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Debihuman
2015-12-09, 09:29 AM
I am finally getting around to posting my coven of witches that I made for the Ravenloft setting. This work relies heavily on Liber Mysterium: The Netbook of Witches and Warlocks (which I worked on) as well as the Ravenloft setting books licensed by Sword & Sorcery for 3.5. I also used other 3rd party material in this creation. I have heavily detailed backgrounds on these but am only posting the most relevant information to spare you walls of text. HB is Human bonus feat, WB is witch bonus feat (to distinguish between the two). The baby poltergeists below are based on the poltergeist from Tome of Horrors (Revised) by Sword & Sorcery. Spells are missing because Ravenloft changes the way many spells work.

First up is Jordan Black, the High Priest of the Coven. Note: Half-Vistani do not gain the bonus human feat even though they are human.

Jordan Black
Cleric Church of Ezra* 1/Wizard 1/Witch** (Family Tradition**) 12
Male Medium Humanoid (Half-Vistana*, Human, Taltos**)
Hit Dice: 1d8+1 plus 1d4 +1 plus 12d4+12 (51 hp)
Initiative: +1
Speed: 30 ft.
Armor Class: 13 (+2 bracers of armor, +1 Dex), touch 13, flat-footed 12
BAB/Grapple: +6/+7
Attack: Mwk Silvered Longsword +8 melee (1d8+1/19-20)
Full Attack: Mwk Silvered Longsword +8/+3 Melee (1d8+1/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells
Special Qualities: Canjar tribal heritage*, diluted blood*, favored enemy (werewolves) [Occult power]**, half-Vistani traits*, lawful aura, moon madness*, shield of Ezra*, summon familiar, taltos**, turn undead, witch’s mark**
Saves: Fort +6, Ref +4, Will +12 (+16 vs. Fear)
Abilities: Str 12, Dex 12, Con 13, Int 17, Wis 17, Cha 14
Skills: Appraise (alchemical items only) +5, Concentration +11, Craft (alchemy) +15, Decipher Script +7, Diplomacy +8, Heal +20, Knowledge (arcana) +13, Knowledge (Religion) +13, Profession (Herbalist) +12, Sense Motive +8, Spellcraft +22 (+24 to learn new spells), Survival† +12 (+16 if survival depends on being able to start a fire)
Feats: Brew Potion B, Courage*, Create TalismanB**, Craft Wondrous ItemB, Ghostsight*, HauntedB*, Leadership**, Like Mind#, Scribe ScrollB, Seventh Son of a Seventh Son***, Silent SpellB
Environment: Ravenloft
Organization: Solitary (unique), with his coven and/or with his ghostly family (ghost of his mother and 12 infant sibling poltergeists)
Challenge Rating: 14
Treasure: Special
Alignment: Lawful Neutral
Advancement: By Class
Level Adjustment: +0
*See Ravenloft Player’s Handbook
**See Liber Mysterium: The Netbook of Wizards and Warlocks
***See 101 Spellbooks, Tomes of Knowledge, and Forbidden Grimoires
#See Kingdom of Kalamar (feat is shared with Astrella)

Jordan Black was born under auspicious circumstances as the 7th son of a 7th son and a 13th child. He is the only surviving child of Stacia and Eric Black. Their tragic love story lays the foundation of the coven. Eric’s father was a painter by trade and a carpenter by necessity. The rambling monstrosity of Black House stands as a testament to that love. Eric died of natural causes when Jordan was 17 and his mother just 6 months later of a broken heart.

Jordan Black is the half-Vistani leader (high priest) of a coven of lawful neutral witches in Ravenloft. He inherited his mother’s striking dark looks and his father’s devout religious temperament. After briefly embracing his father’s religion, Jordan briefly apprenticed as a wizard. However, his path eventually steered him towards witchcraft. There are currently 6 women in his coven: Astrella Argente, Fey Ellen, Captain Talia “Water Rat” Warren, Hélène Larousse, Erynnis Sandovik, and Lorelei Twice-Cursed.

****
Jordan Black always envisioned turning his family homestead into a haven for his coven and as safe passage for those who lost in the mists. Many members of the coven currently reside at the rambling Black house where they experiment with new spells and artistic forms of magic. Together they can perform intense magic rituals. The full coven usually meets at the house each new moon at high tide and other auspicious other occasions such as seasonal equinoxes and solstices, but never during a full moon.

There have been rumors in Chataufaux that Jordan is sinfully living with the women in his coven. There have even been rumors that the Black house is a place for prostitution and other unsavory acts. He is, after all, a very good-looking man. Moreover, Jordan has done nothing to quash these rumors. In fact, he encourages them, as they seem to increase the value of his father’s paintings.

The truth is the coven has become a proxy family. While Jordan feels a special affinity towards each member (most members were rescued in some manner), the only woman he loves is his second-in-command, Astrella, a powerful witch in her own right, who suffers a curse brought about by his negligence.

Paintings done by Jordan’s father carry a hefty price tag. Most were unsold at the time of his death. Jordan travels to art auctions to sell some of the remaining works. There are 30 or so remaining oil paintings in the attic as well as several dozen charcoal sketches in addition to various portraits and landscapes displayed on the walls and hidden in other places. The only works Jordan refuses to part with are those of his mother. A full size portrait of her hangs in his bedroom. There are dozens of paintings his brothers and sisters (none of whom survived beyond their 2nd year) scattered about the house as well as a tiny portrait of each in his or her nursery room. It is eerie how their eyes seem to follow the viewer around the room.

The huge rambling house is also rumored to be haunted, rumors that are sadly all too true. Jordan’s ghostly family resides on the premises. Built by Jordan’s father, the house stands on the very borders of Mordent and Dementlieu, on the shores of the Seas of Sorrow, on the ley lines between the borders of those domains.

The closing of the borders on either side of the house are generally foreshadowed by unnatural mists or mirages, thus warning the coven to seek shelter in the house. The mirage from Dementlieu creates an illusion of forest by the house, the house becomes obscured, and the sea is not visible. Only by closing their eyes can the cult members find the house (and only from several years of practice). Nevertheless, one can never get beyond the house in order to enter into Mordent. The mists from Mordent have much the same effect. Anyone other than the Coven caught under these conditions would become totally lost and disoriented. Should both borders be closed, anyone in the house is trapped and unable to leave. Even looking through the windows and doors could be disorienting. Since the house is so large, and well stocked, this should not be problematic.

Jordan Black speaks Mordentish Lamordian, , Patterna, and Draconic.

Combat

Jordan Black prefers to attack his foes from a distance, relying on his spells. In close combat, he attacks with his longsword. If he is outnumbered, he can call upon his both his coven and his ghostly family to assist.

Weapon and Armor Proficiency: Witches are proficient with all simple weapons. Witches are not proficient with any type of armor or shields.

Bonus Witch Feats: A witch gains Create Talisman at first level and a first level witch bonus feat and gains a bonus feat every 6 levels, starting at 4th level (4th, 10th, and 16th). A witch may choose any Item Creation, Metamagic or Witch feat he has met the requirements for. Jordan’s bonus witch feats are Create Talisman, Brew Potion (1st), Silent Spell (4th), Craft Wondrous Item (10th).

Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.

Canjar Tribal Heritage: As a half-Vistana with the Canjar tribal heritage, Jordan gains a +2 racial bonus on Spellcraft checks. This bonus rises to +4 when attempting to learn new spells.

Cleric Domains: As a cleric of Ezra, Jordan’s domains are Mist (specific to Ezra) and Healing. He gains those domains granted powers as a Cleric.

Coven Spells: As a witch of the Family Tradition, Jordan gains Chaos and Good Domains but without the domains’ granted power.

Diluted Blood (Ex): For all special abilities and effects, half-Vistani are considered human, though they do not gain the extra feat or skill points standard humans receive. Only pureblood Vistani can use special spells or magic items with racially specific Vistani powers

Familiar: A wizard can obtain a familiar in exactly the same manner as a sorcerer can. In Ravenloft, a wizard’s familiar is a dread companion. Jordan has not yet summoned a familiar.

Favored Enemy, Occult Power (Su): At 7th level, the witch gains an enemy of the family and may attack the enemy with a +1 bonus to his attack rolls damage rolls, relevant skill checks, and his saving throw DCs. The enemy is usually another family but it may be a race, monster or character class. This bonus increases to +2 at 13th level and +3 at 19th level.

Half-Vistani: While half-vistani are human, they do not gain the bonus Human feat at first level. See Ravenloft Campaign Setting for details.

Haunted Feat: With the haunted feat, Jordan is able to summon his poltergeist siblings at a cost of 1 point of temporary charisma damage.

Moon Madness: A giogoto suffers from the lunatio during the full moon each month, his mind clouded by restlessness and anxiety. He cannot prepare spells or heal naturally during this period. On each of the three nights of the full moon, he must succeed at a DC 15 Will save or run wild under the night sky. Jordan always runs to the shore during the nights of the full moon and swim in the moonlight. This ritual is shared with his lover, who has her own lunar issues.

Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.

Spells (Sp): Jordan has a larger repertoire of spells at his disposal due to the time he spent studying as a cleric and then as wizard before settling as a witch.

Turn Undead (Su): As a cleric, Jordan Black may attempt to turn undead 5 times a day. With his ranks in Knowledge (religion), he gets a +2 bonus on turning checks against undead. If he fails to turn undead, he may attempt to rebuke them instead—at a cost. He rerolls his turning attempt with the intention of controlling the undead. Whether or not he is successful, he must make an immediate powers check equal to breaking an oath to one’s own faith (10%).

Shield of Ezra (Sp): Once per day as a standard action, Jordan Black may call on the shield of Ezra, a luminous mist that envelops his body for 1 round per cleric level and provides him with protection granted as determined by his alignment—Damage reduction 15/magic vs. all physical attacks.

Spells: Jordan can cast orisons and first level spells (including his clerical domain spells) as a first level cleric cleric, and cantrips and first level spells as a wizard spells. His repertoire as a witch allows him to cast leys, arcane spells and divine (coven) spells. He also has access to the spells written in his magical book of shadows.

Taltos (Su): In a family of witches, it would be hard to imagine someone standing out as special, but often someone extraordinary is born. In addition to the Witch’s Mark, these witches have something else: strikingly different hair color (like a red head in a family full of brunettes), two differently colored eyes, or being the seventh son of a seventh son. These individuals are referred to as a Taltos, and they are usually chosen to become a witch. These special witches are said to have strange gifts and much is expected from them. As a taltos, Jordan’s gains the Haunted feat as his bonus taltos feat.

Witch’s Mark (Su): Family witches often have some sort of identifying mark, like a birthmark or an odd shaped mole that all members can recognize. This is known as a “Witch’s Mark” and is used as a test to determine if one is a potential witch. The downside to this, of course, is that many witch hunters have also identified this mark.

Skills: As part of his half-Vistani heritage, Jordan receives a +2 racial bonus on Survival checks. A giogoto inherits his Vistani parent’s affinity for nature. Provided fuel and some means of igniting as spark, half-Vistani can always light a fire as a standard action, even under adverse conditions (pouring rain, gusting winds, and so on). When wilderness survival depends on being able to start a fire, the half-Vistani racial bonus checks on Survival rises to +4. Due to his Family Tradition, he gains a+4 bonus to Profession skill.

Treasure: Jordan’s most valuable treasure is his haunted family homestead, which he shares with his coven. His most prized possessions are the pictures his father painted that hang throughout the house and are stuffed into small and sometimes hidden spaces. Recently, these painting have commanded large sums of money but Jordan is reluctant to part with them for sentimental reason. Under no circumstances will he sell a portrait of his mother.

His other possessions include his masterwork silvered longsword, his masterwork healer’s kit, his heirloom magical book of shadows bestowed by his Vistani Grandmother, and finally his +2 bracers of armor.

Book of Shadows, Magical: Designed for a witch to record his spells. The book can only be opened by that witch or any he invites to open it. If lost, the book will act as if a locate object spell was cast on it, allowing the witch to find it. The book is flame proof and has a +2 sacred bonus to all saving throws to prevent the destruction of the book.
Caster Level: 5th; Craft Wondrous Item, locate object, protection from energy (fire), resistance; Market Price: 10,000 gp; Weight: 3 lbs.

Jordan’s magical book of shadows is a family heirloom. The first chapter is a primer on magic and contains a speak with dead spell.

Jordan Black’s Ghostly Family (Mother and Siblings)

Stacia Black
Rank 3 Ghost, Vistana (Canjar) Rogue 3
Medium Undead (Incorporeal)
Hit Dice: 3d12 (19 hp)
Initiative: +2
Speed: 30 ft. Fly
Armor Class: 15 (+2 Dex, + 3 Deflection), flat-footed 12, touch 15
BAB/Grapple: +2/+3
Attack: Incorporeal touch +4 melee (1d6+1) or against ethereal foes, dagger +3 melee (1d4+1/19-20) or throwing dagger +5 ranged (1d4+1/19-20)
Full Attack: Incorporeal touch +4 melee (1d6+1) or against ethereal foes, dagger +3 melee (1d4+1/19-20) or throwing dagger +5 ranged (1d4+1/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Corrupting gaze, corrupting touch, evil eye, frightful moan, manifestation, sneak attack +2d6+1, Vistani curse
Special Qualities: Evasion, ghost writing, incorporeal traits, mist navigation, rejuvenation, the sight, tracking magic, trapfinding, turn resistance +4, undead traits, weakness (cradle)
Saves: Fort +1, Reflex +5, Will +3
Abilities: Str 12, Dex 14, Con —, Int 14, Wis 14, Cha 22
Skills: Appraise +8, Balance +8, Bluff +9, Decipher Script +8, Disable Device +8, Forgery +6, Gather Information +5 , Hide +10, Knowledge (local) +8, Listen +16, Search +8, Spot +16, Use Magic Device +9 (+11 when using scrolls), Survival +2 (to find or follow tracks only)
Feats: Craven, Point Blank Shot
Environment: Ravenloft
Organization: Solitary
Challenge Rating: 6
Treasure: None
Alignment: Lawful Neutral
Advancement: By Character Class (Rogue)
Level Adjustment: +5

Stacia Black is incorporeal and humanoid in appearance, looking much as she did in life. She was gaunt with big dark eyes and long dark hair. She usually appears for her son when Jordan calls for her. She always appears for a few minutes on the eve of her death and wanders the gravesites of her children, touching each one before she departs. Despite her apparent benign nature, she can turn hostile in the presence of another woman who she perceives as luring away her son. Even in undeath, she is protective of her family.

Despite her loss of powers in life, when Stacia arose as a ghost, her Vistana powers returned.

Stacia often writes on the back of the gravestones to leave messages to her son and sometimes to Erynnis to thank her taking for tending to the graves.

Stacia Black is not actually tied to the house or its lands as she was always a free spirit but she chooses to haunt the graveyard that is on the property

All ghost saves are 10+½ HD + Cha modifier

Corrupting Gaze (Su): Stacia can blast living beings with a glance, at a range of up to 30 feet. Creatures that meet her gaze must succeed at a Fortitude save (DC to be determined), or suffer 2d10 points of damage and 1d4 points of charisma damage. Stacia leaves brutal red welts on her victims when she uses this attack. She never uses this ability on Jordan. However, she views all the adult women in the coven as rivals for her son's affection and attacks them without compunction.

Corrupting Touch (Su): A ghost that hits a living target with its incorporeal touch attack deals 1d6 points of damage. Against ethereal opponents, it adds its Strength modifier to attack and damage rolls. Against nonethereal opponents, it adds its Dexterity modifier to attack rolls only.

Evil Eye (Ex): The evil eye is treated as a gaze attack, save that the Vistana must take a standard action to employ it, and those merely looking at the Vistana are unaffected. The evil eye has one of the following effects, chosen by the Vistana. All saves against these effects are against a DC of 10 + 1/2 the Vistana's Hit Dice + the Vistana's Charisma modifier if the Vistana is a female.

Paralysis: The target must make a Will save. Those who fail are paralyzed for 1d4+l rounds. Targets who fail their save by more than 4 are paralyzed for two rounds then go into convulsions that last for three rounds. These convulsions cause 1d8 points of damage each round. After the convulsions stop, the target must make a Fortitude save (DC 15). Success means the target falls unconscious, though this state more closely resembles sleep; the target can be awakened easily. Failure means the target dies immediately.
Fear: The target must make a Will save. Failure means the target is treated as though under the effects of a fear spell. The effect lasts for 1d4+l rounds.
Domination: The target must make a Will save. Failure means the target is treated as though under the effects of a dominate person spell. The effect lasts for 1d4+l rounds.
Suggestion: The target must make a Will save. Failure means that the target is treated as though under the effects of a suggestion spell. The effect lasts one day, or until the suggested task is completed.

Frightful Moan (Su): Stacia can moan as a standard action. All living creatures within a 30-foot spread must succeed on a Will save (DC to be determined) or become panicked for 2d4 rounds. This is a sonic, necromantic, mind-affecting fear effect. A creature that successfully saves against the moan cannot be affected by the same ghost’s moan for one day. By using her frightful moan, Stacia has kept the coven at bay with the exception of Erynnis who tends to the gravesites.

Ghost Writing (Su): Stacia can cause words to appear on any touched surface. These words may take the form of flowing script, haphazard, dripping blood or some other effect according to her desire. The words are illusionary and be seen only by those Stacia wishes and last 3 days (equal to her rank), though she can make them vanish earlier if she wants. There is no limit to the amount of ghost writing the ghost can have in existence at one time.

Manifestation (Su): Stacia can appear by partly entering the Material Plane, where she becomes visible but incorporeal. A manifested ghost can only be harmed by other incorporeal creatures, magic weapons, or spells, with a 50% chance of ignoring any damage from a corporeal source. Stacia can pass through solid objects at will, and her attacks pass through armor. She can attack with her touch attack or with a ghost touch weapon.

Mist Navigation (Ex): Like all Vistani, even as a ghost, Stacia can freely travel between the Core, Islands and Clusters. She can take travelers with her. Convincing her to do so is incredibly difficult and impossible unless her son Jordan is a member of the party. While the journey is on target, it is not without danger.

Rejuvenation (Su): In most cases, it’s difficult to destroy a ghost through simple combat: The "destroyed" spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + ghost’s HD) against DC 16. As a rule, the only way to get rid of a ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research. Stacia can be set to rest only after all the baby poltergeists are set to rest.

The Sight (Su): Only slightly less fabled than the evil eye is the Vistani power to see into the past and future. Only female Vistani possess this power; Vistani legends hold that men who seek to tell fortunes invite destruction to themselves and their entire caravan. The method used by a Vistani seer to tell fortunes is entirely up to the individual. Some Vistani prefer to use crystal balls, while others prefer astrology. The most well-known method of fortunetelling is the tarokka deck, a deck of cards, each bearing a different archetypal image. Each card has a different meaning to the Vistani, and the order and context in which each card is drawn affects that meaning. Tarokka reading is an art form, and the fortunes told by the tarokka can be quite complex and detailed. In the end, though, the method used by the seer is only a focus. The true power of fortune-telling lies within the individual, and the accuracy of the fortune depends solely on the skill of the seer. There is one limitation of note on the power of the Vistani Sight. The Vistani as a whole are unable to see their own past and future with any clarity. They can see themselves in the past or future indirectly, while telling fortunes for others, but these moments will be vague and indistinct. Great though their powers are, even the Vistani are unable to know their own destiny. Stacia's tarokka deck is closely guarded by her son Jordan.

Turn Resistance (Ex): A ghost has turn resistance +4. When resolving a turn, rebuke, command, or bolster attempt, added the appropriate bonus to her Hit Dice total.

Vistani Curse (Su): Stacia was extremely protective of her only surviving offspring. She is particularly hostile towards any woman to whom her son is attracted. Even as a ghost, Stacia can curse her victims. As a standard action, Stacia can curse victim to age 1d20 years. A successful Reflex save (DC 17) negates the damage. The save DC is Constitution-based. Any woman whom Stacia thinks is attracted to her son also takes a -4 penalty to her save.

Weakness (Ex): Stacia cannot enter a room where a cradle is kept. She does not enter the Black house at all and will not follow anyone inside.

Skills: Ghosts have a +8 racial bonus on Hide, Listen, Search, and Spot checks.

Poltergeists, Human Infants and Toddlers
Tiny Undead (Augmented Humanoid (half-Vistani), Incorporeal)
Hit Dice: ¼d12 (2 hp)
Initiative: -1
Speed: Fly 30 feet (perfect)
Armor Class: 7 (-2 size,-1 Dex), touch 7, flat-footed 7
BAB/Grapple: +0/-8
Attack: —
Full Attack: —
Space/Reach: 2½ ft./0 ft.
Special Attacks: Fear, Telekinesis +1 melee (1 point of damage)
Special Qualities: Darkvision 60 ft., naturally invisible, immunities, incorporeal traits, rejuvenation, undead traits, unnatural aura
Saves: Fort +0, Ref +1, Will -1
Abilities: Str —, Dex 8, Con —, Int 8, Wis 8, Cha 12
Skills: Spot +3
Feats: Lightning Reflexes
Environment: Anchored to family property
Organization: Solitary or haunting (all 12 of them)
Challenge Rating: ¼
Treasure: None
Alignment: Neutral
Level Adjustment: —

These poltergeists are 6 brothers and 6 sisters lost to natural causes despite what others think. So many deaths to such young children raised many eyebrows. Even among the most devote members of the Church of Ezra, rumors persist that Stacia murdered her children or sacrificed them to some malevolent entity. Eric’s father, as a priest, was considered blameless in this matter. All died when they were between 6 months and two years old. The babies only began to manifest after Stacia's death. They never throw things at Jordan and they only throw leaves and flowers at Erynnis which causes no damage. They frequently throw books, often children's books.

Jordan may summon them to protect the house where they were born. The poltergeists are anchored to the property and cannot leave beyond its borders. Once a year, on anniversary of their death can the faint sound of an infant crying be heard in the nursery bedroom built for him or her. The sound only lasts for a few minutes. The siblings are now all poltergeists – they invisibly hurl objects at living creatures to frighten them. They can be summoned by Jordan and can attack as a mob should the need arise.

Fear (Su): A creature hit by a thrown object must succeed on a DC 11 Will save or flee in terror for 2d6 rounds. A creature that successfully saves is immune to the fear effect of the same poltergeist for the remainder of the encounter. The save DC is Charisma-based.

Natural Invisibility (Ex): This ability is constant, allowing a poltergeist to remain invisible even when attacking. This ability is inherent, cannot be dispelled or negated, and is not subject to the invisibility purge spell. They are visible to anyone with the Ghostsight feat.

Unnatural Aura (Su): Both wild and domesticated animals can sense the unnatural presence of a poltergeist at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.

Telekinesis (Su): Once per round as a free action, a baby poltergeist can create a telekinesis effect to hurl objects or creatures within 10 feet that weighs 12 pounds or less to a distance of 20 feet (no range increment), causing 1 point of damage if the object hits. A baby poltergeist uses its Charisma score to modify its Base Attack Bonus. A creature targeted by this ability can make a DC 11 Will save to avoid being hurled by the poltergeist. The save DC is Charisma-based.

Rejuvenation (Su): In most cases, it’s difficult to destroy a baby poltergeist through simple combat: The "destroyed" spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A baby poltergeist that would otherwise be destroyed returns to its old haunts with a successful level check (1d20+0) against DC 16. As a rule, the only way to get rid of a poltergeist for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research. Jordan is unaware that the poltergeist activity will only end when he too is deceased and buried in the family plot at the end of the garden.

Debihuman
2015-12-09, 09:34 AM
Astrella Argente
Witch (Craft of the Wise, Mother)Liber Mystersterium12
Female Medium Humanoid (Human)
Hit Dice: 12d4+12 (42 hp)
Initiative: +0
Speed: 30 feet
Armor Class: 10, touch 10, flat-footed 10
BAB/Grapple: +6/+4
Attack: +1 quarterstaff +8/+3 melee (1d6+1)
Full Attack: +1 quarterstaff +4 /+4/-1/-1 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells
Special Qualities: Occult Power (charm person), Timeless Body, Winter Cursed
Saves: Fort +8, Ref +7, Will +14
Abilities: Str 10 (6 in winter), Dex 11, Con 12, Int 18 (6 in winter), Wis 16 (10 in winter), Cha 14
Skills: Concentration +13, Profession (Midwife) +15, Knowledge (arcana) +15, Heal +15, Spellcraft +14
Feats: Brew PotionWB, Combat Casting, Create TalismanWB Liber Mysterium, Like MindKOKPH, LunaticLiber Mysterium, RedheadHF Liber Mysterium, Silent SpellWB, Weapon Focus (quarterstaff) , Two-Weapon Fighting
Environment: Ravenloft
Organization: Solitary, or with Coven
Challenge Rating: 12
Treasure: Cloak of Resistance (+3 to all saves), restorative ointment
Alignment: Chaotic Neutral
Advancement: By Class (Witch)
Level Adjustment: +0
WB Witch bonus feat, HF Human bonus feat, KOKPH Kingdom of Kalamar Player’s Handbook

Astrella appears to be an attractive woman in her mid-40s with silver hair, and a lot on her mind. Looks, however, can be deceiving…

Astrella met Jordan Black before the coven was formed and became its first member. Her close relationship with Jordan put her afoul of the ghost of Stacia Black. She assiduously avoids the family graves and the nearby garden where Stacia is known to haunt.

Despite their best efforts, neither she nor Jordan has found a way to undo his mother’s vicious curse, which caused Astrella’s red hair to turn preternaturally white. The curse causes her winter-induced dementia and makes her appear very old at that time. Worst of all, the curse has left her barren. When she reverts to normal in the spring, Astrella has no recollection of her winter memories. Jordan and the rest of the coven keep a diary for her.

This has led to rumors that Jordan keeps a mad woman locked in the attic but somehow the locals never connect Astrella to that rumor.

Because of this curse, Astrella rejected Jordan’s proposal of marriage. To take her mind off her woes, Astrella often works as midwife. She sells herbal contraceptives and can even help woman looking to end an unwanted pregnancy although she is loath to do so except under dire circumstances.

Combat

Weapon and Armor Proficiency: Witches are proficient with all simple weapons. Witches are not proficient with any type of armor or shields.

Occult Power (Charm): At 7th level, Astrella gained the spell-like ability to cast charm person spell three times a day as a sorcerer of her level.

Timeless Body (Ex): A witch belonging to the Craft of the Wise doesn’t suffer ability penalties for aging and cannot be magically aged. Any penalties she may have already suffered (if, for example, she multi-classed to witch after aging enough to receive the penalty), however, remain in place. Bonuses still accrue, and the crone still dies of old age when her time is up. This is modified by her winter curse as seen below.

Winter Cursed (Ex): Astrella’s run-in with the ghost of Stacia Black caused her to fail a powers check, which resulted in her hair turning from bright red to silver but has also caused her ability scores to drop during the winter months. She takes a -4 penalty to Strength and Charisma and a -12 penalty to Intelligence (minimum 1) during the winter months. This is in addition to any ability changes she incurs from her Lunatic feat. The curse has also rendered her barren. A trueseeing spell shows Astrella in her true form in her early 30s with bright red hair.

Profession (Midwife): Astrella’s expertise grants a +2 circumstance bonus to a woman to have a normal birth (DC 15). She can determine when a baby is due (DC 10) and can create an herbal contraceptive (DC 20). The contraceptive is a known abortifacient if given to a pregnant woman.

Spellcasting (Sp): Astrella can cast spells from the Family Domain (See Player's Guide to Faerûn) and Heal Domain. She does not gain the domains’ granted powers.

Debihuman
2015-12-09, 09:35 AM
Captain Talia ‘Water Rat” Warren
Witch (Tempestarii [Water] Tradition)Liber Mysterium 3
Female Medium Humanoid (Half-Selkie HumanFiend Folio)
Hit Dice: 3d4+6 (13 hp)
Initiative: +1
Speed: 30 ft.
Armor Class: 11 (+1 Dex), touch 11, flat-footed 10
BAB/Grapple: +1/+1
Attack: Dagger +1 melee (1d4/19-20)
Full Attack: Dagger +1 melee (1d4/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells
Special Qualities: Summon Familiar
Saves: Fort +3, Ref +2, Will +3
Abilities: Str 11, Dex 12, Con 15 (17 with amulet of health), Int 14, Wis 14, Cha 11
Skills: Concentration +8 (+10 with amulet), Profession (Sailor) +8, Ritual Casting +8 (+10 with amulet), Spellcraft +8, Swim +2 (+7 with ring of swimming)
Feats: Create Talisman Witch Bonus Feat Liber Mysterium, Jaded Witch Bonus Feat Ravenloft Player's Handbook, Aquatic Spellcasting Human Bonus Feat (LoM), Sea LegsStormwrack, Ship's MageStormwrack
Environment: Ravenloft
Organization: Coven
Challenge Rating: 3
Treasure: Ring of swimming, amulet of health (+2)
Alignment: Lawful Neutral
Advancement: By Class
Level Adjustment: +0

Talia Warren is the human daughter of a selkie mother who abandoned her and her father when she was an infant. If her father was aware of her mother's true nature, he never spoke of it and forbid his daughter to broach the topic of her mother. The only legacy of that union is Talia's bright green eyes.

Talia's father was a revered sea captain and she inherited his ship, The Sea Lass, upon his death. Though he had trained Talia well, her inability to hire a professional crew for her ship led to tragic loss. A violent storm tore her ship apart, sending her and her crewmates overboard.

Talia washed ashore amid the wreckage of her ship. Unfortunately, there was no sign of her crew. She was unconscious, and gripping a gold necklace in her hand when she was found by Jordan Black and his coven. After her recovery, she decided to stay and study with coven, though she misses the sea. The only item of value she salvaged from her ship was her father's compass, which she now uses as her ritual tool.

Combat
Talia is proficient with a dagger but hasn’t bothered to learn any other weapons. She will cast spells first if possible.

Weapon and Armor Proficiency: Witches are proficient with all simple weapons. Witches are not proficient with any type of armor or shields.

Summon Familiar: A witch can summon a familiar just as a wizard can. Talia has never summoned a familiar.

Special Benefit: A Tempestarii casts all spells of their chosen element as if they were one level higher. Talia casts water spells as if she were one level higher.

Special Restriction: A Tempestarii is especially vulnerable to her opposing element (Air vs. Earth, Fire vs. Water). All saves made against spells and magic connected with their opposing element are made with a -2 penalty.

Domain Spells (Sp): Although she worships Ezra, as does the rest of her coven, Talia can cast spells from the Ocean Domain and Seafolk Domain (See Stormwrack pg. 110). She still does not gain the domains’ granted power.

Debihuman
2015-12-09, 09:40 AM
Fey Ellen
Witch (Tantric Tradition)Liber Mysterium 5
Female Medium Female Humanoid (Elf)
Hit Dice: 5d4+10 (20 hp)
Initiative: +1
Speed: 30 ft.
Armor Class: 12 (+1 Dex, +1 deflection) touch 12,
BAB/Grapple: +2/+1
Attack: Morningstar +3 melee (1d8+1)
Full Attack: Morningstar +3 melee (1d8+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells
Special Qualities: Contract bound, deliver touch spells, elven hound familiar, empathic link, immunity to sleep effects, low-light vision share spells, speak with master,
Saves: Fort +1, Ref +1, Will +4 (+6 vs. enchantment spells and effects)
Abilities: Str 12, Dex 13, Con 14, Int 15, Wis 16, Cha 17
Skills: Concentration+6, Diplomacy +6, Heal +6, Listen +7, Ritual Casting +4, Spellcraft +6, Search +4, Spot +7
Feats: Alertness WB Familiar, Combat Casting WB, Create Talisman WB Liber Mysterium, Improved Familiar, Kiss Spell Liber Mysterium
Environment: Ravenloft (originally from Forgotten Realms)
Organization: Solitary or with Jacques or with Laertis or with coven
Challenge Rating: 5
Treasure: +1 ring of protection
Alignment: Lawful Neutral
Advancement: By Class (Witch)
Level Adjustment: +0

Ellen is not native to Ravenloft but was caught (along with her familiar) in the same summoning spell that caught her lover—a man she’d just discovered was an incubus. Despite that, she rescued him, and turned her fury on the mage who had summoned them. Blinded by her love, she and the incubus signed a binding contract in blood that sealed their fates. Jacques, her elven dog familiar, is not fond of her choice of mate. Ironically, the three of them now live in the tower where the now deceased mage summoned them to Ravenloft in first place. The tower is a walkable distance to Black House, where other members of Ellen’s coven reside.

Her sensual practice of magic and explicit sexuality is partly to blame for the covenstead’s reputation as a house of ill repute, though nothing could be further than the truth.

Combat

Weapon and Armor Proficiency: Witches are proficient with all simple weapons. Witches are not proficient with any type of armor or shields.

Summon Familiar (Sp): Fey Ellen had summoned her elven hound, Jacques, prior to her arrival in Ravenloft.

Alertness (Ex): While a familiar is within arm’s reach, the master gains the Alertness feat.

Contract Bound (Ex): The loving relationship between Fey Ellen and Laertes is enforced by a Contract of Nephthas (see Complete Arcane pg. 148), which has been corrupted by the Mists of Ravenloft. Should either stop loving the other, both will be permanently rendered blind, deaf, and mute.

Create Talisman (Sp): A tantric witch can use her Create Talisman feat to make a talisman that can heal a number of hit points per use equal to her own charisma. Once all of the talisman’s hit points have been used, it becomes inert. The healing from these tantric charms (as they are called) is said to be a very pleasurable experience.

Deliver Touch Spells (Su): If the mistress is 3rd level or higher, a familiar can deliver touch spells for her. If the mistress and the familiar are in contact at the time the mistress casts a touch spell, she can designate her familiar as the "toucher." The familiar can then deliver the touch spell just as the mistress could. As usual, if the mistress casts another spell before the touch is delivered, the touch spell dissipates.

Empathic Link (Su): The mistress has an empathic link with her familiar out to a distance of up to 1 mile. The mistress cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.

Because of this empathic link, the mistress has the same connection to an item or place that her familiar does.

Share Spells (Sp): At his mistress's option, Jacques may have any spell (but not any spell-like ability) she casts on herself also affect her familiar. The familiar must be within 5 feet at the time of casting to receive the benefit.

If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to his mistress before the duration expires. Additionally, the mistress may cast a spell with a target of "You" on her familiar (as a touch range spell) instead of on herself.

A mistress and her familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (magical beast).

Speak with Mistress (Ex): If the mistress is 5th level or higher, a familiar and the mistress can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Laertis
Demon, Incubus
Medium Outsider (Chaotic, Extraplanar, Evil, Tanar'ri)
Hit Dice: 8d8+16 (52 hp)
Initiative: +2
Speed: 40 ft. (8 squares), fly 60 ft. (average)
Armor Class: 22 (+2 Dex, +10 natural), touch 12, flat-footed 20
Base Attack/Grapple: +8/+13
Attack: Claw +14 melee (2d4+5 plus energy drain)
Full Attack: 2 claws +14 melee (2d4+5 plus energy drain)
Space/Reach: 5 ft./5 ft.
Special Attacks: Energy drain, spell-like abilities, summon tanar'ri
Special Qualities: Contract bound, damage reduction 10/cold iron or good, darkvision 90 ft, immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 16, telepathy 100 ft., tongues
Saves: Fort +8, Ref +8, Will +8
Abilities: Str 20, Dex 15, Con 15, Int 10, Wis 14, Cha 21
Skills: Bluff +19, Sense Motive +9, Diplomacy +7, Disguise +13* (+15 acting), Gather Information +9, Hide +10, Intimidate +16, Jump +9, Knowledge (any one) +8, Listen +18, Move Silently +9, Search +8, Spot +18, Use Rope +2 (+4 bindings), Survival +2 (+4 following tracks)
Feats: Machiavellian, Power Attack, Weapon Focus (claws)
Environment: from Infinite Layers of the Abyss though currently in Ravenloft
Organization: Solitary or with Fey Ellen
Challenge Rating: 8
Treasure: No coins; standard goods; standard items
Alignment: Always chaotic evil
Advancement: 9-16 HD (Medium)
Level Adjustment: +6

This creature appears as an exceptionally handsome man, with a lean muscular frame and chiseled features, dressed in finery. Though mostly human, he has small horns on the sides of his forehead, and a large pair of bat wings on his back, and his hands ends in sharp talons.

The incubus is the male counterpart to the tempting succubus. Incubi are far less common than succubi are, but they sometimes pair up to add the physical might of the incubus to the succubus' magical power. Incubi like to travel to the Material Plane to tempt female mortals. Incubi and succubi do not mate to perpetuate their kind.

An incubus is 6-7 feet tall in its natural form and weighs about 175-200 pounds.

Incubi speak Abyssal, Celestial, and Draconic. He uses his tongues ability to talk to mortals.

Laertes spends all of his time in human form, a concession to his lover. He is unable to escape Ravenloft despite his spell-like abilities due to the Demiplane's warping of magic. While his heart belongs to Fey Ellen, he is still an incubus and not above trying to manipulate the rest of her coven.

COMBAT

While a succubus is not normally a combatant, an incubus exists to fight. These deadly melee combatants make up for their lesser magical capabilities without needing to trick a victim into surrendering itself.

An incubus's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for overcoming damage reduction.

Contract Bound (Ex): The loving relationship between Fey Ellen and Laertes is enforced by a Contract of Nepthas (see Complete Arcane pg. 148), which has been corrupted by the Mists of Ravenloft. The charm spell that would have voided a normal contract affects them both. Should either stop loving the other, both will be permanently rendered blind, deaf, and mute.

Energy Drain (Su): Living creatures hit by an incubus's claw attack gain one negative level. The DC is 19 for the Fortitude save to remove a negative level. The save DC is Charisma-based.

Spell-Like Abilities: At will–detect good, ethereal jaunt (self plus 50 pounds of objects only), greater teleport (self plus 50 pounds of objects only), polymorph (humanoid form only, no limit on duration). Caster level 8th. The save DCs are Charisma-based.

Summon Tanar'ri (Sp): Once per day, an incubus can attempt to summon 1 vrock with a 20% chance of success.

Tongues (Su): An incubus has permanent tongues ability (as the spell, caster level 12th). Incubi usually use verbal communication with mortals.

Skills: Incubi have a +8 racial bonus on Listen and Spot checks. *While using his polymorph ability, a incubus gains a +10 circumstance bonus on Disguise checks.

Jacques
Elven Hound Familiar (from Races of the Wild)
Medium Magical Beast
Hit Dice: 2d10+2 (13 hp)
Initiative: +3
Speed: 50 ft.
Armor Class: 20 (+3 Dex, +7 natural), touch 13, flat-footed 17
BAB/Grapple: +2/+5
Attack: Bite +5 melee (1d8+6)
Full Attack: Bite +5 melee (1d8+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Deliver touch spells
Special Qualities: Immune to sleep, empathic link, improved evasion, low-light vision resist enchantment, scent, share spells, speak with master, sprint
Saves: Fort +4, Ref +6, Will +1
Abilities: Str 17, Dex 17, Con 13, Int 8, Wis 12, Cha 8
Skills: Balance +7, Hide +7, Jump +15, Sport +5, Survival +2*, Swim +6
Feats: Improved Natural Attack (bite), TrackB
Environment: Temperate forests
Organization: Solitary or pack (5-12)
Challenge Rating: 1
Treasure: None
Alignment: Always Neutral
Advancement: 3-6 HD (Medium)
Level Adjustment: —

Jacques is a typical elven hound. His coat has thick green fur with brown spots.

Jacques cannot speak but he can understand Sylvan. He dislikes Laertes and cannot understand his mistress’s fondness for him.

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

Share Spells (Sp): At the master’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit.

If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of "You" on his familiar (as a touch range spell) instead of on himself.

A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.

Because of this empathic link, the master has the same connection to an item or place that his familiar does.

Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the "toucher." The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Resist Enchantment (Ex): Like their elf masters, elven hounds have a +2 racial bonus on saving throws against enchantment spells or effects.

Sprint (Ex): Although an elven hound can go head to head with many creatures, its strength lies in the chase. Once per hour, an elven hound can move five times its normal speed (250 ft.) when it makes a charge.

Skills: Elven hounds have a +4 racial bonus on Balance, Hide, Jump, and Swim checks and a +2 racial bonus on Listen and Spot checks. * Elven hounds have a +4 racial bonus on Survival checks when tracking by scent.

Debihuman
2015-12-09, 09:44 AM
Hélène Larousse
Witch (Classical Tradition) Liber Mysterium 3
Female Medium Humanoid (Human)
Hit Dice: 3d4+3 (10 hp)
Initiative: +4
Speed: 15 ft. (30 ft. in familiar surroundings)
Armor Class: 10 (+2 ring of protection, -2 blind, no Dex bonus to AC due to blindness), touch 10, flat-footed 10
BAB/Grapple: +1/+1
Attack: Club +1 melee (1d6)
Full Attack: Club +1 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells
Special Qualities: Blind, Fated, Summon Familiar
Saves: Fort +2, Ref +5, Will +5
Abilities: Str 10, Dex 18, Con 12, Int 14, Wis 17, Cha 8
Skills: Appraise (Pottery only) +5, Craft (pottery) +11 (+13 when sculpting her husband-to-be), Handle Animal +5, Knowledge (Nature)+10 Listen +11, Ride +6, Spellcraft +9, Survival +5 to checks made in aboveground natural environments (aquatic, desert, forest, hill, marsh, mountains, or plains).
Feats: Blind-fight, Create Talisman Liber Mysterium Witch bonus feat, Skill Focus (Listen) Human Bonus Feat, Still Spell Witch Bonus Feat, Keen-Eared Scout PH2
Environment: Ravenloft
Organization: Solitary (Unique) or with Brutus
Challenge Rating: 3
Treasure: +2 Ring of Protection
Alignment: Lawful Neutral
Advancement: By Class (Witch)
Level Adjustment: +0

Hélène Larousse has been blind since birth and no healing spell has ever worked on her. She is headstrong and independent. Her cottage is secluded in the woods about an hour’s walk from her parent’s in Mordenshire and almost as far to Black House, along well-worn paths.

The cottage is well-maintained with its thick mud walls and slate roof. Nearby, a fire-proof shed houses her pottery wheel, buckets of clay, and stone kiln. Her architect father had the cottage and shed specially made for her. A well on the property helps maintain her independence, as does the well-maintained garden and chicken coop. The only remarkable feature of the property is a large boulder that seems to detect as magic (transmutation aura) and is always warm to the touch. Hélène swears she can hear it hum but no one else can hear it.

Hélène’s pottery commands high prices and she uses her own vine design (not for sale) in place of a spellbook.

While Hélène is new to the coven and refuses to give up her own independence, she welcomes the companionship a coven brings. More recently, she has acquired a pet dog for safety. Brutus was fully trained when she bought him and he’s proved a valuable asset.

Hélène has been cursed (or blessed depending on your perspective) by Madam Damascus, a Vistani woman who has taken an interest in her although Hélène suspects there is far more to this than her mentor suggests.

A palm reading revealed that Hélène’s fate to marry a man she has never met, but must first fall in love with, and who is under his own curse, which only she can break. Since then, every male statue she makes seems to be this man. The statues never survive firing in the kiln however. She has a small nude statue drying in her bedroom under a sheet to avoid offending her mother’s sensibilities.

Weapon and Armor Proficiency: Witches are proficient with all simple weapons. Witches are not proficient with any type of armor or shields.

Blind (Ex): Hélène cannot see. She takes a -2 penalty to Armor Class, loses her Dexterity bonus to AC (if any), moves at half speed, and takes a -4 penalty on Search checks and on most Strength- and Dexterity-based skill checks. All checks and activities that rely on vision (such as reading and Spot checks) automatically fail. All opponents are considered to have total concealment (50% miss chance) to the blinded character. Hélène can move at full speed in places she knows well.

Fated (Su): Hélène has a +2 Insight bonus to craft any clay statue she makes of her husband-to-be despite never having met him. She is compelled to create a new statue once a week as long as she has the supplies unless she succeeds at a Will save (DC 15).

Spellcasting (Sp): Hélène has the Artifice domain (from the Eberron Campaign setting) and Protection domain though she does not gain the domains’ granted powers.

Brutus
Trained Dog
Medium Animal
Hit Dice: 2d8+4 (13 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +1/+3
Attack: Bite +3 melee (1d6+3)
Full Attack: Bite +3 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Tricks known (Come, Defend, Down, Fetch, Guard, Work)
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Skills: Jump +8, Listen +5, Spot +5, Swim +3, Survival +1*
Feats: Alertness, TrackB
Environment: Temperate plains
Organization: Solitary or pack (5-12)
Challenge Rating: 1
Advancement: —
Level Adjustment: —

Brutus is large black Groenendael.

Combat

Dogs generally hunt in packs, chasing and exhausting prey until they can drag it down.

Skills: Dogs have a +4 racial bonus on Jump checks. *Dogs have a +4 racial bonus on Survival checks when tracking by scent.

Debihuman
2015-12-09, 09:49 AM
Erynnis Sadovnik
Witch (Faerie Tradition) Liber Mysterium 3
Female Medium Humanoid (Human)
Hit Dice: 3d4+3 (7 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 10
BAB/Grapple: +1/+1
Attack: Sickle +1 melee (1d6)
Full Attack: Sickle + 1 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells
Special Qualities: Summon Familiar
Saves: Fort + 2, Reflex +1, Will +6
Abilities: Str 10, Dex 11, Con 12, Int 14, Wis 16, Cha 13
Skills: Concentration +5, Handle Animal +5, Knowledge (Nature) +6 , Profession (gardener) +27*, Sense Motive +7, Survival +7
Feats: Craft Wondrous Item, Create Talisman WB1, Dead Man Walking 2HB, Improved Counterspell, Sylvan Empathy WB1
Environment: Ravenloft
Organization: Solitary or Coven
Challenge Rating: 3
Treasure: Masterwork gardening tools, scary mask
Alignment: Neutral good
Advancement: By Class (Witch)
Level Adjustment: +0
1 from Liber Mysterium
2 from Ravenloft Campaign Setting

*Skills: Erynnis has a +20 racial modifier to her Profession (Gardener) skill from her time as an alvenkin changeling included in her stat block.

Combat

Erynnis was born in Falkovia. Her father had died while in service to Drakov's army and her mother raised her alone. While they may have been poor, they lacked for little for Erynnis’ mother was a wonderful gardener who spent most of her day working the land as she toiled on borrowed farmland.

Erynnis remembers little of her father. Still, she carries the sign of the hawk branded upon her forehead. Although, the scar has faded over the years, Erynnis believes that her father was forced to brand her during his tenure as a Falkovian soldier. The pain is naught but a memory, but as a result, Erynnis has no fondness for soldiers of any kind.

Erynnis was a help to her mother and was dearly loved, but she had one flaw. She liked to wander. Mostly Erynnis strayed to the gardens that her mother tended but often she was drawn to a place only known as the Shadow Rift. More than once Erynnis was threatened by her mother that the "bogeymen" would steal her away if she didn't stay close to home. How prophetic her mother’s words would become....

Erynnis only laughed. She thought it was a game that her mother played to keep her from having all the fun she desired. She was a willful child, free spirited, and only longed to play in her mother's garden.

Erynnis loved the garden for it was lush and beautiful like her mother. However, that was long ago…long before they came and stole her away. Erynnis' memories of her real life are just bits and pieces of a time when she lived with her family. When she was a mere toddler, just past three, she wandered outside one night just as a pair of alven arak was spying on her mother's garden. They were so like butterflies but these were little people, just half her size. Without meaning to, she followed them back and when they fed her faerie cake, she fell asleep.

Then it happened. The nasty little fairies stole her shadow and brought it back with them. For a long time, Erynnis cared little for what happened to her. In the dark home of the Arak, a changeling was made. Looking just like Erynnis, the changeling was made to work the gardens without regard to anything else. At home, Erynnis’ mother realized what had happened and took care to keep the rest of her daughter safe from harm. Unfortunately, it was no use. There was no light in Erynnis’ eyes and she took no interest in anything. She was dull witted and useless.

Unable to bear her sorrow and blaming herself for Erynnis’ condition, Erynnis’ mother swore revenge. In desperation, she undertook to the dangerous journey to retrieve Erynnis’ shadow and return her daughter to her former status. After consulting with a Vistani woman, known only as Madame Damascus, Erynnis’ mother learned what to do. She was to bribe the fey folk of the Shadow Rift with a rare gift, a night blooming rose.

After spending nearly a decade searching for the rare and prized plant, she was beginning to believe that no such rose existed fell into a deep despair. Eventually, she gave up hope of ever saving Erynnis and just when she was ready to end her life, a savior appeared. His name was Jordan Black and he and his friend, an elderly woman by the name of Astrella, had come to her aid.

Armed with strong magic and with the blessing of the Vistani woman, the trio began the arduous journey to the faerie realms. Finding and claiming the night blooming rose was only the beginning. After much trial and tribulation, the trio found the fey that had kidnapped Erynnis. Only they referred to it as a rescue. After all, the child had been left alone what else were they to think? Erynnis’ mother was horrified.

While the fey graciously accepted the gifts brought to them, Erynnis’ mother was only allowed to retrieve Erynnis’ shadow, if she took her place. Knowing it was the only thing she could do, she indentured herself for 100 years.

How or why the arak allowed Erynnis to be restored is a mystery. The restoration appeared to be successful as Erynnis’ shadow was returned to her along with her will. However, the flood of emotion and memories were too much for her, and Erynnis collapsed. Erynnis’ mother ran to her side and held her briefly before she was dragged away. Were it not for the strong magic wielded by Astrella and Jordan, Erynnis would never have made the journey back to Falkovnia.

Once back to the place she had called home, Erynnis experienced a worse shock. The farm where Erynnis’ mother had toiled had been razed. Erynnis wandered around the wreckage as if in a daze. Erynnis still had much to learn about herself and the whole world around her. She felt as if she were finally waking up from a long sleep and now she nearly longed to return. Unaccustomed to dealing with emotional pain and loss, Erynnis’ already shaky psyche began to unravel.

What few items remained intact were picked by Erynnis and placed in a small sack. She clung to them fiercely and would not let Jordan or Astrella touch them. Furthermore, Erynnis clamped her hand over her mouth and refused to talk. Unable to cope with so much loss at one time, Erynnis became nearly catatonic as if she had never regained her shadow. Fearing for her safety and her mind, Jordan and Astrella bundled the girl in warm clothes and insisted that Erynnis remain at the Black residence until she was fully healed and ready to be on her own.

Reluctantly, Erynnis agreed and returned to the Black homestead where she was introduced to the other members of the coven. Erynnis has been treated like a little sister ever since. Nevertheless, her time among the fey folk has not left her unscarred. She has since found her voice but rarely speaks and when she does, she always refers to herself as "we."

She has also developed a phobia concerning the fey folk and does everything in her power to protect herself from them. To avoid being recaptured again, Erynnis wears a grotesque leather mask over her face and she always is careful to wear her shirt backwards as ward against the fey. The sheer ugliness of the mask acts as a scare spell to anyone seeing it for the first time.

Erynnis secretly works the gardens around the house, and she tends to the various gravesites of Jordan's siblings and particularly that of Jordan's mother when no one is around. She prefers the solitude with the flowers and always wears her mask while gardening.

The ghost of Jordan's mother has never manifested around Erynnis and some speculate that it is directly because she is still only a child and because she clears away the weeds from the graves.

Despite her tender age (14), Erynnis never seems youthful or particularly joyful. Like the rest of the coven, she eschews summoning a familiar. She has become overshadowed by her quest to discover which magic will help her most defeat the evil fairies. She remembers that sunlight is harmful to them but knows little of their true nature. In her short life, she has shed too many tears and rarely cries any more. She simply has no tears left.

NEW ITEM

Scary Mask
Aura faint necromancy [fear, mind-affecting]; CL 3rd
Slot head; Price 6,000 gp; Weight —

DESCRIPTION
This hideous handmade mask is fabricated from leaves, mud, polished stones, bits of bone and woven fabric and is designed to be grotesque and frightening.

The mask has the ability to scare all targets who see it. Creatures with less than 6 HD are automatically frightened as are any creatures with more HD that fail their Will save (DC 14). Creatures that make their save are unaffected for 24 hours. If they see the mask again after that time they must again succeed on their save.

CONSTRUCTION
Requirements Craft Wondrous Item, scare; Cost 3,000 gp.

Debihuman
2015-12-09, 10:14 AM
Lorelei Twice-Cursed
Witch (Eclectic Tradition) Liber Mysterium 7
Female Medium Humanoid (Human)
Hit Dice:[/B] 7d4+14 (31 hp)
Initiative: +5
Speed: 30 ft.
Armor Class: 12 (+1 Dex, +1 deflectionring), touch 12, flat-footed 11
BAB/Grapple: +3/+4
Attack: Mwk silver dagger +5 melee (1d4+1) or mwk silver dagger + 5 ranged (1d4+1) or unarmed strike (!d3+1)
Full Attack: Mwk silver dagger +5 melee (1d4+1) or mwk silver dagger +5 ranged (1d4+1) or unarmed strike+5 melee (1d3+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells
Special Qualities: Summon Familiar, Undetectable Presence
Saves: Fort +4, Ref +3, Will +10
Abilities: Str 12, Dex 13, Con 14, Int 15, Wis 17, Cha 8 (10 w/ioun stone)
Skills: Craft (cooking) 7, Knowledge (arcana) 12, Knowledge (history) 7, Perform (oratory) 9 (10 w/ioun stone), Spellcraft 12
Feats: Create Talisman WB Liber Mysterium, Improved Initiative HB, Still Spell WB, Improved Unarmed Strike, Deflect Arrows, Iron Will
Environment: Ravenloft
Organization: Solitary or with coven
Challenge Rating: 7
Treasure: Ring of protection +1, ioun stone (pink and green sphere +2 Charisma)
Alignment: Lawful Neutral
Advancement: By Class
Level Adjustment: +0

Lorelei twice-cursed has survived the verbal abuse and battery of not one but two drunken, abusive husbands. After much suffering, she fled into the mists only to find herself drawn to the Black house. She was taken in and has never left, preferring her new found family. She rarely leaves the house unescorted for fear her second husband is still looking for her but delights going to the Great Library in Dementlieu and shopping at The Black Candle when accompanied. The only time Lorelei travels alone is to visit Hélène, usually once a week or when the crockery needs replacing.

Unlike the rest of the coven, Lorelei prefers to spend much of her time reading, tidying the sprawling house (the poltergeists leave books strewn about), and cooking, in addition to studying new spells.

She is a plain woman with keen intellect and sharp wit. The poltergeists often throw books at her because she’ll read the children’s stories aloud to them (even though she cannot see or hear them) after which they stop attacking for 24 hours. Story hour is almost a daily occurrence.

Combat

Lorelei will attack with spells and her daggers before she uses her fist.

Weapon and Armor Proficiency: Witches are proficient with all simple weapons. Witches are not proficient with any type of armor or shields.

Skills & Feats: Eclectic Witches come from such unique backgrounds; they may choose a single cross-class skill as a class skill upon creation. Lorelei’s skill is Perform (oratory).

Occult Powers: The Eclectic witch is free to choose any Occult Power for the appropriate power level from another Tradition. The occult power needs to be consistent with the witch’s background. Lorelei’s power is Undetectable Presence (see below)

Summon Familiar: Lorelei has not summoned a familiar.

Undetectable Presence (Su): At 7th level, the witch gains the ability to pass through any terrain undetected. This extends to her caravan, up to 20 members plus her level. This functions as the druid spell pass without a trace, save that magical means will also not reveal that the witch has passed by.

Debihuman
2015-12-10, 04:49 PM
The coven of witches is now complete. I will be adding a couple of NPCs who frequently interact with the coven once I actually stat them up.

Rachel Black is Jordan's Aunt and has her own dark dealings with Azalin Rex but she's nowhere near done. I still have yet to flesh out Madam Damascus other than she is a powerful Vistana matchmaker with a flair for reading palms and she likely has a dark secret as well though I'm not sure where I'm taking it.

If you have any ideas let me know. I haven't named all of the poltergeists yet (6 brothers and 6 sisters -- last name is Black).

Final edits made to all entries though nothing substantial was changed (mostly fixed formatting and a few typos that I had missed).

Also, I'm not making spell lists for this coven as spells in Ravenloft work differently.

Debby