"CRONE! The weapon belongs to the Bleeding Storm! Nary did I see you raise a hand in aiding us, hands off of our prize..." His voice as menacing as he can muster in his current injured state.
"Hahahahahaha! Touch the Thorn, she! I will take your life for mighty Thoku!" Jugag said cheerfully, training a pair of arrows on Ewigga.
Any way we can have a scroll that Cures Blindness in the treasure found within or will Thoku's blind trials continue? :-)
Also, who is claiming that sword? Thoku as Chief though his weapons seem to favor the Natural weapon variety.
It would be wasted on Jugag. He's decent in melee when he has to be, but 90% of the time he wants to either be at range or be moving to get at range. I think he's used his greataxe once and his earthbreaker never.
Hi all sorry for ghosting ....it's a long story I got shot a few times last month just got put of the hospital. Im doing well still not at 100 yet but im getting there. Hope we can keep going
Choot begins to "gift" his allies the experience of being a devout follower of the End of Everything even if only so briefly.
I will dispense with the Death's Kiss power as follows: 1. Ozak, 2. Thoku, 3. Jugag, 4. Kern, 5. Arkhan, and finally, Choot! For that round, you will be treated as undead and thus immune to poison...
Jugag grunts his thanks and then breaks into a run.
Ugh, as I have told my friend from Michigan no one cares about where on the hand you live, nothing ever happens in Michigan again move on to a more important state lol. Please know im just jokeing i dont want you to think I'm being a dick. It a running joke I have with me friends that are originally from Michigan.
The notable things that happen here lately are the kinds of things that shouldn't happen anywhere. :(
Sorry, things have been hectic. Jugag is willing to stand and fight. His player suspects that's a bad idea and is willing to accept the premise that since Mighty Thoku fled that's what one should do. So...I'll go either way.
"ha, everything can be eaten if you try....in any case you green one go to the camp and tell them to send some scouts to find wear these beast might have come from" the chief commands the new orc
Jugag went happily to work, whistling as he dismembered Hakak. Such small bones. How did this one win Mighty Thouk's favor?
"Mighty Thoku!" Jugag said on his return. He had Hakak's spine and skull with him, both still dripping and connected. He gave them a shake. "His bones are small."
About Zvetlana
F Human (Varisian) Witch (White-Haired Witch) 1
CG M humanoid (human)
Init +2; Perception +4
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DEFENSE
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AC 12, touch 12, flat-footed 10 (+2 Dex)
HP 8/8 (1d6+2)
Fort +2, Ref +2, Will +1
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OFFENSE
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Speed 30 ft
Melee white hair +0* (1d4+6, x2) plus grab +8
(+1 attack vs foes that threaten Koya)
Space 5 ft, Reach 5 ft
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SPECIAL ABILITIES
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White Hair (Su)
At 1st level, a white-haired witch gains the ability to use her hair as a weapon. This functions as a primary natural attack with a reach of 5 feet. The hair deals 1d4 points of damage (1d3 for a Small witch) plus the witch’s Intelligence modifier. In addition, whenever the hair strikes a foe, the witch can attempt to grapple that foe with her hair as a free action without provoking an attack of opportunity, using her Intelligence modifier in place of her Strength modifier when making the combat maneuver check. When a white-haired witch grapples a foe in this way, she does not gain the grappled condition.
The hair cannot be sundered or attacked as a separate creature.
Witch's Familiar (Ex)
At 1st level, a witch forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Familiars also aid a witch by granting her skill bonuses, additional spells, and help with some types of magic. This functions like the wizard’s arcane bond class feature, except as noted in the Witch’s Familiar section.
A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar. A witch’s familiar begins play storing all of the 0-level witch spells plus three 1st level spells of the witch’s choice. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each new witch level, she adds two new spells of any spell level or levels that she can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual.
Zvetlana's familiar is a king crab (+2 CMB/CMD vs grapple).
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STATISTICS
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Str 11 (+0), Dex 14 (+2), Con 14 (+2), Int 19 (+4), Wis 8 (-1), Cha 8 (-1)
Base Atk +0; CMB +2* (+2 grapple); CMD 13 (+2 vs grapple)
Traits: Accelerated Drinker* (can drink ready potions as move action), Bred for War (+1 CMB, +1 Intimidate), Bruising Intellect* (use INT for Intimidate, +1 Intimidate), Friend of the Family (+1 Perception, class skill), Magical Lineage (cast frostbite metamagic at -1 spell level)
Currency: 0 gp
Total Weight: 42.5 lbs (34.5 without bedroll and blanket)
Background:
Zvetlana's mother was a native Varisian: a wanderer, magic-user, fortune-teller, and something of a loner. When she met Zvetlana's father, an immigrant who had recently arrived in Sandpoint from Tien Xia, she took an instant liking to him, and soon she had a child. Zvetlana has no idea what happened to her father, but based on what her mother has told her she believes he returned to his ancient homeland.
Zvetlana grew up in Sandpoint, mostly, though wanderlust would often take her mother and she would feel compelled to travel elsewhere. When she was younger Zvetlana would go with her, but as she got older her mother began to leave her in the care of Niska Mivashti, an old family friend. The last time her mother left Zvetlana had just turned 18, and she hasn't come back since. She left a special scarf for her daughter, the traditional kapenia of her family, and Zvetlana wears it every day. She is curious about its martial properties, though she doesn't like to fight with it as it is an heirloom.
Zvetlana always was a strange one, her foster mother said. Her wild blonde hair was so pale it seemed white, and when brushing it she would laugh that it had a mind of its own. The ocean spoke to her, she would say, and one day a tiny sea crab followed her home. She took care of it and the two have formed a strange bond. Obviously it is her familiar, and some folk whisper that she must have learned black magic from Mother Niska. She has at least learned how to make strange liquid concoctions and is quite adept at using them.
She is curious about what happened to her father, who she has deduced was an unusual person-- a very large man, possibly with demon blood if the stories she has heard whispered in town may be believed. She would love the opportunity to seek him out, and like her mother she often feels the desire to travel, though she has not done so in many years.
Description:
Svetlana is very tall, more than six feet high, like her body has been stretched. She has very pale blonde hair and features that seem partly Varisian and partly Tien. Her voice is harsh and gutteral, like she has difficulty controlling it. She wears a special Varisian scarf on her head-- or carries it in her hand when she needs her hair free. Her eyes are dark and deep, her head is slightly larger than normal, and she has enormous hands.
She is very intelligent, and a bit manipulative. She convinced Niska Mivashti to take her in by offering to look after her, and ever since she died she has been worried about her future. Niska's daughter Koya has been friendly, and Zvetlana has been emphasizing her interest in Desna's faith to get the old woman to like her. She doesn't know what she'd do if Koya went away on her caravan and never came back, so she has offered to go with her if she goes.
In truth she felt compelled to make that offer, because Mother Niska asked her to do so before she died. Almost as if the old woman knew some things about the future! To avoid feeling creepy about it, she has convinced herself that it is her own idea, but sometimes she still feels like the old woman is watching her.
Advancement Outline:
While she starts as a witch, she is intended to advance as a magus, specifically a Greensting Slayer/Hexcrafter/Kapenia Dancer. She is a scrappy, creepy, melee-focused magic-user.