Falconer

Nedra Seaborne's page

12 posts. Alias of Full Metal Ferret.


Full Name

Nedra Seaborne

Race

Changeling

Classes/Levels

N Witch (Sea Witch) L1 | HP 6/6 | AC 15 T 12 FF 13 | CMB +0 CMD 12 | F +2 R +2 W +3 | Init +2 | Perc +3

Gender

F

Size

4'10"/120lbs.

Age

18

Alignment

Neutral

Deity

Gozreh

Languages

Aklo, Common, Dwarven, Elven, Halfling

Occupation

Cook, Apprentice witch

Strength 10
Dexterity 14
Constitution 10
Intelligence 16
Wisdom 12
Charisma 15

About Nedra Seaborne

Female Changeling Witch (Sea Witch) 1
N Medium Humanoid
Init +2; Senses darkvision 60ft; Perception +3
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Defense:

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AC 15, touch 12, flat-footed 13 (+1 armor, +2 Dex, +2 natural)
hp 6 (1d6)
Fort +2, Ref +2, Will +3

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Offense:

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Speed 30 ft.
Melee Claw x2 (Changeling) +0 x2 (1d4/x2) and
Dagger +0 (1d4/19-20/x2)
Ranged Sling +2 (1d4/x2)
Witch Spells Prepared (CL 1):
1 (2/day) Ill Omen, Charm Person (DC 14)
0 (at will) Guidance, Daze (DC 13), Detect Magic

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Spells:

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Patron Water (Sea Witch)
Witch Spell DC: 13 + spell level
CL: 1 (vs. SR: +1, Concentration: +4)
Melee touch +0 Ranged touch +2
Maximum Witch spells per day; 3/* x 0; 2 x 1st
Witch 0 level spells known: All
Witch 1st level spells known: Charm person, Cure light wounds, Ear-piercing scream, Ill omen, Mage armor, Sleep

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Statistics:

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Str 10, Dex 14, Con 10, Int 16, Wis 12, Cha 15
Base Atk +0; CMB +0; CMD 12
Feats Mother's Gift: Surprisingly Tough (Ex)
Traits Child of Nature (Survival), Touched by the Sea
Skills Heal +7 (+9 to treat poison), Knowledge (arcana) +7, Perception +3, Profession (cook) +5, Sense Motive +3, Spellcraft +7, Survival +5 (+7 to find food and water), Swim +6
Languages Aklo, Common, Dwarven, Elven, Halfling
SQ +2 to fortitude saves, empathic link with familiar, know direction, ocean's daughter, patron spells (water, sea witch), sea creature empathy, share spells with familiar
Combat Gear Healer's kit; Other Gear Haramaki, Dagger, Sling, Sling bullets (10), Adventurer's sash (13 @ 17.38 lbs), Belt pouch (13 @ 5 lbs), Blanket, Canteen, Chalk, Fishhook, Flint and steel, Grooming kit, Hammock, Holy symbol, wooden (Gozreh), Leeching kit, Mess kit, Poncho, Sewing needle, Soap, Spell component pouch, Twine (50'), 11 GP, 9 SP, 7 CP
Encumbrance 30.04/100lbs (Light load)

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Special Abilities:

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+2 to Fortitude Saves You gain the Alertness feat while your familiar is within arm's reach.
Child of Nature (Survival) +2 Survival to find food and water, +1 Knowledge (Nature), and one of these is a class skill.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Know Direction (Sp) So long as she near a sizable body of water (at least a lake with a diameter of 1
mile or more), a sea witch may cast know direction at will as a spell like ability.
Leeching kit +2 Heal to treat poison.
Ocean's Daughter Automatically succeed at Swim checks made to avoid nonlethal damage from swimming.
Sea Creature Empathy +3 (Ex) Improve the attitude of a sea animal, as if using Diplomacy.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Touched by the Sea Underwater attack penalties are lessened by 1.

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Background:

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Nedra was raised by the owners of a tavern in Port Peril after being abandoned as an infant on their doorstep. Being childless themselves, the halfling couple, Jory and Obelia Stoutfoot, adopted her as their own daughter despite some misgivings. Even as a child Nedra's moods were as changeable as the sea, and her strangely mismatched eyes likewise hinted at the touch of magic somewhere in her ancestry.

Once she was old enough Nedra began helping her parents around the tavern, known as The Grumpy Pig, either helping her mother with the cooking or doing other chores around the place. With Port Peril being the rough and tumble place that it is the young girl also learned how to deal with the many sailors, thieves and misfits patronizing her parent's business.

When Nedra hit puberty everything changed as her latent arcane blood began manifesting itself, often in inexplicable ways. She found that she could sense the moods and emotions of the sea creatures in and around the port. Also her nails hardened and lengthened, becoming razor-sharp, and Nedra found she no longer needed light to see by at night.

Strange things would happen in her vicinity - objects moving for no reason, or fresh food she served instantly turning rotten - gaining Nedra an unwanted reputation for sorcery. Unable to explain what was happening with their daughter, the Stoutfoots asked a local hedge witch named Imani Zumal for help. Using her knowledge, spells and powers, the witch determined the source of Nedra's problems...

She was the half-blooded child of a sea hag!

Horrified by the revelation, but worried for their adopted daughter's well-being, Jory and Obelia convinced Imani to take Nedra on as her apprentice. In that way the young girl could learn to control her magic, and hopefully also temper her sometimes violently changeable emotions. It would also provide a cover for Nedra's magics, as being an apprentice witch would explain some of her abilities, without having to reveal her heritage to anyone else.


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Appearance:

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Nedra is a petite young woman with red hair, fair skin and unusual eyes; the right eye is green while the left is blue. Anyone observing her hands and feet very closely will notice that they are partially webbed. In addition her nails seem to grow and lengthen, becoming razor sharp and hard as.... well... nails, whenever she becomes agitated. To all other outward appearances Nedra seems to be a normal, albeit very short, human woman of either Chelish or possibly Varisian ancestry.

Note; although the racial description for Changelings says that they are always tall and slender, the random height table caps their height at 4'10"! So I'm taking the approach that since their child-rearing methods are somewhat cuckoo-like, changeling babies take on some of the attributes of their foster parents, hence Nedra is short because she was raised by halflings! For the same reasons, I swapped out Orc from her bonus languages for Halfling, just to fit with the background story. :p


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Familiar:

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Moira is Nedra's sea krait familiar, a black and white banded sea snake who normally nestles comfortably in Nedra's bodice, where it's nice and warm, and she can remain close to her mistress... as well as providing a deterrent to drunken patrons at her parent's tavern from trying to grope her!

Moira
Snake, Sea Krait
N Tiny Magical Beast ((animal))
Init +3; Senses low-light vision, scent; Perception +9
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Defense
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AC 17, touch 15, flat-footed 14 (+3 Dex, +2 size, +2 natural)
hp 3 (1d8-1)
Fort +1, Ref +5, Will +3
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Offense
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Speed 20 ft., climbing (20 feet), swimming (20 feet)
Melee Bite (Snake, Sea Krait) +5 (1d2-3/x2)
Space 2 ft.; Reach 0 ft.
Special Attacks poison (dc 9)
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Statistics
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Str 4, Dex 17, Con 8, Int 6, Wis 13, Cha 2
Base Atk +0; CMB +1; CMD 8 (can't be Tripped)
Feats Weapon Finesse
Skills Acrobatics +3 (-1 jump), Climb +11, Fly +7, Heal +2, Perception +9, Spellcraft -1, Stealth +15, Survival +2, Swim +15; Racial Modifiers +4 Perception, +4 Stealth
SQ improved evasion
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Special Abilities
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Climbing (20 feet) You have a Climb speed.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison (DC 9) (Ex) Poison—Injury; save Fort DC 9; frequency 1/round for 6 rounds; effect 1d2 Con; cure 1 save.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Swimming (20 feet) You have a Swim speed.