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Commission: Minerva Lilivane (jellehbear)

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Another Pathfinder character commission done for me by the talented JellehBear

Before I get onto the character herself, the artist I commissioned, JellehBear is in a bit of a tight spot, and needs to muster up $2,000 quickly in order to stay out of jail *gaspeth!* He's offering emergency commissions, so be a dear and help me keep poor old jelly out of the clink? You can hear the whole story in his journal below:

If you can't do the time....Don't do the crime.
That's what they say, right....?
Well, I guess it's too little too late for me. -____-
I really, REALLY didn't want to admit this in a public setting, but the situation has gone from an annoying burden to a full blown emergency, so I guess I'll have to push my ego aside and just be honest.
Back in 2015, I was being a dumbass and I went on a little joy ride - Without getting into the gross details, it ultimately resulted in me getting a DUI. Over the course of the next two years, I was dealing with all the fees for the court ordered mental health programs and DUI panels and shit like that. I was feeling pretty good about it come January of this year, when I went to court, because the judge gave me a big ol' smile and said "Great, now all you have to do is pay your fines, and you're done!" I was so fucking stoked - Until I went to pay them.
According to the paper work, my fine was about 800 dollars - According to the CLERK, however, it's a whopping 2000. I had no choi


Now, as to Minerva. As far as Pathfinder goes, there's a lot of options for a Witch to go evil: nasty Hexes like Cook People, Poison Steep, Evil Eye, all very menacing, archetypes like the Dark Sister and the Bouda, but such things are only for the common perception of Witches. The term Witch, in truth, is derived from the word Wicce, which refers to the paganism of the Wiccan faith. Contrary to the broom-riding, toad-hexing, commercialized witches, the truth behind Wicce is more natural and far more benevolent. And so, to capture that spirit, holding to the rule "Do No Harm", I took the most accurate archetype, the Hedge Witch (an archetype based on healing), the Peace patron, and planned out for several healing and warding Hexes (Peacebond, Curse of Nonviolence, Aura of Purity). At the tail end of it, I was quite pleased with my "white witch", and I recalled how fond I was of the show Charmed which I used to watch on weekend mornings. So here's Minerva Lilivane, a Changeling Hedge Witch with the Peace patron and a Song Thrush familiar.

Minerva Lilivane, Witch of the Coven of the White Heather

"In the the eyes of the people, be kind. In the stress of decision, be wise. In the battle against evil, be brave."

White Heather is a flower that symbolizes protection and promises the fulfillment of wishes, and thus is displayed as the standard of the Coven of the White Heather, an order of witches dedicated to the protection and wellness of the innocent and opposition of evil forces. While casually dressed most often (to hide from witch hunters seeking the destruction of witches regardless of their alignment) they can be recognized with hooded white robes and a medallion depicting three women holding each other's hands in a triangular formation.

The Coven was founded by three Changeling sisters, born of different fathers, but the same hag mother, the dreadful night hag Grulzebel. The eldest of the Sisters Three was Aurora, born of a Shoanti. Aurora was wise and temperate, never known to reckless error or hasty judgment, and her knowledge of spellcraft was great. The middle child was Rhiannon, born of a scarred Ulfen in Irrisen. Fiery Rhiannon inherited her father's fighting spirit, noble in her deeds and brave in the face of fear. Last, but most certainly not least, was Sarabeth, born of a Lastwallan Sarenite. The powerful and soothing light of the Dawnflower was made manifest in the kind and compassionate child, known for great sacrifice for the sake of others.

When Grulzebel called her three daughters, they rebelled against her malicious desires. The Hag was powerful, and nearly shackled them under her wicked will, but they managed to escape for a time. While evading their mother, the Sisters Three realized that while they remained divided they could not hope to be free of their mother's shadow, and so they learned to balance one another. When they stood united, their power was magnified to great heights, and together they made their final stand against Grulzebel within the depths of the Arthfell Forest in Andoran.

Wise Aurora wove the spell of binding as Rhiannon distracted the hag's attention. Sarabeth protected both sisters with unyielding wards and healed her brave sister's wounds with soothing light as Grulzebel flayed her flesh with darkness and venom. When the spell was at last ready, they joined hands and buried Grulzebel deep under the earth in a place that is now known as the Broken Hill, called such for the deep crack that runs along it, the only remaining mark of the terrible battle.

The Sisters Three formed the Coven of the White Heather after their mother's defeat, taking in other Changelings and witches who wished to defy the powers of evil and pursue the ways of goodness in their stead. With their threefold power, the Sisters could scry vast distances with little resistance, sending their acolytes across Avistan to protect the innocent and harry the forces of evil. But time is the slayer undefeated, and so the Sisters passed their knowledge (and supposedly a portion of their power) unto three apprentices who they felt most embodied their teachings as well as their own personal values. As the years go by, leadership of the Coven has always rested in the hands of The Threefold Triumvirate. The Triumvirate keeps in contact with the Coven's members through any mirrored surface: a unique spell that allows them to contact their acolytes almost anywhere in the world.

Minerva is one such acolyte, a Changeling herself, who long ago joined the Coven and aided a few of her Sisters (as well as a few Iomedaen crusaders) in slaying her own hag mother, Lesheneska. Since then she has long accompanied goodly adventurers in their tasks, protecting and healing them in accordance with the Coven's teachings. She is light-hearted and good-natured, not prone to outbursts, but can be found to laugh. She cares for the troubled and depressed, and soothes their woes whenever she can. Her familiar is a song thrush, a gay little creature she calls Darzi, who sings to the spirit as they make their way through the world together. If she should ever need him, she is always welcome to return home to her father Gregory in the capital of Almas. He never held any disdain for his daughter, her refusal to yield to her mother's will was enough assurance for him that she was filled with the very spirit of Andoran, regardless of her heritage. To his knowledge the Coven has done good works throughout the land, especially in the smaller hamlets and villages of the nation, where its acolytes work as hedge witches or wise women.

Stat Roll
STR 10
CON 13 (-2 Racial) = 11
DEX 14 (+2)
INT 14 (+2 Racial) = 16 (+3)
WIS 14 (+2)
CHA 12 (+2 Racial) = 14 (+2)

Hag Magic: Some changelings develop a gift for spellcasting instead of their mothers' overtly fearsome traits. A changeling with this trait displays one or more stark white streaks in her hair as a child. The DCs of any saving throws against enchantment spells she casts increase by 1, and if her Charisma score is 11 or higher, she also gains the following spell-like abilities, usable once per day each: dancing lights, detect magic, disguise self, and pass without trace. The caster level of these spell-like abilities is equal to the changeling's character level. The DC for these spell-like abilities is equal to 10 + the spell's level + the changeling's Charisma modifier. This racial trait replaces the claws and natural armor racial abilities.

Witchborn: Most changelings are talented witches. They gain a +2 bonus to Intelligence and Charisma instead of a +2 bonus to Wisdom and Charisma. This racial trait alters the changeling's racial ability score modifiers.

Inscrutable (Blood Hag): The Sense Motive check DC to gain a hunch about the changeling increases by 5.

Darkvision 60ft.

Song Thrush Familiar (+3 Diplomacy)

Traits:
Magic in the Blood (Changeling) - (Sp) Detect Good -- 3/day
Trustworthy - You gain a +1 trait bonus on Bluff checks made to fool someone. You also gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.

Feats:
Mother's Gift (Changeling) - Uncanny Resistance (Su): You gain spell resistance equal to 6 + your character level.

Skills:
5/level
Diplomacy (+3 Class Skill) (+1 Trait) (+3 Familiar) (+2 Cha Bonus) = +10
Heal (+3 Class Skill) (+2 Wis Bonus) = +6
Knowledge (Arcana) (+3 Class Skill) (+3 Int Bonus) = +7
Knowledge (Nature) (+3 Class Skill) (+3 Int Bonus) = +7
Profession (Herbalist) (+3 Class Skill) (+2 Wis Bonus) = +6

Equipment:
180 max gp
Dagger - 2gp, 1d4 damage, 19-20/x2 crit, 10ft. range, 1lb.
Quarterstaff - no cost, 1d6 damage, x2 crit, 4lbs.
Sling - no cost, 1d4 (1d3 with normal stones, -1 on rolls) damage, x2 crit, 50ft. range
Spell Component Pouch - 5gp, 2lbs.
Healer's Kit - 50gp, 1lb., +2 on Heal checks, exhausted after 10 uses

Peace Patron: 2nd—sanctuary, 4th—calm emotions, 6th—wind wall, 8th—dismissal, 10th—serenity, 12th—word of recall, 14th—forcecage, 16th—euphoric tranquility, 18th—antipathy.

Hexes:
Healing (Su) - This acts as a cure light wounds spell, using the witch’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds.

Spells:
Dancing Lights
Stabilize
Resistance

Mage Armor
Remove Sickness


Hedge Witch Archetype

Spontaneous Healing (Su)

A hedge witch can channel stored spell energy into healing spells that she did not prepare ahead of time. The witch can “lose” any prepared spell that is not an orison in order to cast any cure spell of the same spell level or lower, even if she doesn’t know that cure spell.
This replaces the witch’s hex gained at 4th level.

Empathic Healing (Su)

A hedge witch can minister to a diseased or poisoned target, redirecting the affliction into herself. For a poisoned target, the witch must tend to him as a standard action; he makes his next saving throw against the poison as normal, but the witch suffers the effects of the failed save instead of the poisoned creature. For a diseased target, the witch must tend to the sick person for an hour; he makes his next saving throw against the disease as normal, but the witch suffers the effects of the failed save instead of the diseased creature. The witch does not actually become poisoned or diseased (and is not contagious and does not need to be cured), but suffers the effects of the affliction as if she had been. The witch normally uses this ability to extend the life of someone near death, giving him time to recover. This ability has no effect if the witch is immune to disease or poison.
This replaces the witch’s hex gained at 8th level.


Hex Layout
1st Healing
2nd Ward
4th REPLACED
6th Peacebond
8th REPLACED
10th Major Healing
12th Vision
14th Aura of Purity
16th Retribution
18th Life Giver
20th Curse of Nonviolence

Artwork by :iconjellehbear:
Concept by me
Image size
1964x2694px 1.09 MB
© 2017 - 2024 RoguishBard
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