About Estelle VeePlay Tips:
Almost all Andorens share certain beliefs in common. Arguments and discussions should be based on merit, rather than half-truths or falsehoods. All people have a right to have their voice heard, and one should be judged by their actions above all else. Everyone is entitled to their opinion, so long as it is not actually that of a foreign power. By embracing and preserving these beliefs and others like them, the people of Andoran hope to ensure Common Rule, and the freedom it brings, for many generations to come.
Secondly, her set of trials and tribulations have given her an enduring spirit. One that is willing to just keep taking one step forward until the next trial is past. One that pushes her to improve herself and keep growing as well, not just to survive but to eventually thrive. This attitude is strongly pushed on others, if they let her. Notes: Heal Hex used on self and Odium during Grindy Cave fight, used on Sandara cave boss fight. Used on two crew during Ship fight. Gained a MW rusted (broken, -2 hit and damage) sickle. Ward used on X. Whale Skull Spells (Draxxie has it?): alter self, black tentacles, blur, color spray, daylight, enlarge person, hypnotism, slow, touch of idiocy, and vampiric touch. The small frail body you see before you is not improved by the dirt and bruises covering it. Simple jungle woven coverings protect some of her modesty, depending upon one’s cultural standards on such things. A thick green vine is looped several times around her like a natural necklace. Short blond hair is clumped and spiked randomly, as though it had been cut by someone with no experience doing such things. However, even with these obvious signs of hardship, her bright blue eyes still seem full of fire and determination. Special Abilities, Botting Instructions and other things of interest are spoiler-ed at the bottom.
Cantrips, DC 14
1st level, DC 15 4 prepared per day
2nd level, DC 16 3 prepared per day
Hexes supernatural and doesn’t provoke
Scrolls: Comprehend Languages (left hip), Peacebond (right hip), True Appraisal (left chest) Patron Endurance (Sufferance) & Spells Known:
Cantrips - All Level 1 (Patron + 9 known): Endure Elements + Hidden Spring, Mirror Polish, Enlarge Person, Unerring Weapon, Waterproof, Remove Sickness, Diagnose Disease, Gentle Breeze, Positive Pulse, Mage Armor Level 2 (Patron + 4 known): Bear’s Endurance, Dousing Rain, Bone Fists, Necrostasis, False Life __________________________________________________ OFFENSE __________________________________________________ Base Atk +2, CMB +1 Melee Unarmed +1 hit, 1d4-1 NL Bludgeoning, 20x2 crit [dice=Unarmed]d20+1[/dice] for [dice=NL/Bludgeoning]d4-1[/dice] (Rage/Other/??) MW Spring Blade +2 hit, 1d4-1 Piercing or Slashing, 20x2 crit, Range 10ft
Broken MW Sickle +0 hit (+2 if fixed), 1d6-3 Slashing (-1 if fixed), 20x2 crit, Trip
Familiar Melee Slam +6, 1d2–2 plus grab, 20x2 crit
Ranged
Skills:
[dice=Acrobatics]1d20+2[/dice] [dice=Appraise]1d20+4[/dice] [dice=Bluff]1d20+1[/dice] [dice=Climb]1d20+10[/dice] [dice=Craft: Anything]1d20+4[/dice] [dice=Craft: Carpentry]1d20+9[/dice] [dice=Craft: Weapons]1d20+8[/dice] [dice=Diplomacy]1d20+1[/dice] [dice=Disguise]1d20+1[/dice] [dice=Escape Artist]1d20[/dice] [dice=Fly]1d20[/dice] [dice=Handle Animal]1d20+1[/dice] [dice=Heal]1d20+7[/dice] [dice=Intimidate]1d20+1[/dice] [dice=Knowledge: Arcana t]d20+8[/dice] [dice=Knowledge: Dungeoneering t]d20+5[/dice] [dice=Knowledge: Engineering t]d20+5[/dice] [dice=Knowledge: Geography t]d20+5[/dice] [dice=Knowledge: History t]d20+8[/dice] [dice=Knowledge: Local t]d20+5[/dice] [dice=Knowledge: Nature t]d20+8[/dice] [dice=Knowledge: Nobility t]d20+5[/dice] [dice=Knowledge: Planes t]d20+8[/dice] [dice=Knowledge: Religion t]d20+5[/dice] [dice=Linguistics t]d20+8[/dice] [dice=Perception]1d20+4[/dice] [dice=Perform: Any]1d20+1[/dice] [dice=Profession: Sailor t]d20+8[/dice] [dice=Ride]1d20[/dice] [dice=Sense Motive]1d20+4[/dice] [dice=Sleight of Hand]1d20[/dice] [dice=Spellcraft t]d20+11[/dice] [dice=Stealth]1d20[/dice] [dice=Survival]1d20+2[/dice] [dice=Swim]1d20+12[/dice] [dice=UMD t]d20+11[/dice] Languages: Common (Taldane), Sign Language (Common), Halfling, Halfling Sign, Celestial, Draconic Skill Point Allocations and Other Bonuses:
Primary Skills (6/level): Acrobatics 1 rank (+1 Trait), Climb 4 ranks (+3 familiar, +1 trait & C.S.), Heal 1 rank (+1 Trait), K: Arcana 1 rank, K: Dungeoneering 1 rank, K: Local 1 rank, K: Nature 1 rank, K: Planes 1 rank, K: Religion 1 rank, Spellcraft 4 ranks, Swim 4 ranks (+2 alt racial & C.S., +4 flight hex), UMD 4 ranks (+3 Skill Focus) Background Skills (2/level): Craft: Carpentry 1 rank (+1 Trait), Craft: Weapons 1 rank, K: Engineering 1 rank, K: Geography 1 rank, K: History 1 rank, K: Nobility 1 rank, Linguistics 1 rank (Common Sign Language), Profession: Sailor 1 rank (+2 alt racial)
__________________________________________________ EQUIPMENT AND GOLD __________________________________________________ On person: MW Broken (rusted) Sickle (2lb), MW Spring Blade (370g, 1lb), Hot Weather Outfit (8g, 4lb), Silken Ceremonial (30g, 4lb), Journal (10g 1lb), Inkpen (1sp, 0lb), Ink (8g, 0sp), Several Parchment Pages, Signet Ring (Family Crest, 5g, 0lb), Mother’s Wedding Ring (5g, 0lb) Starting GP: 5g & 5g in rings Weight Carried: 11 lbs Carrying Capacity: Light (26), Medium (53), Heavy (80), LoH (80), Lift (160), Drag/Push (400) __________________________________________________ APPEARANCE __________________________________________________ Height 5’4” Weight 120 Age 20 Eye Color Blue Hair Color Blonde Skin Tone Pale Region of Origin Andoran Deity Iori gets the most respect re: self improvement stuff, but she doesn’t worship any Favorite meal Fire roasted vegetables, drizzled in a honey glaze. Special Abilities:
Ward Hex (Su): A witch can use this hex to place a protective ward over one creature. The warded creature receives a +2 deflection bonus to AC and a +2 resistance bonus on saving throws. This ward lasts until the warded creature is hit or fails a saving throw. A witch knows when a warded creature is no longer protected. A witch can have only one ward active at a time. If the witch uses this ability again, the previous ward immediately ends. A witch cannot use this ability on herself. At 8th level and 16th level, the bonuses provided by this ward increase by +1. Flight Hex (Su): The witch grows lighter as she gains power, eventually gaining the ability to fly. At 1st level, the witch can use feather fall at will and gains a +4 racial bonus on Swim checks. At 3rd level, she can cast levitate once per day. At 5th level, she can fly, as per the spell, for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects the witch. Water Lung Hex(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. Healing Hex (Su): A witch can soothe the wounds of those she touches. 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. Ship’s Surgeon (trait): Ship’s Surgeon: On a ship, a sailor often has to learn multiple skills, and this rule certainly applies to you. Your father was a woodworker, and you learned your first trade from him. But on your first voyage at sea you quickly found out that a carpenter is often a ship’s doctor as well—after all, who knows more about sawing off limbs than someone who saws wood for a living? People are a lot bloodier than wood, that’s for sure, but you haven’t had many complaints—those sailors who have enjoyed your services are either happy to be alive or dead, and there’s old salts who swear the peg legs you for made them are better than the real legs they used to have. You gain a +1 trait bonus on Craft (carpentry) and Heal checks, and Heal is a class skill for you. Captain’s Blade (trait): You were born on board a ship and learned to fight beside the sailing men and women of the Andoran fleet. While on board any vessel afloat on water, you gain a +1 trait bonus on Acrobatics and Climb checks. One of these skills (your choice) becomes a class skill for you. Heart of the Sea: Humans born near the sea are always drawn to it. They gain a +2 racial bonus on Profession (sailor) and Swim checks, and these are always class skills for them. They can hold their breath twice as long as normal, and spellcasters gain a +4 racial bonus on concentration checks when attempting to cast spells underwater. This racial trait replaces skilled. Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait. Languages: Languages: Humans begin play speaking Common and their ethnic language. Humans whose ethnic language is Common (or Taldane, in the case of Chelaxians or Taldans) do not receive an additional ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Botting Preferences:
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Non-Combat
Stuff she loves:
Combat
Daily Preparation:
Wake 1-2 hours before the bell (go to bed early every night). Commune with her only friend, the climbing vine tied into her hair. Once complete, have the critter step away then cast ‘waterproof’ on herself and have the vine climb back on. This gives her an oily sheen and any sweat just beads right off her, dripping to the deck. Background:
She grew up in the Andoran Navy with her parents. When she was 15, in a slave raid in the shackles gone really bad (ambush), the ship she and her parents lived on was violently destroyed (powder keg explosion). She was thrown free of the wreckage and found driftwood to hide/float upon (capture meant slavery so she hid). Eventually washing ashore on a small jungle island, she managed to survive for years, aided greatly by the emergence of her powers. The powers were granted by the patron spirit of sufferance (endurance). Her selective mutism (it existed in her childhood and her ordeals have increased it) prevents her from speaking to anyone she does not consider a trustworthy friend (severe anxiety about new people being horrible to her). But she has confidence in her spellcasting, so the verbal parts of those still work.
She does have confirmation of her parent’s death. Their bodies (and many of her shipmates and friends) washed up onto her island over the next couple weeks after she landed there. On the brightside to the horror of burying all her loved ones, quite a few supplies washed up as well. This helped her until survival skills kicked in. On the survival and combat side of things, she does not kill anything she considers living and sentient. Undead are fair game. Plants and Vermin too. Semi-intelligent animals are only to be killed in extreme survival situations. This is also a practical limitation. She knows her own physical limitations (size, physical strength, slow reactions, clumsy) and instead of focusing effort in her life on learning how to fight poorly, she instead focuses on things she is good at doing. Her Andoran background is very strong in her mind. She has her own personal beliefs, but also protects and encourages everyone else to have their own beliefs. As long as those beliefs don’t support a violation of other’s freedoms of course. Her knowledge of things as well as her skill spellcrafting came from her lessons from the tutor on the ship. Her climbing, swimming, profession: sailor and craft: carpentry are all from her living on a ship in the Andoran Navy. A classical education combined with learning the craft of sailing. She was also apprenticed to the ship’s carpenter for several years, learning crafting and ‘healing’ skills. Her gear is whatever was washed up (including several useful spells), her mother’s backup weapon, her parent’s rings and her father’s watch. Her skill at UMD is untested at this moment, but incredibly powerful and innate. How is she on a Rahadoumi trading ship? They landed at her island for supplies and she ran across one of the young sailors gathering supplies. After a bit of lonely male aggression and lack of her being able to speak, she ended up running away from him. He chased, fell down a ravine and knocked himself out. She stopped to heal him and was seen doing magic by another crew. They immediately assumed she was some sort of evil island siren or witch or devil or worse, cleric of a god! Being unable to speak in her defense really did not help and she was quickly captured, bound and gagged. And that’s where she is now, shackled on the trading ship headed towards a probable execution. The entire ship now thinks she tried to ensorcel them with divine magic and would probably testify to such. There have also been interrogations, leaving bruises all over her body. And of course general neglect (why feed her, she’ll just be executed. Plus, do you want her to speak to turn us into pigs?!?). She isn’t in great physical shape right now, but she will continue on. It has been, and will continue to be her lot in life to suffer and endure. And her ever present fire behind her eyes still burns, she will not give up. She will continue and grow and become stronger. And show others there is a reason to do so as well. _____________________________ Cry Vee:
Cry Vee
CG Tiny plant (familiar) Init +2; Senses low-light vision; Perception +0 Defense
Offense
Statistics
Special Abilities
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