hp 17/17; Whistling man's blessing: Cha rolls -1, concentration -1, +1 to Perception vs ambush, +1 to Reflex vs traps, +1 init, act in surprise round as long as any party member can.
Gender
Sorc (protean) 2; Init +4; Perception +0; Fort +1 Ref +3 Will +3;
Size
M
Age
27
Alignment
CN
Deity
Il’surrish the Wanderer
Languages
Common
Strength
10
Dexterity
16
Constitution
12
Intelligence
13
Wisdom
10
Charisma
18
About Roswitha
Roswitha
Human sorcerer 2
CN Medium humanoid (human)
Init +4; Senses Perception +0
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Defense
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AC 14, touch 14, flat-footed 10 (+3 Dex, +1 dodge)
hp 17 (2d6+7)
Fort +1, Ref +3, Will +3
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Offense
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Speed 30 ft.
Melee dagger +1 (1d4/19-20)
Special Attacks protoplasm
Sorcerer Spells Known (CL 2nd; concentration +7)
. . 1st (5/day)—grease, mage armor
. . 0 (at will)—dancing lights, detect magic, drench[UM] (DC 14), ray of frost, read magic, resistance, spark[APG] (DC 14)
. . Bloodline Protean
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Statistics
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Str 10, Dex 16, Con 12, Int 13, Wis 10, Cha 18
Base Atk +1; CMB +1; CMD 15
Feats Dodge, Eschew Materials, Extra Cantrips Or Orisons[UM], Toughness
Traits arcane temper, world traveler
Skills Bluff +9, Diplomacy +10, Intimidate +9, Spellcraft +6, Survival +0 (+2 to avoid becoming lost when using this)
Languages Common, Protean
Combat Gear caltrops; Other Gear dagger, backpack, belt pouch, blotter (0.2 lb), cards[UE], chalk (10), chewing stick, chocolate (per bar)[UE] (2), comb (0.2 lb), compass[APG], hairbrush (0.3 lb), inkpen, knife for cutting quills into pens (0.5 lb), mirror, nail file (0.1 lb), parchment (20), pen nibs, perfume/cologne[UE], pigment for making ink (0.2 lb), ruler, small (0.1 lb), scissors (0.3 lb), scroll case, seasonings, local (0.5 lb), soap, sponge, tooth powder (0.1 lb), vial, mule, bedroll, bit and bridle, cot, crowbar, Cutting board, wooden (2 lb), dominos, fishing net, folding chair, folding table, grappling hook, hammer, Knife, cutting (0.5 lb), Ladle (0.5 lb), lamp, pack saddle, pot, scroll box, shovel, silk rope (50 ft.), Skewer (1 lb), skillet, tent, medium, Tinder packet (0.5 lb), Tripod, iron (3 lb), waterproof bag, 39 gp, 5 sp
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Special Abilities
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Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Protean +4 DC to dispel your [creation] spells
Protoplasm (7/day) (Sp) Throw a tanglefoot bag 30' that also deals 1 acid damage/round and lasts 1d3r.
Old Stat Block:
Human sorcerer 1
CN Medium humanoid(human)
Init +4; Senses: Perception +0
DEFENSE AC 14, touch 14, flat-footed 10 (+3 Dex, +1 dodge)
AC (with mage armor) 18, touch 14, flat-footed 14
hp 11 (1d6+1, favored class, toughness)
Fort +2, Ref +3, Will +2
Concentration: 1d20+1+4+1 = +6
OFFENSE Speed 30 ft.
Melee dagger +0 (1d4)
Ranged dagger +3 (1d4); light crossbow +3 (1d6)
Bloodline: Bloodline Arcana: Your magic of creation and changing is hard to unravel. The DC to dispel transmutation or conjuration (creation) spells that you cast is increased by +4.
Protoplasm (Sp): At 1st level, you can create a ball of entropic protoplasm and hurl it at targets within 30 feet. This protoplasm acts as a tanglefoot bag that also inflicts 1 point of acid damage per round to a creature entangled by it. The protoplasm dissolves within 1d3 rounds. You may use this ability a number of times per day equal to 3 + your Charisma modifier (7/day)
Spells: Spells Known: 6/2
Spells per day:-/4
Spell list: 0: dancing lights, detect magic, read magic, ray of frost, resistance, spark; 1: grease, mage armor
STATISTICS
Str 10, Dex 16, Con 12, Int 13, Wis 10, Cha 18
Base Atk +0; CMB +1, CMD 14
Traits: Rostlander: Your hardy nature grants you a +1 trait bonus on all Fortitude saves.
Arcane Temper: You have quick reactions and fierce concentration. You gain a +1 trait bonus on concentration and initiative checks.
World traveler: Select one of the following skills: Diplomacy, Knowledge (local), or Sense Motive. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you. (Diplomacy)
Feats:
1: Dodge
H: Extra cantrips
B: Toughness
Skills: Bluff +8, Diplomacy +9, Intimidate +8, Spellcraft +5
Languages: Common
Equipment: 1.54 gp, dagger, cold-weather outfit, belt pouch, caltrops, clear crystal, light crossbow, 20 bolts, backpack, bedroll, 10 pcs chalk, crowbar, grappling hook, silk rope, 10 days rations, weatherproof scroll case containing charter to The Greenbelt. 1# chocolate, perfume, cards, dominos, scrivener's kit, scroll box, 20 sheets parchment, grooming kit, explorer's outfit, lamp, waterskin, waterproof bag, cot, folding chair, folding table.
Party:
Medium tent 30
Mule 8
Pack 5
Bridle and bit 2
Cooking kit 3
Firewood 0.01
Fishing net 4
Compass 10
Hammer 0.5
Shovel 2
oil 1 (10 pts)
Stem
Mule
N Medium animal
Init +1; Senses low-light vision, scent; Perception +5
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Defense
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AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 13 (2d8+4)
Fort +5, Ref +4, Will +0
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Offense
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Speed 40 ft. (30 ft. in armor)
Melee 2 hooves +2 (1d3+1)
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Statistics
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Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +2; CMD 13 (17 vs. trip)
Feats Endurance, Run
[b]Skills Acrobatics -5 (-1 to jump with a running start), Perception +5
Other Gear bedroll, bit and bridle, cot[UE], crowbar, cutting board, wooden (2 lb), dominos[UE], fishing net, folding chair[UE], folding table[UE], grappling hook, hammer, knife, cutting (0.5 lb), ladle (0.5 lb), lamp, pack saddle, pot, scroll box[UE], shovel, silk rope (50 ft.), skewer (1 lb), skillet[UE], tent, medium[APG], tinder packet (0.5 lb), tripod, iron (3 lb), waterproof bag[UE]
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Special Abilities
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Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Appearance:
Roswitha is an odd blend of contradictory features giving her a striking, though not lovely, appearance. Tall and willowy, her figure is too slight for real beauty, though her carriage shows either good breeding or a naturally graceful posture. Her face is long and its features too strongly defined to be pretty, with sharp cheekbones, a wide mouth, and a prominent, straight nose (she calls it "noble"). But her eyes are large, lustrous, and a strange, roiling black with silver flecks that seem to ebb and flow through the iris. Her hair, unfashionably chestnut, is thick and gleaming, with highlights of red and gold that glint in the sun. Easily overlooked by those with an eye for conventional beauty, she somehow draws the gaze of those who look beyond such things, though often more in fascination than attraction.
Though she eschews trappings of wealth, Roswitha's grooming is fastidious, her hair neatly and tidily styled and her personal cleanliness irreproachable. Her gear, appropriate for the rugged frontier, all looks new and barely used, though she seems comfortable with it. She moves gracefully, whether hauling a pack or descending a stairway, and seems like she would be as comfortable in a ballroom as in a barroom.
Her intense gaze constantly searches her surroundings, briefly studying those around her before darting on to the next face. Always unsatisfied, her eyes soon tire of people and rooms and move to the nearest window, there to stare into the distance as if searching for the next place to explore.Though generally polite and unoffensive, there is little of friendliness in her mien, and she rarely smiles.
Backstory:
Born into a cadet branch of House Rogarvia, Roswitha is the younger daughter of a baron. With only two daughters to show for all his breeding attempts, the baron was eager to have his eldest marry advantageously. And so a union was brokered between Roswitha's elder sister and a wealthy neighboring landowner, just below the noble class, but with excellent (bastard) bloodline connections to noble houses. The union of nobility with wealth was highly desirable to both, despite the girl's shrewish and demanding nature.
When rampaging troglodytes raided the town and carried off the Baron's older daughter, Ortrun, nobody had the know-how or interest to save her. The Baron offered modest rewards for her return, but alas! All seemed lost. Fortunately, the Baron had a spare daughter who hit it off quite well with her sister's intended. Since everyone was quite happy with the arrangement, a simple switch, one girl for another, was managed.
Unfortunately, days before the wedding, a band of interfering adventurers showed up on the Baron's doorstep with a reeking, bedraggled, and very angry older daughter - much to everyone's dismay. The Baron gave them their damned reward, the rescuee was bathed many times in hot and fragrant water, and the re-switch was arranged. Nobody was happy with this arrangement except the returned slave girl, who was oblivious to everyone else's feelings and ecstatic to take her rightful place.
Roswitha protested, expecting her fiance and family to stand up for her rights and continue with the arrangement that made the most people happy. Unfortunately, the nobility is concerned with upholding law and order, not overthrowing it. The law is the law. The eldest must be married first and under the terms of the original contract. Roswitha was demoted back to "spare" and had to watch the festivities proceed without her.
Hurt and furious, she turned her back on her family and blasted fortune and entered into a contract with the swordlords to explore the Stolen Land - appropriate, to her, as her future had been stolen. She ventured alone to Restov to meet up with the others on her contract.
Oracle's Wisdom: 02-09: You choose to roll 2d20 for any roll and take the better result. This must be chosen before making the roll. Once used, this benefit expires immediately.
Whistling Man's Curse:
Spoiler:
For the next 30 days, you have troubling dreams usually about mass destruction or apocalyptic vistas. They aren't necessarily the same as many types of apocalypses cycle in and out or mix together to cause disturbing images. Oddly, this does not prevent you from feeling rested upon waking.
{While not fully nightmares, the images in your dreams always seem to take a nasty and unexpected turn or display something which doesn't quite sit well with you upon waking.
The imagery could be a recurring theme or even a specific recurring dream. I would like to ask each of you to add this bit to your roleplay. It doesn't need to be full on posts separate from others, but grumpiness, melancholy, or what have you from bad sleep would be appropriate. Also, at some point in the future, if you could send me a quick PM with the the kinds of things your character is seeing in his/her dreams, I would appreciate it. The PM does not need to be written in character, and can be fairly short. I just need an idea.}
Each morning you will need to make a Will Save DC 12 or for the duration of that day, you will be distracted as occasionally you will hear sinister whistling. It will always seem to be coming from somewhere you can't see. Behind you, around the side of that boulder, from inside Armin's tankard, etc. A slight feeling of paranoia itches at your shoulder blades and being jumpy and irritable wouldn't be unexpected.
Mechanically, any Cha based rolls suffer a -1 as well as any rolls that could be conceivably related to an effort requiring extreme concentration such as magic concentration rolls or a called shot with a ranged weapon.
On the plus side, you get +1 to any Perception checks against ambush, +1 to Reflex saves v. traps, +1 to Initiative, and you can always act in the surprise round as long as any other party member is able to act.
Line: Cha rolls -1, concentration -1, +1 to Perception vs ambush, +1 to Reflex vs traps, +1 init, act in surprise round as long as any party member can.