Ailson Kindler

Goodie Thornmaple's page

310 posts. Alias of Ixos.


Full Name

Goodie Thornmaple

Race

Human

Classes/Levels

Witch (Gravewalker) 4 l HP: 22 l AC: 11 [T: 11, FF: 10] l Fort: +2, Dex: +2, Will: +6 l Per: +6 l Init: +3

Gender

Female

Size

Medium

Age

52

Alignment

NE

Strength 10
Dexterity 12
Constitution 10
Intelligence 24
Wisdom 14
Charisma 15

About Goodie Thornmaple

Stats:

Goodie Thornmaple

Female Human Witch (Gravewalker) 4
NE Medium Humanoid (Human)
Init +3; Senses Perception +6

Defense

AC 11, Touch 11, Flat 10
HP 22 (4d6 + 4 (FCB))
Fort +2; Ref +2; Will +6

Offense

Speed 30

Witch Spells Memorized (CL 4th; Concentration: +10)

2nd (DC 19) -- Glitterdust, Blindness/Deafness, Vomit Swarm, Web
1st (DC 18) -- Bless, Cure Light Wounds, Ear Piercing Scream, Inflict Light Wounds, Mage Armor
0 -- Arcane Mark, Detect Magic, Light, Read Magic

Patron: Ancestors

Statistics:

Str 10; Dex 12; Con 10; Int 24; Wis 14; Cha 15

Base Attack: +2; CMB: +2; CMD: 13

Feats: Craft Wondrous Item, Extra Hex (Cackle), Extra Hex (Evil Eye)

Skills:

Acrobatics +3 (2 Headband of Ariel Agility, 1 Dex)
Craft (Alchemy): +12 (2 SR, 3 TCS, 7 Int)
Craft (Knitting): +12 (2 SR, 3 TCS, 7 Int)
Fly: +7 (1 SR, 2 Headband of Aerial Agility, 3TCS, 1 Dex)
Heal: +6 (1 SR, 3 TCS, 2 Wis)
Knowledge (Arcana): +14 (4 SR, 3 TCS, 7 Int)
Knowledge (Local): +8 (1 SR, 7 Int)
Knowledge (Nature): +13 (3 SR, 3 TCS, 7 Int)
Knowledge (Planes): +14 (4 SR, 3 TCS, 7 Int)
Knowledge (Religion): +16 (4 SR, 3 TCS, 7 Int, 2 C:B)
Perception: +6 (4 SR, 2 Wis)
Profession (Midwife): +6 (1 SR, 3 TCS, 2 Wis)
Profession (Cook): +6 (1 SR, 3 TCS, 2 Wis)
Spellcraft: +14 (4 SR, 3 TCS, 7 Int)
Use Magic Device: +9 (4 SR, 3 TCS, 2 Wis)

Traits:

Resilient: +1 to Fortitude checks

Hedge Magician: -5% to the cost of creating magical items

Crime:

Blasphemy (Charon): +2 trait bonus to Knowledge (religion) and Knowledge (religion) is always a class skill for you.

Training:

“Strike first, strike ruthlessly and thus be victorious”: Cardinal Thorn has taught you never to shirk or hesitate in a combat. You gain a +2 trait bonus on Initiative checks.

Languages: Abyssal, Aklo, Common, Draconic, Infernal, Fey

Favorite Class: +4 Hit Point

Equipment: Spell Poppet, 4 Scroll cases, Handy (Haversack) Basket and knitting supplies, Healing Kit, Component pouch, Wand of Infernal Healing (36/50), Headband of Aerial Agility +2

Class Features:

Spell Poppet: Each gravewalker carries around a gristly, inanimate poppet stitched from human skin and stuffed with shards of bone, fingernails, and grave dirt. A gravewalker's spells come from the will of evil spirits residing in the poppet, and its ability to hold spells functions in a manner identical to the way a witch's spells are granted by her familiar. The gravewalker must commune with her poppet each day to prepare her spells and cannot prepare spells that are not stored in the poppet. This ability replaces familiar. The following familiar ability works differently for a gravewalker:

Deliver Touch Spells (Su): At 3rd level or higher, a gravewalker can use her poppet to deliver touch spells. After casting a touch spell, as a full-round action, the witch can designate a target and stab a pin into her poppet, delivering the spell as a ranged touch attack. The target must be within range of her aura of desecration ability (see below).

Spells Stored In Familiar (Spell Poppet): Blindness/Deafness, Blood Transcription, Cause Fear, Command Undead, Enlarge Person, Cure Light Wounds, Ear Piercing Scream, Glitterdust, Ill Omen, Inflict Light Wounds, Lipstitch, Mage Armor, Obscuring Mist, Ray of Enfeeblement, Sleep, Vomit Swarm, Web

Aura of Desecration (Su): At first level, a gravewalker can create a 20-foot-radius aura of evil power. This aura increases the DC of channeled negative energy by +1 and the turn resistance of undead by +1. At 3rd level and every 2 levels thereafter, the radius of the aura increases by 5 feet, to a maximum of 70 feet at 20th level. This ability replaces the witch's 1st-level hex.

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.

Evil Eye (Su) (DC 19): The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. 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. This is a mind-affecting effect. At 8th level the penalty increases to –4.

Misfortune (Su) (DC 19): The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Bonethrall (Su): At first level, a gravewalker can take control of an undead creature within her aura of desecration by forcing her will upon it (Will negates, using her hex (18) DC). If it fails the save, the creature falls under her control as if she had used command undead (once control is established, the undead remain controlled even if outside the witch's aura). Intelligent undead receive a new saving throw each day to resist her command. The witch can control up to 1 HD of undead creatures per caster level. If an undead creature is under the control of another creature, the witch must make an opposed Charisma check whenever her orders conflict with that creature's. This replaces the witch's hex gained at 4th level.

Background:

Goodie Thornmaple had been well loved in her community. Midwife. Healer. Baker of pies. All agreed that it was a terrible tragedy when Alvin Cartwright got drunk and accidentally burnt his own house down. Luckily, Alvin made it to safety. Less lucky were his neighbors, the Thornmaples. Their house went up like a light.

Jessup Thornmaple, his two grown daughters -- Amelia and Emma, and their six sons and daughters -- Ben, Mavis, Elza, John, Alexander, and Tissa -- were all trapped inside and were consumed by the flames. The only survivor of the conflagration was Goodie Thornmaple, and the smoke had done terrible things to her lungs. The once hale and hearty woman was now sickly and weak.

Touched in the head too, truth be told. Her business all but dried up. Yet, the common folk of Talingarde are a goodly people. They rallied around Goodie Thornmaple. She moved in with Jonathan Milner, husband of her dead daughter, Emma. Her neighbors brought food and always saved a little silver to make sure Goodie Thornmaple had the necessaries. Yes, it was a tragedy, but when tragedy strikes all you can do is pick up the broken pieces and get on with living.

Goodie Thornmaple did not get on. The kindly grandmother started to look in places where other folks would not. She knew that there would never be enough silver to raise her good husband, their children, and her grandchildren from the dead. But there were those who could do such things, and Goodie Thornmaple resolved to get the attention of those beings.

She knew she was on the right track when her babies started to whisper eldritch secrets in her ear. She knew what to do when they asked her to make a poppet of the remains of their murderer, Alvin Cartwright.

Poor Alvin Cartwright, things weren't the same for him either after the fire: shunned by his neighbors and plagued by misfortune. He died two years later when he was crushed by a wagon he was fixing in a freak accident. It wasn't two weeks after his death when they caught Goodie Thornmaple yammering and stammering over his open grave with a grizzled fetish in her hands calling on Charon to ferry her family back to the lands of the living.

They could never prove that she killed Alvin, and she never did admit to it, but the blasphemy charges were irrefutable. It sure was a shame about Goodie Thornmaple, but she was a danger to herself and others. The magistrates did what needed to be done. Mitra rest her soul.

Appearance and Personality:

Goodie Thornmaple looks like a kindly old grandmother: nut brown skin, white hair up in a bun, and a friendly smile. Her once hazel eyes are clouded by cataracts, but she is still spry if not nearly as healthy or as strong as she once was.

Goodie Thornmaple doesn't consider herself to be evil. Nor does she go out of her way to harm people. She will however do whatever is necessary to bring her family back from the grave. She has no patience for fools and no mercy for those who harm children.