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[Rogue's Gallery] The First Age of Man
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<blockquote data-quote="KirayaTiDrekan" data-source="post: 6267107" data-attributes="member: 6755061"><p>[sblock=Seerah]</p><p></p><p> Race: Human</p><p> Class: Witch</p><p> Alignment: N</p><p> Level: 1</p><p></p><p> Str: 10 +0</p><p> Dex: 14 +2</p><p> Con: 12 +1</p><p> Int: 16 +3</p><p> Wis: 14 +2</p><p> Cha: 13 +1</p><p></p><p> BAB: +0</p><p> CMB: +0</p><p></p><p> AC: 12</p><p> CMD: 12</p><p></p><p> Fort: +1</p><p> Ref: +2</p><p> Will: +4</p><p></p><p> Hit Points: 10</p><p></p><p>Racial Traits</p><p></p><p> +2 Intelligence</p><p> Size: Medium</p><p> Speed: 30</p><p> Bonus Feat: </p><p> +1 Skill Point per Level</p><p> Languages: Common, +3</p><p> Favored Class: Witch (+1 skill point per level)</p><p></p><p>Class Features</p><p></p><p> Proficiences: All simple weapons</p><p> Patron: Endurance</p><p> Hexes: Healing (as Cure Light Wounds, once per creature per 24 hours)</p><p></p><p>Familiar</p><p></p><p> Asra, Lynx (stats as standard cat)</p><p></p><p> HP: 5</p><p> AC: 15</p><p> Natural Armor: +1</p><p> Int: 6</p><p></p><p> +3 Stealth</p><p> Alertness</p><p> Share Spells</p><p> Empathic Link</p><p></p><p> 1st Level Spells Known: Cure Light Wounds, Sleep, Chill Touch, Charm Person, Mage Armor, Ray of Enfeeblement</p><p></p><p>Spells</p><p></p><p> Spell Save DC: 13 + spell level</p><p></p><p> Spells per Day: 3 Cantrips, 1 first (+1 from Intelligence)</p><p></p><p> Cantrips Typically Prepared: Touch of Fatigue, Detect Poison, Spark</p><p> Level 1: Chill Touch, Sleep</p><p></p><p>Skills</p><p></p><p> 6 skill Points per Level. * = Class Skill</p><p></p><p> *Craft (Herbalism): +7 (+3 Int, +3 class skill bonus, +1 skill point)</p><p> *Heal: +6 (+2 Wis, +3 class skill bonus, +1 skill point)</p><p> *Knowledge (Arcana): +7 (+3 Int, +3 class skill bonus, +1 skill point)</p><p> *Knowledge (Nature): +7 (+3 Int, +3 class skill bonus, +1 skill point)</p><p> *Spellcraft: +7 (+3 Int, +3 class skill bonus), +1 skill point)</p><p> Stealth: +6 (+2 Dex, +3 familiar, +1 skill point)</p><p> *Survival: +6 (+2 Wis, +3 class skill bonus (house rule) +1 skill point)</p><p></p><p>Feats</p><p></p><p> Endurance</p><p> Toughness</p><p></p><p>Traits</p><p></p><p> Sacred Touch (stabilize as a standard action by touch)</p><p> Magic is Life (+2 saves vs death effects, auto stabilize while under the effects of a spell)</p><p></p><p>Equipment</p><p></p><p> Spear</p><p> A permanently frozen ice shard, stolen from her former mentor</p><p> A hand-crafted necklace, containing a lock of Rofna's hair</p><p> Traveling clothes</p><p>0 days of food</p><p> Vial of herbal medicine</p><p> 7 bronze pieces</p><p> Waterskin</p><p> Belt</p><p> Backpack</p><p></p><p>Background</p><p></p><p> 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.</p><p></p><p> 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.</p><p></p><p> 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. </p><p></p><p> 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]</p></blockquote><p></p>
[QUOTE="KirayaTiDrekan, post: 6267107, member: 6755061"] [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 0 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] [/QUOTE]
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