NG Gnome Bard 2 | hp: 26/26 | AC 19 | F: +5 R: +7 W: +6 | Perc. +6 (E) | Spells 1st: 3/3 | focus: 1/1 | hero: 2/3 | exploration: Scout | Speed: 25 | Active Conditions: stupefied 1 (amulet)
Occultism: 1d20 + 5 - 1 ⇒ (9) + 5 - 1 = 13 "Why don't we just run through? We don't need to just keep standing here if we can't disperse the haunt." Treble asks.
NG Gnome Bard 2 | hp: 26/26 | AC 19 | F: +5 R: +7 W: +6 | Perc. +6 (E) | Spells 1st: 3/3 | focus: 1/1 | hero: 2/3 | exploration: Scout | Speed: 25 | Active Conditions: stupefied 1 (amulet)
Treble tries once more to sever the connection to the amulet. Occultism: 1d20 + 5 - 1 + 1 ⇒ (6) + 5 - 1 + 1 = 11
NG Gnome Bard 2 | hp: 26/26 | AC 19 | F: +5 R: +7 W: +6 | Perc. +6 (E) | Spells 1st: 3/3 | focus: 1/1 | hero: 2/3 | exploration: Scout | Speed: 25 | Active Conditions: stupefied 1 (amulet)
Treble begins humming various tones, trying to find one that will interfere with the magic on the amulet he is carrying. Occultism: 1d20 + 5 - 1 ⇒ (2) + 5 - 1 = 6
NG Gnome Bard 2 | hp: 26/26 | AC 19 | F: +5 R: +7 W: +6 | Perc. +6 (E) | Spells 1st: 3/3 | focus: 1/1 | hero: 2/3 | exploration: Scout | Speed: 25 | Active Conditions: stupefied 1 (amulet)
While Eddie ferments a drink for Selena, Treble tries to compose himself to sing a soothing song to Martin. Flat DC 6: 1d20 ⇒ 11
NG Gnome Bard 2 | hp: 26/26 | AC 19 | F: +5 R: +7 W: +6 | Perc. +6 (E) | Spells 1st: 3/3 | focus: 1/1 | hero: 2/3 | exploration: Scout | Speed: 25 | Active Conditions: stupefied 1 (amulet)
what kind of damage are you doing, Lioness? Flat DC 6: 1d20 ⇒ 4
Trebles voice wavers as the creature lumbers up to him, but he tries again before dashing away from it. Flat DC 6: 1d20 ⇒ 9
Stride away from the creature
NG Gnome Bard 2 | hp: 26/26 | AC 19 | F: +5 R: +7 W: +6 | Perc. +6 (E) | Spells 1st: 3/3 | focus: 1/1 | hero: 2/3 | exploration: Scout | Speed: 25 | Active Conditions: stupefied 1 (amulet)
Flat DC 6: 1d20 ⇒ 7
Treble tries to keep his allies' spirits up, then draws his bow and fires at the undead creature. Shortbow vs Red: 1d20 + 7 + 1 ⇒ (20) + 7 + 1 = 28
NG Gnome Bard 2 | hp: 26/26 | AC 19 | F: +5 R: +7 W: +6 | Perc. +6 (E) | Spells 1st: 3/3 | focus: 1/1 | hero: 2/3 | exploration: Scout | Speed: 25 | Active Conditions: stupefied 1 (amulet)
"Oh! Eddie! Watch out for the aura." Treble warns as he Steps away from the leshy. DC 6 Flat: 1d20 ⇒ 5
His words fail him as he tries to inspire his allies. DC 6 Flat: 1d20 ⇒ 10
But he recovers his wits and says, "All is not lost, together we will prevail!"
NG Gnome Bard 2 | hp: 26/26 | AC 19 | F: +5 R: +7 W: +6 | Perc. +6 (E) | Spells 1st: 3/3 | focus: 1/1 | hero: 2/3 | exploration: Scout | Speed: 25 | Active Conditions: stupefied 1 (amulet)
Treble steps back so as not to Stupefy Lioness, then he encourages his allies to prove their heroism, and protects himself. Flat DC 6: 1d20 ⇒ 8
Flat DC 6: 1d20 ⇒ 15
NG Gnome Bard 2 | hp: 26/26 | AC 19 | F: +5 R: +7 W: +6 | Perc. +6 (E) | Spells 1st: 3/3 | focus: 1/1 | hero: 2/3 | exploration: Scout | Speed: 25 | Active Conditions: stupefied 1 (amulet)
Don't forget to add your bonuses for inspire courage, guys. +1 status to all attack and damage rolls, including spells
NG Gnome Bard 2 | hp: 26/26 | AC 19 | F: +5 R: +7 W: +6 | Perc. +6 (E) | Spells 1st: 3/3 | focus: 1/1 | hero: 2/3 | exploration: Scout | Speed: 25 | Active Conditions: stupefied 1 (amulet)
"Ohhh, I'm feeling woozy. I'm not going to be much help like this, but I'll do my best." Treble keeps his distance from the others as they start making their way out.
NG Gnome Bard 2 | hp: 26/26 | AC 19 | F: +5 R: +7 W: +6 | Perc. +6 (E) | Spells 1st: 3/3 | focus: 1/1 | hero: 2/3 | exploration: Scout | Speed: 25 | Active Conditions: stupefied 1 (amulet)
Treble eyes the necklace suspiciously. "A little tacky don't you think?" He approaches cautiously and picks up the box.
NG Gnome Bard 2 | hp: 26/26 | AC 19 | F: +5 R: +7 W: +6 | Perc. +6 (E) | Spells 1st: 3/3 | focus: 1/1 | hero: 2/3 | exploration: Scout | Speed: 25 | Active Conditions: stupefied 1 (amulet)
"Treble is my name, I dabble in a bit of everything." the gnome gives their hat a flourish, "What do you do in the Vigilant Seal, again? Stand guard over the fish?"
NG Gnome Bard 2 | hp: 26/26 | AC 19 | F: +5 R: +7 W: +6 | Perc. +6 (E) | Spells 1st: 3/3 | focus: 1/1 | hero: 2/3 | exploration: Scout | Speed: 25 | Active Conditions: stupefied 1 (amulet)
Reflex: 1d20 + 7 ⇒ (9) + 7 = 16 1 damage
Treble chokes a bit on the smoke surrounding the creature. "The flames of knowledge burn brighter than any foe!" he calls out. ◆ Inspire Courage +1 status bonus to attack and damage
Shortbow vs Yellow: 1d20 + 7 + 1 - 1 ⇒ (10) + 7 + 1 - 1 = 17
NG Gnome Bard 2 | hp: 26/26 | AC 19 | F: +5 R: +7 W: +6 | Perc. +6 (E) | Spells 1st: 3/3 | focus: 1/1 | hero: 2/3 | exploration: Scout | Speed: 25 | Active Conditions: stupefied 1 (amulet)
Treble takes a look through the books and scrolls searching for anything spooky. Occultism: 1d20 + 5 ⇒ (1) + 5 = 6
NG Gnome Bard 2 | hp: 26/26 | AC 19 | F: +5 R: +7 W: +6 | Perc. +6 (E) | Spells 1st: 3/3 | focus: 1/1 | hero: 2/3 | exploration: Scout | Speed: 25 | Active Conditions: stupefied 1 (amulet)
Graeyson wrote: Just so I get the action economy correctly if I change what I am doing, if I move to try to disable the trap, that is one action to get there, one to pull out thieves tools and a 3rd to attempt to disarm? If you are wearing your thieves' tools, you don't need to spend a separate action to retrieve them. You can do so as part of the action that requires them. The Disable Device activity takes two actions.
NG Gnome Bard 2 | hp: 26/26 | AC 19 | F: +5 R: +7 W: +6 | Perc. +6 (E) | Spells 1st: 3/3 | focus: 1/1 | hero: 2/3 | exploration: Scout | Speed: 25 | Active Conditions: stupefied 1 (amulet)
Treble moves closer, but stays out of the dangerous room. Seeing the state Graeyson is in, he calls out, "It may be best to turn around now, we may not be a match for this." His words soothe the sting of the acid on Graeyson.
NG Gnome Bard 2 | hp: 26/26 | AC 19 | F: +5 R: +7 W: +6 | Perc. +6 (E) | Spells 1st: 3/3 | focus: 1/1 | hero: 2/3 | exploration: Scout | Speed: 25 | Active Conditions: stupefied 1 (amulet)
After some time singing hymns and eating fruits, we patch Martin up to full strength. "There is more to explore, everyone! Let's see what lies beyond this chamber."
NG Gnome Bard 2 | hp: 26/26 | AC 19 | F: +5 R: +7 W: +6 | Perc. +6 (E) | Spells 1st: 3/3 | focus: 1/1 | hero: 2/3 | exploration: Scout | Speed: 25 | Active Conditions: stupefied 1 (amulet)
Treble takes some time to Refocus while Martin's wounds are taken care of. He spends the time looking through his reference book of inspiring quotes. If we take 20 minutes instead of 10, Treble can heal Martin 8 hp
NG Gnome Bard 2 | hp: 26/26 | AC 19 | F: +5 R: +7 W: +6 | Perc. +6 (E) | Spells 1st: 3/3 | focus: 1/1 | hero: 2/3 | exploration: Scout | Speed: 25 | Active Conditions: stupefied 1 (amulet)
I find alchemical bombs very handy on a ranger. Bottled lightning makes a target flat-footed, for instance. And once you have a few levels of experience, they are relatively inexpensive.
NG Gnome Bard 2 | hp: 26/26 | AC 19 | F: +5 R: +7 W: +6 | Perc. +6 (E) | Spells 1st: 3/3 | focus: 1/1 | hero: 2/3 | exploration: Scout | Speed: 25 | Active Conditions: stupefied 1 (amulet)
Graeyson wrote: are there bardic focus spells that inspire competence, I think that is what the PF1E used to call it, to help out skill rolls? There is an inspire competence feat for bards, but it is for those with the Maestro muse only.
NG Gnome Bard 2 | hp: 26/26 | AC 19 | F: +5 R: +7 W: +6 | Perc. +6 (E) | Spells 1st: 3/3 | focus: 1/1 | hero: 2/3 | exploration: Scout | Speed: 25 | Active Conditions: stupefied 1 (amulet)
Did Lioness's attack hit Red this round?
NG Gnome Bard 2 | hp: 26/26 | AC 19 | F: +5 R: +7 W: +6 | Perc. +6 (E) | Spells 1st: 3/3 | focus: 1/1 | hero: 2/3 | exploration: Scout | Speed: 25 | Active Conditions: stupefied 1 (amulet)
Treble continues encouraging his allies to excel, "Keep at it! We can do this together!" Then he fires his bow at Red. Attack v Red (frightened): 1d20 + 7 + 1 ⇒ (7) + 7 + 1 = 15
◆Sustain Healing ◆ Inspire Courage ◆Strike Inspire Courage: All allies gain +1 status to attack and damage rolls
NG Gnome Bard 2 | hp: 26/26 | AC 19 | F: +5 R: +7 W: +6 | Perc. +6 (E) | Spells 1st: 3/3 | focus: 1/1 | hero: 2/3 | exploration: Scout | Speed: 25 | Active Conditions: stupefied 1 (amulet)
Selena Albina wrote: (Is it correct that since both Inspire Courage and Blood Magic gives +1 status bonus, they do not stack?) They do stack. Elemental blood magic is additional damage, not a status bonus to damage. (The bonus to Intimidation is a status bonus)
NG Gnome Bard 2 | hp: 26/26 | AC 19 | F: +5 R: +7 W: +6 | Perc. +6 (E) | Spells 1st: 3/3 | focus: 1/1 | hero: 2/3 | exploration: Scout | Speed: 25 | Active Conditions: stupefied 1 (amulet)
"Work together! We can do this!" Treble encourages the party, humming the hymn that is keeping Graeyson going. Then he fires his shortbow at one of the creatures. Shortbow vs Pink: 1d20 + 7 + 1 ⇒ (13) + 7 + 1 = 21
Everyone: +1 status bonus on attack and damage rolls;
◆ Inspire Courage
NG Gnome Bard 2 | hp: 26/26 | AC 19 | F: +5 R: +7 W: +6 | Perc. +6 (E) | Spells 1st: 3/3 | focus: 1/1 | hero: 2/3 | exploration: Scout | Speed: 25 | Active Conditions: stupefied 1 (amulet)
Treble sees Graeyson take a big hit from a shortsword. He hurries back away from the creatures, "Stay alive! Stay alive! May wonders never cease." ◆ Stride
Graeyson has fast healing 2 while Treble sustains the hymn, and gains 2 temporary hp
NG Gnome Bard 2 | hp: 26/26 | AC 19 | F: +5 R: +7 W: +6 | Perc. +6 (E) | Spells 1st: 3/3 | focus: 1/1 | hero: 2/3 | exploration: Scout | Speed: 25 | Active Conditions: stupefied 1 (amulet)
"Huzzah!" Treble claps as Graeyson disables the trap. "Let us take a closer look at this room before exploring more" Treble moves in to examine the niches and lavender light. "I'm not hopeful, this place seems really old, but you can never tell where a treasure might be hidden."
NG Gnome Bard 2 | hp: 26/26 | AC 19 | F: +5 R: +7 W: +6 | Perc. +6 (E) | Spells 1st: 3/3 | focus: 1/1 | hero: 2/3 | exploration: Scout | Speed: 25 | Active Conditions: stupefied 1 (amulet)
"Treble Cleftonne" the gnome says with a short bow, "Adventurer extraordinaire!" "Point us to the ruins to be explored and we shall venture forth."
NG Gnome Bard 2 | hp: 26/26 | AC 19 | F: +5 R: +7 W: +6 | Perc. +6 (E) | Spells 1st: 3/3 | focus: 1/1 | hero: 2/3 | exploration: Scout | Speed: 25 | Active Conditions: stupefied 1 (amulet)
Treble continues his words of encouragement. "We've got her on the ropes!" don't forget your +1 on attack and damage rolls Then he tries to daze the hobgoblin. DC 18 basic Will save vs 5 damage ◆ inspire courage
NG Gnome Bard 2 | hp: 26/26 | AC 19 | F: +5 R: +7 W: +6 | Perc. +6 (E) | Spells 1st: 3/3 | focus: 1/1 | hero: 2/3 | exploration: Scout | Speed: 25 | Active Conditions: stupefied 1 (amulet)
Treble steps forward and calls in Common, "We have you outnumbered! Throw down your arms!" Demoralize: 1d20 + 8 ⇒ (11) + 8 = 19 "Remember your training! We will overcome." Step, Demoralize, inspire courage all allies +1 atk/ +1 dmg
NG Gnome Bard 2 | hp: 26/26 | AC 19 | F: +5 R: +7 W: +6 | Perc. +6 (E) | Spells 1st: 3/3 | focus: 1/1 | hero: 2/3 | exploration: Scout | Speed: 25 | Active Conditions: stupefied 1 (amulet)
A summoner and their eidolon share one pool of hit points. When you damage one, both get hurt. I’m glad that Mavenee is still up. I was very concerned about our survival after that attack.
NG Gnome Bard 2 | hp: 26/26 | AC 19 | F: +5 R: +7 W: +6 | Perc. +6 (E) | Spells 1st: 3/3 | focus: 1/1 | hero: 2/3 | exploration: Scout | Speed: 25 | Active Conditions: stupefied 1 (amulet)
Treble sees Martin fall as Mavenee gets struck by two sickening hits. ”It is only a setback Pathfinders. Work together and we will prevail!” Soothe healing: 1d10 + 4 ⇒ (1) + 4 = 5 Cast Soothe on Martin, and Inspire Courage
NG Gnome Bard 2 | hp: 26/26 | AC 19 | F: +5 R: +7 W: +6 | Perc. +6 (E) | Spells 1st: 3/3 | focus: 1/1 | hero: 2/3 | exploration: Scout | Speed: 25 | Active Conditions: stupefied 1 (amulet)
Treble summons a lute and plays some light traveling music as the party makes its way through the swamp. Performance: 1d20 + 8 ⇒ (7) + 8 = 15 As he walks, he also tries to engage Kazuuk in discussion about the technology the enclave uses and ask how they construct homes in the swampy environment. Engineering Lore: 1d20 + 6 + 1 ⇒ (16) + 6 + 1 = 23
About Evelynda SurtovaEvelynda is crafty and aggressive, having been raised with the values of a family where murdering distant relatives to move up in the succession is not uncommon. She is fiercely loyal to her coven-mates, but has little love lost for her estranged noble ancestors. Like her hag mother, she is more than a little vindictive, and like her Varisian grandmother she has a healthy touch of wanderlust. A middle child, Evelynda focused on intellectual activities growing up, and was particularly interested in the arcane magic and cultural traditions associated with her father's mother, who she more than superficially resembles. She was given a bladed headscarf as an heirloom, and she practiced wielding it with a passion throughout her childhood. She's not sure what compelled her to seek out her true mother and learn the truth of her accursed heritage. Perhaps because it was a family secret, and she cannot leave secrets alone. Her noble father had long been unable to produce any heirs, and rumor held that he had visited a woods-witch to help with his problem. She cured him, but also cursed him to only produce daughters, and only three of them before he died, his life spent. His barren wife had lost her mind, and now lives out her remaining years cared for by servants in a tower. The eldest daughter, Evelynda's older sister, took over the estate. Their younger sister has only just come of age, and there has been talk of arranging marriages for the two of them. Unlike Evelynda, neither of them show any outward sign of their fey nature. Maybe that is why the fact Evelynda had joined the coven upset the new baroness so. It would not do, she had said, for her noble sister to belong to such a group. Evelynda had been given a choice: forsake their company or give up her title. Evelynda had lost her temper and fled the estate, and now that the coven has been destroyed she fears she can't go back. 10-minute background:
5 Important Concept Elements 1. Evelynda is a haughty noblewoman who believes she is inherently better than most other people, and is willing to fight and kill those who get in her way. 2. Having been effectively disowned by her older sister Angelica, Evelynda nurses a powerful sense of resentment. She also has a pervasive sense of entitlement that is almost as extreme. 3. For a long time Evelynda unreasonably disliked the other changeling members of her coven, with displaced feelings of blame for her loss of status. However, when disaster struck, these emotions were replaced with guilt for those who died. In particular, since Ahreni saved her life she now respects her like an older sister should be, or the mother she's never had. 4. Evelynda still keeps tabs on her younger sister Morgana, whom she loves and fears for, and wishes she could rescue from her sister's control. She is more of an earthy sort than either of her sisters, and Evelynda thinks she would rather die than endure an arranged marriage. 5. Evelynda's maternal grandmother was a fortune-teller from Varisia, who was quite skilled with the kapenia-- the bladed scarf. Wielding her family's ancestral weapon gives her strange comfort and skill in battle. 2 Goals
2. I'd like to be able to adopt Morgana (a Seducer Witch) as a cohort using the Vile Leadership feat. 2 Secrets
2. Angelica is actually working against House Thrune, with the idealistic and selfish idea that once they are toppled she and her allies can swoop in and take control. 3 People Tied to Character 1. Morgana, her younger sister, is truly a kindred spirit. If she had only been a little older when Evelynda went off to join the coven, she would have risked taking her along. In all the ways that Evelynda is cold and calculating, Morgana is warm and charming. She wraps people around her finger, and instead of intimidating them into helping her, she makes them want to help her. 2. Martyn, the halfling steward, lives at the estate and helps Evelynda's older sister manage the estate. A loyal servant, he is frightened of Evelynda, and has always gone out of his way to stay on her good side. He idolized her father, and disapproves of Angelica's decisions, though he would never speak against her. 3. Carrol, Martyn's cousin, is a member of the Bellflower Network and an agent of the resistance. He is the spy to whom Evelynda passed information about her sister. He is crafty and ruthless to his enemies, and not above exerting pressure on someone who he feels is weak or vulnerable. 3 Memories, Mannerisms or Quirks 1. Evelynda always wears her kapenia scarf on her head, tying back her hair, until she is ready to begin combat. Her hair is like an unruly possessed limb or a wild, malicious creature, and she must keep it tied down to keep it tamed. 2. Though she has effectively been disinherited, she still thinks of herself as a baroness and prefers to be called 'Lady Evelynda' and addressed as 'my lady'. People who refuse to do this irritate her. 3. Unless circumstances absolutely require otherwise, she prefers to sleep during the day and travel outside at night. She also wears expensive clothes with lots of layers, even when it is warm. Abilities Str 14 (+2), Dex 14 (+2), Con 14-2 (+1), Int 16+2 (+4), Wis 8 (-1), Cha 12+2 (+2) HP: 10/10 (1d8+2) Initiative: +2 Saves: +3 Fortitude / +2 Reflex / +1 Will AC: 14 (+2 Dex, +1 natural armor, +1 dodge) BAB: +0 CMB: +2 (+4 grapple) CMD: 15 Weapons white hair: +2 attack (1d4+7 damage plus grab, 20 x2), +6 grapple, +2 other maneuvers; kapenia scarf: +3 attack (1d6+2 1h or 1d6+3 2h, 20 x2), +3 disarm or trip, +2 other maneuvers; claws: +2 attack (1d4+4 damage, 20 x2) Alignment: Neutral Evil Racial Traits (Changeling): Claws (1d4), Darkvision (60'), Hulking Changeling (+1 melee damage), Natural Armor (+1), Witchborn (+2 Int instead of +2 Wis) Background Traits: Chelish Nobility, Magical Lineage (frostbite), Wicked Leader Arcane Malignancy: Your already pallid complexion grows unusually sensitive to the rays of the sun. Exposure to direct sunlight for more than 1 hour at a time makes you sickened for 24 hours. (22) Classes: Magus // Witch Magus (Greensting Slayer / Kapenia Dancer) Class Abilities: arcane pool (5 points, 1d6 sneak attack), canny defense (+1 dodge AC), diminished spellcasting, spell combat Witch (White-Haired Witch) Class Abilities: patron (Strength), white hair (grapple, 5' reach), witch's familiar (king crab, mauler archetype), +1 hp FCB Feats: Rime Spell (1), Weapon Focus: flail weapons* (bonus magus feat); Agile Maneuvers*, Combat Expertise*, Deadly Aim*, Power Attack*, Weapon Finesse* Skills: Intimidate 1+5, Knowledge History 1+7, Knowledge Local 1+4, Knowledge Nature 1+7, Knowledge Nobility 1+8, Knowledge Planes 1+7, Perception 1-1* (+2 when near familiar), Sense Motive 0-1* (+2 when near familiar), Spellcraft 1+7 Languages: Aklo, Common* (Taldane), Halfling, Infernal*, Shadowtongue, Sylvan Magus Spells Prepared: (cantrips, DC 14) ghost sound, prestidigitation; (1st, DC 15) blade lash Witch Spells Prepared: (cantrips, DC 14) daze, guidance, message; (1st, DC 15) frostbite x2 Magus Spells in Spellbook (cantrips) acid splash, arcane mark, dancing lights, daze, detect fiendish presence, detect magic, disrupt undead, flare, ghost sound, grasp, light, mage hand, open/close, prestidigitation, ray of frost, read magic, spark; (1st) blade lash, chill touch, enlarge person, expeditious retreat, frostbite, keep watch, line in the sand, ray of enfeeblement, shield, true skill, true strike Witch Spells in Familiar (cantrips) arcane mark, bleed, dancing lights, daze, detect fiendish presence, detect magic, detect poison, grasp, guidance, light, mending, message, putrefy food and drink, read magic, resistance, spark, stabilize, touch of fatigue; (1st) chill touch, enlarge person, frostbite, ill omen, mage armor, ray of enfeeblement, remove sickness Equipment: bladed scarf, dagger, familiar satchel, magus's kit (backpack, bedroll, belt pouch, flint and steel, ink, inkpen, iron pot, mess kit, rope, soap, spell component pouch, torches x10, trail rations x5, waterskin), noble's outfit, potion of enlarge person, ruby brooch worth 200 gp, scroll of mage armor, signet ring, spellbook (in waterproof bag), waterproof bag x2, tindertwigs (x4) Progression plan:
Familiar
Defense
Offense
Str 7, Dex 15, Con 12, Int 6, Wis 10, Cha 2
Familiar abilities: alertness, improved evasion, share spells, empathic link Water dependency (Ex)
Evelynda is crafty and aggressive, having been raised with the values of a family where murdering distant relatives to move up in the succession is not uncommon. She is fiercely loyal to her coven-mates, but has little love lost for her estranged noble ancestors. Exiled from her birthright, she now aims to tear a new one out of the Stolen Lands ("Ours is the right" are her House words). Like her hag mother, she is more than a little vindictive, and like her Varisian grandmother she has a healthy touch of wanderlust. A middle child, Evelynda focused on intellectual activities growing up, and was particularly interested in the arcane magic and cultural traditions associated with her father's mother, who she more than superficially resembles. She was given a bladed headscarf as an heirloom, and she practiced wielding it with a passion throughout her childhood. She's not sure what compelled her to seek out her true mother and learn the truth of her accursed heritage. Perhaps because it was a family secret, and she cannot leave secrets alone. Her noble father had long been unable to produce any heirs, and rumor held that he had visited a woods-witch to help with his problem. She cured him, but also cursed him to only produce daughters, and only three of them before he died, his life spent. His barren wife had lost her mind, and now lives out her remaining years cared for by servants in a tower. The eldest daughter, Evelynda's older sister, took over the estate. Their younger sister has only just come of age, and there has been talk of arranging marriages for the two of them. Unlike Evelynda, neither of them show any outward sign of their fey nature. Maybe that is why the fact Evelynda had joined the coven upset the new baroness so. It would not do, she had said, for her noble sister to belong to such a group. Evelynda had been given a choice: forsake their company or give up her title. Evelynda had lost her temper and refused both choices, and soon it seemed the choice was made for her when the coven was driven out of Restov. The newly awakened witch chose to flee with them to the Stolen Lands, disguising herself as a Varisian fortune-teller. Abilities
Initiative (-2 when sickened): +2 Saves: +3 Fortitude / +2 Reflex / +1 Will (+1/+0/-1 when sickened) AC: 14 (+2 Dex, +1 natural armor, +1 dodge) Weapons (-2 attack when sickened)
Racial Traits (Changeling): Claws (1d4), Darkvision (60'), Hulking Changeling (+1 melee damage), Natural Armor (+1), Witchborn (+2 Int instead of +2 Wis) Background Traits: Magical Lineage (frostbite), Noble-born (Surtova, +2 melee damage with light or one-handed weapons vs flat-footed opponent), Tight Bonds (+1 Will vs charm and compulsion if family member is within 60', +3 if command harms family) Arcane Malignancy: Your already pallid complexion grows unusually sensitive to the rays of the sun. Exposure to direct sunlight for more than 1 hour at a time makes you sickened for 24 hours. (22) Magus (Greensting Slayer / Kapenia Dancer) Class Abilities: arcane pool (5 points, 1d6 sneak attack), canny defense (+1 dodge AC), diminished spellcasting, spell combat Witch (White-Haired Witch) Class Abilities: hex (coven), patron (Strength), white hair (grapple, 5' reach), witch's familiar (king crab, mauler archetype), +1 hp FCB Feats: Rime Spell (1), Weapon Focus: flail weapons* (bonus magus feat) Skills (-2 skill checks when sickened): Intimidate 1+5, Knowledge Arcana 1+7, Knowledge History 1+7, Knowledge Local 1+4, Knowledge Nature 1+7, Knowledge Nobility 1+4, Perception 1-1* (+2 when near familiar), Sense Motive 0-1* (+2 when near familiar), Spellcraft 1+7 Languages: Aklo, Common* (Taldane), Draconic, Giant, Skald, Varisian* Magus Spells Prepared
Witch Spells Prepared
Magus Spells in Spellbook
Witch Spells in Familiar
Equipment: familiar satchel, magus's kit (backpack, bedroll, belt pouch, flint and steel, ink, inkpen, iron pot, mess kit, rope, soap, spell component pouch, torches x10, trail rations x5, waterskin), bladed scarf, dagger, spellbook (in waterproof bag), waterproof bag x2, tindertwigs (x4) Progression plan:
Familiar
Defense
Offense
Str 7, Dex 15, Con 12, Int 6, Wis 10, Cha 2
Familiar abilities: alertness, improved evasion, share spells, empathic link Water dependency (Ex)
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