About Seraphim AlvaereleSeraphim:
Unknown Elf witch 1 Archetypes Cartomancer, Hedge Witch,
Patron: CG Medium humanoid (elf) Init +4, Senses darkvision (60 ft.); Perception +2 ================================================= DEFENSE ================================================= AC 14, touch 14, flat-footed 10 (+4 Dex, ) hp 7 ((1d6)+1) Fort +1, Ref +4, Will +2, +2 racial saving throw bonus against enchantment spells and effects. Immunities sleep, ================================================= OFFENSE ================================================= Speed 30 ft. Melee
Ranged
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Other Gear
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Prepared
Spellbook
SLA:
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Darkvision Though uncommon, some groups of elves are born with darkvision, rather than low-light vision. In many cases this is taken as a sign of a drow in the elf's ancestry, and can lead to persecution within the elf's home community. Elves with this racial trait gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell. Elven Immunities Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects. Envoy Elves often have trouble relating to neighbors of other races, especially those with much shorter lifespans. As a result, some are trained in minor magics that are particularly useful when dealing with non-elves. Elves with this racial trait and an Intelligence score of 11 or higher gain the following spell-like abilities once per day: comprehend languages, detect magic, detect poison, and read magic. The caster level for these effects is equal to the elf’s level. This racial trait replaces elven magic. Evil Eye (Su) DC 13 The witch can cause doubt in the mind of a foe within 30 feet that you can see. The target takes a -2 penalty on one of the following (witch's choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for 6 rounds. A Will save reduces this to just 1 round. This is a mind-affecting effect. Healing (Su) The witch may heal with a touch, this acts as a cure light wounds spell, using the witch's caster level. Once a creature has been affected by the hex, it cannot be affected by it again for 24 hours. At 5th level, this hex acts like cure moderate wounds. Ward (Su) A witch can use this hex to place a protective ward over one creature. The warded creature receives a +2 deflection bonus to AC and a +2 resistance bonus on saving throws. This ward lasts until the warded creature is hit or fails a saving throw. A witch knows when a warded creature is no longer protected. A witch can have only one ward active at a time. If the witch uses this ability again, the previous ward immediately ends. A witch cannot use this ability on herself. At 8th level and 16th level, the bonuses provided by this ward increase by +1. Hex Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on Table 2-10. A witch cannot select an individual hex more than once. Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch's level + the witch's Intelligence modifier. Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is 13. Immunity to Sleep (Ex) You are never subject to sleep effects. Keen Senses Elves receive a +2 racial bonus on Perception skill checks. Spell Deck Each cartomancer carries a special harrow deck that allows her to communicate with her patron. Its ability to hold spells functions identically to the way a witch's spells are granted by her familiar. The cartomancer must consult her harrow deck each day to prepare her spells and cannot prepare spells that are not stored in the deck. The spell deck cannot be used for this purpose if any cards are missing. Weapon Familiarity Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon. Witch Patron Spells At 1st level, when a witch gains her familiar, she must also select a patron. This patron is a vague and mysterious force, granting the witch power for reasons that she might not entirely understand. While these forces need not be named, they typically hold influence over one of the following forces. At 2nd level, and every two levels thereafter, a witch's patron adds new spells to a witch's list of spells known. These spells are also automatically added to the list of spells stored by the familiar. Spells marked with an asterisk (*) appear in Chapter 5 of this book. The spells gained depend upon the patron chosen. Each patron is listed by its theme. Its actual name is up to the GM and the witch to decide. Traits
Empyreal Focus The empyreal lord you worship rewards your devotion by granting you an occasional boon. Once per day, before you attempt a skill check, you can use this boon to gain a +2 trait bonus on that skill check. Harrow Chosen All your life you’ve been drawn to the mysteries surrounding your family’s harrow deck. You begin play with your family’s heirloom harrow deck. If you use this specific harrow deck as an additional focus component when you cast a divination spell, your caster level is treated as being 2 levels higher. Additionally, twice per week, you can spend 10 minutes consulting this harrow deck on a particular action to gain the effects of the spell augury as a spellcaster of your character level. No one other than you gains these benefits from this harrow deck. If your harrow deck is destroyed, it cannot be replaced. However, by returning to your family, paying 300 gp on materials, and spending 1 week immersed in the songs and stories of your people, you can create a new harrow deck that grants half the benefits of the lost heirloom. Rescued If Koya saved you, she did so by casting ahealing spell on you just before you died, and as a result you gain a +2 trait bonus whenever you use cure spells to heal damage. Background:
Born in but Jinin raised in Varisia, Seraphim has always felt like a fish out of water. They didn’t know how they ended up on this side of Golarion but their life here so far has been serviceable without family to drag her down. It’s been so many years (basically her entire 100+ year life) since they been in her homeland, Sera doesn’t even remember the slightest thing about it or how its people are.
They’ve spent the past 100 or so years traveling the country and seeing just about everything it has to offer to one such as themself. Never having known her parents, or any other family (beyond Koya) for that matter, Sera has found themself alone and relying on herself more often than they’d like. To counteract this loneliness, Sera took up the pastime of traveling and adventuring as much as one possibly can, with a healthy dose of recklessness every now and then. Whether it’s visiting the far off trade markets of Katapesh, trudging through the swamps of Ustalav, or enjoying a fine Chelish wine in Egoiran, Seraphim has seen a lot in her days on the road. But most of this journey has been alone, isolated from any potential rescuers. So when they were exploring an old wizard’s tower that certainly should not have been a choice of tourism and the entire thing collapsed upon Sera, they were lucky to have found themselves next to Koya’s caravan. The cleric of Desna healed her up right before she passed on to Pharasma’s boneyard and ever since that day nearly twenty years ago, Seraphim has seen in Koya not only a strong ally, but also a good friend. Sera has spent years traveling with Koya’s caravan and many others just like it, and has picked up a few oddities of her own along the way. They learned more about astrology, including certain ways to determine what the day held in store for their companions using the positions of constellations, and many of the Varisians taught them about the mystical Harrow. The power of the harrow and the stars together have fascinated Sera ever since they heard about it, and they’ve spent a particularly long time exploring the connection between the two forces. They’ve become a bit jaded from watching her favorite human or other shorter-lived companions age and wither away, even watching more than a handful dying. As a result, they’ve found themselves calling out to gods of travel instead of compatriots more than once before, but one in particular has always stood out more than the others: Pulura, the North Star. Pulura is the patron of lonely travelers, and Sera has always felt like the embodiment of exactly such. With only the heavens and the North Star herself for company, they’ve spent many a lonely night camping in solitary, mapping the stars and constellations above. Sera has always felt a connection to the heavens above, but now that she has discovered Pulura she feels more in tune with them than ever. So when Koya sent a letter informing Sera of her intent to embark on a grand journey, she made her way to Sandpoint without delay. Personality:
Seraphim is gender fluid, which means that they don’t identify singly as either gender. Some days they feel more masculine and like a man, others as a woman. The heavens above and mortal fates are always fluctuating, always changing, and so do they.
These changes in their gender day by day do affect their attitude and appearance, as in his masculine feeling days he is likely to be more aggressive and headstrong, whereas in her feminine days she leans towards a more protective gentle side. It doesn’t go so far as to where they’re two separate identities, just slight changes in demeanor. Outside of their fluid gender, Seraphim is slow to trust and get close to new people. They have seen more than one close treasured companion slowly wither away to the great equalizer: age. As such, they have problems finding themselves forming close bonds beyond just friendship with the companions they travel with. Deeper connections take extreme experiences or longer periods of time to form, as they do not wish to watch more younglings turn old and grey. But for those who do gain their trust and friendship, Sera is eternally loyal to. They will give up anything and everything to ensure their closest friends remain safe and happy, which is why they have decided to make this longer trip back home in the first place. Appearance:
Seraphim is an elf on the younger side for their race, having just crested 115 less than a year ago. They keep their long fine waist length black hair either in a ponytail or loose around their shoulders most days, sometimes choosing to braid it when they’re feeling extraordinarily fancy.
The way they’re feeling (masculine or feminine) influences the way they dress, with feminine days pushing them towards putting hair up and using makeup and masculine days eschewing makeup and looking ‘rougher’, as it were. They prefer simple modest clothing most of the time when adventuring out on the road regardless of gender, but have been known to dress up and wear makeup on a particularly feminine day. Party role and Build path:
I plan on having Sera go into the stargazer prestige class, and focus on being a supportive caster role with a bit of ranged damage from her harrow card throwing. They’ll be able to throw out both debuff spells onto enemies and buff spells onto allies with the cards (don’t worry they don’t do any damage when thrown with spells). They have the healing, ward, and evil eye hexes, allowing them to act as a healer and debuffer in the early levels before she gets into the really good spell levels and throwing cards. |