Mistress Kayltanya

Doreen Crowley's page

120 posts. Alias of JGray.


Full Name

Doreen "Spooky" Crowley

Race

Human

Classes/Levels

Witch 1 | Init +2 | HP 10 | AC 12 | CMD 11 | Fort +0 | Ref +2 | Will +5 | Perception +2 | 1st Lvl Spells: 4/day

Gender

Female

Size

Medium

Age

18

Strength 8
Dexterity 14
Constitution 10
Intelligence 16
Wisdom 14
Charisma 12

About Doreen Crowley

Poem: The Life of Spooky Crowley:
The Life of Spooky Crowley

A normal girl growing up in Magnimar.
A little bit small.
A little bit shy.
A blossom with petals closed, turned away from the sun.

Until the Skinsaw man came.
Skinned her parents.
Skinned her life.
A blossom drinking the blood of Magnimar's dark shame.

They sent her to her aunt, a reader of cards.
Reviled. Feared.
Secretly sought out.
A blossom transplanted to hating soil.

She lived there, hating the hate.
Hating the lies.
Hating the taunts
A blossom shriveling under the harsh light of ignorance.

Yet, the cards whispered to her.
They told her secrets.
They told her truths.
The blossom opens. It needed moonlight, not sunlight.

I am the blossom, open to the moon's kiss.
I am a reader of cards.
I am a witch.
Woe be to those who trample my world.

Background:
The good people of Kassen avoided the broken old hut just past the edge of town. They spoke of the strange old woman who lived there only in whispers.

Or, at least, so they pretended.

In truth, almost every citizen of Kassen had gone to see Goodwife Crowley to have their Harrow cards read.

They pretended not to need the old witch and, yet, she was perhaps the most vital member of the community. It was Goodwife Crowley's cards that helped set the dates of the harvest, determine the gender of unborn babes, and even select the party members for the Quest of the Everflame.

Three years ago, a young maiden came to live with Goodwife Crowley. Young Doreen Crowley's parents died, victims of the Skinsaw Man in Magnimar. The young teen found herself carted across the Mindspin Mountains to live with the only relative she had left, her great-aunt Crowley.

Already an introspective person, Doreen found leaving her friends and life behind was hard. Having to move into the hut of an old woman she didn't know was worse. Being taunted or feared as the niece of a witch? Doreen had trouble adjusting to the situation and, in time, she turned inward.

Oddly, in depression, Doreen found strength. She learned to connect with her heritage as a witch. She learned to connect with her great-aunt's Harrow deck. She learned to hear the whisper of the cards. By the time three years had passed, Doreen had become just as strange and dark as her great-aunt.

So, imagination her surprise when it came time for the Quest of the Everflame and spooky Maiden Crowley was chosen. Perhaps because the cards demanded it.

Or perhaps because Goodwife Crowley demanded it.

Sheet:
Class: Witch (favored)
Archetype: Cartomancer
Race: Human
Alignment: Neutral Good
STR 8 (-1)
DEX 14 (+2)
CON 10 (+0)
INT 16 (+3)
WIS 14 (+2)
CHA 12 (+1)

HP: 10 (1d6 + 0 Con + 4 + 0 Con)

Offense
BAB +1 (Melee +0, Ranged +3)
CMB -1
Dart +4 (1d4+1, x2, 20 ft.)

Defense
AC 12 (10 + 2)
CMD 11
Fort +0 (0 + 0)
Reflex +2 (0 + 2)
Will +5 (3 + 2)

Traits
Harrow Chosen: Start play with family's hierloom deck. Use as an additional focus component in divination spells to increase CL by +2. Twice per week spend 10 minutes to consult deck on a particular action and gain augury spell as CL of my character level.
Signature Spell: Harrowing is cast as if on CL higher.
Note: I know I can't get this spell until 3rd level but I feel it is appropriate for the character.

Feats
Harrowed: +1 to Will saves vs enchantment effects. Once per day, draw from Harrow deck. For the rest of the day gain a single +2 bonus on any d20 roll modified by the card's suit. May be assigned after the roll is made but before it is declared a success or failure.

Fortune Teller: Can use Harrow deck instead of normal focus item for divination spells. Can use Harrow deck AND normal focus item for +1 CL in divination spell.

Deadly Dealer: Can throw a card as if throwing a dart. Harrow cards are considered masterwork weapons. Must use arcane strike to enhance cards.

Arcane Strike: Can enchant a card (and card only) as a swift action, giving it +1 damage. Card is treated as a magic weapon for purposes of overcoming damage reduction.

Skills (2 + 3 (Int) + 2 background skills)
Artistry (poetry) 6 (2 + 1 (Cha) + 3 (class))
Craft (harrow) 8 (2 + 3 (Int) + 3 (class))
Intimidate 6 (2 + 1 (Cha) + 3 (class))
Knowledge (arcana) 8 (2 + 3 (Int) + 3 (class))
Knowledge (planes) 8 (2 + 3 (Int) + 3 (class))
Spellcraft 8 (2 + 3 (Int) + 3 (class))
Use Magic Device 6 (2 + 1 (Cha) + 3 (class))

Class Features
Weapon and Armor Proficiency: Simple weapons. Armor can cause spell failure.

Cantrips: Can cast cantrips. Can prepare 3 cantrips per day and cast them any number of times.

Default Cantrips Prepared: Detect Magic, Guidance, Mending, Read Magic

Spells: Can cast two 1st level spells per day. Save against her spells is 10 + spell level + Int modifier.

Default Spells Prepared: 1st level - Cause Fear, Cure Light Wounds, Karmic Blessing, Ill-Omen

Patron Spells: Patron is Portents. Patron spells are added to her spell list at even levels.

Hexes: Knows one hex. Save against hexes is 10 + ½ level + Int modifier. Hexes known: Misfortune.

Misfortune: Cause 1 creature within 30 feet to suffer misfortune for 1 round. When the creature rolls a d20 it must roll twice and take the worst result. Will save negates the hex. Duration of the hex is extended for 1 round at 8th and 16th level. A creature can only be targeted by this hex once per day.

Spell Deck: Familiar is replaced by her Harrow deck. Spells are stored in the deck. She must commune with the deck each day to gain her spells. Additional abilities at 2nd and 3rd level.