Priestess of Nethys

Lady Shae Venvu's page

98 posts. Alias of Garnet Supernova.


Full Name

Lady Shae Venvu

Race

Vitals:
HP 2/7 | AC 12 T 12 FF 10 | F +1 R +2 W +4 | CMD 13 MSD 11 PSD 11 | Init +0 | Perc +1

Classes/Levels

Abilities:
Hit Dice 1/1 | Spell Points 2/5

Gender

NG Duskwalker Dreams Witch 1

Languages

Common, Necril, Dwarven, Elven, Halfling, Abyssal

Strength 12
Dexterity 14
Constitution 12
Intelligence 18
Wisdom 14
Charisma 8

About Lady Shae Venvu

Statistics:

Initiative: +2 (+2 DEX)
Perception: +3 (+1 level, +2 WIS)
Darkvision 60ft
Speed: 30ft
HP: 7 (6 class + 1 CON)
Fortitude: +1 (+1 CON)
Reflex: +2 (+2 DEX)
Will: +4 (+2 class, +2 WIS)

AC: 12 (10 +2 DEX)
CMB: +1 (+0 BAB +1 STR)
CMD: 13 (10 +0 BAB, +1 STR, +2 DEX)
PSB: +2 (+0 BAB)
PSD: 11 (10 +0 BAB, -1 CHA, +2 WIS)
MSB: +1
MSD: 12

Melee: +1 (+0 BAB +1 STR)
Ranged: +2 (+0 BAB +2 DEX)

Skills:

Skills per Level: 7 (6 class, 1 FCB)
Acrobatics
Athletics
*Craft(Confections) +8 (+1 rank, +4 INT, +3 Class Skill)
Deception
Disable Device
Escape Artist
*Fly
*Heal
*Influence
*Knowledge (arcane)
Knowledge (civilization)
*Knowledge (divine)
Knowledge (dungeoneering)
Knowledge (engineering)
*Knowledge (history)
Knowledge (martial)
*Knowledge (nature) +8 (+1 rank, +4 INT, +3 Class Skill)
*Knowledge (occult) +8 (+1 rank, +4 INT, +3 Class Skill)
*Knowledge (planes) +8 (+1 rank, +4 INT, +3 Class Skill)
Linguistics
*Lore (Mountains) +8 (+1 rank, +4 INT, +3 Class Skill)
Perform
*Profession
Sense Motive
Sleight of Hand +3 (+1 rank, +2 DEX)
*Spellcraft +8 (+1 rank, +4 INT, +3 Class Skill)
Stealth
*Survival +6 (+1 rank, +2 WIS, +3 Class Skill)
*Use Magic Device

Feats:

Feats
Extra Magic Talent
Background Feats
Wildling: You gain the druid’s wild empathy ability, using your character level as your druid level. If you have one or more levels in a class that grants wild empathy, you gain an additional +3 bonus on wild empathy checks. You are treated as an animal for the purpose of harmful mind-affecting effects that target animals (such as charm animal).


Tradition:

Class Skills: Knowledge (divine), Knowledge (occult), Knowledge (planes)

Tradition Benefit: You gain the Dreamspace feat as a bonus feat, even if you do not meet the prerequisites.

Tradition Power: While sleeping you can spend a spell point to merge your dreamspace with the dreams of another. The target must be asleep, and you must have some connection to them but may otherwise be anywhere, even another plane. They enter your dreamspace the same way you do, though they have no control over light, temperature, or other details. If they are unwilling they receive a Will save (DC 10 + 1/2 witch level + Intelligence modifier) to avoid the connection, and if they fail they may reattempt it every minute to break away from your dreamspace. You may disconnect your dreamspace from their dream as a full-round action, sending the target back to their previous dreams. They also return to their previous dreams if you wake up or otherwise exit your dreamspace. If the target is within touch range of your physical body, you do not need to spend a spell point to merge your dreamspace with their dreams. If the target is not asleep, cannot dream, or otherwise cannot be reached (such as by being in a dead magic zone) you may wait until they fall asleep, or at any point before merging with their dreamspace you may stop the attempt (which does not result in spending a spell point). You may only merge with one target’s dreams at a time, plus an additional number of targets equal to half your witch level. You must still pay the spell point cost for each one separately. You do not need to connect to each target at the same time, but may connect and disconnect your dreamspace with each target’s dreams separately. Spell points spent on this power are taken from the dreamwalker’s pool before they refresh, if spent during an 8 hour rest.


Race Traits
Bonded Mask: Duskwalkers feel an affinity for funereal masks reminiscent of those worn by psychopomps. While wearing a mask of any kind, they gain a +2 racial bonus on saving throws against death effects, energy drain, and negative energy effects. Duskwalkers wearing a mask cannot wear any other magic item in the face slot. However, if the mask possesses magical properties, they gain the benefit from this item as well. A bonded mask gains 5 hardness and 10 hit points, and the duskwalker receives a +4 bonus to CMD to avoid steal combat maneuvers targeting the mask. If the duskwalker ever loses her current mask or decides to change it, she loses these bonuses until a new mask has been bonded, which takes 1 week of wearing the new mask, followed by an 8-hour period of meditation using rare incense and herbs costing 100 gold pieces per character level. Any magical or mundane mask can be attuned via this ritual except intelligent masks and artifacts.

Grave’s Mercy: Psychopomps instinctively recognize a duskwalker as one of their own and pause before taking a duskwalker’s soul to the afterlife. Once per day, when a duskwalker would die from hit point damage, she does not die until the end of her next turn. If the duskwalker receives enough healing by then that her hit points are at an amount greater than her negative Constitution score, the duskwalker does not die.

Soul Sense: Reapers have a limited scent ability, which only functions for corpses and badly wounded creatures (50% or fewer hit points).

Background: Hermit
Ability Boost: INT
Bonus Feat: Wildling
Solitary Nature: You can spend one hit point to cast vanish. At 9th level, you can spend five hit dice to cast commune with nature.

Trait: Daysense (Magic): You can sense the positions of the celestial bodies, even when you are underground or they are out of sight. This allows you to always know the precise time and the direction of true north. In addition, you gain a +1 trait bonus on Knowledge (Geography) and Survival checks, and one of these skills (of your choice) becomes a class skill.

Magic Talents/Hexes:

Hexes:

Magic Talents:
Life Sphere
Cure
As a standard action, you may spend a spell point to touch a target and heal it an amount of damage equal to 1d8 + your caster level. To living creatures, this is a harmless positive energy effect, but it is harmful to undead and other creatures normally damaged by positive energy (Will half).

Invigorate
As a standard action, you may invigorate a touched creature, granting them temporary hit points equal to your caster level (minimum 1). Unlike normal temporary hit points, this ability can only be used on an injured target and cannot raise a target’s current hit points plus their temporary hit points to be higher than their total hit points. This benefit lasts for 1 hour (Will negates (harmless)).

Restore
As a standard action, you may touch a target and spend a spell point to restore their health (Will negates (harmless)). When using restore, you must choose to restore mind, body, or soul. If affecting multiple targets, this choice becomes the same for all targets.

Instill Life
As a standard action you may touch a small container of liquid and instill a cure, a restore, or an invigorate used in conjunction with the Greater Invigorate talent, or a use of the Affliction talent, which functions as a potion or oil. This cannot be augmented by the Empathic Healing talent.

An instilled liquid remains potent until you rest to regain spell points. If you have equipment on hand (such as an alchemy lab), the cost of bottles and water is considered negligible.
You may target food but not an already-magical item, such as a potion. All spell points must be spent and all variables of the sphere effect must be chosen at the time the instilled liquid is created. You cannot instill multiple effects in a single liquid, nor create multiple instilled liquids with a single action.

Drawback – Medicinal
You must select the Instill Life talent with the bonus talent granted by this drawback, and you can only use your Life sphere abilities through this talent.
Destruction

Destructive Blast
As a standard action, you may deliver a burst of blunt magical force as a melee touch attack or a ranged touch attack within close range. A destructive blast is subject to spell resistance, and while it bypasses DR/magic, it does not automatically bypass other forms of damage reduction if it deals physical damage (bludgeoning, slashing, or piercing). A ranged destructive blast counts as a ray attack.
A basic destructive blast deals 1d6 bludgeoning damage for every odd caster level.

Searing Blast (blast type, fire)
Your destructive blast deals fire damage using d8 instead of d6 as its damage die.

Drawback: Energy Focus
Choose a blast type group. You may only make destructive blasts from that blast type group. You must select a (blast type) talent from the chosen blast type group with the bonus talent granted by this drawback. You may not select any other (blast type) talents outside the chosen blast type group.

Divination

Divine
You may divine to gain information. To divine, you must spend 1 minute meditating, although you may spend a spell point to decrease this time to a single standard action. Divining always has a duration of concentration, but you must spend a full-round action concentrating (you can take no other action except free actions); you are flat-footed while concentrating on divining. Divining reveals information from sources within medium range of you as an emanation; it reveals information each round the effect it is maintained. Divining can penetrate most barriers, but 3 feet of wood or dirt, 1 foot of stone, 1 inch of common metal, or a thin sheet of lead blocks it.

When you gain the Divination sphere, you gain the ability to divine for magical auras, learning their strength and location. You do not know the exact caster level of an item or spell, but you may sense the aura’s general strength according to the chart below. To determine the spell school or sphere of the effect, you must succeed at a Knowledge (arcana) check with a DC equal to 15 + 1/2 the caster level.

Divine Hostility: You may divine whenever a creature or an object within range takes hit point damage. In addition, you gain knowledge as to the amount and type of damage dealt and from what direction the damage was dealt from. If the source of the damage is inside the area of your divine effect, you also learn what square the source occupied.
Divine Life: You may divine the wound thresholds and conditions of seen living creatures. In addition to learning the creature’s wound status, you also learn which creatures, if any, are afflicted with a disease. The strength of Divine Life’s aura reveals a creature’s current wound threshold and condition according to Chart: Divine Life.

Divine Future (divine): You may divine for a glimpse of the future, giving yourself insight into the happenings of that day. At any time during that day, you may add an insight bonus equal to 1d4 + 1 per 5 caster levels to one attack roll, skill check, saving throw, ability check, initiative roll, or combat maneuver roll you are about to make.
As an immediate action, you may instead grant this benefit to an ally who can both see and hear you. You may take this talent multiple times, to a maximum of 5 times. You can only have one use of this ability waiting to be used at a time per time you have taken this talent. Every time you divine for the future, you regain all your uses of this ability for that day.

Augury (divine)
You may spend a spell point to divine whether a particular action will bring good or bad results for you in the immediate future.

The base chance for receiving a meaningful reply is 70% + 1% per caster level, to a maximum of 90%; this roll is made secretly.

A question may be so straightforward that a successful result is automatic, or so vague as to have no chance of success. If the augury succeeds, you get one of four results:

Weal (if the action will probably bring good results).
Woe (for bad results).
Weal and woe (for both).
Nothing (for actions that do not have especially good or bad results).
If the check fails, you get the “nothing” result. A caster who gets the “nothing” result has no way to tell whether it was the consequence of a failed or successful augury.

The augury can see into the future up to one hour per caster level, so anything that might happen after that does not affect the result. Thus, the result might not take into account the long-term consequences of a contemplated action. All auguries cast by the same person, in the same day about the same topic, use the same die result as the first casting.

Drawback - Shaped Divination
Your divine area changes to a cone rather than a sphere centered upon yourself. You may take this drawback a second time, limiting your ability to only divine targets inside a line instead of a cone. This drawback does in no other way change the range at which you may divine targets. In regards to this drawback, your divination shape (be it cone or line) remains fixed pointing in one direction, and once each round as a free action you may change the direction of the shape. You must select (divine) talent(s) with the bonus talent(s) granted by this drawback.

Boons:
Empowered Abilities
Your magic grows in strength the more you use it. While your current number of spell points is half your total spell points or less, you gain a +1 competence bonus to your caster level. While your current number of spell points is 0, the competence bonus to your caster level becomes +2.

Other Drawbacks:
Magical Signs
Your magic is accompanied by tell-tale signs; for example, your body glows brightly, the sound of tortured souls shriek as you cast, a deep chill affects all nearby creatures, etc. Using magic automatically breaks stealth, and whenever you use magic all creatures within 60 feet who are observing you are considered to have automatically succeeded at a Spellcraft check to know which sphere effect, talents, and casting tradition you used.

Focus Casting
Your magic requires you to use an item such as a wand, holy symbol, ring, or staff to create magic. The focus must be wielded or equipped to be used (for example, a wand must be held, a ring must be equipped in a ring slot, etc.) Using magic without your focus requires you to attempt a concentration check (DC 20 + 1/2 the caster level) to produce the desired effect. Failure means time (and any spell points) are spent, but no effect happens. If a focus is lost, stolen, or broken, the caster must create a new focus by securing the necessary item and spending 8 hours bonding with it. At the GM’s discretion, however, another caster’s focus may be used instead.

If you are carrying your focus when subject to a polymorph effect that would normally meld your equipment into your new form, your focus melds into your body as well, causing this drawback to function as the center of power drawback for the duration of the effect.

Familiar:

October N Tiny figment animal
Str: 3
Dex: 15
Con: 8
Int: 2
Wis: 12
Cha: 7

Init: +2

Speed: 30 ft.
Senses low-light vision, scent; Perception +5

AC: 14, touch: 14 flat-footed: 12 (+2 Dex, +2 size)

HP: 1

Fort: +1
Ref: +4
Will: +4

Base Atk: +0

CMB: +0
CMD: 6 (10 vs. trip)

Melee: 2 claws +4 (1d2–4), bite +4 (1d3–4)

Feats:
Weapon Finesse

Recurring Dream (Su): A figment has a total number of hit points equal to 1/4 of its master’s total hit points. If the figment dies, it vanishes, appearing again with 1 hit point after its master awakens from a full night’s sleep. If a figment ever strays more than 100 feet from its master or enters an antimagic field, or if a figment’s master is unconscious or asleep, the figment disappears until the next time its master prepares spells or regains her spells per day. Because it is a being of its master’s mind, a shaman’s spirit animal, or any other spell-granting familiar, and it can’t use any divination spells or spell-like abilities the base creature has.

Skills Climb +6, Perception +5, Stealth +14
Racial Modifiers +4 Climb, +4 Stealth