The Witchdaughter's Nightmare

Halleva's page

21 posts. Alias of rutaskadis.

Full Name

Halleva Sverksdóttir


| HP 10/12 | AC 15 T 14 FF 11 | CMB +4, CMD 15 | F: +4, R: +1, W: +0 | Init: +1 | Perc: +4, SM: +0


| Speed 30ft | Bloodrage: 4/6 | Active conditions: None.


Female NG Changeling (Winter Hag) Bloodrager (Hag-Riven) 1



About Halleva


Female Changeling (Winter Hag)
Bloodrager (Hag-Riven) 1
NG Medium Humanoid
Speed: 30 Initiative: +1 Perception: +4
Darkvision 60ft.

HP 12/12
AC: 15 FF: 14 T: 11
CMD: 15
Fort: +4 Ref: +1 Will: 0
+1 trait bonus on saving throws against the spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters

BAB +1
Claw Attack +4 ; +1 trait bonus if a full round attack (2d6+3)

Str 16 (+3) ; Dex 12 (+1) ; Con 14 (+2) ; Int 10 (0) ; Wis 10 (0) ; Cha 12 (+1)

Racial Features:

Winter-born changelings gain a +5 racial bonus on Acrobatics and Climb checks on icy or slippery surfaces.

Claws: A changeling’s hands and fingernails tend to harden and become sharp as she reaches adolescence. This gives her the claw (1d4) natural attack.

Natural Armor: Hags and their offspring have uncommonly tough skin. A changeling begins play with a natural armor bonus of +1.

Class Features:

Bloodrage (Su): The bloodrager’s source of internal power grants him the ability to bloodrage.
At 1st level, a bloodrager can bloodrage for a number of rounds per day equal to 4 + his Constitution modifier. At each level after 1st, he can bloodrage for 2 additional rounds per day. Temporary increases to Constitution(such as those gained from bloodraging or spells like bear’s endurance) don’t increase the total number of rounds that a bloodrager can bloodrage per day. The total number of rounds of bloodrage per day is renewed after resting for 8 hours, although these hours need not be consecutive.
A bloodrager can enter a bloodrage as a free action. While in a bloodrage, a bloodrager gains a +4 morale bonusto his Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants the bloodrager 2 hit points per Hit Die, but these disappear when the bloodrage ends and are not lost first like temporary hit points. While bloodraging, a bloodrager cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
A bloodrager can end his bloodrage as a free action. When the bloodrage ends, he’s fatigued for a number of rounds equal to twice the number of rounds spent in the bloodrage. A bloodrager cannot enter a new bloodrage while fatigued or exhausted, but can otherwise enter bloodrage multiple times during a single encounter or combat. If a bloodrager falls unconscious, his bloodrage immediately ends, placing him in peril of death.
Bloodrage counts as the barbarian’s rage class feature for the purpose of feat prerequisites, feat abilities, magic item abilities, and spell effects.

Claws of the Hag (Ex): A hag-riven grows a pair of vicious claws that are treated as natural weapons. These claws are primary attacks and deal 1d4 points of damage each (1d3 for a Small creature) plus the hag-riven’s Strength modifier. At 2nd level, these claws are considered magic weapons for the purpose of overcoming damage reduction. At 5th level, the damage increases to 1d6 points (1d4 for a Small creature).
At 13th level, the hag-riven’s claws threaten a critical hit on a natural roll of 19–20. At 16th level, the damage increases again to 1d8 points (1d6 for a Small creature).
This replaces fast movement and uncanny dodge.

Bloodline Powers:

Hag Bloodline

Evil Eye (Su) At 1st level, you can curse an opponent with a wicked glance. As a standard action, you can afflict one target within 30 feet that you can see, causing it to take a –2 penalty to AC and on attack rolls for 1 round per class level or until the target hits you with an attack. The target can negate this effect with a successful Will saving throw (DC = 10 + half your bloodrager level + your Charisma modifier). You can use this ability a number of times per day equal to 3 + your Charisma modifier.


Power Attack (Combat): You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.


Warded against Witchery: Sometime in your youth, you encountered a location, object, or being steeped in the power of evil witchcraft. Whether you were the victim of this force, were a conduit for it, or merely witnessed its effects, the event changed your life. You have tried to put the strange incident behind you and forget it, but nebulous premonitions of danger and eerie feelings of deja vu have dogged your steps ever since. For some inexplicable reason, you feel drawn to the lands of the North, though you fear another encounter with the evil witchcraft that touched you once before. Whether through your purity, the blessing of goodly spirits, an innate determination, or an intuitive and inexplicable familiarity with the ways of black magic, you have acquired a resilience against the power of the dark arts. You gain a +1 trait bonus on saving throws against the spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters, and a +1 trait bonus on Spellcraft checks to identify spells cast by evil arcane spellcasters.

Cruel Child: Your wicked bloodline shines through, manifesting as a sadistic bloodlust in battle. When you make a full-round attack with your claws, you gain a +1 trait bonus on the attack rolls.


Intimidate +5 (1 rank)
Kn. Local +1 (1)
Perception +4 (1)
Survival +4 (1)

Handle Animal +5 (1)
Kn. Geography +1 (1)



Club (0g)
Hide Shirt (20g)
Furs (12g) (+2 bonus on Fortitude saves to resist cold weather. This does not stack with any bonuses gained from the Survival skill. Furs may supplement another outfit.)
Hex Nail (20g)
Bloodrager’s Kit (9g) (This kit includes a backpack, a blanket, a belt pouch, a flint and steel, an iron pot, soap, torches (10), trail rations (5 days), and a waterskin.)
Traveler’s Outfit (1gp)
Cold Weather Outfit (starting outfit)


Before the Call, Halleva lived quite a normal life. She was the daughter of Ulfen farmers; she lived happily among hardy people in a quiet village, and never really wanted anything more.

The winters in the Lands of the Linnorm Kings were long and harsh, but Halleva loved the cold. She often pushed back her hood and opened her furs to let the Northern air caress her skin. She couldn’t imagine living anywhere else.

At midwinter on Halleva’s eighteenth year, a voice as soft and familiar as a fresh snowfall came to her in her dreams; it seemed winter itself was calling to her. She rose from her warm bed in a dreamlike trance, and stepped barefoot into the knee-deep drifts of snow outside.

She flitted through the village, dancing with the wind and the ice that blew against her bare skin until her lips and fingers were blue, until a well-meaning guard approached her. He gripped her frozen shoulders, and started to ask if she was okay.

Still under winter’s spell, she flew into an icy rage at the one who dared to interrupt her! Her eyes and hair turned stark white, her fingernails became wickedly pointed icicles, and she howled as she tore at his flesh.

It was now that she awoke, with ghastly claws deep in a man’s stomach, and hot blood pooling in her hands. She’d grown up with cautionary tales about the Witches to the east; she knew what she was, and she knew she had to get away.

She fled south, south, south, as far from winter’s grasp as she can get; even the deserts of Qadira will hardly be far enough. Taldor is just another stop along the way.

Halleva is an ordinary girl trying to come to terms with what has happened to her. She still feels the call of the North, and is constantly torn between resisting the fate that surely awaits her there, giving in, or even exacting revenge on the creature that caused all this.

She is haunted by the violence she committed just before she fled her home, and both wracked with grief and furious at the evil that drove her to it. Truthfully, she doesn’t even know for certain that she killed a man, as she ran away without checking, which has left her with an uncomfortable mix of curiosity and guilt.

Underneath it all though, she’s still just an Ulfen farm girl; simple and sweet, with an adventurous streak.

Mostly, Halleva just looks like an Ulfen girl; long, blonde hair, blue eyes, high cheekbones, pale skin. She’s attractive, certainly, but in a friendly way; the skin on her palms, knees, and elbows is rough and has clearly seen a life of hard work.

When her emotions sweep her away, though, she becomes much more frightening. Her fingernails grow into grotesque icicles, her hair turns white and whips around in a nonexistent wind, and her eyes become cold and stark white.

Bot Me!:

In intense and/or dangerous situations, Halleva often gets swept up in her emotions.

In combat, she'll enter a bloodrage and move into melee range before attacking with her claws. She will continue to use her claw attacks and alternate between using the Power Attack feat for extra damage, and making a full attack to utilize the Cruel Child trait bonus.

[dice=Claws, Bloodrage, Power Attack]d20+4+2-1[/dice ]
[dice=Claws Damage, Power Attack]2d6+3+2+2[/dice ]

[dice=Claws, Bloodrage, Cruel Child]d20+4+2+1[/dice ]
[dice=Claws Damage]2d6+3+2[/dice ]

She can use Kn. Local, Kn. Geography, and Survival as needed or to aid another.