Priestess of Nethys

Blaire Dreamcaller's page

12 posts. Alias of HighonHolyWater.


Full Name

Blaire Breamcaller

Race

Changeling

Classes/Levels

Dreamweaver Witch 3/Storm Druid 3/Oracle 3 | HP 30/30 | AC 21 T 16 FF 15 | F +3 R +7 W +8 | CMB +1 CMD 16 | Init +11 | Perc +13

Gender

Female

Size

Medium

Alignment

N

Strength 8
Dexterity 20
Constitution 10
Intelligence 20
Wisdom 20
Charisma 20

About Blaire Dreamcaller

rolls, stats and RP spending:

Changeling[specialised stats(1RP), hag trait(1RP), claws(2RP), darkvision(2RP), natural armour(2RP)](8RP), Advanced Intelligence(4RP), Advanced Dexterity(4RP), Flexible Bonus Featx2(8RP), Improved Natural Armor +3(6RP)

5d6 - 7 ⇒ (5, 6, 4, 3, 5) - 7 = 16
5d6 - 3 ⇒ (1, 3, 3, 2, 6) - 3 = 12
5d6 - 4 ⇒ (5, 2, 3, 2, 2) - 4 = 10
5d6 - 4 ⇒ (3, 5, 5, 2, 2) - 4 = 13
5d6 - 3 ⇒ (1, 3, 2, 2, 5) - 3 = 10
5d6 - 4 ⇒ (1, 3, 5, 3, 6) - 4 = 14
5d6 - 5 ⇒ (2, 3, 6, 6, 4) - 5 = 16

rolls+rearrange+bonus10+race+levelup
str 10-2+0+0+0=8
dex 13+2+2+2+1=20
con 12+0+0-2+0=10
int 14+0+4+2+0=20
wis 16+0+2+2+0=20
cha 16+0+2+2+0=20

Theme:

Naturally Unnatural Blaire's natural talent for many types of magic comes without thinking but this creates strain on her mind and body. Can she learn to control it without her mentor or will she find him again to finish what they started with her.

Background:

Before Goodwin found her and turned her from her path to certain destruction Blaire lived in a decently sized city, hidden among the lesser citizenry with her mundane father. He never wanted to tell her the truth about who are where her mother was. As far as she had known an evil witch had poisoned her mother when she was just a baby. That all changed when she came of age. She started to manifest magical abilities which scared alot of people. Finally her father told her the truth and she freaked out even more running away from home. For a few years she ran, feeling a pull towards something with every ounce of magic she used. At first she tried not to use it, she wasn't stupid, she figured out who her mother really was. She was different, especially now after her body changed. But everytime she used it the next time was easier and easier. In time the magic was just like breathing and the voice was too loud to shut out, beckoning her away. Before she could find her mother, Goodwin found her and whisked her away before she could resist. Before she could complete herself she was almost torn apart and it was only with Goodwin's skill that she managed to shut out the voice and hold herself together. Eventually she was thankful for Goodwin setting her on a different path for herself. He told her she would be able to go her own way one day without worrying about her mother looking for her.

She didn't get the chance to, one morning she was woken up and evacuated so fast she had no idea what was happening. When she finally had a chance to breath again, her mentor was gone and she was not under the protection of his demiplane anymore. Fortunately she couldn't hear the voice anymore, likely her mother was dead after 10,000 years. But she did have some problems still. She wasn't finished her training with Goodwin and was now on her own. She didn't know how to control her magic properly. She didn't know it but she was daughter to one of the most powerful hags of recent times and she had inherited much of her power and she wasn't yet strong enough and in danger of losing control one day. She hopes she can find Goodwin before then. She doesn't think she can become strong enough on her own but time will tell.

Appearance:

Age 23
Height 158cm
Weight 60kg
Hair White

Blaire is a very magically charged person and this energy constantly stored and flowing in her has altered her in different ways to be not quite your normal happy young woman. Despite her changeling appeareance and lineage Goodwin helped her manage her different turbulent heritages but now that Goodwin is gone cracks are showing themselves and she comes off at times as strange, creepy or a little weird over and above her usual changeling features. Since being freed her usual friendly self under the guidance of Goodwin sometimes gives way to that that she was just before he found her.

Character Sheet:

Blaire
Female Changeling(Green Hag) Witch(Dreamweaver) 3/Druid(Storm Druid) 3/Oracle 3
TN Medium Humanoid(Changeling)
Init +11; Senses Darkvision 60ft, Perception +13
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DEFENSE
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AC 21, touch 16, flatfooted 15 (+5 dex, +5 natural, +1 dodge)
HP 30 (3d8+3+3) toughness + favoured class bonus
Fort +3 (3 good save), Ref +7 (1 bad save + 5 dex + 1 trait), Will +8 (3 good save + 5 wis)
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OFFENSE
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Speed 30ft.
Melee 2 Claws +1 (1d4-1)
Special Attacks Hero Points(3), Hexes(Slumber[30ft., DC 16, 3 rounds], Evil Eye [30ft., DC 16, 8 rounds], Cackle), Storm Burst(8/day), Brain Drain(1/day, DC 16), Gift of Madness(8/day, DC 16), Thunderstaff(1 round, 8/day)

Witch Spells Prepared (CL 3th; concentration +12)

2nd - glitterdust(DC 17), Web(DC 17)
1st - command(DC 16), ear-piercing scream(DC 17), Ill Omen(DC 16), mage armour
0(at will) - arcane mark, daze(DC 15), dancing lights, message

Patron Portents

Druid Spells Prepared (CL 3th; concentration +12)

2nd - fog cloud(d), bark skin, frost fall(DC 18)
1st - obscuring mist(d), entangle(DC 16), feather step, heightened awareness, hydraulic push(DC 17)
0(at will) - create water, detect poison, guidance, purify food and drink

Domain Storm(weather)

Oracle Spells Known (CL 3th; concentration +12)

1st(7/day) - entropic shield, cure light wounds, endure elements, bless, protection from evil
0(at will) - enhanced diplomacy, light, mending, read magic, detect magic

Curse Tongues(Aklo)
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STATISTICS
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Str 8, Dex 20, Con 10, Int 20, Wis 20, Cha 20
Base Attack +2; CMB +1 (2 BAB -1 str); CMD 16 (10 +2 BAB -1 str +5 dex)
Feats Toughness, Dodge, Magical Aptitude, Skill Focus(Knowledge(Nature)), Combat Casting, Extra Hex(Cackle), Extra Hex(Evil Eye), Improved Initiative, Alertness, Mother's Gift, Uncanny Concentration, Eldritch Heritage(Stormborn), Spell Focus(Evocation)
Traits Reactionary, Desperate Focus, Quick Reactor
Favoured Class: Witch +3HP
Skills(10 per level) (ranks+class+stat+feat)
3 Diplomacy +14 (3+3+5+3)
3 Disguise +11 (3+3+5+0)
3 Intimidate +11 (3+3+5+0)
1 Knowledge(arcana) +9 (1+3+5+0)
1 Knowledge(geography) +9 (1+3+5+0)
1 Knowledge(nature) +12 (1+3+5+3)
1 Knowledge(planes) +9 (1+3+5+0)
1 Knowledge(religion) +9 (1+3+5+0)
3 Perception +13 (3+3+5+2)
3 Sense Motive +13 (3+3+5+2)
3 Spellcraft +13 (3+3+5+2)
3 Stealth +11 (3+3+5+0)
1 Survival +11 (3+3+5+0)
3 Use Magic Device +13 (3+3+5+2)
Racial Bonus +2 to bluff creatures that are sexually attracted to her.
Languages Aklo, Common, Celestial, Draconic, Elven, Gnoll, Goblin, Orc
Equipment Masterwork Headband, Compass, Explorer's Outfit, Small Tent, Druid's Kit, Cooking Kit, Dagger, Waterproof Bag, Scroll of Comprehend Languages, Scroll of Expeditious Retreat
Money
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WITCH ABILITIES
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Thrush Familiar(Ex) Master gains a +3 bonus on Diplomacy checks.
Alertness(Ex) While a familiar is within arm's reach, the master gains the Alertness feat.
Empathic Link(Su) The master has an empathic link with her familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that her familiar does.
Share Spells The witch may cast a spell with a target of “You” on her familiar (as a touch spell) instead of on herself. A witch may cast spells on her familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Store Spells Starting at 1st level, a witch’s familiar stores all of the spells that the witch knows. This does not allow the familiar to cast these spells or use spell-trigger or spell completion magic items. Starting at 2nd level, and every two levels thereafter, a witch’s familiar adds new bonus spells to the witch’s spell list based on her patron. These spells are automatically stored by the familiar and can be prepared as normal once they are gained.
Patron: Portents: 2nd—sow thoughts, 4th—dust of twilight, 6th—deep slumber, 8th—modify memory, 10th—dream, 12th—cloak of dreams, 14th—ethereal jaunt, 16th—moment of prescience, 18th—astral projection.
Slumber Hex(Su) A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate 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.
Evil Eye(Su) The target takes a –2 penalty on one of the following (witch’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch’s Intelligence modifier. A Will save reduces this to just 1 round.
Cackle(Su) A witch can cackle madly as a move action. Any creature that is within 30 feet 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.
Dream Spinner(Su) At 2nd level, when a dreamweaver casts a mind-affecting spell on a target that is sleeping because of her slumber hex or a spell she cast, she adds +1 to the mind-affecting spell's DC. If the target succeeds at the saving throw against the spell, it does not wake up, nor does it have any recollection of having resisted a spell. If appropriate, the dreamweaver may incorporate elements of a mind-affecting spell (i.e., sow thoughts, suggestion, and so on) into the target's subconscious so it believes the spell's effects originated in its dreams (the details of how these elements fit into the dream is up to the GM).
Cantrips Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Guidance, Light, Mending, Message, Putrefy Food and Drink, Read Magic, Resistance, Spark, Stabilise, Touch of Fatigue
1st Spells Celestial Healing, Command, Comprehend Languages, Ear-Piercing Scream, Enlarge Person, Hex Vulnerability, Identify, Ill Omen, Mage Armour, Mount, Sow Thoughts
2nd Spells Glitterdust, Web
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DRUID ABILITIES
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Spontaneous Domain Casting A storm druid can channel stored spell energy into domain spells that she has not prepared ahead of time. She can “lose” a prepared spell in order to cast any domain spell of the same level or lower.
Nature Bond(Ex) A storm druid may not choose an animal companion. A storm druid must choose the Air or Weather domain, or the Cloud, Storm, or Wind subdomain.
Storm Subdomain 1st—obscuring mist, 2nd—fog cloud, 3rd—call lightning, 4th—sleet storm, 5th—call lightning storm, 6th—sirocco, 7th—control weather, 8th—whirlwind, 9th—storm of vengeance.
Storm Burst(Sp) As a standard action, you can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6 points of nonlethal damage + 1 point for every two cleric levels you possess. In addition, the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Nature Sense(Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy(Ex) A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
Windwalker(Ex) At 2nd level, the penalties from natural or magical wind effects are treated as one step less severe for a storm druid.
Stormvoice(Ex) At 3rd level, a storm druid’s voice can magically carry over howling winds and peals of thunder. Whenever a Perception check is needed to hear the druid’s voice, the DC is reduced by an amount equal to the druid’s level.
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ORACLE ABILITIES
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Curse: Tongues[Aklo] Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or Terran. Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language.
Mystery: Dark Tapestry An oracle with the dark tapestry mystery adds Disguise, Intimidate, Knowledge (arcana), and Stealth to her list of class skills.
Bonus Spells entropic shield (2nd), dust of twilight [APG] (4th), tongues (6th), black tentacles (8th), feeblemind (10th), planar binding (12th), insanity (14th), reverse gravity (16th), interplanetary teleport [UM] (18th).
Brain Drain(Su) You can take a standard action to violently probe the mind of a single intelligent enemy within 100 feet. The target receives a Will save to negate the effect and immediately knows the source of this harmful mental prying. Those who fail this save are wracked with pain, taking 1d4 points of damage for every oracle level you possess. After successfully attacking with this ability, you may use a full-round action to sort through the jumble of stolen thoughts and memories to make a single Knowledge check using the victim’s skill bonus. The randomly stolen thoughts remain in your mind for a number of rounds equal to your Charisma modifier. Treat the knowledge gained as if you had used detect thoughts. This is a mind-affecting effect. You can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every five levels beyond 5th.
Gift of Madness(Su) You tap into the unthinkable void between the stars and cause a single living creature within 30 feet to become confused for 1 round. A successful Will save negates the effect. This is a mind-affecting compulsion effect. At 7th level, the confusion lasts for a number of rounds equal to your oracle level. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
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RACIAL TRAITS Changeling(8RP), Advanced Intelligence(4RP), Advanced Dexterity(4RP) Flexible Bonus Featx2(8RP), Improved Natural Armor +3(6RP)
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Specialised[1RP] +2 Wisdom, +2 Charisma, –2 Constitution.
Advanced Dexterity[4RP] Members of this race receive a +2 racial bonus to Dexterity.
Advanced Intelligence[4RP] Members of this race receive a +2 racial bonus to Intelligence.
Claws[2RP] Changelings' fingernails are hard and sharp, granting them two claw attacks (1d4 points of damage each).
Green Widow (Green Hag)[1RP] The changeling gains a +2 racial bonus on Bluff checks against creatures that are sexually attracted to her.
Darkvision[2RP] Changelings see perfectly in the dark up to 60 feet.
Natural Armour[8RP] Changelings have a +4 natural armor bonus.
Bonus Feat(2)[8RP] Members of this race select two extra feats at 1st level.
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FEATS
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Toughness(bonus) You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
Dodge(racial bonus) You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Magical Aptitude(racial bonus) You get a +2 bonus on all Spellcraft checks and Use Magic Device checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Alertness(familiar) You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Skill Focus(Knowledge(Nature))(level 1) You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Extra Hex(level 1) You gain one additional hex. You must meet all of the prerequisites for this hex.
Extra Hex(level 1) You gain one additional hex. You must meet all of the prerequisites for this hex.
Combat Casting(level 1) You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.
Improved Initiative(level 1) You get a +4 bonus on initiative checks.
Mother's Gift: Surprisingly Tough(Ex)(level 2) Your natural armor bonus increases by +1.
Uncanny Concentration(item level 2) You do not need to make concentration checks when affected by vigorous or violent motion or by violent weather. You gain a +2 bonus on all other concentration checks.
Eldritch Heritage(Stormborn): Thunderstaff(Sp)(level 3) At 1st level, you can touch a weapon as a standard action, giving it the shock property for a number of rounds equal to 1/2 your sorcerer level (minimum 1). At 9th level, you can confer the shocking burst property instead, but the duration of the power is halved. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Spell Focus(Evocation)(item level 3) Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

Thrush Familiar:

Warble the Thrush
TN Diminutive Magical Beast(Familiar)
Init +2; Senses low-light vision; Perception +11
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DEFENSE
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AC 18, touch 16, flat-footed 16 (+2 Dex, +4 size, +2 natural armour)
hp 15 (half master's; 3HD)
Fort +1 (3 good save -2 con), Ref +4 (2 animal save +2 dex), Will +5 (3 good save +2 wis)
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OFFENSE
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Speed 10 ft., fly 40 ft. (average)
Melee bite +8 (1d2–5) (+2 dex +4 size +2BAB)
Space 1 ft.; Reach 0 ft.
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STATISTICS
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Str 1, Dex 15, Con 6, Int 7, Wis 15, Cha 6
Base Atk +2; CMB +0; (2 BAB -4 size +2 dex) CMD 5 (10 +2 BAB -4 size -5 str +2 dex)
Feats Skill Focus(Perception)
Skills (rank+class+stat+feat+size)
3 Diplomacy +1 (3+0-2+0+0)
3 Disguise +1 (3+0-2+0+0)
1 Fly +12 (1+3+2+0+6)
3 Intimidate +1 (3+0-2+0+0)
1 Knowledge(arcana) -1 (1+0-2+0+0)
1 Knowledge(geography) -1 (1+0-2+0+0)
1 Knowledge(nature) -1 (1+0-2+0+0)
1 Knowledge(planes) -1 (1+0-2+0+0)
1 Knowledge(religion) -1 (1+0-2+0+0)
3 Perception +11 (3+3+2+3+0)
3 Sense Motive +5 (3+0+2+0+0)
3 Spellcraft +1 (3+0-2+0+0)
3 Stealth +20 (3+3+2+0+12)
1 Survival +3 (1+0+2+0+0)
3 Use Magic Device +1 (3+0-2+0+0)
Languages Aklo
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FAMILIAR ABILITIES
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Improved Evasion(Ex) When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Deliver Touch Spells(Su) If a witch is 3rd level or higher, her familiar can deliver touch spells or hexes for her. If the witch and the familiar are in contact at the time the witch casts a touch spell, she can designate her familiar as the “toucher.” The familiar can then deliver the touch spell just as the witch would. As usual, if the witch casts another spell before the touch is delivered, the touch spell dissipates. If the witch activates a hex, her familiar can be used to make the touch. She does not have to be in contact with the familiar to use this ability.

Signature Item:

Item Name Blaire's Headband
Description This item is a masterfully crafted interwoven headband.
Slot Headband.
2nd level Feat Uncanny Concentration.
3rd level feat Spell Focus(Evocation).
Magic Creation Pool 3,000 unspent
Flexible Power Pool 0