then is her long, freely flowing ocean-blue hair with a vibrant green streak. Next is her unsettling eyes; one is sea-green, the other is usually hidden, but midnight blue in color. Her figure is decidedly feminine and clothed in a long, wispy flowing dress. On her left thumb, she wears a silver ring and appears unarmed. A disarming smile and a knowing look are her weapons of choice. Her demeanor is friendly, though her attention may drift off into the distance. Some people find her slightly unsettling.
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| Pic: 1 / 2 | Ht: 4'9"/1.44m | Wt: 96lbs./43.5kg | Age: 22 |
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| Str: 7 | Dex: 14 | Con: 14 | Int: 13 | Wis: 22 | Cha: 14 |
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| Casting Stat: Wisdom | MSB: +5 | MSD: +16 | Concentration: +18 |
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| CL: 5 | Spell Points: 22 | Save DC: 18 | Range: 35/150/600 |
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| Languages: Common / Druidic / Elven / Sylvan |
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-----Defense-----
| HP: 60 | CMD: 21 | Fort: 7 | Ref: 4 | Will: 11 |
| Armor: None | AC: 23 | Touch: 20 | Flat-footed: 21 |
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-----Offense-----
| BAB: +3 | CMB: +1 | Initiative: +4 | Speed: 30' |
| Melee: Claws(B/S)(x2): +1(1d4-2) | Ranged: None |
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-----Trained Adventuring Skills: 35-----
| Acrobatics: 10 | Bluff: 10 | Climb: 2 | Diplomacy: 8 | Disguise: 6 | Heal: 10 | Intimidate: 6 | Perception: 14 |
| Ride: 6 | Sense Motive: 12 | Spellcraft: 5 | Stealth: 10 | Survival: 12 | Swim: 10(+2) | Use Magic Device: 6 |
| Know-Arcana: 5 | Know-Nature: 7 | Know-Planes: 5 | Know-Religion: 5 |
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-----Trained Background Skills:10-----
| Appraise: 5 | Handle Animal: 6 | Know-Geo: 5 |
| Perform-Dance: 6 | Perform-Sing: 6 | Prof-Cook: 12 | Prof-Trapper: 11 |
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-----Skill Unlocks-----
Bluff: The penalty to Bluff a creature after a failed check is halved unless you failed by 5 or more.
Perception: The normal DC increase to Perception checks when you are sleeping is halved. The distance modifier on the DC of Perception checks is reduced to +1 per 20'.
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-----Automatic Bonus Progression:-----
| Deflection:+1 | Saves:+1 |
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-----Changeling Racial Traits:-----
Ability Scores: | Constitution: -2 | Wisdom: +2 | Charisma: +2 |
Favored Class Bonus: Gain +1' to base speed and +1 hit point.
Darkvision: 60'
Claws: Changelings' fingernails are hard and sharp, granting her two claw attacks(1d4).
Mist Child: When the changeling has concealment or total concealment, the miss chance of attacks against her increases by 5%.
Natural Armor: Changelings have a +1 natural armor bonus.
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-----Traits:-----
Focused Mind: Gain a +2 trait bonus on concentration checks.
Reactionary: Gain a +2 trait bonus on initiative checks.
Wisdom in the Flesh(Acrobatics): Use your Wisdom modifier for this skill and it is a class skill.
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-----Feats:-----
Cantrips: Create a variety of small magical effects.
Extra Secret(x5): Gain an extra secret for which you qualify.
Icy End of the Earth(Theme): Once per day, you may stabilize a fallen comrade by touching them as a swift action. You can use this power on any creature who has negative hit points, or who has been dead for less than one full round. The creature you touch must have a complete body.
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-----Logos:-----
Make It So(Su): Three times per day as a standard action, a logos can declare whether an attack will hit or miss. The logos chooses a creature that can hear him. If that creature makes an attack before the end of his next turn, the logos can choose to have that attack either hit or miss. A creature cannot be targeted by this ability more than once per day.
Pathos of the Inanimate(Su): A logos can manipulate unattended objects within 30' by speech alone, causing furniture to move, trees to crack, doors to open or close, and even guns to fire on their own. A logos can move tiny things up to 30' as a free action, objects as large as a person as a swift action, and those filling up to a 10' square area as a move action. This cannot affect objects that have been given a name.
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-----Hedgewitch (Black Magic/Fortune) Special Abilities:-----
Spell Pool(11): Gain spell points equal to her class level + Wisdom.
Class Skills(Black Magic): Gain Disguise, Intimidate, and Know-Planes.
Tradition Benefit(Black Magic): Deep One Curse: You reduce your base land speed by 5'. You gain a swim speed equal to your land speed. At 5th level, your natural armor bonus increases by 1.
Curses(5/day): As a standard action, the black magician may curse a target within 30'. She may bestow a number of curses in a day equal to 3 + 1/2 her hedgewitch level. Targets may attempt a Will save to negate the curse.
---At 1st level, she may give a target a -2 penalty to attack rolls, ability checks, skill checks, and saving throws for a number of rounds equal to her casting ability modifier. This improves to -4 at 9th level. This does not stack with itself.
---At 5th level, she may cause the target to roll twice whenever it makes an attack roll, skill check, ability check, or saving throw and take the lower result for a number of rounds equal to her casting ability modifier.
Class Skills(Fortune): Gain Know-Geography.
Tradition Benefit(Fortune): Gains the Fate sphere as a bonus magic talent.
Fortune Dice(5): Whenever the fortuneteller rests to regain spell points, she may roll a number of d20s equal to 3 + 1/2 her hedgewitch level and save the results as fortune dice. Whenever the fortuneteller would roll a d20, she may instead choose to use a fortune die she rolled at the beginning of the day. She can only use each of these fortune dice once and any unused rolls are lost when the fortuneteller rests to regain spell points. The fortuneteller may choose to use one of her fortune dice in place of the d20 roll of a creature within close range of her as an immediate action. An unwilling creature is allowed a Will save to negate this effect. You cannot use fortune dice to replace rolls made to counteract another fortune die, and fortune dice are expended even when the target succeeds at their saving throw.
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-----Hedgewitch Hexes:-----
Cackle(Su): A witch can cackle madly as a move action. Any creature that is within 30' that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.
Fortune(Su): The witch can grant a creature within 30' a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made. At 8th level and 16th level, the duration of this hex is extended by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.
Healing(Su)(2d8+5): This acts as a cure light wounds spell, using the witch’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds.
Protective Luck(Su): The witch can cause fate to twist so that it benefits a creature within 30' for 1 round. Whenever that creature is targeted by an effect that requires an attack roll, the attacker must roll twice and take the worse result. At 8th level and 16th level, the duration of this hex is extended by 1 round. A witch cannot use this ability on herself. Hexes that affect the fortune hex also affect protective luck.
Slumber(Su)(5 rounds): A witch can cause a creature within 30' to fall into a deep, magical sleep. A Will save negates the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
Water Lung(Su): An air-breathing target can breathe water or an aquatic target can breathe air. This lasts 1 minute. If the witch uses this hex on herself, she can maintain it while she sleeps, allowing her to safely sleep underwater.
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-----Druid (Spirit Mender) Special Abilities:-----
Spell Pool(11): Gain spell points equal to her class level + Wisdom.
Domain(Rivers): Gain a bonus Nature talent at 5th, 9th, 13th, and 17th level.
Current Flow(Su)(6 rounds)(9/day): As a free action, you can increase either your land or swim speed by 10'. While swimming, you gain a bonus on Swim checks equal to your 1/2 your level. These effects last for a number of rounds equal to your Wisdom modifier. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Nature Sense: Gain a +2 bonus on Know-Nature and Survival checks.
Spiritual Protection(Su) While unarmored and not carrying a shield, the spirit mender may add her casting ability bonus to her AC and CMD. She gains an additional +1 bonus to her AC and CMD at 2nd level, and an additional +1 for every 4 class levels thereafter.
Attendant Spirits(Su): Small, invisible, intangible spirits live in a cloud around the spirit mender. They continually attend to her, removing stains and adjusting her possessions and clothes: a spirit mender’s clothing floats around her, and is strangely unaffected by wind or changes in gravity. Any common stain or residue left upon the body or clothing of the spirit mender disappears in a round, though more powerful chemicals (such as the tar from a tanglefoot bag) are too strong for the spirits to remove alone. The spirits are averse to the presence of metal. Although they will abide its presence in smaller amounts, they will actively work to remove any large metal encumbrances from the spirit mender’s body. Whenever the spirit mender is restrained or placed in contact with anything her attendant spirits dislike, she receives a circumstance bonus equal to half her level to Escape Artist checks against it, as her spirits actively try to release her. The spirit mender will always receive this bonus against non-living, non-magical entanglements, artificial chemicals and against metal bonds or grapples by metal or metal-wearing creatures.
Bound Spirits(Su)(9): The spirit mender attracts more powerful nature spirits who do her bidding. She may possess a number of spirits at once equal to 3 + her casting ability modifier. These spirits replenish whenever the spirit mender rests to regain spell points. These spirits may be turned visible or invisible as a free action. A spirit mender gains a number of abilities, each of which uses up a spirit’s energy. When using a bound spirits ability, the expended spirit returns to the unbounded wilderness of the fey realm until it is re-summoned at a future date. Spirit powers generally require a standard action. To use an ability, the target must be adjacent to the spirit mender, or else the spirit mender must first direct the spirit to move into the target’s square.
---Aid the Living(+2): Expend a spirit to bolster a humanoid, animal, magical beast, or plant, granting it a +1 sacred bonus to attack rolls and saving throws, which increases by 1 for every 5 levels the spirit mender possesses. The creature also gains 1 temporary hit point per level. These bonuses last 1 hour.
---Lovelorn Spirit: Expend a spirit to aid an ally who is at negative hit points, but not dead. The ally becomes stable and gains temporary hit points equal to twice the spirit mender’s class level for 1 minute.
---Open Arms(3): Expend a spirit while using a Life ability to allow it to affect an additional number of allies in close range equal to half her spirit mender level, rounded up.
---Communing Spirit: Expend one spirit to attempt a single Knowledge check with an insight bonus equal to her spirit mender level + her casting ability modifier. This may be used to reroll a Knowledge check the spirit mender had previously failed, but no more than once per question. Also, If the spirit mender is touching a naturally occurring landmark such as a great tree, river, or stone formation, she may summon its natural spirit and speak with it, learning about whomever else has interacted or come near it in the past few days, and about any important events that occurred in proximity to it.
Effortless Stride(Su): The spirit mender’s attendant spirits help carry and lift the spirit mender, allowing her to move normally through difficult terrain, and causing her to move naturally silently. The spirit mender takes no Stealth penalties for moving.
Preserve the Environment(Su): The spirit mender’s attendant spirits clean the environment around her as she moves. She leaves behind no scent, no tracks in the soil, no stains or fingerprints, and no physical indicator of her presence. She cannot be tracked.
Resist Nature’s Lure: Gain a +4 bonus on saving throws against the spell-like and supernatural abilities of fey and to spells and effects that target plants.
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-----Sphere: Fate(2)-----
Consecration(25'): As a standard action, you may affect a 20' radius + 5' per 5 caster levels area centered on you with a consecration. This aura moves as you do. The effects of consecrations are subject to spell resistance.
Serendipity: All allies within range gain a +1 luck bonus to attack rolls, skill checks, ability checks, and saving throws. This bonus lasts as long as you concentrate. You may spend a spell point as a free action to allow this effect to continue for 1 round per caster level without concentration.
Tug Fate(+12/-12): Spend a spell point to create a consecration that lets you manipulate luck and fate. Any creature within the area who rolls a 10 on an attack roll, initiative roll, skill check, ability check, or saving throw, receives either a +10 luck bonus or a -10 penalty to their roll(your choice). This bonus and penalty increase by 1 per 2 caster levels. Additionally, any time a creature within the area rolls a natural 1 or natural 20, you may change the roll into the opposite. This does not require an action, but may only be used once per round. Converting a natural 20 to a natural 1 is a curse effect and may be negated with a successful Will save. You must concentrate to maintain this consecration, but you may spend a spell point as a free action to allow this effect to continue for 1 round per caster level without concentration.
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-----Sphere: Life(1)-----
Cure(1d8+5): As a standard action, you may spend a spell point to touch a target and heal it an amount of damage equal to 1d8 + your caster level. This is a positive energy effect, and may be used to harm undead.
Restore Body: As a standard action, touch a target and spend a spell point to remove the staggered condition, the dazzled condition, and the shaken condition, (or lessen frightened to shaken, or panicked to frightened).
Restore Mind: As a standard action, touch a target and spend a spell point to remove the battered condition, the fatigued condition (or lessen exhaustion to fatigued), and remove the sickened condition (or lessen nauseated to sickened).
Restore Soul: As a standard action, touch a target and spend a spell point to heal 1d4 points of ability damage to one ability score of your choice.
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-----Sphere: Nature(2)-----
Air: | Breeze | Gust Of Wind | Purify Air |
Manipulate Nature: | Air Geyser(25'/50') |
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-----Sphere: Warp(2)-----
Teleport: You can spend a standard action to teleport yourself and up to a heavy load to any place within Close range. Alternately, you may teleport a touched willing creature and their carried equipment instead of yourself. You may spend a spell point to increase your teleport range to Medium instead of Close. You must have line of sight to your destination.
Bend Space: Bending space requires a standard action, and you must be touching the target or location to be affected.
Extradimensional Storage(50 lbs.): Gain a permanent extradimensional space that may hold up to 10 pounds per caster level of non-living material. You can create a portal to this extradimensional space within arm’s reach at will. Placing an object in this space or calling an object from this space requires a full-round action, but may be done as a swift action by spending a spell point. Living things and attended objects cannot be placed in your extradimensional storage. If you die, all contents of your extradimensional space appear in your square or the nearest unoccupied space.
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-----Sphere: Weather(5)-----
Control Weather(Max Severity:3): As a standard action, you may control all weather within Medium range, adjusting either the wind, temperature, or precipitation levels. If you are in a confined area such as inside a building, your control only extends to the edge of that space. This change in weather lasts as long as you concentrate, but you may always spend a spell point as a free action to allow this change to continue for 1 minute per caster level without concentration. When using control weather to change the weather’s severity, the change happens 1 level change per category per round until the desired severity is reached. When the effect ends, the severity of the altered weather categories returns to normal by 1 step per round. If you are maintaining the effect through concentration, the effect moves with you. If it is being maintained through a spell point, it remains stationary.
Mantle: As a standard action, touch a creature and spend a spell point, bestowing your mantle upon it. A mantle lasts for one hour per caster level, and is subject to spell resistance.
Storm Lord(x1): When you are using control weather to create Precipitation of severity level 4 or above in an area of Wind severity level 4 or above, you can control where the lightning bolts strike. You may take this talent a total of twice. If taken twice, you may increase the frequency of lightning strikes to 1 per round.
Clear Skies(mantle): Creatures bearing your mantle treat weather as one step less severe, plus one step per 10 caster levels. This and other mantle talents still work according to the true severity level. You may take this talent a second time at 5th caster level and a third time at 15th caster level. Each additional time you take it, creatures bearing your mantle treat weather as an additional one step less severe.
Mist Form(mantle): When a creature bearing your mantle is in an area of Precipitation of severity level 3 or higher, weapon attacks against them have a 10% miss chance, +10% per category above light rain/fog. This miss chance stacks with the miss chance from concealment in fog.
Zephyr’s Flight(mantle): When a creature bearing your mantle is in an area of Wind of severity level 2 or higher, they gain a +5' bonus to all their movement speeds, +5' per category above severity level 2.
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-----Sphere Boons/Drawbacks:-----
Somatic Casting(x2): You must gesture to cast spells—a process that requires you to have at least 1 hand unoccupied. You cannot wear any armor or use a shield without incurring a chance of arcane spell failure.
Easy Focus: When maintaining a sphere ability through concentration, you only need to spend a move action to maintain concentration.
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-----Gear-----
Sleeves of Many Garments
Ring of Sustenance
Eastern Star Ioun Stone
Gold: 667 gp, 4 sp

Extra Dimensional Storage:
| Masterwork Fortune-teller's Deck | Alchemical Silver Dagger | Fish Hooks x 5 | Twine | Journal | Charcoal Sticks | Bedroll | Blanket | Cauldron | Wooden Cutting Board | Cutting Knife | Ladle | Masterwork Trapmaking Tools | Pot | Local and Exotic Seasonings | Skewer | Skillet | Tinder Packet | Iron Tripod | Waterskin |

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Progression Ideas:
Hexes: Cackle / Evil Eye / Misfortune / Soothsayer
Secrets:
---Heaven’s Reach(2): The radius of your celestial aura increases by 10'.
---Syzygy: You may project two different auras at a time instead of one.
Revelation - Astral Caravan(Su): As a full-round action, you can step into the planar border where the Astral Plane abuts the Material Plane, pulling up to one additional person per class level with you. You can’t travel fully into the Astral Plane or any of the other planes it borders, but while using this ability you can cover incredible distances, traversing 50 miles per hour, as per the shadow walk spell. You can travel for up to 1 hour per day per oracle level. This duration need not be continuous, but it must be spent in 1-hour increments.

Nature :
Plant: | Entangle | Harvest | Pummel |
Water: | Fog | Freeze | Vortex |
Create Nature: | Air | Grow Plants | Water |
Ranged Geomancy: The range of your geomancing abilities increases from close to medium range.

Weather:

This Sparks Joy(mantle): When a creature bearing your mantle is in an area of Precipitation and Wind severity level 4 or higher, they gain a +2 morale bonus on attack rolls, damage rolls, and Will saving throws, plus 1 for each category above storm.
Whispering Winds (mantle): All creatures bearing your mantle can talk with each other as if they were adjacent to each other, as long each conversation partner is in an area of Wind of severity level 2 or higher. This works regardless of distance or any weather between them, as long they are on the same plane. This allows them to speak and hear each other even if one of them is in an area of magical silence, though it does not allow them to speak verbal components.
Greater Weather: When you use control weather, you may spend an extra spell point to affect 2 weather categories instead of 1, or two extra spell points to affect 3 weather categories instead of 2. You do not need to change these categories in the same way, or make them the same severity level (i.e., you may make one category more severe, while making another less severe).
Lengthened Weather: When you spend a spell point to allow your control weather effect to persist without concentration, you may cause the effect to persist for 1 hour per caster level instead of 1 minute per caster level.


Plot Threads:


Motivations:
Raised in Shale, Ayreth has always felt a strong connection to the sea. She loves the smell of the storms that come off of it, and the lightning strikes that bounce off of it near the horizon.

When she came of age, she heard the Call. Wandering into the ocean mist, she was captured by her mother. After witnessing several horrors committed by her hag mother, Ayreth was able to escape with the help of the fey. The price they demanded was her memory.

Ayreth spent some time with them learning how to use her magic, not understanding why they were teaching her since she was doomed to forget, but she was grateful anyway. Eventually, she was sent home and upon her return, learned the true nature of the bargain. Instead of losing her memory, nobody that she previously knew was able to remember her.

Ayreth joined the RHC to find purpose in protecting people and for some stability as she works on a way to restore her parents' memories. In the meantime, she has a contact in Shale that keeps her apprised of their well-being.
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Ayreth tries very hard to be a good person because her greatest fear is turning out like her mother.

Ayreth loves to swim in her free time.

Connections:
Belda - Ayreth's mother, a Storm Hag, would like to recover her daughter and bring Ayreth into her coven.

John and Carina Fisher - The fisherman and his wife who raised Ayreth, but can no longer recall who she is, as if Ayreth never existed.

Jerald Westin - A young dockworker in Shale that keeps an eye on Ayreth's parents, sending her weekly reports. He has a rather obvious crush on Ayreth.

Astrology Tradition:

Class Skills(Astrology): Gain Know-Geography, Know-Planes, and Perception.
Tradition Benefit(Astrology): You gain the Light sphere as a bonus magic talent.
Tradition Power(Astrology)(Aura-30'): You channel the power of celestial objects, projecting different celestial auras to aid your allies. You may only project a single celestial aura at a time. Projecting a celestial aura is a swift action, and dismissing it is a free action. This aura increases the light level within the area by one step to a maximum of normal light. This ability functions only while you are conscious.
---Moon(+2/THP:3): This aura provides a +1 bonus to Fortitude saves, and increases by +1 for every 5 hedgewitch levels you possess. In addition, the aura provides one temporary hit point, plus an additional temporary hit point for every two hedgewitch levels you possess. These temporary hit points automatically refresh at the start of your turn. These temporary hit points only persist on allies who remain within the area of this aura.
---Star(+2): This aura grants a +1 bonus to Perception and initiative checks, and increases by +1 for every 5 hedgewitch levels you possess.
---Wax and Wane: As a free action you can adjust the light level your aura provides, increasing the level of light up to a maximum of bright light or shedding no light at all.

-----Sphere: Light(1)-----
Glow: As a standard action, you may cause an object or creature in Medium range to glow for 1 minute per caster level, outlining it with light as a candle, which may be of any color you wish. This requires a touch attack or ranged touch attack. The object or creature becomes outlined with light, giving it a -20 penalty on Stealth checks and negating all bonuses usually bestowed by invisibility, blink effects, darkness, or similar effects.
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