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Female Merchant

Alinza Mardzini's page

7 posts. Alias of Itsgottabeodin.

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About Alinza Mardzini

Alinza Mardzini
Female Human Witch 1
CG Medium Humanoid
Init +2; Senses Perception +7
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DEFENSE
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AC 13, touch 12, flat-footed 11
(+2 Dex, +1 Armor)
hp 9 (1d6+2)+1 Currently (9)
Fort +2, Ref +2, Will +2
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OFFENSE
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Speed 30'
Melee
Dagger +0, 1d3+1(P or S), 19-20/x2
Ranged
Light Crossbow +2, 1d6(P), 19-20/x2, Range 80' (x20 ammunition)
Hexes (DC 14)
Healing Hex - As Cure Light Wounds. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours.
Warding Hex - Ward one creature with a +2 deflection bonus to AC and a +2 resistance bonus on saving throws. This ward lasts until the warded creature is hit or fails a saving throw.
Slumber Hex - A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level. This hex can affect a creature of any HD.
Spells Memorized
Cantrips(3) (DC 14) - Detect Magic, Read Magic, Stabilize
1st Level(2) (DC 15) - Mage Armor, Command
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STATISTICS
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Str 10, Dex 14, Con 14, Int 18, Wis 11, Cha 12
BAB +0; CMB +0; CMD 12
Feats Extra Hex (2), Alertness(Familiar)
Skills Diplomacy +9, Knowledge(arcana, history) +8, Perception +7, Profession (Fortune-teller) +4, Sense Motive +2, Spellcraft +8
Favored Class(Witch) +1 hp
Traits Ease of Faith (Desna, +1 Diplomacy and class skill), Friend of the Family (+1 Perception and class skill)
Languages Common, Varisian, +4
Load 14.0 lbs.; Light 0-33 lbs.

Familiar:
Cherie
N Diminutive Thrush
Init +2; Senses low-light vision; Perception +5
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DEFENSE
______________________________________________________________________
AC 17, touch 16, flat-footed 15 (+2 Dex, +4 size, +1 Natural)
hp 6 (1d8–2)
Fort +0, Ref +4, Will +2
Special Abilities
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.
______________________________________________________________________
OFFENSE
______________________________________________________________________
Speed 10 ft., fly 40 ft. (average)
Melee bite –1 (1d2–5)
Space 1 ft.; Reach 0 ft.
Special Abilities
Share Spells - The witch may cast a spell with a target of “You” on her familiar (as a touch spell) instead of on herself. A witch may cast spells on her familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Store Spells - Starting at 1st level, a witch’s familiar stores all of the spells that the witch knows.
______________________________________________________________________
STATISTICS
______________________________________________________________________
Str 1, Dex 15, Con 6, Int 6, Wis 15, Cha 6
Base Atk +0; CMB –2; CMD 3
Feats Skill Focus (Perception)
Skills Fly +12, Perception +5
Languages Varisian

Familiar Spells Known:
Cantrips - DC 14
Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Guidance, Light, Mending, Message, Putrefy Food and Drink, Read Magic, Resistance, Spark, Stabilize, Touch of Fatigue

1st Level - DC 15
Charm Person, Ear Piercing Scream, Command, Mage Armor, Enlarge Person, Obscuring Mist, Unseen Servant

Gear:

Dagger 1 lb
Light Crossbow 4 lbs
x20 bolts 2 lbs
Silken Ceremonial Armor 4 lbs

Spell Component Pouch 2 lbs
Fortune-telling Cards, quality 1 lb

Wealth: 6gp

Appearance:
Alinza is a short woman with a tanned complexion gained from days spent walking in the sun. Described as lanky (at best), Alinza is nevertheless not without her charms, though none would truly call her beautiful. She typically wears her drab brown hair tied up behind her head with a traditional red scarf, complimented with a set of golden hoops in her ears and a simple golden chain about her neck. Alinza wears her clothes loose and flowing, the colors changing by the day and by her mood.

Backstory:

The Mardzini family were never ones for settling down, and Alinza Mardzini inherited the trait in spades. Her mother often remarked - during the numerous occasions in which Alinza was nowhere to be found - that Alinza was probably off towards the Crown of the World on a grand adventure. Alinza heard this so often that she made it a part of herself, and in a fit of pique, promised that she would seek the Crown of the World someday, and come back to tell them all what it was like on the other side.

The Mardzinis were one of the "traveling families," those who had no real roots anywhere in Varisia, and made the whole country their homes. It was an idyllic upbringing for Alinza, and one that exposed her to the many wonders that Varisia had to offer. It was probably this sense of wonder that led her to seek the deeper mysteries of life under the tutelage of the family fortune-teller, Ardea.

Time passed in the Mardzini way, traveling here and there, and Alinza grew like a weed. She had been a scrawny child, and so she became a lanky young woman, though not unattractive in her own way. Despite her looks, Alinza was a sturdy soul and with a keen wit to match; She often reduced the campfire meetings to gales of laughter with the repartee she offered to sour old Elanzo.

The town of Sandpoint had become a particular haven for the Mardzini family - for the Mvashtis, an old family of friends, had settled there when the town was founded; The latest visit of the Mardzinis proved to be no exception.

Ardea had declared several weeks back, that she had nothing more to teach Alinza, and that she must seek apprenticeship outside of the family. And so it was that Alinza said her goodbyes to the family for a time, and took up apprenticeship under Koya Mvashti. Alinza loved the town of Sandpoint, especially the companionship of the Mvashtis - but the hardest moment in her life came when she stood watching her family's wagons leaving town... without her.

Alinza has spent over four years in Sandpoint under the tutelage of Koya, and stood beside her mentor when the woman's mother, Niska, died. She had been given a strange charge by the old Madame, and was determined to hold to it, but she cannot imagine old Koya ever going on another journey...



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