Lady Andaisin

Lady Emilia Vosk's page

18 posts. Alias of Critzible.


Full Name

Lady Emilia Vosk

Classes/Levels

Shifter(Weretouched) 1st|N

Strength 13
Dexterity 14
Constitution 14
Intelligence 14
Wisdom 16
Charisma 12

About Lady Emilia Vosk

Lady Emilia Vosk
Human Female Shifter(Weretouched) 1st Neutral
Hgt.6”Wgt135pd Hair:Raven Black Eye:Bright Gold Deity: Green Faith, Desna, and Erastil

The Numbers:
Str:13 Dex:14 Con:14 Int:14 Wis:16 Cha:12
HP:12
Init:+2 Speed:30ft
Fort:+4[+2+2]
Reflex: +4[+2+2]
Will:+3{+0+3]
BAB:+1
Melee:+2
Ranged:+3
CMB:+2
CMD:12[10+1+1]

Defenses:
AC:17 [10+3(armor)+2(shield)+2(dex)][ff:15][t:12]
Armor:Hide Shirt:+3 Dex:+2 Penalty:- SF:15% Speed:30ft lb
Shield Heavy Wooden:+2 Dex:- Penalty:-2 SF:15% Speed:- 10lb

Weapons::

Shifter Claws +3 1d6+1 x2 S/P
Daggers(2P,1S)+3 1d4+1 (19-20)/x2 S/P R:10ft 3lbs
Scimitar +2 1d6+1 (18-20)/x2 S 4lb
Club +2(2h+3) 1d6+1(+2,2h) x2 B R:10ft 3lb

Ranged:
Sling:+3 1d4 X2 B 50ft 1lb

skills:
Skills:8[4+2(Int)+1(race)+1(class)]
Acrobatics:+6[1+2(dex)+3]
Appraise:
Bluff:+1
Climb:+5[1+1(str)+3]
Diplomacy:+1
Disable Device:
Escape Artist:+2
Heal:
Knowledge:Nature:+6[1+2(int)+3]
Linguistics:
Perception:+7[1+3(wis)+3]
Sense Motive:+5[1+3(wis)+1*]
Sleight of Hand:
Stealth:+6[1+2(dex)+3]
Survival:+7[1+3(wis)+3]
Swim:+5[1+1(str)+3]
Background:2
Knowledge:Nobility:+4[1+2(Int)+1*]
Handle Animal:+7[1+3(wis)+3]

Feasts & Stuff:
Traits:On the Payroll:150gp
Noble:+1 To Knowledge:Nobility and Sense MOtive
Feats:Fast Learner,Agile Combatant

Eqiuipment::

Explorers’ Outift
Pathfinders’ Kit:12gp,22lbs.
This kit consists of a backpack, a bedroll, a belt pouch, a clay mug, a dagger, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of string, 50 feet of thread, a waterskin, a week’s worth of trail rations, and a whetstone. For Small creatures, the weight of a Pathfinder’s kit is 7-1/2 pounds. Leaving the bedroll and rations at camp or on a mount reduces the weight by 12 pounds for Medium creatures and by 3 pounds for Small creatures.
Grooming Kit (1gp):
This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.
Gear Maintenance Kit( 5gp): 2lbs
This kit contains metal polish, a small file, a leather paring knife, conditioning oil for leather, two soft cloths, extra leather straps, a sewing needle, and a few buttons.
Shaving Kit:(15gp):1/2lb
A shaving kit contains a straight razor, a whetstone, a small mirror, a brush, a cup, and enough shaving powder to last a Medium humanoid 50 shaves.
Masterwork Survival Kit(50gp):5lb.
A survival kit provides the necessary tools for day-to-day existence in a temperate wilderness. It typically contains a flint and steel, a mess kit, two waterskins (enough to hold water for 1 person for 1 day), very basic maps showing major landmarks, and a small utility knife.

A masterwork survival kit contains higher quality gear and a guide to identifying flora and fauna. It grants you a +2 circumstance bonus on Survival checks to get along in the wild, deal with severe weather, keep from getting lost, avoid natural hazards such as quicksand, and predict the weather.
Parasol, Umbrella:2gp,3lb
Signet Ring:5gp
Explorers' Outfit:10gp*
This set of clothes is for someone who never knows what to expect. It includes sturdy boots, leather breeches or a skirt, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak. Rather than a leather skirt, a leather overtunic may be worn over a cloth skirt. The clothes have plenty of pockets (especially the cloak). The outfit also includes any extra accessories you might need, such as a scarf or a wide-brimmed hat.
Courtiers' Outfit:30gp
This outfit includes fancy, tailored clothes in whatever fashion happens to be the current style in the courts of the nobles. Anyone trying to influence nobles or courtiers while wearing street dress will have a hard time of it (–2 penalty on Charisma-based skill checks to influence such individuals). If you wear this outfit without jewelry (costing an additional 50 gp), you look like an out-of-place commoner.

As this outfit does not cost 10 gp or less, player characters can not choose this outfit for free when first beginning play.
Jewelry:(50gp)
Money:
PP-
GP-51
SP-
CP-

Class Stuff:
Weapon and Armor Proficiencies:
A shifter is proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. She is also proficient with the natural attacks (claw, bite, and so forth) from the shifter claws class feature and of forms, she assumes with wild shape.

Shifters are proficient with light and medium armor but are prohibited from wearing metal armor. A shifter can wear wooden armor that has been altered by the ironwood spell so that it functions as if it were steel. Shifters are proficient with shields (except tower shields) but must use only those crafted from wood.

A shifter who wears prohibited armor or uses a prohibited shield is unable to use her shifter aspect, shifter claws, wild shape, and other shifter supernatural or spell-like abilities while doing so and for 24 hours thereafter.

Bonus Languages:
A shifter’s bonus language options include Sylvan, the language of woodland creatures, and Aklo, the tongue spoken by certain sinister fey or otherworldly denizens of reaches of the wild rarely explored by humanity. These choices are in addition to the bonus languages available to the character because of her race.

A shifter speaks Druidic, a secret language known only to druids and shifters, which she learns upon becoming a 1st-level shifter. Druidic is a free language for a shifter; that is, she knows it in addition to her regular allotment of languages, and it doesn’t take up a language slot. Shifters are forbidden to teach this language to non-druids or non-shifters.

For the purposes of teaching and learning the Druidic language, shifters are considered to be druids—the nuances of the language are instrumental in teaching characters of both classes to use and control their abilities. While the rare druidic circle might bar shifters from its order, and while some eccentric shifters may view druids as competitors or even enemies, all shifters are assumed to speak it.

Lycanthrope Aspect:
At 1st level, a weretouched gains the shifter aspect ability, except the animal aspect chosen is the only animal aspect the weretouched can gain. This alters her other class features, as detailed in each relevant class feature. Otherwise, this ability functions identically to shifter aspect.

At 5th level, a weretouched gains DR/silver equal to half her shifter level, to a maximum of DR 10/silver at 20th level. Additionally, a weretouched shifter becomes immune to a lycanthrope’s curse of lycanthropy.

This alters shifter aspect and all of its improvements.

-Shifter Aspect:At 1st level, a shifter gains her first aspect—a category of animal to which her body and soul have become supernaturally attuned. She can shift into her aspect’s minor form (see Aspects) for a number of minutes per day equal to 3 + her shifter level. The duration need not be consecutive but must be spent in 1-minute increments. Shifting into a minor form is a swift action, while ending the effect is a free action that can be taken only on the shifter’s turn.

-Bat:The aspect of the bat imparts mastery over darkness and the night. Though not as powerful in battle as some other aspects, those who take this aspect become adept at skirmishing and spying.

Minor Form: You gain darkvision with a range of 60 feet. If you already have darkvision with this range or greater, the range of your darkvision increases by 30 feet. At 8th level, you gain darkvision with a range of 90 feet instead. If you already have darkvision with this range or greater, your darkvision increases by 30 feet. At 15th level, you gain the 8th-level benefit and gain blindsense with a range of 15 feet or, if you already have blindsense with a range of 15 feet or more, you increase its range by 10 feet.

Major Form: Your shape changes to that of a dire bat. While in this form, you gain a fly speed of 40 feet (clumsy) and blindsense with a range of 10 feet. At 8th level, the fly speed increases to 60 feet (good), the range of your blindsense increases to 20 feet, and you gain the Flyby Attack feat. At 15th level, your fly speed increases to 80 feet (good) and you gain the Hover feat.

Shifters Claws:
At will, a shifter in her natural form can extend her claws as a swift action to use as a weapon. This magical transformation is fueled as much by the shifter’s faith in the natural world as it is by inborn talent. The claws on each hand can be used as a primary natural attack, dealing 1d4 points of piercing and slashing damage (1d3 if she is Small). If she uses one of her claw attacks in concert with a weapon held in the other hand, the claw acts as a secondary natural attack instead.

As the shifter gains levels, the power of her claws increases.

At 3rd level, her claws count as magic weaponsSOURCE, ignore DR/cold iron and DR/silver (and see Update at left). At 7th level, her claw damage increases to 1d6 (1d4 if Small). At 11th level, her claw damage increases to 1d8 (1d6 if Small). At 13th level, her claw damage increases to 1d10 (1d8 if Small). At 17th level, the damage die does not increase, but the critical multiplier becomes ×3. Lastly, at 19th level, the claws ignore DR/adamantine and DR/—.

While a shifter uses wild shape to assume her aspect‘s major form, her natural attacks gain the same benefits granted by her shifter claws ability. If the form she takes has claw attacks, she can use either the base damage of her shifter claws or the damage of the form’s claws, whichever is greater. If the form does not have claw attacks, she can choose up to two natural attacks that would deal less damage than her shifter claw damage and have those attacks instead deal the same damage as her shifter claws.

Lycanthrope Empathy:
At 1st level, a weretouched gains wild empathy and a +4 bonus on wild empathy checks, but this ability works only on the type of animal she chose for her lycanthrope aspect.

Background:
Born of a well to do family of lesser nobles who raised prized cattle for the small fief Odranto, where her family had controlled the castle called Nighthallow for seven generations. Her family raises primarily cattle but also boasts a well respected local wine made from black sweet berries similar to raspberries. The berries are made into wine and the local ale.
That aside Emilia grew up well educated not only in the ways of nobility but in how to run and care for a farm. They were one of the few decent producers in the region of local food which brought in money to pay for soldiers and steady protection for there caravans.

Emilia, however, was not a normal girl. Growing up she was bitten while quite young by a bat. it was seeking to drink from the blood of her body. Her parents were concerned and sought out a strange healer. This healer a Kellid named Daqua'Ot was a strange woman who lived in a small copse of trees with her only companion a large saber-toothed cat. heavily tattooed and having eyes of two different colors she asked to take the young two-year-old. The parents reluctantly gave her over to the woman and for ten years Emilia was taught the ways of the Green Faith,something she holds dear to this day. In fact not only was she bestowed one of the stepping stones of her faith she was taught the secrets of the druid as well as a way to control the monster within. The ritual began to alter her in strange ways. Ways that fused her soul with that of the Bat. Her body was able to access the raw power of the strange bond making her gaze into the darkness. She can even manifest claws. Her teacher even told her that over time she would become more in tune with the bat within. Emilia would become something more than just human or bat but something between. It was hard training but when she finally returned her parents where a bit unsure about her.

They locked her away during her teenage years letting only tutors teach her the proper things of not only the family business but the ways of nobility. She hated it but not wishing to alienate her parents she did as she was told. Her only friend during this time was her maid a girl a bit older than her named Lucille. Her and Lucille would spend nights out under the stars often drinking a bit of the family wine or tea while reading or with Emilia listening to the day to day adventures of Lucille. At 18 she was supposed to be married off to another noble family but instead on her Journey she met Professor Lorrimor. Having struck up a conversation she learned much. At the end, he offered her a chance to see a bit of the world and took it. For a year she aided the Professor getting strange items and learning a bit more about her affliction. She even began to have a grasp on Chrioptreans or bats. It was also in this time she learned the religion of Desna and Erastil who also began to temper her mannerisms. In the end, she left the Professor after a year as she heard that her oldest friend Lucille was getting married. She went and attended her friends' marriage and faced her parents who were furious at her rejecting her arranged marriage. In the end, Emilia told them that no one would understand her or her affliction, no one. In the end, Emilia left the castle and sought solitude in the grove of her mistress. It was there after a few months she was given a letter from a very frightened messenger. It was from the Daughter of Professor Lorrimor. A message that said he was dead and She Lady Emilia Vosk was named in his will. Intrigued she grabbed her gear and left for his estate. She traveled only at night and often shrouded with preferably few fellow passengers. For she did not want to have the unnautral features be noticed and in turn ridculed or even shunned by those around her. For the people in this land were not kind to the unnatural.

Background Questions:
Goal: To Master the burgeoning beast inside her, and to establish herself her own home.
Reputation: Is THought to be a Vampire or at least a spoiled Debutant
Friend: Lucille her Maid is her Only true friend.
HOme: Nighthallow
Signature Item: Her Umbrella(The only item given to her by Lucille that she managed to keep with her)
Problem: Her Curse and it's obvious tell her Golden Eyes
Secret: Aside from her Curse, it's her Secret love affair with her friend Maid Lucille.
Brave:To conquer the beast inside her, making sure she doesn't become a monster.All for her.
Father:Baron Aton Vosk,(Aristocrat/Warrior) worships Erastil
Mother:Baroness Ivanka Vosk,(Aristocrat)Worshipper of Desna
Siblings:Lord Grayson Vosk(Cavalier)is older and Heir Apparent
Countess Fatima Gregori(Aristocrat/Expert) Younger sister Married to Count Kraglin Gregori(1/2 orc Barbarian)
Half Sibling:Svoka (1/2 Orc Slayer)Sister born of her father and orcish maid Keeva
Tongi(1/2 Orc Bard)Sister born of her father and orcish maid Keeva
NOble Brith to Baron and Baroness VOsk of Nighthallow
Magical Gift: Her curse is a gift from the Bat Spirit
Beastlord: While growing up animals seemed more comfortable around her,especially bats
The Lover: Emilia's first and so far only love is that of her Handmaiden Lucille, a young blonde woman who is now married off to the families stableboy Gunther
One Significant Relationship: THrough it all Lucille was the one who loved her and cared for her. Her Teacher did it because she was paid, her siblings either hated her or envied her and her parents feared her.