Andraste Character in Velestris | World Anvil
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Andraste

She comes from the mountains and, although being a drochi, was raised by borvi. She is no longer in touch with her borvi family or her drochi kin. Since leaving them, she has travelled the world, mostly studying magic and also doing some mercenary work. She is skilled in magic, and, as a follower of Ibazel, particularly magic dealing with the undead. She's also very familiar with many places in this world from her travels, and has many contacts whom she often runs into.   She rides a rainbow unicorn named George, who has an insatiable hunger for mushrooms and is frequently leading her into trouble as he gets distracted by them. Her familiar is a raven named Gremlin, who is her very own ill-tempered magical omen of death who mostly does what he wants except when he has to follow her orders. Most of his time he spends perched in her antlers glaring at everyone else and picking on Wynstifer.

Divine Domains

Occult, Death, Liberation, Magic, Trickery

Divine Symbols & Sigils

full moon, half-set behind stylized waves

Tenets of Faith

Rebellion against fate, compassion for those who have had poor fortune in life, and cultivation of personal power. Followers are very likely to be Chaotic Good and to be magic users.

Physical Description

General Physical Condition

Lots of scars all over body. Tall, slender. Elves somewhat weak but her travels and training gives her some musculature, which she also makes up for with attitude.

Body Features

Skin changes to reflect her surroundings if she's been there for a while, hers has adapted a weird shimmer, so that it’s different shades (stone grey, wood green, earth brown, and sunny tan) in different lights and at different angles. Sprouts wings like Gremlin's when casts the Fly hex Antlers on her head. No special function. Usually has several birds perching in them at any given time. Black hair, white streaks – keeps braided, two braids that she occasionally loops around the antlers when they get in the way

Facial Features

Pointed elf ears, good bone structure. Comes off a little eerie to those unfamiliar with elf faces.

Apparel & Accessories

Mostly dresses in dark colors, often earthy tones but also likes deep purples. Burglar's outfit ( fitted pants, a shirt, a hooded reversible cloak, soft leather boots, and a face mask, all in dark or neutral colors. The outfit’s few buttons and rivets are wrapped in dull, dark cloth to avoid jingling or reflecting light. A number of loops and shallow pockets are also worked into the outfit, providing ample spaces for stashing small tools or weapons). Light corset

Specialized Equipment

Dancing Scarves armor

Mental characteristics

Personal history

She comes from the mountains and was raised by Borvi. She is no longer in touch with her borvi family or her drochi kin. Since leaving them, she has travelled the world, mostly studying magic and also doing some mercenary work.

Gender Identity

she/her

Sexuality

Ambiguous

Education

moved around to various universities, also trained in stoneworking

Intellectual Characteristics

language, arcane, geography

Morality & Philosophy

Really, she’s just on this quest because she wants her friend back. Can’t forgive dishonesty, bigotry, pointless violence She’s compassionate towards those who have had poor fortune in life, but unforgiving towards the cruel or the greedy or the powerful. She’s helping this campaign because she doesn’t like the slavers, but she’s not inclined to go off on side quests if they don’t suit her fancy or morality. On the other hand, her word is solid. She just doesn’t give it often. As a follower of Ibazel she rebels against fate, but at the same time her experiences have taught her to be somewhat fatalistic cuz everyone dies - thus, she constantly swings between the two.

Personality Characteristics

Motivation

Rescuing her companion

Likes & Dislikes

Hates stone

Social

Religious Views

Follower of Ibazel

Social Aptitude

Dislikes dealing with other people, particularly strangers. However, her experience travelling has given her some skill with social encounters and she is an excellent judge of character. Still uptight and aloof and somewhat morose though. Difficulty getting close to people.

Hobbies & Pets

Familiar: Gremlin Mount: George. Hobbies: woodcarving, hexing, researching magic, traveling

Speech

Generally quiet, although speaks more when she's more comfortable around people. Because of her travels around the world, she’s picked up manners of speech and accents from all over, but instead of donning one at a time, her speech is mottled with them randomly. These things come out when she’s relaxed. When nervous she usually keeps silent or starts speaking Borvachis. When angry she starts speaking a secret language with Gremlin because she’s probably planning some dark magic right about then.

Wealth & Financial state

She mostly wanders around, doesn't need much money. When she does, she carves wood and sells it. Additionally, she takes on mercenary work occasionally. Also, Gremlin is a good pickpocket.
Divine Classification
Patron, Fey
Year of Birth
6017 IE 143 Years old
Birthplace
unknown. grew up in Taryntal, Borvennach
Children
Current Residence
Itinerant
Gender
Female
Eyes
grey
Hair
Jet black, worn in long braids. white streaks through it.
Height
6'5''
Weight
120 lb
Known Languages
Borvachis and dorrachis, the languages of borvi and drochi, and also the lingua franca of the two places this campaign spends the most time.

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PC: Andraste

N drochyn witch 5 (Medium humanoid)
 
Ability Scores
  • STR 7 (-2)
    DEX 15 (+2)
    CON 10 (+0)
    INT 20 (+5)
    WIS 12 (+1)
    CHA 7 (-2)

Vitals
HP 18; AC 12 (touch 12, flat-footed 10 CMD 12; CMB +0
Init +1; Attack Bonus base +2, melee +0, ranged +4; Saves Fort +2, Ref +2, Will +5
Senses darkvision; perception +4; sense motive +1
 
Attacks
Heavy crossbow +4 (damage 1d10, range 120 ft., 19-20 critical)
boneshaker (level 2, damage 5d6, range 150 ft., save DC 17 - Fort halves damage and negates movement; this applies to a living target with a skeleton and has components V, S, F - bone puppet)
vampiric touch (level 3, damage 2d6, gain temporary HP equal to damage dealt for 1 hour; melee touch attack, components V, S)
touch of fatigue
touch of blindness
 
Skills - Class skills are in bold; skills marked by * cannot be used without training.
  • Acrobatics +2 (Dex)
    Appraise +8 (Int, familiar)
    Bluff -2 (Cha)
    Climb -2 (Str)
    Craft (what?) +10 (2 ranks, Int)
    Diplomacy -2 (Cha, traits)
    Disable Device +2 (Dex)*
    Disguise -1 (Cha)
    Escape Artist +2 (Dex)
    Fly +10 (5 ranks, Dex)
    Handle Animal +1 (3 ranks, Cha)*
    Heal +5 (1 rank, Wis)
    Intimidate +2 (1 rank, Cha)
    Knowledge (Arcana) +13 (5 ranks, Int)*
    Knowledge (Dungeoneering) +5 (Int)*
    Knowledge (Engineering) +5 (Int)*
    Knowledge (Geography) +5 (Int)*
    Knowledge (History) +13 (5 ranks, Int)*
    Knowledge (Local) +5 (Int)*
    Knowledge (Nature) +13 (5 ranks, Int)*
    Knowledge (Nobility) +5 (Int)*
    Knowledge (Planes) +9 (1 rank, Int)*
    Knowledge (Religion) +13 (Int)*
    Linguistics +5 (Int)*
    Perception +5 (1 rank, Wis, dusk elf)
    Perform -2 (Cha)
    Profession (what?) +6 (2 ranks, Wis)*
    Ride +5 (3 ranks, Dex)
    Sense Motive +1 (Wis)
    Sleight of Hand +2 (Dex)*
    Spellcraft +9 (1 rank, Int)*
    Stealth +3 (1 rank, Dex)
    Survival +1 (Wis)
    Swim -2 (Str)
    Use Magic Device +2 (2 ranks, Cha)*

 
Feats & Abilities
Feats: Bouncing Spell (metamagic +1), Improved Familiar, Attuned to the WIld (mountain)
Traits: Arcane Focus (species): +2 on concentration checks made to cast arcane spells defensively; Darkvision (species): and sensitivity to light; Dreamspeaker (species): +1 to save DC for sleep effects and spells of the divination school; Silent Hunter (species): reduce the Stealth penalty while moving by 5 and can make Stealth checks while running at a -20 penalty; Keen Senses (species): +2 bonus on Perception checks
Other: Hexes: Beast of Ill Omen (hex): next enemy to see familiar is affected by bane; Flight (hex): (self only) use feather fall at-will; +4 bonus on Swim checks; levitate 1/day; fly 5 minutes/day in 1-minute increments; Seduction (hex): creature within 60 feet of you is fascinated; hex save DC = 17. Witch's Familiar: [name], fey-touched raven (+3 on Appraise checks to master). Your familiar stores your spells; if your familiar dies or is lost, you must summon a new familiar before casting - see link for rules. Your familiar can deliver touch attacks and hexes for you. When your familiar is within arm's reach, it grants you a +2 bonus on Perception and Sense Motive checks.
 
Known Spells
Spells/Day: 7 of 1st level + 6 of 2nd level or below + 5 of 3rd level or below. [Other relevant information]. Spell save DC: 15 + spell level. Some spells require material components.
arcane mark : inscribe rune on object
bleed : stabilized creature resumes dying
dancing lights : create lights
daze : daze target with 4 HD or less
detect magic
detect poison

Inventory
Heavy crossbow x1
Crossbow bolts x20
dancing scarves (+2 AC when moving)
Focus/component pouch x1
Oracle bone set (reusable spell focus for augury)
Incense (consumable spell component for see beyond and augury, worth 325 gp)
 
Notes
[Any special notes/issues that often come up with this character that you want to reference easily]
 
Leveling Up
Consult Table: Witch here to see your new BAB, base saves, spells/day, and special abilties.
If your new level is an odd number, choose a new feat (please pay attention to prerequisites, but we typically ignore the ones based on alignment and sometimes those based on species if it makes sense). If your new level is 4, 8, 12, 16, or 20, increase one of your base ability scores by 1.
Choose 2 new spells of any level you can cast from the Witch spell list.
Roll d6 + your Constitution modifier for new hitpoints gained.
Distribute 6 new skill ranks. No skill may have a number of ranks higher than your character level.

 

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