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Shol’a’saul's page

243 posts. Alias of Eric Swanson.


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About Shol’a’saul

Shol’a’saul
Female Elf (Forlorn) Witch 2 (Favored class, Witch)
AL Neutral
Senses: Low-Light Vision,
Languages: Common, Elven, Celestial, Sylvan
Location: Ravengro
Occupation: Herbalist, Healer

Conditions:

STR 11 0
DEX 15 +2
CON 10 0
INT 18 +4
WIS 12 +1
CHA 15 +2

Looks:
90 years old, appears 18 years old. 5'11" tall, 110 lbs. Silvery hair, with black and purple highlights, midnight black eyes. Slender figure. Skin has a purplish cast to it with an underlying silvery tinge, almost resembling a drow. She has the potential to be stunningly beautiful, if she cared about such things. Painfully shy and quiet. Her eyes are usually unfocused, looking off to one side of whoever she talks to, almost out of phase.

Combat

Defense
AC: 12 (+2 Dex), Touch 12, FF 10; CMD 12
Mage Armor: 16
HP: 12, 12 currently
Saves:
Fort +1 (0 base, 0 class, +1 trait)
Refl +2 (0 base, +2 dex)
Will +4 (+3 base, +1 wis) (+6 vs. fear effects)

Offense
Init +2; Move 30'
BAB +1, CMB +2
Attack Melee
Sickle +1 to hit, 1d6, ×2, S, trip
Touch +1 to hit
Attack Ranged
Sling +3 to hit, 1d4, ×2 50 ft. B

Skills: (12 total)
+8 Heal (2) (+2 feat)
+10 Knowledge (history) (2) (+1 trait)
+8 Knowledge (nature) (1)
+10 Knowledge (planes) (2) (+1 trait)
+4/+6* Perception (1) (+2 racial, +2 feat) *when familiar is within 5'
+5 Profession Herbalist (1)
+9 Spellcraft (2)
+5 Stealth (0) (+3 familiar)
+3 Survival (0) (+2 feat)
+6 Use Magic Device (1)

Feats

Racial Traits

Elf:

Elf Racial Traits

Class Abilities

Witch (Hedge Witch):

  • Hedge Witch (Archetype)
  • Hexes: Evil Eye, Tongues, Healing Used on...
  • Spells Known:
    0-Level (DC 14) 4/known — 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) 3/day (0 cast) – Chill Touch, Mage Armor, Obscuring Mist, Summon Monster I
  • Familiar "Ith'eong"
    Stats
    House Centipede, Tiny
    Init +2;
    Senses: Darkvision 60 ft.; Perception +4, Passive 14
    Defense
    AC 19, touch 16, flat-footed 15 (+4 Dex, +3 natural, +2 size)
    hp 6 (1d8+1)
    Fort +3, Ref +4, Will +0
    Immune mind-affecting effects
    Offense
    Speed 40 ft.; climb 40 ft.
    Melee bite +6 (1d2–1 plus poison)
    Special Attacks: Poison (EX) Bite—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d3 Dex damage; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus
    Abilities
    Str 1, Dex 19, Con 12, Int 6, Wis 10, Cha 2
    Base Atk +2; CMB –3; CMD 13 (can’t be tripped)
    Feats/Skills
    Climb +10, Perception +4, Stealth +18; (includes Racial Modifiers +4 Perception, +16 Stealth)
    Weapon Fineesse
    Special Abilities
    Alertness; Improved Evasion; Share Spells; Empathic Link; Store Spells.
  • Patron: Plague: 2nd—Detect Undead, 4th—command undead, 6th—contagion, 8th—animate dead, 10th—giant vermin, 12th—create undead, 14th—control undead, 16th—create greater undead, 18th—energy drain.

Equipment

Worn/Carried:

Scholar’s Outfit.
Sickle 6 gp 2 lbs
Bullets, sling (10) 1 sp 5 lbs
3 vials of antitoxin,
Healer’s kit (x3) 50 gp 3 lb.
5 vials of holy water
Antiplague (2 vials)
Bloodblock (4 doses) 25 gp
Smelling salts (4 doses) 25 gp
Soothe syrup, 2 vials
Leeching kit 5 gp 5 lbs.
Darkwood case (worth 50 gp), contains Brass Spirit Planchette and 4 Haunt Siphons.
Set of noblewoman’s silver hair clips (worth 35 gp)
Silver Flute
Scroll of lesser restoration
Wand of Cure Light Wounds (15 charges).
58 gp. 9 sp

Background:

Shol’a’saul was born in one of the outlying communities near the outpost Greengold. Tragedy struck early in her life when her parents, who were minor nobles, were visiting near the Mierani Forest on vacation from Korvosa. They were caught and ambushed by a band of marauders. She was just an infant at the time, and when the bandits had finished with the deed, they found the elvish child, petrified with fear. The leader came up with a good idea, he thought to ransom the infant child back to the Elvish ambassador in Korvosa, and make a quick profit.

Unknown to everyone, her parents, and the bandits alike, the elvish ambassadors had not chosen this particular stretch of forest on a lark. They had been drawn there by haunting dreams, and nightmares, which compelled them to visit there. None knows what happened there, but when the bandits caught up with them, they did not put up any struggle, or attempt to flee, or bargain for their lives. The bandits had no trouble killing the parents.

So they took the bawling infant child back to their secret lair. Not long afterwards, strange things started happening to the bandit members. Minor accidents, etc. this continued while they waited for word from the ambassador on the ransom demand. Also, several of the bandits were stricken with cold like symptoms. Some of them privately wondered if the strange child was connected with the events, but none dared to challenge the leader. Finally their persistence paid off, they had received word the ransom would be paid in full. They expected treachery in the form of a rescue, so they planned for the eventuality or so they thought.

The rendezvous was set, and the exchange was planned to take place. But something happened, and the exchange never took place, those bandits who were sent to guard the child from the rescue were all found dead choked on their own vomit. The child was recovered by the elvish rescue team and seeing her new appearance, granted her a new name Shol’a’saul, or ‘Cursed One’.

She was taken back to Korvosa and turned over to the Elvish enclave in the South Shore, there to be raised until she attained her coming of age. As she grew up, her moniker of the Cursed One proved prophetic, as before her fair elvish features started changing. Many elves staying in the South Shores ostrasized her, fearing she was actually a drow, or being corrupted by dark magic. Certainly her body started changing to resemble one. There was talk of either exiling her, or more permanent solutions, but no one dared to act on them. This continued for her childhood, and then she was going to be sent back to Greengold but then just before she was sent off to become a ward, the halfway house where she lived received a visit from a group of old crones, calling themselves the Covey. One of the old crones, lived in Korvosa as a healer, and herbalist, serving those poor folks who could not afford the more exhorbitant prices charged by the priests. She had a fell reputation though and none were pleased to see her, unless they were desperate. “This one has already been chosen, therefore she comes with us.” No one dared challenge her or the Covey on this. Once again, she was yanked away from those she had been around and given over to the Covey, where her new destiny awaits her.

The recent troubles with the death of King Eodred by the hands of Queen Ilosa hit her especially hard. She, along with the other members of her covey, worked tirelessly to help the citizens during those troubled times, but it did come with some painful costs she was forced to bear. She rarely smiles anymore, and now seems almost walking in a trance. Some have speculated she has a minor form of dementia, but no one has tried helping her.

Until she met a fascinating human, charming and friendly. He took an interest in her, and a distant part of her realized it was a romantic one, but that part of her seemed to be locked away inside her. Still he did manage to reach her in a crucial way. So she sgreed to see him again. Soon she looked forward to seeing the human Galrian and it continued for a while, until he left to experience the world. She really does not know what this means, but she still keeps his note, and trasures it. She hopes to see him soon.

Note: Shol´a´Saul´... *

I am sorry, but I have urge to leave... I don´t know why but... I feel a distant call and my mind is being blocked here in this town. There is so much more to see and to feel and when I am still young, I wish to experience it... Why only leaving a note then but not coming and taking you with me? I can´t explain and I can´t really do it... I can´t justify my act but please, I beg, don´t hate me for this. One day I will come back. You are my dearest... friend. We had fun and shared moments, although I was the one talking most of the time but I didn´t mind that. The things I knew about you... are more than anyone could wish... Be happy, don´t fall to sorrow or despair. Even in darkest moment, we all have memories, which lightens up even the darkest night and keeps hope up.

Yours truly,
Galrian Sho´ray

Once he had left, her descent into madmess slowly progressed again, fueled by lonliness, and this time it would not be so easily stopped. After a street performer named Asasha was badly burned during a performance with another dancer Zariah, she attempted to use her healing powers on the badly wounded and scarred girl. To no avail, while the wound was closed up, the ugly scars on her neck remained, unable to be removed. The Covey could not (or would not) explain it to her or Ashasha, they eventually informed her she was marked like this permanently for a reason. She sees the scars of failure now whenever Asasha enters her thoughts, and wonders...why? She wishes she could ask Galrian about this, if only he would come back to see her again...

Now, she finds herself on the way to see a long lost companion and friend Professor Lorrimar and make good on a promise made...

Notes:

Haunt Siphon
Aura faint necromancy; CL 3rd
Slot none; Price 400 gp; Weight 1 lb.
Description: These glass vials are held within stylized cold-iron casings etched with strange runes, necromantic designs, or other eldritch markings. Within the vial roils a small wisp of white vapor, churning as if caught in a miniature vortex of air.To capture a haunt’s energies within a haunt siphon, you need only twist the metal casing to open the vial in the same round that the haunt manifests (a standard action)—this can be before or after the haunt has acted. You must be within the haunt’s area of influence to use a haunt siphon. When you activate a haunt siphon, it deals 3d6 points of positive energy damage to a single haunt. If it deals enough damage to the haunt to reduce the haunt’s hit points to 0, the mist inside the haunt siphon glows green—if it does not reduce the haunt to 0 hit points, the haunt siphon is still expended and becomes nonmagical. It may take multiple haunt siphons to destroy powerful haunts. A haunt that is neutralized by a haunt siphon takes a –5 penalty on its caster level check to manifest again after its reset time passes. A haunt siphon that neutralizes a haunt can no longer be used to harm haunts, but it can be used as a grenadelike splash weapon that deals 1d6 points of negative energy damage with a direct hit. Every creature within 5 feet of the point where the haunt siphon hits takes 1 point of negative energy damage from the splash.
Construction
Requirements Craft Wondrous Item, cure moderate wounds, gentle repose; Cost 200 gp

Spirit Planchette
Aura moderate divination; CL 9th
Slot none; Price 4,000 gp (brass planchette),
10,000 gp (cold iron planchette), 18,000 gp
(silver planchette); Weight 5 lbs.
Description
A spirit planchette is typically found in a wooden case along with a thin wooden board printed with numerous letters and numbers. Nonmagical versions of these divination tools can be purchased in curiosity shops (typically costing 25 gp); while these items can be used as alternative components for augury spells, only magical spirit planchettes allow users to communicate with the other side. Three types of spirit planchettes exist—brass, cold iron, and silver. Each in turn allows an increasingly potent form of divination effect to be utilized. A spirit planchette requires a board to move upon, but this “board” can be made up of letters scribed upon any smooth surface—it need not be a prepared board for a spirit planchette to work.
To use a spirit planchette, you must rest your fingers lightly upon the planchette’s surface and then concentrate on the planchette (as if maintaining a spell with a duration of concentration) for 2d6 rounds while the planchette attunes itself to the ambient spirits of the area. After this time, the planchette begins to slowly slide in random patterns across the board—at this point, questions may be asked of the spirits by any of the individuals involved in the séance. The consequences of each question asked of the spirits depends upon what type of planchette is used for the divination, as summarized on the chart below. The spirits reply in a language understood by the character
who asked the question, but resent such contact and give only brief answers to the questions. All questions are answered with “yes,” “no,” or “maybe,” or by spelling out a single word from the letters arranged on the board. The spirits answer each question either in the same round the question is asked (in the case of a yes, no, or maybe answer) or at a rate of one letter per round (in the case of a single word being spelled out). A spirit planchette may be used once per day—the maximum number of questions you can ask with it depends on the type of planchette being used (as detailed on the table below). Communication with spirits can be a dangerous task, for many spirits are jealous or hateful of the living. Every time a spirit planchette is used, the user must succeed on a Will save to avoid being temporarily possessed and harmed by the angry spirits. In some areas where the spirits are particularly violent or hateful, this Will save takes a –2 penalty. The DC of this save depends on the type of spirit planchette being used. Anyone who fails the Will save becomes confused for a number of rounds (depending on the type of planchette being used), and no answer is received. The spirits in the area are not omniscient.

Spirit Planchettes
Planchette--Questions--Will save--Confusion--Answer
Type----------per Use------DC--------Duration--True---Lie
Brass-----------1------------11-------1 round---01–60--61–100
Cold Iron-------3-----------15-------2 rounds--01–75--76–100
Silver-----------5------------19-------3 rounds--01–90--91–100
Construction
Requirements Craft Wondrous Item, contact other plane, speak with dead; Cost 2,000 gp (brass spirit planchette), 5,000 gp
(cold iron spirit planchette), 9,000 gp (silver spirit planchette)

XP:
750



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