Solveig Ayrdahl

Yulia Rockne's page

343 posts. Alias of Cosmic Dream Lord.


Full Name

Yulia Rockne

Race

Half-Elf

Classes/Levels

Lunar Oracle (Ancient Lorekeeper) 13/Hierophant-Archmage 8 | HP 80/139 | MP 11/19 | AC 52 | T 31 | FF 42 | CMD 41 | Fort +12 | Ref +19 | Will +13 (+2 vs. enchantment) | Init +9 | Perc +20

Gender

Female

Size

Medium

Age

44

Special Abilities

Hard to Kill

Alignment

Neutral Good

Deity

Desna

Location

Jol, Southmoor, The Lands of the Linnorm Kings

Languages

Common, Elven, Skald, Celestial, Giant, Draconic

Occupation

Linnorm King of Southmoor

Strength 16
Dexterity 12
Constitution 16
Intelligence 16
Wisdom 11
Charisma 30

About Yulia Rockne

Stats:

Starting
Str 14 Dex 12 Con 12 Int 14 Wis 11 Cha 15

After Racial Adjustments
Str 16 Dex 12 Con 12 Int 14 Wis 11 Cha 15

After Level Adjustments Every Four Levels
Str 16 Dex 12 Con 12 Int 14 Wis 11 Cha 18

After Level Adjustments Every Two Mythic Tiers
Str 16 Dex 12 Con 12 Int 14 Wis 11 Cha 26

After Magic Gear
Str 16 Dex 12 Con 16 Int 14 Wis 11 Cha 30

Advancement Choices:

1st: Oracle (Ancient Lorekeeper);
2nd: Oracle (Ancient Lorekeeper);
3rd: Oracle (Ancient Lorekeeper);
4th: Oracle (Ancient Lorekeeper); +1 Cha
5th: Oracle (Ancient Lorekeeper);
6th: Oracle (Ancient Lorekeeper);
7th: Oracle (Ancient Lorekeeper);
8th: Oracle (Ancient Lorekeeper); +1 Cha
9th: Oracle (Ancient Lorekeeper);
10th: Oracle (Ancient Lorekeeper);
11th: Oracle (Ancient Lorekeeper);
12th: Oracle (Ancient Lorekeeper); +1 Cha
13th: Oracle (Ancient Lorekeeper);
Mythic 1: Hierophant-Archmage;
Mythic 2: Hierophant-Archmage; +2 Cha
Mythic 3: Hierophant-Archmage;
Mythic 4: Hierophant-Archmage; +2 Cha
Mythic 5: Hierophant-Archmage;
Mythic 6: Hierophant-Archmage; +2 Cha
Mythic 7: Hierophant-Archmage;
Mythic 8: Hierophant-Archmage; +2 Cha

Yulia Rockne

Female Half-Elf (Ulfen) Lunar Oracle (Ancient Lorekeeper) 13/Hierophant-Archmage 8

Neutral Good Medium Humanoid (Human, Elf, Mythic)

Init: +10 (+1 Dex, +8 Amazing Initiative, +1 Competence); Senses: Low-Light Vision; Perception +20

--------------------
DEFENSE
--------------------

AC: 41, Touch: 31, Flat-Footed: 31 (10, +10 Cha, +0 Size, +6 Armor, +4 Shield, +0 Natural, +8 Deflection, +1 Insight, +2 Luck)

HP: 139/139 (13d8+39+32)

Fort: +12 (4 Oracle, +3 Con, +4 Resistance, +1 Competence)
Ref: +19 (4 Oracle, +10 Cha, +4 Resistance, +1 Competence)
Will: +13 (+2 vs. enchantment) (8 Oracle, +0 Wis, +4 Resistance, +1 Competence)

Defensive Abilities: Medium Fortification

Immune: Magic Sleep, Curses

--------------------
OFFENSE
--------------------

Speed: 30 ft.

Melee:

---+3 Cold Iron Morningstar +15 (1d8+6/20/×2) (9 BAB, +3 Str, +3 Enhancement)
---+3 Cold Iron Sickle +15 (1d6+6/20/×2) (9 BAB, +3 Str, +3 Enhancement)

Ranged: N/A

Space: 5 ft., Reach: 5 ft.

--------------------
SPECIAL ABILITIES
--------------------

Oracle's Mystery: Lunar

Level 1 Revelation - Prophetic Armor (Ex): You are so in tune with your primal nature that your instincts often act to save you from danger that your civilized mind isn't even aware of. You may use your Charisma modifier (instead of your Dexterity modifier) as part of your Armor Class and all Reflex saving throws. Your armor's maximum Dexterity bonus applies to your Charisma, instead.

Level 3 Revelation - Primal Companion (Ex): You gain the service of a faithful animal of the night. You can select from a bear, boar, crocodile, shark, tiger, or wolf. This animal functions as a druid's animal companion, using your oracle level as your effective druid level.

Level 7 Revelation - Moonlit Script (Su): Once per night while you sleep, your hands produce mysterious writing that pertains to the future. At 1st level, the prophetic writing manifests as an augury spell with 90% effectiveness. At 5th level, the writing takes the form of a divination with 90% effectiveness. At 8th level, the writing manifests as a casting of commune with no material component required.

Level 11 Revelation - Form of the Beast (Su): As a standard action, you can assume the form of a Small or Medium animal, as beast shape I. At 9th level, you can assume the form of a Tiny or Large animal, as beast shape II. At 11th level, you can assume the form of a Diminutive or Huge animal or a Small or Medium magical beast, as beast shape III. At 13th level, you can assume the form of a Tiny or Large magical beast, as beast shape IV. You can use this ability once per day, but the duration is 1 hour/level. You must be at least 7th level to select this revelation.

Oracle's Curse - Legalistic:
Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your obligation, whichever comes first. However, once per day, you can make a vow to yourself that grants a +4 morale bonus on any one roll you make while trying to fulfill a promise made to another individual.

At 5th level, you gain a +3 competence bonus on Diplomacy, Intimidate, and Sense Motive checks while talking to an individual one-on-one.

At 10th level, you can make a new saving throw each minute to resist mind-affecting effects as your subconscious searches for loopholes.

Elven Arcana (Ex):
At 2nd level, an ancient lorekeeper's mastery of elven legends and philosophy has allowed her to master one spell used by elven wizards. She selects one spell from the sorcerer/wizard spell list that is at least one level lower than the highest-level oracle spell she can cast. The ancient lorekeeper gains this as a bonus spell known. The spell is treated as one level higher than its true level for all purposes. The ancient lorekeeper may choose an additional spell at 4th, 6th, 8th, 10th, 12th, 14th, 16th, and 18th levels.

This ability replaces the bonus spells she would normally gain at these levels from her chosen mystery.

Spells Selected: Prestidigitation (2nd), Mage Armor (4th), Invisibility (6th), Haste (8th), Greater Invisibility (10th), Monstrous Physical III (12th)

--------------------
MYTHIC ABILITIES
--------------------

Mythic Power Points: 16/19

Mythic Surge: 1d10

Hard to Kill (Ex):
Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.

Mythic Power (Su):
Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Surge (Su):
You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Inspired Spell (Su):
As a standard action, you can expend one use of mythic power to cast any one divine spell without expending a prepared spell or spell slot. The spell must be on one of your divine class spell lists (or your domain or mystery spell list), must be of a level that you can cast with that divine spellcasting class, and must have a casting time of "1 standard action" (or less). You don’t need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can’t be greater than that of the highest-level divine spell you can cast from that spellcasting class.

Tier 1 Path Ability - Legendary Item:

Tier 1 - Undetectable: This grants its bonded user the ability to become utterly undetectable while invisible. While invisible and in physical contact with this item, the bonded creature can't be detected or scryed by any method.

Tier 2 - Legendary Fortification: When a critical hit or sneak attack is scored against a creature wearing an item with this ability, the wearer can expend one use of legendary power to negate the critical hit or sneak attack and instead take normal damage. Only armor, shields, and worn items can have this ability.

Tier 3 - Powerful: An item with this ability has two additional uses of legendary power per day. This ability can be taken up to three times. The item must be a minor or major artifact to take this a second time, and a major artifact to take this a third time. This is a persistent ability.

Amazing Initiative (Ex):
At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.

Tier 2 Path Ability - Mythic Domain (Su):
When determining the effects of your domain's granted powers, you're considered 4 levels higher. This increases the effects of powers you have access to, but doesn't grant you powers at a lower level than normal. Once per day, you can expend one use of mythic power as a standard action to regain the use of all your domain granted powers as if you had rested for 8 hours.

If you're an oracle, all aspects of this ability apply to your revelations instead of to domain granted powers. You must have the domain class feature or mystery class feature to select this ability.

Recuperation (Ex):
At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren't dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn't refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.

Tier 3 Path Ability - Enduring Blessing (Su) I:
Whenever you cast a spell with a duration of 10 minutes per level or longer upon one willing target, you can change that spell's duration to 24 hours. If the spell has other duration conditions, those still apply (for example, the duration of stoneskin changes to 24 hours or until discharged). A creature can't be subject to more than one spell affected by this ability at a time; if another is cast upon the creature, the first one ends. You can select this ability a second time at 6th tier or higher. The second time you select it, you can use it on spells with a duration of 1 minute per level or longer.

Extra Tier 3 Path Ability - Crafting Mastery (Ex):
You can craft any magic item as if you had the necessary item creation feats. If you actually have the item creation feat needed for a magic item you're crafting, whenever you attempt a skill check to create that item, roll twice and use the higher result, and you make twice as much progress on the item for any time spent. This ability does not reduce the item's cost or any other requirements.

Tier 4 Path Ability - Shapeshifting Mastery (Ex):
Your ability to magically adopt other forms is unparalleled, and you can expertly translate your arcane might into brawn. You add half your tier to the caster level of spells or extracts from the polymorph subschool. While under the effects of a spell or extract of the polymorph subschool, you can use your caster level instead of your base attack bonus when making natural attacks that rely on your new form.

Mythic Saving Throws (Ex):
At 5th tier, whenever you succeed at a saving throw against a spell or special ability, you suffer no effects as long as that ability didn't come from a mythic source (such as a creature with a mythic tier or mythic ranks). If you fail a saving throw that results from a mythic source, you take the full effects as normal.

Tier 5 Path Ability - Mythic Spellcasting (Ex):
You can learn a number of mythic spells equal to your tier and can expend mythic power when casting them to enhance the results. To select a mythic spell, you must be able to cast the non-mythic version or have it on your list of spells known. Every time you gain a new tier, you can select an additional mythic spell. You can take this ability up to three times. Each additional time you take it, you can select an additional number of spells equal to your tier and you gain one additional mythic spell whenever you gain a tier.

Tier 6 Path Ability - Enduring Blessing II

Force of Will (Ex):
At 7th tier, you can exert your will to force events to unfold as you would like. As an immediate action, you can expend one use of mythic power to reroll a d20 roll you just made, or force any non-mythic creature to reroll a d20 roll it just made. You can use this ability after the results are revealed. Whoever rerolls a roll must take the result of the second roll, even if it is lower.

Tier 7 Path Ability - Mirror Dodge (Su):
When hit by a melee or ranged attack, you can expend one use of mythic power as an immediate action to replace yourself with an illusory duplicate and teleport to any open square within 30 feet of your current position. You take no damage from this attack, which instead destroys your illusory duplicate (similar to mirror image). Using this ability requires a line of effect to the square into which you teleport.

Unstoppable (Ex):
At 8th tier, you can expend one use of mythic power as a free action to immediately end any one of the following conditions currently affecting you: bleed, blind, confused, cowering, dazed, dazzled, deafened, entangled, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, staggered, or stunned. All other conditions and effects remain, even those resulting from the same spell or effect that caused the selected condition. You can use this ability at the start of your turn even if a condition would prevent you from acting.

Tier 8 Path Ability - Overcome Curse (Su):
For example, bestow curse has no effect on you, and you can handle, carry, or discard a cursed magic item without harm. If a cursed item has useful functions and a cursed effect (such as armor of arrow attraction) or drawback (such as a mace of blood), you are immune to the cursed effect and drawback, and can still use its other abilities. If a cursed item works normally for a period of time before its curse triggers (such as gauntlets of fumbling), the item stops working for you when the curse would normally trigger. If you're an oracle, you can ignore the negative effects of your oracle's curse.

--------------------
STATISTICS
--------------------

Str 16, Dex 12, Con 16, Int 16, Wis 11, Cha 30

Base Atk +9; CMB +12 (9 BAB, +3 Str, +0 Size); CMD 34 (10, +9 BAB, +3 Str, +1 Dex, +0 Size, +2 Luck, +1 Insight, +8 Deflection)

Traits:

Trap Finder
Fate's Favored
Highlander

Drawback:

Power-Hungry

Feats:

Level 1: Skill Focus (Knowledge Arcana)
Level 3: Eldritch Heritage (Arcana)
Level 5: Eschew Material Components
Level 7 Campaign Bonus: Leadership
Level 7: Power Attack
Level 9: Arcane Strike
Level 11: Still Spell
Level 13: Silent Spell
Tier 1: Dual Path (Archmage)
Tier 3: Extra Mythic Path
Tier 5: Mythic Arcane Strike

Skills:
Total Ranks: 93 [ (6 * 13) 78 Oracle, +3 FC, +12 Headband]

Diplomacy: +24 (9 Cha, +12 Ranks, +3 Class)
Disable Device: +14 (+1 Dex, +7 Ranks, +3 Class, +1 Trait, +2 MWTT)
Fly: +6 (+1 Dex, +5 Ranks, +0 Size)
Knowledge (Arcana): +22 (3 Int, +10 Ranks, +3 Class, +6 Skill Focus)
Knowledge (History): +7 (3 Int, +1 Ranks, +3 Class)
Knowledge (Local): +7 (3 Int, +1 Ranks, +3 Class)
Knowledge (Planes): +7 (3 Int, +1 Ranks, +3 Class)
Knowledge (Religion): +7 (3 Int, +1 Ranks, +3 Class)
Linguistics: +4 (3 Int, +1 Ranks)
Perception: +20 (0 Wis, +13 Ranks, +5 Competence, +2 Racial)
Sense Motive: +16 (0 Wis, +13 Ranks, +3 Class)
Spellcraft: +23 (3 Int, +12 Ranks, +3 Class, +5 Competence)
Stealth: +22 (+1 Dex, +12 Ranks, +5 Competence, +3 Class, +1 Trait)
Use Magic Device: +13 (9 Cha, +4 Ranks)

Racial Modifiers: +2 Str

Ability Score Racial Traits: Half-Elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Type: Half-Elves are Humanoid creatures with both the human and the elf subtypes.

Size: Half-Elves are Medium creatures and have no bonuses or penalties due to their size.

Base Speed: Half-Elves have a base speed of 30 feet.

Languages: Half-Elves begin play speaking Common and Elven. Half-Elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Elven Immunities: Half-Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Drow Magic: A few Half-Elves with drow ancestry exhibit the innate magic of that race. Half-Elves with this trait have drow blood somewhere in their background, and can cast dancing lights, darkness, and faerie fire each once per day, using the Half-Elf's character level as the caster level for these spell-like abilities. This racial trait replaces the adaptability and multitalented racial traits.

Keen Senses: Half-Elves receive a +2 racial bonus on Perception checks.

Low-Light Vision: Half-Elves can see twice as far as humans in conditions of dim light.

Elf Blood: Half-Elves count as both elves and humans for any effect related to race.

Languages: Common, Elven, Skald, Celestial, Giant, Draconic

--------------------
SPELLS
--------------------

Ongoing Spells: Ant Haul, Life Bubble, Extended Magic Vestment, Extended Mythic Mage Armor, Mythic Shield of Faith (Extended to 24 Hours)

Spell-Like Abilities (CL 13th)
1/day—Dancing Lights, Darkness, Faerie Fire

Oracle Spells Known (CL 13th; Concentration +22/+27 for Defensive Casting)
6th (5/day)—Chains of Light, Cure Moderate Wounds (Mass) (B), Heal [M], Monstrous Physique III (B)
5th (8/day; 1 Cast)—Air Walk (Communal), Breath of Life, Cure Light Wounds (Mass) (B), Greater Invisibility (B), Life Bubble, Plane Shift [M], Wall of Stone
4th (8/day)—Cure Critical Wounds (B), Debilitating Portent, Divine Power, Freedom of Movement, Haste (B) [M], Mighty Strength, Restoration, Sending
3rd (8/day; 1 Cast)—Channel Vigor, Cure Serious Wounds (B), Dispel Magic, Invisibility (B), Magic Circle against Evil, Magic Vestment, Paragon Surge, Prayer
2nd (8/day; 2 Cast)—Align Weapon, Cure Moderate Wounds (B), Grace, Hold Person, Mage Armor [M], Make Whole, Resist Energy, Restoration (Lesser), Silence
1st (9/day; 2 Cast)—Ant Haul, Bless, Cure Light Wounds (B), Divine Favor [M], Liberating Command, Obscuring Mist, Prestidigitation (B), Protection from Evil, Shield of Faith [M]
0th (at will)—Create Water, Detect Magic, Detect Poison, Guidance, Light, Purify Food and Drink, Read Magic, Spark, Stabilize

--------------------
GEAR/POSSESSIONS
--------------------

Handy Haversack (4/80 lbs.) - CRAFTED - 1,000 gp - 5 lb.
Bag of Holding IV - 10,000 gp - 60 lbs

Armor: N/A
Shield: Mithral Buckler - 1,005 gp - 2.5 lbs.
Waist: Belt of Mighty Constitution +4 - CRAFTED - 8,000 gp - 1 lb.
Body: Starry Heavens (See Entry Below)
Chest: N/A
Eyes: Eyes of the Eagle - CRAFTED - 1,250 gp
Feet: Boots of the Winterlands - CRAFTED - 1,250 gp - 1 lb.
Hands: Gloves of Elvenkind - CRAFTED - 3,500 gp
Head: Jingasa of the Fortunate Soldier - CRAFTED - 2,500 gp - 3 lbs.
Headband: Headband of Alluring Charisma +4, Vast Intelligent +2 (Sense Motive) - CRAFTED - 11,000 gp (8,000 gp, + 3,000 gp) - 1 lb.
Neck: N/A
Ring 1 (Arcane Focus): Ring of Invisibility - CRAFTED - 10,000 gp
Ring 2: Ring of Sustenance - CRAFTED - 1,250 gp
Shoulders: N/A

Wand of Cure Light Wounds - CRAFTED - 325 gp
Wand of Cure Light Wounds - CRAFTED - 325 gp
Masterwork Thieves Tools - 100 gp - 2 lbs.
Cold Iron Morningstar - 16 gp - 6 lbs.
Cold Iron Sickle - 12 gp - 2 lbs.
Rod of Lesser Extend Spell - 3,000 gp - 5 lbs.

IOUN STONES:
Cracked Dusty Rose Prism - CRAFTED - 250 gp
Dusty Rose Prism - CRAFTED - 2,500 gp
Pale Ruby Trillian - CRAFTED - 2,500 gp
Cracked Pale Green Prism - CRAFTED - 2,000 gp

Starry Heavens - Legendary Item (1 lbs.):
---Otherwordly Kimono - CRAFTED - 33,500 gp

Carrying Capacity (Pre-Ant Haul) Light: 0-133 lbs. Medium: 134–266 lbs. Heavy: 267–400 lbs.

Starting Budget: 81,000 gp

Current Money: 0 GP 1 SP 0 CP

Total Weight: 101.5 lbs.
===================================================

Background:

On a cold winter’s night, Yulia dreamed.

OoOoO

The Lunar Oracle wished that she knew more about her heritage, but both ends of the family line were vague in their own ways.

It was well known that her mother Hilda Rockne suffered from wanderlust, so little documentation existed on her. From what little Yulia could piece together, she knew that her mother loved exploring her homelands. As a Desnan druid, it was just a fact of life for her. However, her wanderings were surprisingly structured. Hilda was widely known throughout the Lands of the Linnorm Kings as one of the greatest guides in the region.

Together with her tiger companion Trigva, they would help guide and escort Ulfen trade caravans across the icy tundras of the Linnorm Kingdoms. Hilda was known for leading her charges in the form of a great white dire tiger. Her life had been simple and straightforward. She took a job, safely escorted her charges to their destination, and saw the land’s sights as she traveled.

Then she had met Raelrunodin…

In her youth, Hilda often escorted Ulfen traders into the remote territory of Icemark to do business with the Varki tribes. During one such adventures, she accidentally wandered into the outpost of Elfmeet. The initial encounter proved to be tense for both parties; it was the first time in her life that Hilda had seen elves, and it was the first time that the elves had seen tigers. However, Desna has luckily blessed Hilda’s animal forms with the gift of speech not too long beforehand, and one of the Snowcasters had a decent grasp of Skald.

Contrary to what one might think, the Snowcasters proved to be rather tolerant of the newcomer. Perhaps all of their previous interaction with the Varki left them much less xenophobic than others of their kind. Regardless, Raelrunodin served as the guide’s guide during her month long stay at Elfmeet. A bit of trading was done between both parties, and stories of their homelands were exchanged. There was instant chemistry between the two, and one thing quickly lead to another. They departed on excellent terms.

A year later, Yulia was born.

OoOoO

After ten years, Hilda finally decided to travel back to Elfmeet. Yulia would never be sure why her mother took so long to go back. Perhaps it was because of how slowly she grew up relative to the other children. Maybe it was because her mother was worried about her father’s reaction to the news that he had a surprise daughter. Whatever the reason, the Rockne family was going back.

“Ready, Yuyu?” Hilda cooed as she gently placed a gloved hand on her daughter’s shoulder.

Under her long, braided blonde hair, Yulia felt her pointed ears droop. It was a curious tic of hers. Anyone who knew her well would recognize it as a telltale sign of sadness or nervousness.

“What if he doesn’t like me?” she asked softly, glancing down at her tiny boots. Well, tried would be a better description. Yulia was so short that she was literally knee-high in the snow.

Her mother chuckled lightly and pulled her daughter into a tight, tender hug. “Your father’s people don’t change nearly as much as we Ulfen do, Yuyu. To him, our last meeting was practically yesterday.”

“What’s that gotta do with anything?” Yulia asked curiously as she returned the embrace.

“In other words, he is the same wonderful man that swooned me off my feet a decade ago,” Hilda replied as she broke the hug and gave the small girl a kind smile. “His people place a lot of emphasis on family. I am sure that includes you.”

With that said, Hilda watched as her mother called over Trigva. Despite being loaded up with assorted gear, the giant tiger swiftly hurried over to their side and knelt down in the snowy ground. With minimal effort, Hilda quickly lifted her daughter onto the tiger’s saddle and strapped her in securely. Once finished, the druid climbed on herself, settled in behind Yulia, patted her animal companion’s side, and uttered “Trigva, yip yip!”

“...I’m gonna get me a tiger one of these days,” Yulia declared as the trio darted into the wilderness.

OoOoO

Unlike many others, Yulia’s first adventure was nothing but wonderful. She had never been on one of her mother’s expeditions until now. The elder Rockne had taken a hiatus from her travels for about four years before their funds began to run short. Whenever she had taken a guide job, the druid left her daughter with trusted friends in the Desnan faith. The long times alone had been difficult at first, but Hilda had always kept her trips as short as possible, though she always seemed slightly pained

Yulia now knew why.

This was just… awesome.

Trigva tore across the tundra at a rapid pace. A gentle snowfall danced around them. The cold had never really bothered her. As the daughter of a Desnan druid, Yulia had inherited some of her mother’s connection with the Star Goddess, one of which seemed to be protection from the elements. Sure, she had a hard time getting the power to work most of the time, but when she did, it felt amazing.

Just like running through the snow while riding a giant tiger.

She really wanted to do this again.

OoOoO

“So this is her?”

Yulia “eeped” and quickly hide behind her mother’s legs, earning another hearty chuckle from the much taller Ulfen woman.

“Yuyu! No need to be scared,” her mother said gently as she softly nudged the little half-elf forward.

The tall, lanky Snowcaster elf before her carefully took a step forward and kneeled to eliminate the massive height gap between the two of them.

“She’s a splitting image of you, Hilly.”

Yulia glanced up and found herself agreeing with the elf's statement. She looked very little like her supposed father. His wispy hair was snow white, while hers was a moderate blonde and braided. His eyes were a deep, piercing orange, while Yulia’s were the same emerald green as those of her mother. His skin was strangely pink; her was fair.

But those ears…

Yulia absentmindedly brushed her hair to the side, revealing a pointed ear of similar shape. Granted, the elf’s were longer in length, but the resemblance was still there.

Her supposed father smiled and extended a hand in her direction.

“Want to meet the rest of the family, little one?” he asked kindly.

Yulia glanced back her mother, who was watching the scene intently. She stood there for a moment, shin high in the newly fallen snow. Finally, with a nod, Yulia reached out and took the Snowcaster elf’s hand.

Neither of her parents stopped smiling for the rest of the day.

OoOoO

Yulia listened carefully to her parents talking as they all sat around the roaring campfire. The other Snowcaster elves were off doing their elven things. Her reception had been much warmer than she first thought; while no one back home ever said anything to her face, her heritage was often the subject of much whispering. Elves must not be very common in the rest of the Linnorm Kingdoms.

The Snowcasters just accepted her existence and welcomed her to the family. Very strange indeed. Yulia got the feeling that they were normally a bit hesitant around outsiders. Raelrunodin must have been popular amongst his people...

“Her magic seems to fail a lot. She can cast after several tries, but given how dangerous it is out there, I would like for her to be able to do it without failure. I thought it was her age, but I was able to cast my first Orison when I was ten. Little Yuyu sometimes manages, but-”

“She’s only ten? She looks like she’s fifty!” remarked Raelruinodin with a light laugh, earning a puzzled glance from his daughter.

“Elves age a lot slower than we do, Yuyu,” her mother explained as she softly stroked Trigva’s snowy pelt. “It takes them over a hundred years to reach adulthood.”

“...That’s crazy,” mumbled Yulia under her breath.

“Regardless, I think I can help,” Raelruinodin said as he beckoned his daughter to come over, which she did after some coaxing. The Snowcaster elf silently asked for her hand, which Yulia absentmindedly offered. He quickly took of the little half-elf’s glove and held up his free hand.

“Nothing in my hand,” her father said dramatically as he turned it from palm to back to show that there was indeed nothing there. “And nothing down my sleeve…”

“You’re not wearing sleeves,” Hilda commented dryly in the background.

Raelruinodin ignored her. He suddenly snapped and produced a tiny ring from thin air. Yulia’s ears dropped in amazement.

“This is what my people call a focus. Some of us casters just need a place to focus our magic before unleashing it. These are much more common for arcanists, but I have heard tales of some diviners needing them if they have arcane blood in the family,” he explained as he slipped the small trinket on her ring finger. After slipping her glove back on, Raelruinodin added, “We’ll hammer out the details tomorrow, but this should make it a lot easier to channel your ma-”

Yulia didn’t know what compelled her to suddenly hug the man; she just did.

OoOoO

Time flashed forward.

OoOoO

“They call him Jörmungandr.”

Her father nodded solemnly. After a long moment, the lanky Snowcaster replied, “I know of the beast; my people consider him second only to Great Fafnir.”

Raelruinodin quietly took a place next to his adult daughter, who was perched on a log and sitting before a giant, frost-covered stone. Arms wrapped around her knees and covered by a heavy winter wolf coat of fur, she stared blankly at the inscription.

In Loving Memory of Hilda Rockne.
She died a warrior’s death.

“...I’ll get her back one of these days,” Yulia declared firmly, her voice sharp like Ulfen steel. However, she paused for a moment before sighing in frustration. Her ears drooped. “But that’s easier said than done.”

“I know, Yuyu; you told me,” Raelruinodin replied as he gave her a gentle, one-armed hug. “It didn’t even leave a single hair behind; resurrection is going to be… problematic.”

A moment of silence.

“...Why are you taking this so well?” Yulia asked rather suddenly, her voice a bit more bitter than she intended. “I thought your people cared about family.”

Our people do, Yuyu,” Raelruinodin answered swiftly, almost surprised by Yulia’s choice of words. With a sigh, he pulled her closer and whispered, “...I miss her dearly. Your visits were my favorite time of the year. When I got your Sending, I got here as fast as I could! I...”

Yulia felt her green eyes begin to tear up.

The winter wind howled.

“There is a time and place for sorrow,” her father explained carefully. With his free hand, he brushed aside a long lock of snow white hair and added, “Right now, I need to be strong. For her. For you.”

Yulia said nothing.

“You’ve always been your mother’s daughter, Yuyu. If the situation was reversed, she would be planning to hunt down Jörmungandr. You intend to do the same, don’t you?”

Silence reigned.
hampion
“...I can help. I am not much of a warrior, but I have a way with my people’s magic. I can teach it you. I know that your innate power has always been more divine in nature, but there’s something about you…”

Raelruinodin turned to face Yulia, who was still gazing absentmindedly at the gravestone. He withdrew his arm from around her shoulder and brushed aside her long, braided hair, revealing a slightly drooped pointed ear.

“...Thank you,” the half-elf finally whispered.

She quickly threw both arms around her astonished father. To his credit, he quickly returned the embrace.

Personality:

Ambitious; Clever; Honorable; Kind; Motherly; Optimistic; Proactive; Pragmatic; Proud;

Heavily devoted to the teachings of Desna, Yulia generally strives to be a good person. She frequently goes out of her way to fix that assorted problems of the Lands of the Linnorm Kings, even when it is not necessary. An relatively open-minded and accepting individual, she is an upbeat, talkative individual, who almost never gives up hope. However, her general approach to facing a problem can be a bit surprising given how open and straightforward she makes people think she is. In short, Yulia is much more crafty and tricky than most people would assume, often quietly studying problems from a point of near invisibility before moving against it head on from the shadows.

Description:

Ht: 6'4"
Wt: 158 lbs
Age: 44
Hair: Blonde
Eyes: Green
Skin: Fair

Reference Image

Sporting a strong, muscular body build, the Desnan Oracle stands a towering six feet, four inches. She hides her eleven heritage well. Her pointed ears - well hidden by her long, braided, blonde hair - are the only giveaway. Like many Ulfen women, Yulia likes to dress in white furs and bright colors such as red and yellow. She walks with a slight limp, but years of practice have let her hide decently enough.

Trigva II - Animal Companion:

Ongoing Spells: Life Bubble, Mythic Mage Armor
Trigva II

Male Tiger Oracle Animal Companion 16 Equivalent

Neutral Large Animal

Init: +8 (8 Yulia); Senses: Low-Light Vision; Perception +10

--------------------
DEFENSE
--------------------

AC: 33, Touch: 14, Flat-Footed: 28 (10, +5 Dex, -1 Size, +6 Armor, +0 Shield, +13 Natural, +0 Deflection, +0 Insight, +0 Luck)

HP: 139/139 (14d8+69)

Fort: +13 (9 Oracle Animal Companion, +6 Con)
Ref: +14 (9 Oracle Animal Companion, +5 Dex)
Will: +7 (+4 Morale vs Enchantment) (4 Oracle Animal Companion, +3 Wis)

Defensive Abilities: Improved Evasion, Medium Fortification

--------------------
OFFENSE
--------------------

Speed: 40 ft.

Melee: Bite +17 (2d6+8/20/×2) or 2 Claws +17 (1d8+8/20/×2) (10 BAB, +8 Str, -1 Size)

Ranged: N/A

Special Attacks: Pounce, Rake, Grab

Space: 10 ft., Reach: 5 ft.

--------------------
SPECIAL ABILITIES
--------------------

Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells (Ex): The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

Devotion (Ex): An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

--------------------
STATISTICS
--------------------

Str 26, Dex 20, Con 18, Int 3, Wis 16, Cha 10

Base Atk +10; CMB +19 (10 BAB, +8 Str, +1 Size); CMD 34 (10, +10 BAB, +8 Str, +5 Dex, +1 Size)

Feats:

Level 1: Toughness
Level 3: Power Attack
Level 5: Dodge
Level 7: Mobility
Level 9 Bonus: Multiattack
Level 9: Eldritch Claws
Level 11: Improved Natural Attack (Bite)
Level 13: Improved Natural Attack (Claws)

Skills:
Total Ranks: 14 [14 Oracle Animal Companion]

Acrobatics: +10 (5 Dex, +2 Ranks, +3 Class)
Fly: +8 (5 Dex, +2 Ranks, +3 Class, -2 Size)
Perception: +10 (3 Wis, +4 Ranks, +3 Class)
Survival: +9 (3 Wis, +6 Ranks)

Languages: Common (Understands)

_________________________________________________________________

Imperia Thrune

Female Human (Chelaxian) Sorcerer (Wildblooded) 11

Neutral Good Medium Humanoid (Human)

Init: +3 (1 Dex, +2 Trait); Senses: Perception +10

--------------------
DEFENSE
--------------------

AC: 16, Touch: 12, Flat-Footed: 15 (10, +1 Dex, +0 Size, +4 Armor, +0 Shield, +0 Natural, +1 Deflection, +0 Insight, +0 Luck)

HP: 68/68 (11d6+22) + False Life

Fort: +8 (3 Sorcerer, +2 Con, +3 Resistance)
Ref: +7 (3 Sorcerer, +1 Dex, +3 Resistance)
Will: +11 (7 Sorcerer, +1 Wis, +1 Trait, +3 Resistance)

--------------------
OFFENSE
--------------------

Speed: 30 ft.

Melee: N/A

Ranged: N/A

Space: 5 ft., Reach: 5 ft.

--------------------
SPECIAL ABILITIES
--------------------

Bloodline: Sage

Arcane Bolt (Sp): Starting at 1st level, you can unleash a ray of magic force as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is treated as a spell of a level equal to half your sorcerer level, and is a force effect. You can use this ability a number of times per day equal to 3 + your Int modifier.

Metamagic Adept (Ex): At 3rd level, you can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher-level spell slot to cast this spell. You can use this ability once per day at 3rd level and one additional time per day for every four sorcerer levels you possess beyond 3rd, up to five times per day at 19th level. At 20th level, this ability is replaced by arcane apotheosis.

New Arcana (Ex): At 9th level, you can add any one spell from the sorcerer/wizard spell list to your list of spells known. This spell must be of a level that you are capable of casting. You can also add one additional spell at 13th level and 17th level.

--------------------
STATISTICS
--------------------

Str 8, Dex 12, Con 14, Int 22, Wis 12, Cha 10

Base Atk +5; CMB +4 (5 BAB, -1 Str, +0 Size); CMD 14 (10, +4 BAB, -1 Str, +1 Dex, +0 Size)

Traits:

Conspiracy Hunter (Perception)
Carefully Hidden
Reactionary

Drawback:

Loner

Feats:

Level 1 Human Bonus: Skill Focus (Knowledge Arcana)
Level 1: Spell Focus (Conjuration)
Level 3: Augmented Summoning
Level 5: Craft Wondrous Item
Level 7 Sorcerer Bonus: Still Spell
Level 7: Superior Summoning
Level 8 Human Bonus : Skill Focus (Perception)
Level 9: Extend Spell
Level 11: Spell Penetration

Skills:
Total Ranks: 102 [ (7 * 11) 77 Sorcerer, +11 Human, +3 FC, + 11 Headband]

Fly: +10 (1 Dex, +6 Ranks, +3 Class)
Knowledge (Arcana): +27 (6 Int, +10 Ranks, +3 Class, +2 Bloodline, +6 Skill Focus)
Knowledge (Dungeoneering): +7 (6 Int, +1 Ranks)
Knowledge (Engineering): +7 (6 Int, +1 Ranks)
Knowledge (Geography): +11 (6 Int, +5 Ranks)
Knowledge (History): +12 (6 Int, +6 Ranks)
Knowledge (Local): +12 (6 Int, +6 Ranks)
Knowledge (Nature): +13 (6 Int, +7 Ranks)
Knowledge (Nobility): +11 (6 Int, +5 Ranks)
Knowledge (Planes): +15 (6 Int, +6 Ranks, +3 Class)
Knowledge (Religion): +11 (6 Int, +5 Ranks)
Linguistics: +7 (6 Int, +1 Ranks)
Perception: +22 (1 Wis, +11 Ranks, 3 Class, +1 Trait, +6 Skill Focus)
Spellcraft: +22 (6 Int, +11 Ranks, +3 Class, +2 Bloodline)
Stealth: +12 (1 Dex, +11 Ranks)
Use Magic Device: +13 (0 Cha, +10 Ranks, +3 Class)

Racial Modifiers:

--+2 Any: Human characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.

--Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.

--Normal Speed: Humans have a base speed of 30 feet.

--Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.

--Skills: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

--Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Languages: Common, Infernal, Skald, Elven, Sylvan, Celestial, Draconic, Thassilonian, Giant

--------------------
SPELLS
--------------------

Ongoing Spells: Extended Mage Armor, False Life (??? Temp), Life Bubble

Sorcerer Spells Known (CL 11th; Concentration +17)
5th (5/day)—Animal Growth, Overland Flight (B), Icy Prison
4th (7/day)—Confusion, Dimension Door (B), Enervation, Greater Invisibility, Obsidian Flow, Summon Monster IV, Wall of Ice
3rd (7/day)—Dispel Magic (B), Displacement, Fly, Heroism, Slow, Stinking Cloud, Summon Monster III,
2nd (8/day; 2 Cast)—Burning Arc, Carry Companion, Create Pit, False Life, Glitterdust, Mirror Image, Stone Call, Invisibility (B)
1st (8/day)—Blood Money, Enlarge Person, Feather Fall, Grease, Mage Armor, Shield, Silent Image, Identify (B)
0th (at will)—Arcane Mark, Dancing Lights, Detect Magic, Ghost Sound, Light, Mage Hand, Mending, Message, Prestidigitation

--------------------
GEAR/POSSESSIONS
--------------------

Handy Haversack - CRAFTED - 1,000 gp - 5 lbs.
Scholar's Outfit - Free - 6 lbs.
Spell Component Pouch - 5 gp - 2 lbs.

Armor: N/A
Waist: Belt of Mighty Constitution +2 - CRAFTED - 3,000 gp - 1 lb.
Body: N/A
Chest: N/A
Eyes: N/A
Feet: Boots of the Winterlands - CRAFTED - 1,250 gp - 1 lb.
Hands: N/A
Head: N/A
Headband: Headband of Vast Intelligence +2 (Stealth) - CRAFTED - 2,000 gp - 1 lb.
Neck: N/A
Ring 1: Ring of Sustenance - 2,500 gp
Ring 2: Ring of Protection +1 - 2,000 gp
Shoulders: Cloak of Resistance +3 - CRAFTED - 4,500 gp - 1 lb.

Carrying Capacity Light: 26 lbs. Medium: 27-53 lbs. Heavy: 54–80 lbs.

Donation for Rockne's Rangers - 19 gp

Money: 726 GP 0 SP 0 CP

Total Weight: 16 lbs.

Background:

Personality:

Intelligent; Loyal; Thoughtful; Reserved; Quiet;

A soft-spoken, reserved person by nature, Imperia is Yulia's polar opposite in many ways. Unlike Yulia (who has to make an effort not to stick out), she blends in without trying. Also in contrast to Yulia, Imperia prefers not to get her hands dirty, instead letting her summons fight on the front lines. The Chelxian Sorceress is considerably more cautious than her friend. Additionally, she is an intelligent, well-educated individual, who loves to loan her knowledge to Yulia when asked.

Description:

Ht: 5'2"
Wt: 105 lbs
Age: 22
Hair: Black
Eyes: Dark Gold
Skin: Fair

Reference Image

Standing at a modest five foot two inches, Imperia is a petite, slender woman. She can be described as rather pretty and slightly alluring in appearance. She generally keeps her lithe arms hugging her small frame and dresses in dark colors not unlike her eyes and long hair.