Wanderer

Adira Calinova's page

2 posts. Alias of Warhawk7.


Full Name

Adira Callinova

Race

Human (Varisian)

Classes/Levels

Witch 1

Gender

Female

Age

20

Alignment

CN

Deity

Besmara

Languages

Aquan, Common, Varisian

Occupation

Fortune Teller

Strength 10
Dexterity 15
Constitution 12
Intelligence 15
Wisdom 11
Charisma 15

About Adira Calinova

Adira Callinova
Female human (Varisian) witch 1
Meduim humanoid (human)
Initiative +3; Senses Perception +0
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DEFENSE
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 6 (1d6+1)
Fort +0, Ref +2, Will +2
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OFFENSE
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Speed 30ft
Melee rapier -4 (1d6+0/18-20/x2) (+1 atk on deck of a ship)
Ranged dagger +2 (1d4+0/19-20/x2/20ft) (+1 atk on deck of a ship)
Special Attacks panache (1)
Sea Witch Spell-Like Abilities (CL 1st; concentration +3)
at will* — know direction *So long as she is near a sizable body of water (at least a lake with a diameter of 1 mile or more)
Witch Spells Prepared (CL 1st; concentration +3)
1st (2/day) — charm person, mage armor
0 (at will) — daze, guidance, mending
Patron Water
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STATISTICS
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Strength 10 (+0), Dexterity 15 (+2), Constitution 12 (+1), Intelligence 15 (+2), Wisdom 11 (+0), Charisma 15 (+2)
Base Atk +0; CMB +1; CMD 13
Traits Besmara’s Blessing, Expert Boarder, Harrow Born
Feats Amateur Swashbuckler, Combat Stamina, Harrowed
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Skills (2 + Int)(4 + 1 Favored Class)
Acrobatics +5 (3 familiar, 2 Dex)
Knowledge (arcana) +6 (3 class, 1 rank, 2 Int)
Knowledge (nature) +6 (3 class, 1 rank, 2 Int)
Profession (sailor) +7 (3 class, 1 rank, 2 racial, 1 Wis)
Profession (fortune teller) +5 (3 class, 1 rank, 1 Wis)
Spellcraft +6 (3 class, 1 rank, 2 Int)
Swim +5 (3 class, 2 racial, 0 Str)
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Languages Aquan, Common, Varisian
SQ Deeds (derring-do), Witch’s Familiar (monkey), Sea Creature Empathy, Heart of the Sea (racial trait), Stamina (2)
Combat Gear potion of cure light wounds
Other Gear rapier, dagger, , entertainer’s outfit, scarf (pocketed) (Kapenia), waterproof bag (harrow carrying case, harrow deck*), belt pouch (spell component pouch, waterskin,
* Passed down from her family. Free with Harrow Born trait.
Money 102 gp, 3 sp
Carrying Capacity Light: 0-33 lbs.; Medium: 34-66 lbs.; Heavy: 67-100 lbs.
Carried Weight: 16.5 lbs.

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OTHER INFORMATION
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Favored Class Bonuses
1st —Skill rank
Ability Score Increases
4th — tbd

Monkey Stats:

Ruby
N Tiny magical beast
Initiative +2; Senses low-light vision; Perception +5
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DEFENSE
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AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 3 (1d8)
Fort +2, Ref +4, Will +3
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OFFENSE
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Speed 30ft ., climb 30ft.
Melee bite +4 melee (1d3-4)
Space 2-1/2 ft.; Reach 0 ft.
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STATISTICS
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Strength 3 (-4), Dexterity 15 (+2), Constitution 10 (+0), Intelligence 6 (-3), Wisdom 12 (+1), Charisma[b] 5 (-3)
[b]Base Atk
+0; CMB +0; CMD 6
Feats Weapon Finesse
Skills Acrobatics +10, Climb +10, Perception +5; Racial Modifiers +8 Acrobatics
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Special Abilities
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Familiar: The master of a monkey familiar gains a +3 bonus on Acrobatics checks.
Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.
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: The master may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A witch may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Description:

Ht: 5' 4"
Wt: 132 lbs.
Age: 20
Hair: Reddish brown (Auburn)
Eyes: Violet
Skin: Dark olive

Adira is a young, curvy Varisian woman in her early 20s. She has long, wavy auburn hair that she keeps control of with her Kapenia scarf that doubles as a bandana of sorts. She wears a traditional Varisian entertainer’s garb in bright colors, mostly consisting of red, blue, turquoise, and a splash of orange, all of which adds to her air of mystery and accentuates her curves.

While not physically imposing, she is deceptively agile and intelligent, although she can be quite naïve when it comes to the world around her and even sometimes gullible. She will often resort to her harrow deck for important decisions in her life, believing that the cards will never steer her off course.

Adira speaks with a soft, melodious voice that is typical amongst Varisians while often lacing her speech with the colorful sailor and pirate jargon common on the seas.


History:

Adira was born aboard the Night Monarch, a ship crewed by Varsian pirates that disguised themselves as travelling entertainers, fortune tellers, and merchants. Her mother, the prominent fortune teller of the group, was a gentle and wise woman while her father was a one of the many bravos that raided other ships.
As she grew up, Adira was taught the ways of the Harrower and the teachings of Desna by her mother while her father taught her the art of combat with a light blade and the blessings of Besmara. When she was 16 her parents passed on to her their family’s heirloom, the Kapenia scarf, as well as her own Harrow deck and rapier.

It was about a month or so later that one of the crewmembers discovered a young monkey aboard the ship. No one knew exactly how this monkey had come aboard, but Adira took an instant liking to this creature and befriended it immediately, naming it Ruby. One day during a divination of her own she experienced images of roiling waves and creatures of the sea. Believing this to be an omen and a sign of her calling she devoted herself to the teachings of Besmara, honing her skills over the next few years.

Recently, the Night Monarch found itself caught in a fierce and sudden storm out at sea. The ship was constantly battered by strong winds and waves. The crew, fearing that the storm was divinely conjured, started praying to Desna for safe passage. Adira, however, instead prayed to Besmara. Suddenly a monstrous wave crashed into the Night Monarch and capsized it. Adira was knocked unconscious.

When she awoke she was adrift on some planking from the vessel along with her belongings and her monkey. There was no sign of any other survivors, nor of the ship she had spent her entire life aboard. Adira was sure that Besmara had spared her for some special purpose.

She was eventually picked up by a merchant vessel and departed at the first port they came across... Port Peril. She decided then that she would strike out on her own, using her harrow deck to guide her on her travels... which had led her to the Formidably Maid tavern.

Future Plans:

Adira will try to dip into swashbuckler at level two, and then alternate between witch and swashbuckler until she has 5 levels of swashbuckler. After that, she will stick with witch for every level after. For feats, she will stick with those that increase both her dexterous fighting as well as her witch spellcasting.