Desna Effigy

Noemy's page

98 posts. Alias of Cellion.


Full Name

Noemy

Race

Fem Poppet Barbarian 2 |

Classes/Levels

AC: 19 | HP: 32/32 Hero:2 | Fort +7 Ref +6 Will +8 (constructed) | Weak fire 1 | Perc +8 | Active Status: --

Size

Smol (tiny)

Age

7

Strength 18
Dexterity 14
Constitution 12
Intelligence 10
Wisdom 14
Charisma 10

About Noemy

Noemy

Feminine Poppet Barbarian 2
NG Small Humanoid Construct
<Toy Poppet, Warded Against Witchery, Giant Barbarian>
Perception +8; Senses darkvision
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DEFENSE
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HP 32
AC 19
Fort +7, Ref +6, Will +8 (+1 circ vs. death effects, disease, poison, plus effects that would inflict drained, paralyzed or sickened)
Defensive Abilities ---
Weaknesses Fire 1
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OFFENSE
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Size Tiny, 0ft reach.
Speed 25 ft.
Melee Strike
> Halberd +8 (d10+4 P; Versatile S, Reach) (in the form of an oversized needle)
Ranged Strike
> Harpoon +6 (d8+4 P, 30ft Range Thrown, Tethered)
Special Actions
> RAGE (Giant). Requires (You aren't fatigued or raging).
You tap into your inner fury and begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier. This frenzy lasts for 1 minute, until there are no enemies you can perceive, or until you fall unconscious, whichever comes first. You can’t voluntarily stop raging. While you are raging:
While wielding an oversized weapon, you deal 6 additional damage with it. This additional damage is halved if your weapon or unarmed attack is agile. You deal only 2 additional damage if the weapon is not oversized.
You take a –1 penalty to AC and are clumsy 1.
You can’t use actions with the concentrate trait unless they also have the rage trait. You can Seek while raging.
After you stop raging, you lose any remaining temporary Hit Points from Rage, and you can’t Rage again for 1 minute.
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STATISTICS
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Str 18 (+4), Dex 14 (+2), Con 12 (+1), Int 10 (+0), Wis 14 (+2), Cha 10 (+0)
Background Ward 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. (Boosting Str and Wis. You’re trained in the Occultism skill, and the Witch Lore skill. You gain the Root Magic skill feat. The circumstance bonus granted by your root ward increases by 1 against spells cast by witches. You may keep the ward you prepare instead of having to give it to an ally.)
Ancestry Poppet - Darkvision (Can see in darkness and dim light as well as bright light)
Constructed (The materials of your body resist ailments that assail the flesh. You gain a +1 circumstance bonus to saving throws against death effects, disease, and poison as well as to saving throws against effects that would give you the drained, paralyzed, or sickened conditions. Your spark of life means that you're a living creature, and you can be healed by positive energy and harmed by negative energy as normal.)
Flammable (You have weakness to fire damage equal to one third your level (min 1.)
Heritage Toy Poppet - You have the form of a child's tiny toy or doll, but you don't let your small size impede your joy of life. Instead of Small, your size is Tiny. Like other Tiny creatures, you don't automatically receive lesser cover from being in a larger creature's space, but circumstances might allow you to Take Cover. You can purchase weapons, armor, and other items for your size with the same statistics as normal gear, except that melee weapons have a reach of 0 for you (or a reach 5 feet shorter than normal if they have the reach trait). You can enter another creature's space, which is important because you must usually enter a creature's space to attack it with melee Strikes!
Skills
. . Untrained - Arcana +0, Crafting +0, Deception +0, Diplomacy +0, Intimidate +0, Medicine +2, Nature +2, Performance +0, Religion +2, Society +0, Survival +2.
. . Trained - Acrobatics +6, Athletics +8, Witch Lore +4, Occultism +4, Stealth +6, Thievery +6.
. . Expert - N/A
Feats
. . Ancestry - @1 Wash Out
. . Class - @1 Raging Thrower, @2 Shake It Off,
. . Skill - @1B Root Magic, @2 Titan Wrestler,

Feats:
Wash Out - Toxins seep out of your artificial body quickly. Each time you succeed at a Fortitude save against an ongoing poison, you reduce its stage by 2, or by 1 against a virulent poison. Each critical success you achieve against an ongoing poison reduces its stage by 3, or by 2 against a virulent poison.
Root Magic - Your talismans ward against foul magic. During your daily preparations, you can assemble a small pouch with bits of herbs, hair, sacred oils, and other ritual ingredients, which you give to one ally. The first time that day the ally attempts a saving throw against a spell or haunt, they gain a +1 circumstance bonus to the roll. This bonus increases to +2 if you're an expert in Occultism or +3 if you're legendary.
Raging Thrower - Thrown weapons become especially deadly in your fury. You apply the additional damage from Rage to your thrown weapon attacks. If you have the Brutal Critical feat or the devastator class feature, apply their benefits to thrown weapon attacks.
Titan Wrestler - You can attempt to Disarm, Grapple, Shove, or Trip creatures up to two sizes larger than you, or up to three sizes larger than you if you’re legendary in Athletics.
Shake it Off ◆ - You concentrate on your rage, overcoming fear and fighting back sickness. Reduce your frightened condition value by 1, and attempt a Fortitude save to recover from the sickened condition as if you had spent an action retching; you reduce your sickened condition value by 1 on a failure (but not on a critical failure), by 2 on a success, or by 3 on a critical success. ((Traits: concentrate, rage))

Languages Common.
Other Abilities Armor Proficiencies (Light and Med Armor and Unarmored Defense - Trained), Weapon Proficiencies (Unarmed, Simple, Martial - Trained), Save Proficiencies (FORT - Expert, REF - Trained, WILL - Expert), Perception (Expert)
Combat Gear Hide Armor, Halberd (bladed needle), Harpoon (sowing needle), Dagger
Consumables Minor elixir of life
Magic Items
Other Adventurer's Pack (Backpack, bedroll, belt pouches x2, chalk x10, flint and steel, 50ft rope, rations x2, soap, torches x5, waterskin), Ordinary Clothes, Winter Clothing, Grappling Hook, Crowbar, Thieves Tools, Replacement Picks x1.
Cash Money 1,0 gp
Bulk / Encumbrance 4.6 of 5.5 (incl. backpack)

Build Notes:
Poppet (Flexible): +2 STR, +2 DEX
Barb: +2 STR
Ward Against Witchery: +2 STR, +2 WIS
Free Distribution: +2 STR, +2 DEX, +2 CON, +2 WIS.

Appearance:
Noemy has the appearance of a traditional slavic cloth doll (Motanka), about one and a half feet tall. Her body is made of a simple and rough-spun grey cloth, bound by a black ribbon. Rather than detailed facial features, her ribbons also are woven into her head to give the impression of a face. Small tufts of loose stuffing serve as her feet and arms. The bottom half of her body is permanently stained in dark blood. Two oversized needles are stuck through her ribbons, one tethered to her arm by a length of silken thread while the other larger needle has a wicked edge.

Background:
On the shores of Glacier Lake in Irrisen, in the lonely town of Riekamesto, there lived an orphaned girl who worked as a servant of the town's cruel ruler - Sister Arminaela. The girl, Vasilisa, was constantly mistreated by the Sister, a witch of the cold north who had replaced the previous ruler in an effort to improve the town's "discipline". The only bright spot in Vasilisa's life was the doll left to her by her late mother. Though little more than a simple cloth bundle, when Vasilisa whispered her problems to the doll, it would "wake up" and run to her aid, providing helpful advice and helping to divide the work left to Vasilisa by her cruel mistress. However, the doll could only do so much...

For Sister Arminaela saw the beauty and vitality in the girl and coveted it. She came to the girl in the middle of the night and put her to sleep with her dark magics. She'd lit the candles, drew the symbols, and sang the old rituals, to drain the girl of her light, and hope, and life, and transfer it to the aging Sister. All throughout, the doll remained clutched in the girl's increasingly bloody arms. With no desperate whispers to animate it, it could only lie there and observe, as the girl it had been charged to protect was sacrificed for the greed of the old and the wicked.

When the girl's possessions were discarded, the doll found itself passed from hand to hand, from child to child. None kept it long, for the blood that stained it would never wash out, and parents would quickly become uncomfortable in its presence. And so it made its way to a dump where garbage is burned. Only there, as the flames began to lick the pile it sat upon, did a true soul finally awaken within it, fueled by the regret, desperation, and suffering it had seen. It raised its head... and tumbled to safety.

Now that doll, named Noemy by her first owner, seeks her own path in the world. Relentlessly boisterous, reckless, and far louder than her size would indicate, she seeks to protect the children of the world and serve as the guardian she couldn't be for little Vasilisa. To that end she's traveled from the trash heap on the outskirts of Zimar to the smaller town nearby - Heldren. In the peaceful town, she's found plenty of challenges faced by the town's children, from dangerous local wildlife to oppressive parents. She's stepped in to help where she can, as well as taken other jobs as needed to keep her going. By this point, she's been in town long enough to be seen as less of an oddity and more of a guardian spirit... of sorts. At least one that sure does like to go to the inn and dunk her whole head in a tankard of ale and start partying with the best of them!


Macros:
[ooc.]◆ Stride, ◆ Rage (gaining 3 tempHP. AC now 17), ◆ Strike[/ooc]

[dice.=Sowing Needle]d20+6-1[/dice] [dice.=Damage (P)]d8+4+6[/dice]
[dice.=Bladed Needle (reach)]d20+8[/dice] [dice.=Damage (P or S)]d10+4+6[/dice]