[OOC] The First Age of Man

[OOC] The First Age of Man (Recruiting Now)

I'm really struggling to get a clear hour to work on my pc, sorry. Had all Friday night clear, and unexpected guests dropped around just as I was booting up the laptop. Some times you just can't win...

Best chance for a detailed post is probably Monday morning my time (GMT+8), before work. Sorry for the hold ups.
 

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Ok guys, we'll get started as soon as Axel and MV are ready with their characters and Shayuri has revised her bio, and also before we get going, could everyone make a d100 and 3 1d20 rolls for me?
 

I've changed Niraya's background already. Er...not sure if it's changed on her sheet though. I'll fix that tonight if it's not. The background change doesn't alter the possibility of a PC relation, if that's still something that's of interest. In fact, arguably it makes it easier to work in.

Rolls:
1d100: 20

The 1d20's are 18, 9, 19.

http://invisiblecastle.com/roller/view/4409579/
 


Here we go...

[sblock=Seerah]

Race: Human
Class: Witch
Alignment: N
Level: 1

Str: 10 +0
Dex: 14 +2
Con: 12 +1
Int: 16 +3
Wis: 14 +2
Cha: 13 +1

BAB: +0
CMB: +0

AC: 12
CMD: 12

Fort: +1
Ref: +2
Will: +4

Hit Points: 10

Racial Traits

+2 Intelligence
Size: Medium
Speed: 30
Bonus Feat:
+1 Skill Point per Level
Languages: Common, +3
Favored Class: Witch (+1 skill point per level)

Class Features

Proficiences: All simple weapons
Patron: Endurance
Hexes: Healing (as Cure Light Wounds, once per creature per 24 hours)

Familiar

Asra, Lynx (stats as standard cat)

HP: 5
AC: 15
Natural Armor: +1
Int: 6

+3 Stealth
Alertness
Share Spells
Empathic Link

1st Level Spells Known: Cure Light Wounds, Sleep, Chill Touch, Charm Person, Mage Armor, Ray of Enfeeblement

Spells

Spell Save DC: 13 + spell level

Spells per Day: 3 Cantrips, 1 first (+1 from Intelligence)

Cantrips Typically Prepared: Touch of Fatigue, Detect Poison, Spark
Level 1: Chill Touch, Sleep

Skills

6 skill Points per Level. * = Class Skill

*Craft (Herbalism): +7 (+3 Int, +3 class skill bonus, +1 skill point)
*Heal: +6 (+2 Wis, +3 class skill bonus, +1 skill point)
*Knowledge (Arcana): +7 (+3 Int, +3 class skill bonus, +1 skill point)
*Knowledge (Nature): +7 (+3 Int, +3 class skill bonus, +1 skill point)
*Spellcraft: +7 (+3 Int, +3 class skill bonus), +1 skill point)
Stealth: +6 (+2 Dex, +3 familiar, +1 skill point)
*Survival: +6 (+2 Wis, +3 class skill bonus (house rule) +1 skill point)

Feats

Endurance
Toughness

Traits

Sacred Touch (stabilize as a standard action by touch)
Magic is Life (+2 saves vs death effects, auto stabilize while under the effects of a spell)

Equipment

Spear
A permanently frozen ice shard, stolen from her former mentor
A hand-crafted necklace, containing a lock of Rofna's hair
Traveling clothes
3 days of food
Vial of herbal medicine
7 bronze pieces
Waterskin
Belt
Backpack

Background

Seerah was traded to the tribe from another tribe in exchange for a wife for Seerah's tribe's chieftain. Seerah's old tribe's chieftain had lost his wife when he was forced to exile her for practicing forbidden magics. She became the Ice Queen, but the chieftain kept that secret. Seerah has also kept the secret for she learned much of what she knows about magic from she who became the Ice Queen.

Seerah's value was seen in her healing magic and herbal knowledge. She thus spends much of her time with Rofna and Lif. She has been with the tribe for 5 winters now but is still considered a stranger by many due to her reclusive nature.

Seerah has many secrets, not just her association with the Ice Queen. She lied to Hjalmofir when she told him she was unable to bear children and thus would make a poor wife to any man in the tribe. In truth, she bears a secret love for Rofna, but has vowed to herself to never tell anyone, including Rofna herself. Seerah also admires the matriarchal tribes she has heard of and thinks Dyrfinna would be a far better tribal elder, though she keeps those thoughts to herself. Much of Seerah's magic is secret as well. She uses her healing abilities for the tribe, but does not speak about what she learned from the Ice Queen. Seerah has an intense curiosity about the forest pillar and the tower but, as with most things, she keeps those feelings secret.

Seerah was initially taught in the ways of the Plague but after parting ways with her former mistress, sought out a new patron, one that would be of benefit to herself and her new tribe. Asra came to her a few days after Seerah pledged herself to enduring the harsh environment her new tribe calls home.[/sblock]

Let me know if I missed anything. First time creating a Pathfinder character in a few months.

Rolls...

1d100, 1d20, 1d20, 1d20=[29], [10], [6], [14]
 
Last edited:

Looks good for the most part, I need AC on Seerah and the pet, along with CMB, CMD for Seerah. You can also take light armor from the starting equipment list if you want.
 

I don't think witches can wear armor without messing up their spellcasting though.

With that in mind, you may want to start with Shield or Mage Armor, just in case. :)
 


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