Jadrenka

Edda Winterclaw's page

406 posts. Alias of Jeremy Clements.


Full Name

Edda Winterclaw

Race

Skinwalker (Coldborn)

Classes/Levels

8th Level Witch (Cartomancer) w/ VMC Sorcerer (Harrowed Bloodline) HP 57/57; AC 18; T 14; FF 15 Init +3; Saves: F+7, R+8(+10), W+9[+10]; Senses: Scent ; Perception +10 [+11]; Status: +2 to Reflex (Changeable)+PfEnergy (96 pts)

Gender

Female

Size

Medium

Alignment

NG

Deity

Desna

Location

Varisa

Languages

Common, Skald, Varisian, Sylvan, Giant , and Draconic

Strength 12
Dexterity 16
Constitution 14
Intelligence 18
Wisdom 11
Charisma 10

About Edda Winterclaw

Used abilities per day!:

*Spell's Cast Today!: Trial of Fire and Acid;
*Harrow Casting: 3/day (1 used!)

*Flight Hex: (1 min used!)
*Healing Hex: (0 used!)
*Slumber Hex: (0 used!)

*Calm Animals 1/day
*Twisted Fortune 3/day (0 Used)


Shortcuts:

[dice=Perception]1d20 + 10[/dice]
[dice=Knowledge (Planes)]1d20 + 11[/dice]
[dice=Spellcraft]1d20 + 11[/dice]
[dice=Lore (Lost Harrow Cards)]1d20 + 8[/dice]
[dice=Knowledge (History)]1d20 + 9[/dice]
[dice=Profession(Harrower)]1d20 + 11[/dice]

[dice=Healing Hex]2d8 + 8[/dice]

[dice=Dagger (Melee)]1d20 + 5[/dice]
[dice=Damage]1d4+1[/dice]

[dice=Claw]1d20 + 5[/dice]
[dice=Damage]1d4+1[/dice]
+
[dice=Claw]1d20 + 5[/dice]
[dice=Damage]1d4+1[/dice]

[dice=Dagger(Thrown w/PBS)]1d20 + 8[/dice]
[dice=Damage]1d4 + 2[/dice]

[dice=Harrow Draw(Flavor)]1d54[/dice][ooc]

[dice=Deadly Dealer/+1 Corrosive Harrow Card w/PBS]1d20 + 9[/dice]
[dice=Damage(Magic) + Acid!]1d4 + 4 + 1d6[/dice]

[dice=Harrow Casting Draw#1]1d54[/dice]
[dice=Harrow Casting Draw#2]1d54[/dice]
[dice=Harrow Casting Draw#3]1d54[/dice]

[dice=Dispel Magic Caster Level Check!]1d20 + 8[/dice]

[dice=Burning Hands! Reflex DC15 for 1/2 Fire Damage!]5d4[/dice]

[dice=Harrow Healing!]1d6[/dice] +1 Temp Hit Point!

[dice=Trial of Fire and Acid! Damage(Fire/Acid, for 8 rounds!)]1d6 + 1d6[/dice]
[ooc]Fort DC17 to reduce the damage by half!

[dice=Wand of Molten Orb (Splash Attack) with PBS]1d20 + 8[/dice]
[/spoiler=Molten Orb!]You create a fist-sized, red-hot ball of molten metal that you immediately hurl as a splash weapon. A direct hit deals 2d6 points of fire damage. Every creature within 5 feet of where the ball hits takes 1d6 points of fire damage from the splash (Reflex half). Each of these creatures takes an additional 1d6 points of fire damage on its turn for the next 1d3 rounds, unless it is cooled off (with water, snow, or any effect that deals 5 or more points of cold damage).[//spoiler]
[dice=Direct Damage(Fire)]2d6[//dice]
[dice=Direct Damage(Duration in Rounds)]1d3[//dice]

[dice=Splash Damage(Fire)Reflex DC13 for 1/2]1d6[//dice]
[dice=Splash Damage(Duration in Rounds)]1d3[//dice]

[spoiler=Black Tentacles!]Casting Time 1 standard action; Components V, S, M (octopus or squid tentacle); Range: medium (100 ft. + 10 ft./level); Area: 20-ft.-radius spread; Duration: 1 round/level(D); Saving Throw none; Spell Resistance: NO!; DESCRIPTION: This spell causes a field of rubbery black tentacles to appear, burrowing up from the floor and reaching for any creature in the area. Every creature within the area of the spell is the target of a combat maneuver check made to grapple each round at the beginning of your turn, including the round that black tentacles is cast. Creatures that enter the area of effect are also automatically attacked. The tentacles do not provoke attacks of opportunity. When determining the tentacles’ CMB, the tentacles use your caster level as their base attack bonus and receive a +4 bonus due to their Strength and a +1 size bonus. Roll only once for the entire spell effect each round and apply the result to all creatures in the area of effect. If the tentacles succeed in grappling a foe, that foe takes 1d6+4 points of damage and gains the grappled condition. Grappled opponents cannot move without first breaking the grapple. All other movement is prohibited unless the creature breaks the grapple first. The black tentacles spell receives a +5 bonus on grapple checks made against opponents it is already grappling, but cannot move foes or pin foes. Each round that black tentacles succeeds on a grapple check, it deals an additional 1d6+4 points of damage. The CMD of black tentacles, for the purposes of escaping the grapple, is equal to 10 + its CMB. The tentacles created by this spell cannot be damaged, but they can be dispelled as normal. The entire area of effect is considered difficult terrain while the tentacles last.[//spoiler]

[dice=Black Tentacles Grapple Check!]1d20 + 13[/dice]

[dice=Snowball RTA with PBS!]1d20 + 8[/dice]
[dice=Damage(Magic/Cold)]5d6+1[/dice]

[spoiler=Snowball]You throw a ball of elemental ice and snow at a single target as a ranged touch attack. The snowball deals 1d6 points of cold damage per caster level you have (maximum 5d6). No save![//spoiler]

Treasures/Rewards:

Edda gets all the Books cards that haven't been played yet (the Hidden Truth, the Inquisitor, the Idiot and the Snakebite), the Trumpet, the Survivor and the Teamster.(Updated)
*You can play these cards at any moment while in the Harrowed Realm, and they may have a situational effect, if played at the right moment. However, if played at the wrong time, they will be wasted, so use them if you feel it's appropriate, but use them wisely. You can trade cards, but you can't steal them or force someone to use theirs.
Playing a card is a swift action.

pie Rogg gave you is large enough to provide a total of eight meals.

Cloak of Fangs (Gift from Fat guy in red and white suit!) -Wearing!
*Wearing this animal-hair cloak grants a +1 resistance bonus on saving throws. Furthermore, the wearer can force its teeth to grow rapidly up to five times per day as a swift action. The oversized teeth last for 1 round, during which time the wearer can make a bite attack. Treat this attack as a primary natural attack that deals 1d6 points of damage (or 1d4 if the wearer is Small). If the wearer already has a bite attack, the damage of that bite attack increases by one step.

+3 gp and 46 sp, +2 IOUs for 1 kiss each (Roach?).
-113 gp and 8 sp (for supplies and camels!)

Elixir of Fire Breath (1100gp)
Hexing Doll (2500gp)

Level 3 scroll 'Vampiric Touch'

+107 platinum pieces!

potion of energy resistance (electricity)

necklace of fireballs (type II)
Damage 6d6 - 4d6 - 2d6
Qty 1 — 2 — 2

Crunch:

NG 8th Level Witch (Cartomancer) w/ VMC Sorcerer (Harrowed Bloodline)
Skinwalker (Coldborn)
Init +3; Senses: None (When Shifted: Scent ability up to 30 feet)

Statistics
Str 12 Dex 16 Con 14 Int 19 Wis 11 [13] Cha 10
Base Attack: +4; CMB: +5; CMD: 18
Speed: 30ft.

Defense
AC 18 [14 Touch; 15 Flat Footed]
(+2 Armor, +3 Dex, +1 Armor Attunement, +1 Natural Armor Attunement, +1 Deflection)

Hit Points: 57 (Base 6, +2 Con, + Favored Class Bonus)
*Max at first level, half+1 later: 8 + 42 + 7FC

Saving Throws:
Fort +7; Ref +8(+10); Will +9[+10]
Cloak of Fangs (+1 Resistance)
(Sorcer VMC: +2 luck bonus to one stat. Change as a full round action: Usually set to a Reflex bonus!)

OFFENSE
Melee :
~Dagger +5 (1d4+1/18-20)
~Claw(s) +5 (1d4+1/x2)

Ranged :
~Dagger +7 (1d4+1/18-20/ 10 ft.)
~Deadly Dealer(+1 Corrosive Harrow Card) +8 (1d4+3/x2/20ft./Piercing/Magic/+1d6 Acid)
~PBS Deadly Dealer(+1 Corrosive Harrow Card) +9 (1d4+4/x2/20ft./Piercing/Magic/+1d6 Acid)

Special Attacks:
Harrow Casting 3/day (1/2 level)
*Draw 3 Harrow cards with a normally cast spell to augment that spell.

Hexes: Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch’s level + the witch’s Intelligence modifier. (Current DC:18)

*Healing (1st Level)
*Misfortune (4th Level)
*Flight (6th Level)
*Slumber (8th)

Patron
*Harrowed (Unique!)
2nd—comprehend languages, 4th—knock, 6th—harrowing, 8th—chaos hammer, 10th—communal stoneskin, 12th—greater harrowing, 14th—vision, 16th—crown of glory, 18th—foresight.

Spellcasting: *=Memorized
Level 0(4/day) Detect Magic*, Touch of Fatigue*, Guidance*, Dancing Lights*

Level 1(5/day) Mage Armor, Burning Hands*, Adhesive Spittle,
Command, Snowball*, Mount, Remove Sickness*, Chill Touch*, Sow Thoughts*, Transfer Tattoo (Patron Spell: comprehend languages)

Level 2(4/day)
Arcane Disruption, Cure Moderate Wounds*, Glitterdust, Raven's Flight, Stricken Heart*, Blood Transcription, Ironskin, Lipstitich* (Patron Spell: knock*)

Level 3(4/day)
Bestow Curse*, Dispel Magic**, Trial of Fire and Acid*, Storm Step, Remove Curse, (Patron Spell: Harrow)

Level 4(3/day)
Charm Monster, Death Ward, Touch of Slime*, Black Tentacles*, (Patron Spell: Chaos Hammer*)

Spell Like ability:
*Calm Animals 1/day
*Twisted Fortune 3/day (30 feet. For 1 round, the target becomes confused and cannot directly control its actions (Will negates). Once a creature has been affected by twisted fortune, it is immune to the ability's effects for 24 hours. (DC is equal to 10 + 1/2 your sorcerer level + your Charisma modifier.)

Skills: pts/lvl (x)= Class Skill
+11 (x)Knowledge (Arcana) *
+11 (x)Knowledge (Planes) *
+10 (x)Knowledge (Nature)
+11 (x)Spellcraft *
+7 (x)Use Magic Device
+10 [+11](x)Perception
+4 (x)Heal
+7 (x)Fly
+4 (x)Intimidate
+4 Slight of Hand
+10 Stealth +3*
+5 Ride
+5 Swim (+2 Hex bonus)
+2 Climb [+20ft Climb Speed]

Background Skills (+2/lvl)
+8 (x)Lore (Lost Harrow Cards)
+9 (x)Knowledge (History) *
+11 (x)Profession(Harrower): *
+5 (x)Handle Animal
+7 Linguistics

Languages: Common, Skald, Varisian, Sylvan, Giant, and Draconic

Feats:
~1st lvl Feat: Extra Skinwalker Feature
GM Bonus Feat: Harrowed
~2nd lvl (Class/Archetype Bonus) Feat: Deadly Dealer
~3rd lvl (VMC Sorcerer)
~5th lvl Feat: Point Blank Shot
~7th lvl (VMC Sorcerer)

Traits:
~ Sun-Blessed (Magic Trait)
Whenever you're affected by a healing effect that would heal more hit points than your maximum hit point total, you gain the excess healing as temporary hit points. You can gain up to a number of temporary hit points per day equal to your character level in this way. These temporary hit points last for 1 minute.
~Marked by Nature’s Magic (Skinwalker Racial Trait)
You gain a +1 trait bonus on Knowledge (nature) checks involving fey and on Diplomacy checks to influence fey. Knowledge (nature) is always a class skill for you.

GM Bonus Abilities:
~Deck Connection: You starts the game with a masterwork harrow (Currently +1 and Corrosive) deck, which works as the wizard's arcane bond item (or the equivalent Arcane Bloodline feature if you are a spontaneous caster, Arcanists use the wizard-like rule). Any number of times per day, you can spend 10 minutes to attune with your deck. Doing so replenishes any card that has been destroyed. In case the whole deck has been destroyed, this attunement requires 8 hours and 200 gp per character level and generates a new masterwork harrow deck, without any magic enhancements that may have been placed on it. In case you are not a spellcaster, the deck allows you to prepare and cast a single 1st-level spell from the wizard/sorcerer or witch spell list once per day. The save DC of that spell is based on your highest mental score.
~Expert Harrower: You gain Harrowed as a bonus feat.
~Heart of the Cards: You can use Harrow Casting as per the Harrower prestige class a number of times each day equal to half your character level, with access to all of the six Tower abilities.

SQ:
Familiar: Special Harrow Deck (Family Heirloom)

Race Traits:
*Change Shape (Su): A skinwalker can change shape to and from a bestial form as a standard action. In bestial form, a Coldborn skinwalker gains a +2 racial bonus to Wisdom. While in this form, a skinwalker also takes on an animalistic feature that provides a special effect. Each time a skinwalker assumes bestial form, she can choose to gain one of the following features:
*Bite attack that deals 1d6 points of damage
*2 claw attacks that each deal 1d4 points of damage
*Climb speed of 20 feet
*Scent to a range of 30 feet
These benefits last until the skinwalker returns to her humanoid form as a swift action. A skinwalker must first return to her humanoid form before changing to bestial form again to change benefits. Different skinwalker heritages allow skinwalker characters to select from different sets of bestial features.

EQUIPMENT
(Starting Money: 11,750 gp to start (179gp left)

Bracers of Armor (+2)
Wand of Web (3 Charges)[Updated]
Wand of Molten Orb (12 charges)[-3 Charges]
Wand of Cure Mod Wounds (13 Charges)[Updated]
Sow Thoughts 1st level spell scroll -transfered to Familiar
Transfer Tattoo 1st level Spell Scroll -transfered to Familiar
Stricken Heart 2nd level spell scroll -transfered to Familiar
Blood Transcription 2nd level spell scroll -transfered to Familiar
Ironskin 2nd level spell scroll -transfered to Familiar
Lipstitch 2nd level spell scroll -transfered to Familiar
Remove Curse 3nd level spell scroll -transfered to Familiar
Feather Tokens: Tree
Feather Tokens: Swan Boat
Feather Tokens: Anchor
Traveler's Grandiose (Harrow) Carrying Case (1200gp)
Equipment: Explorer's Outfit (0gp)
Advenurer's Sash (20gp)
Witch's kit: backpack, a bedroll, a belt pouch, candles (10), chalk (10), a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin(21gp)
Dagger (x4)(8gp)
Silver Holy Symbol of Desna(25gp)
Common (Extra) Harrow Deck (100gp)
Smoke Stick (20gp)
Thunderstone (x2) (60gp)
Tindertwig (x2) (2gp)
Potion of Prot. from Evil(50gp)

Cloak of Fangs~NEW!

Fluff:

Physical Description:
Edda is physically imposing as a woman, nearly 6 feet tall, flowing dark hair and an attitude that brooks no interference. She's not the prettiest woman around, but she does not tend to worry much about her appearance much either with a few small but obvious scars on her cheek and chin. She prefers soft furs (rabbit and mink mostly) and leather garments with some sort of sturdy boots usually.

- A backstory:
Edda Winterclaw is the daughter of an Ulfen reaver from the Lands of the Linnorm Kings and a Varisian witch from Korvosa. Her mother was a woman of an ancient lineage among the Varisians, a sorceress and Harrower of much renown to her people. Her father was a notorious pirate called Reginald "The Ripper" Winterclaw, captain of the infamous pirate ship Bloodgale. Captain Ripper captured Edda's mother in a famous sea battle, now mostly forgotten. Since that time, Reginald actually retired from piracy with his new found bride, as her mother agreed to marry the reaver after her capture, but only if in exchange he would give up the pirate life as well. Since that time, Edda was born, and often found as she grew that the couple were very odd parents, but well suited to one another at least after her birth. Growing up in the Lands of the Linnorm Kings was never boring, and her family lived close to the border of Irrisen, the hated land of the winter witches. Once she was of age, Edda was already a steady hand at Harrowing and divining, her mother a rock of guidance in those years. She later met and learned to parlay with fey, fight ice trolls, and war with Irrisen patrols and monsters from their frigid land. Recently Edda's mother passed away, and now Edda has decided to finally move south and visit her mother's people. Taking ship for Korvosa and leaving her father and several younger brothers amid many a tear, she believes her decision was the correct decision. In the end, the Harrow reading she performed before she left showed that she has much to learn of herself if she traveled toward her mother's past. If she could not trust the Harrow, what could she trust?

- A description of your personality:
Edda is an odd duck, as her blood and her environment has shaped most of her life. Her mother's ancient blood has given her the Harrower's gifts, and a connection to ancient magics that have only grown with the passage of time. This means she tends to like fey naturally, but just the presence of dark fey makes her angry without reason sometimes. Her unique blood also brought out her father's skinwalker heritage, and she feels this is an advantage in her life. However, she dislikes changing and growing her teeth into a weapon, and does so sparingly, since she does not like the taste of blood at all. She is slow to make decisions, like many diviners, but once made she sticks to them with tenacity.

- A roleplaying sample:
The sun was finally setting on the docks of Korvosa when Edda walked down the rickety gangplank of the Tide-Bound. It was an older but sturdy ship, bringing furs and other items from the north, in exchange for trade goods not easily found there. She waved a friendly gesture to the raunchy captain and his crew, smiling as she suddenly remembered a dirty limerick he had told her at their last meal.

"That old coot has such a dirty mind!"

Walking further into the darkening city, she approached a man standing idly near a posting of some sort, wearing the official colors of the Korvosan guard and looking bored. She points at him as she approaches.

"You sir! Are you a guardsman of this city? I have questions..."
"Bugger off."

Caught in mid-sentence, Edda was taken aback for a moment simply from the man's rudeness. Shaking off the moment she tries to explain herself.

"You misunderstand sir. I merely..."
"Bugger off wench. S'got work to do."

Watching the man move only to lean lazily at his post, he then seems to pointedly ignore her.

With a simple wrinkled 'V' forming between her eyes, she moves to block his gaze silently with her arms crossed in a angry pose.

"Hey there now! Your disturbin' the peace! MY peace! Now bugger off wench. S'got work to do."

"No."

"What now? Wadda' youse say to me?"

"No."

Spluttering at this fur-clad northerner, the man quickly gets a hold of himself.

"Now listen here girl..."

Moving swiftly, Edda is now in close proximity to the guard and presents her finger at his absurdly UN-amused face.

"No one calls me 'girl' except my father. That's not you!"

Seeing the wild look and animal-like shine in Edda's eye, the guard finds reasons not to anger her further.

"...I mean ma'am. Ma'am! Look...what...what is it you need newcomer?"

Noticing the fear in the man, she cursed herself silently and prayed her fur wasn't showing.

"I am looking for family and need directions to the local Varisian campsites. Probably outside of town yes? No Scarni! My mother warned me about them. I've come a long way..."

Seeing the woman relax, the guard gave a pause. Narrowing his eyes for a moment he responds.

"You normally find them outside of town, at their traditional places, but yourn' in luck Miss."

He gives her directions to something in town called the Korvosa Umbral Carnival.

"They will mostly all be there tonight. Tell them Chelly sent you."

Edda smiles at the man's sudden change in attitude and walks away with less anger in her heart as she follows the guard's easy directions.

Once out of sight, the guard shoots the retreating woman a rude gesture and hurriedly gets back to his 'busy' watch.

"Good for nothing wench deserves whatever she gets at THAT Carnival."

Cartomancer Archtype:

More than mere playing cards, harrow decks allow individuals to communicate with powers beyond mortal ken.
A witch who serves the spirits of the harrow in exchange for mystical power is known as a cartomancer. Rather
than connecting with a familiar, a cartomancer communes with her patron through a consecrated harrow deck.
Spell Deck

Each cartomancer carries a special harrow deck that allows her to communicate with her patron. Its ability to
hold spells functions identically to the way a witch's spells are granted by her familiar. The cartomancer must
consult her harrow deck each day to prepare her spells and cannot prepare spells that are not stored in the deck.
The spell deck cannot be used for this purpose if any cards are missing.

This ability replaces the witch's familiar.

*The following familiar ability works differently for a cartomancer.

Deliver Touch Spells (Su)

At 3rd level, when the cartomancer uses the Deadly Dealer feat with a card from her spell deck, the card is not destroyed and gains the returning weapon special ability.

In addition, the cartomancer can deliver a touch spell with a thrown card. This uses the Deadly Dealer feat (see below), except the attack is resolved as a ranged touch attack and the card deals no damage of its own. This ability can be used with any card (not just one from the cartomancer's spell deck).

*At 2nd level, a cartomancer gains the Deadly Dealer feat as a bonus feat, even if she does not meet the prerequisites. The cartomancer gains the benefits of the Arcane Strike feat, but only for the purposes of using Deadly Dealer.

This replaces the witch's 2nd-level hex.

*Deadly Dealer Feat

Your skill with handling a deck and your arcane talents allow you to turn mundane cards into weapons.

Benefit(s): You can throw a card as though it were a dart, with the same damage, range, and other features. You must use the Arcane Strike feat when throwing a card in this way, or else the card lacks the magical force and precision to deal lethal damage. A card is destroyed when thrown in this way.

Harrow cards are treated as masterwork weapons when thrown using this feat, but are still destroyed after they are thrown. A harrow deck can no longer be used as a fortune-telling device after even a single card is thrown.

A spellcaster with this feat can enhance a deck of cards as though it were a ranged weapon with 54 pieces of ammunition. This enhancement functions only when used in tandem with this feat, and has no affect on any other way the cards might be used.

Only a character who possesses this feat can use an enhanced deck of cards;

Sorcerer VMC:

A character who chooses sorcerer as her secondary class gains the following secondary class features.

Bloodline: At 1st level, she must select a sorcerer bloodline. She treats her character level as her effective sorcerer level for all bloodline powers.

Bloodline Power: At 3rd level, she gains her bloodline's 1st-level bloodline power.
Twisted Fortune (Sp) At 1st level, you can use your supernatural insight to hijack the fortunes of a single target within 30 feet. For 1 round, the target becomes confused and cannot directly control its actions (Will negates). Once a creature has been affected by twisted fortune, it is immune to the ability's effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Cha modifier.

Improved Bloodline Power: At 7th level, she gains her bloodline's 3rd-level bloodline power.
See It Coming (Su) At 3rd level, you gain a +1 luck bonus on the saving throw type of your choice (Fortitude, Reflex, or Will). As a full-round action, you can change which saving throw your luck bonus applies to. At 7th level and every 4 levels thereafter, this bonus increases by 1, to a maximum of +5 at 19th level.

Blood Feat: At 11th level, she gains one of her bloodline's feats or Eschew Materials.
Bonus Feats: Alertness, Craft Wondrous Item, Extend Spell, Fortune Teller, Harrowed, Mage's Tattoo, Skill Focus (Knowledge [history]).

Greater Bloodline Power: At 15th level, she gains her bloodline's 9th-level bloodline power.
Invoke the Harrow (Su) At 9th level, you can draw a random harrow card from a complete harrow deck you own as a standard action and channel the aspects of the card into your body. You take on superficial traits featured on the card and gain a +4 enhancement bonus to the ability score associated with the card's suit. You can invoke the harrow for a number of minutes per day equal to your sorcerer level; the duration need not be continuous, but it must be used in 1-minute increments.

True Bloodline Power: At 19th level, she gains her bloodline's 15th-level bloodline power.
Harrowed Home (Sp) At 15th level, your otherworldly connection is so strong that your subconscious cleaves off a small portion of the Harrowed Realm for use as your own private sanctuary. Your harrowed home is created the first time you use this ability, and is decorated as a garish reflection of your personality. Thereafter, you always visit this same home. You can place a portal to your harrowed home once every 24 hours, but placing a new portal destroys the previous one, and you can not move the entrance while you are inside. As long as you are not in your harrowed home, time ceases to pass for anything and anyone still in your pocket dimension; creatures cannot move, objects do not decay, and everything remains exactly the same as you left it the last time you visited the plane. Time continues as normal whenever you are inside your harrowed home. This ability is otherwise identical to mage's magnificent mansion.