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About Raven NightshadeBackstory:
Raven wasn’t your typical noble’s daughter. Her family, probably wished that she would be, but Raven despised the idea of being married off to some nobleman and take up some domestic role. Like many other woman, she had long watched the rise of Princess Eutropia and secretly supported her growing influence. Raven hoped that Eutropia would shatter the traditionalist Taldan roles and open the door for women such Raven to follow in Eutropia’s footsteps and enter into politics. As a young girl, Raven was a bit of a rebel, and nothing much had changed several years later. As someone with a bit of a more liberal attitude to the law, Raven had spent a lot of time in the criminal underworld, picking up certain unusual skills that the gossip might call scandalous if they only knew. It meant that unlike other women her cage, Raven knew how to pick a lock, and pick the pocket of a particularly annoying individual. Raven used such skills rarely, she didn’t really fancy herself as a criminal, and just saw learning and honing such skills as valuable practice for the future. One of these skills was her study of various points, something Raven had taken a particular (but secret) shine to. Raven knew that with her slim wrists, her combat skills were utterly pathetic and nowhere near the skilled duelist Princess Eutropia was rumored to be. That said, Raven rubbished the idea of glory in a fight and believed in a win at all costs mentality. If she couldn’t match the physical skills of an opponent then she would even the score in other ways, with trickery, deception, and liberal use of toxin. Her aptitude for poison making also had uses outside of self-defense – more than once a minor noble who had made a particularly belittling or disparaging remark toward Raven ended up with a mysterious bout of sickness sooner or later. Raven never really set out to hurt anyone deliberately - she always calculated her doses correctly – but she wasn’t going to be pushed around. As Raven grew older, and began to take her first political steps, she tried to move closer and closer into Eutropia’s orbit, hoping to watch and learn from someone more skilled than she was in politics. Her ideal strategy was to be a bodyguard, or helper for the Princess, someone who could be helpful but stay in the shadows where she could learn and observe. Once more knowledgeable, she could then leave to pursue her own senate career. Such a task was still a long, long way off, but Raven was determined that things would eventually work out in the way she hoped. Description:
With long dark brown hair, fair skin, and a lithe build, Raven attempts to blend into a crowd, while attempting to look like nothing more than a pretty face. She isn't very well known in the senate area and so prefers that people underestimate her and dresses accordingly. Raven tends to stick to high fashion for her clothing of choice, albeit something that doesn't overly restrict her movement, as she heavily priorities dexterity along with fast, agile movements. Raven secretly prefers tougher, tighter fitting clothing than a dress, perhaps with dark colored fabrics, but doesn't really get the opportunity much, and besides, she prefers to dress how people expect her to look. The exception is Raven's hair, which she stubbornly keeps long and unbound despite the latest hairstyle fashions of the day. As armor conflicts with Raven's arcane magic, she eschews its protection, instead relying on magic to protect her as best as she can. Raven doesn't see the harm in appearing unprotected - such as wearing dresses with a plunging neckline that cling to her torso - and frequently accessories such outfits with token pieces of jewelry. Sometimes strapped to her side is a rapier, which Raven takes great pains to make it look ostentatious as possible - something that a high society women might have as a token weapon for defense - not something that is actually used. Hanging off her shoulder via a strap is a small bag, commonly seen in high society. As someone who favors potions and poisons, Raven had long desired to keep them on her person but not in a way that would arouse suspicion. Therefore the bag appears to be full of personal items, full of idle clutter with a smattering of beauty products. Raven disguises her potions and poison within such beauty products such as within perfume bottles. That's to her practice, and skill in alchemy, she can differentiate between an actual bottle of perfume or a potion / poison within a perfume bottle with a simple touch while hiding them against a casual inspection from an unskilled investigator. Crunch:
Raven Nightshade Female human (Taldan) investigator (toxin codexer) 1/gestalt 1/veneficus witch 1 (Pathfinder Campaign Setting: People of the River 8, Pathfinder Player Companion: Potions & Poisons 14, Pathfinder RPG Advanced Class Guide 30, Pathfinder RPG Advanced Player's Guide 65) CG Medium humanoid (human) Init +6; Senses Perception +6 -------------------- Defense -------------------- AC 12, touch 12, flat-footed 10 (+2 Dex) hp 9 (1d8+1) Fort +1, Ref +4, Will +2 -------------------- Offense -------------------- Speed 30 ft. Melee rapier +2 (1d6-2/18-20) Special Attacks hexes (cackle[APG], misfortune[APG]) Investigator (Toxin Codexer) Extracts Prepared (CL 1st; concentration +6) Veneficus Witch Spells Prepared (CL 1st; concentration +6) 1st—burning hands (2, DC 16), mage armor 0 (at will)—dancing lights, detect magic, guidance Patron Mind -------------------- Statistics -------------------- Str 7, Dex 14, Con 12, Int 20, Wis 10, Cha 10 Base Atk +0; CMB -2; CMD 10 Feats Alertness, Extra Hex[APG], Weapon Finesse Traits poisonous slayer, senatorial hopeful Skills Bluff +4, Craft (alchemy) +9 (+10 to create alchemical items), Diplomacy +5, Disable Device +6, Knowledge (arcana) +9, Knowledge (local) +10, Knowledge (nature) +9, Knowledge (nobility) +9, Knowledge (planes) +9, Knowledge (religion) +9, Perception +6, Sense Motive +6, Sleight of Hand +6, Spellcraft +9, Stealth +6 Languages Celestial, Common, Elven, Hallit, Kelish, Skald SQ alchemy (alchemy crafting +1), inspiration (5/day), poison lore, synthetic venom, witch's familiar (greensting scorpion named Arcane Familiar) Combat Gear giant wasp poison (3); Other Gear rapier, alchemy crafting kit[APG], backpack, belt pouch, courtier's outfit, investigator starting formula book, poisoning sheath[UE], signet ring, thieves' tools, 16 gp -------------------- Special Abilities -------------------- Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch. Cackle (Su) As a move action, extend the duration of other hexes by 1 rd. Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar. Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach. Inspiration (+1d6, 5/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save. Misfortune (1 round, DC 15) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg). Poison Lore (Ex) After 1 min can use Know to ID poisons, 1 min more to neutralize with Craft (alchemy). Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch. Synthetic Venom (Ex) Prepare short-lived poison in extract slots. Witch's Familiar (Ex) Gain the services of a special familiar that stores spells. Familiar:
Arcane Familiar CR – Greensting scorpion (Pathfinder RPG Ultimate Magic 232) N Tiny magical beast (vermin) Init +3; Senses darkvision 60 ft.; Perception +8 -------------------- Defense -------------------- AC 19, touch 15, flat-footed 16 (+3 Dex, +4 natural, +2 size) hp 4 (1d8) Fort +2, Ref +5, Will +2 Defensive Abilities improved evasion; Immune mind-affecting effects -------------------- Offense -------------------- Speed 30 ft. Melee sting +5 (1d2-4 plus poison) Space 2½ ft.; Reach 0 ft. -------------------- Statistics -------------------- Str 3, Dex 16, Con 10, Int 7, Wis 10, Cha 2 Base Atk +0; CMB +1; CMD 7 (19 vs. trip) Feats Weapon Finesse[B] Skills Bluff -3, Climb +7, Diplomacy -3, Disable Device +4, Intimidate -3, Perception +8, Sense Motive +1, Sleight of Hand +4, Spellcraft -1, Stealth +19; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth SQ empathic link -------------------- Special Abilities -------------------- Darkvision (60 feet) You can see in the dark (black and white only). Empathic Link (Su) You have an empathic link with your master. Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects. Improved Evasion (Ex) No damage on successful reflex save; half on failed save. Poison (DC 10) (Ex) Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. The save DC is Constitution-based. Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch. Progression:
Raven is probably going to stay in the same classes as the campaign continues. She's very much going to be all about poison in future, picking up Anathema in the future to help her bypass any immunities that might crop up. Shes going to be pretty good at intelligence / face skills, and she's going to have some utility with the Investigator's extracts. Unlike other witches, I don't really see Raven abusing the Slumber hex much - she would much rather prefer using the Misfortune hex to deliver her poison from range, or close into melee with a poisoned blade. |