Penanggalen

The Night Hag's page

No posts. Alias of Kaavek.


Full Name

Korvia Rashemi

Race

Human (Chelaxian)

Classes/Levels

Vigilante 3

Gender

Female

Size

Medium

Age

24

Special Abilities

Dual identity, seamless guise, stalker specialization, unshakeable, social talents, vigilante talents

Alignment

LN

Languages

Common

Occupation

Midwife

Strength 17
Dexterity 18
Constitution 13
Intelligence 11
Wisdom 17
Charisma 16

About The Night Hag

The Night Hag
Female Human Vigilante 3
LN Medium Humanoid
Init: +4, Perception: +9 Senses: low-light vision, darkvision (60 ft.)
Languages: Common
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DEFENSE
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AC 14, Touch 14, Flat-footed 10
HP 24
Fort: +2, Ref: +7, Will: +6
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OFFENSE
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Speed: 30 ft. (6 Squares)
Melee
Melee Attack +5
Ranged
Ranged Attack +6
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STATISTICS
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Str 17, Dex 18, Con 13, Int 11, Wis 17, Cha 16
Base Atk: +2, CMB: +5, CMD 19

Proficiency: Simple weapons, martial weapons, light armor, medium armor, shields (except tower shields).

Feats: Stealthy, Point-blank Shot, Precise Shot

Traits: Ordinary

Skills: Acrobatics +8, Bluff +8, Climb +7, Craft (alchemy) +6, Diplomacy +9, Disable Device +8, Disguise +9, Escape Artist +8, Heal +9*, Intimidate +7, Knowledge (local) +4, Perception +9, Profession (midwife) +8, Sense Motive +7, Sleight of Hand +8, Stealth +10**

* Heal +13 when in Social Identity
**Stealth +14 to blend into crowds

Combat Gear:

Ammunition:

Other Possessions:

Wealth:
xx pp xx gp xx sp xx cp
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SPECIAL ABILITIES
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Dual Identity:

A vigilante hides her true identity, allowing her to move about social circles and nobility without carrying the stigma of her ruthless actions. In effect, the vigilante has two identities: one is a polite member of society while the other is a skilled and cunning warrior. To keep up this charade, the vigilante usually has two names: her true name, used in polite company, and her vigilante name, used to strike fear in the hearts of those who oppose her. Knowledge checks about one do not reveal information about the other, unless the vigilante’s true identity revealed to the world at large.
The vigilante can start each day in either of her identities, referred to simply as social or vigilante. Changing from one identity to another takes 1 minute and must be done out of sight from other creatures to preserve the vigilante’s secret.
Changing identities is more than just changing outfits and clothing (although that is certainly a part of it); the process often also involves applying make-up, altering her hair, and adjusting other personal effects. Furthermore, the change is as much a state of mind as of body, so items such as a hat of disguise and similar spells and effects that change the user’s appearance do not reduce the time required to change identities. Most social talents require the vigilante to be in her social identity, but a vigilante who uses vigilante talents in her social identity risks exposing her secret.
Despite being a single person, a vigilante’s dual nature allows her to have two alignments, one for each of her identities. When in an identity, she is treated as having that identity’s alignment for all spells, magic items, and abilities that rely on alignment. For the purpose of meeting a qualification for a feat, class, or any ability, she is only eligible if both of her alignments meet the requirements.
A vigilante’s two alignments cannot be more than one step from each other on a single alignment axis. For example, a vigilante with a lawful neutral social identity could have a vigilante identity that is lawful good, lawful neutral, lawful evil, neutral, neutral good, or neutral evil. If a vigilante is the target of an effect that would change her alignment, it changes both of her alignments to the new alignment.
Any attempts to scry or otherwise locate the vigilante work only if the vigilante is currently in the identity the creature is attempting to locate (or if the creature knows that the two identities are the same individual). Otherwise, the spell or effect has no effect, revealing nothing but darkness, as if the target were invalid or did not exist.

Seamless Guise:

A vigilante knows how to behave in a way that appears perfectly proper and normal for her current identity. Should anyone suspect her of being anything other than what she appears to be while either in her social or vigilante identity, she can attempt a Disguise check with a +20 circumstance bonus to appear as her current identity, and not as her other identity.

Social Talents:

Starting at 1st level, and every 2 levels thereafter, a vigilante gains a social talent.
Social Grace: Whenever the vigilante is in her social identity, she receives a +4 circumstance bonus on Heal checks.
Renown: Renown (Ex): The vigilante becomes known for deeds and abilities regardless of her current identity. This renown grants her favorable treatment in civilized company and lends her an air of menace while facing down her enemies. While she is in her social identity, a vigilante can spend 1 week gaining renown among the locals of any community of no more than about 200 individuals. This could be the entire community or a smaller neighborhood in a larger settlement. She must spend at least 4 hours each day socializing and making contacts. After spending 1 week doing this, whenever she is in her social identity, all NPCs in the community have a starting attitude toward her that is one category better, as long as each person’s initial attitude would have at least been indifferent (see the Diplomacy skill description). While she gains renown in an area using her social identity, she also spreads rumors and tales about her vigilante identity. Once she has gained renown in a community, she gains a +4 circumstance bonus on Intimidate checks whenever she is in her vigilante identity. This bonus applies only while she is near the community in which she has gained renown; she must be within a number of miles equal to her vigilante level. A vigilante can hold renown in a limited number of communities (normally one, with other social talents allowing two). If she gains renown in a new community, she must decide which one of her previous communities to lose. These effects are subject to GM approval. For example, the GM might rule that an NPC or monster has not heard any tales about the vigilante. Or, a foe may have a starting attitude toward her that’s one category worse, rather than one category better.

Vigilante Specialization:

At 1st level, a vigilante must choose to be either an avenger or a stalker. A stalker gains an ability called hidden strike, which allows her to deal an extra 1d8 points of precision damage on melee attacks (or ranged attacks from within 30 feet) against foes who are unaware of her presence, who consider her an ally, or who are made flat-footed by startling appearance. This extra damage increases by 1d8 at 3rd level and every 2 vigilante levels thereafter. A stalker vigilante can also deal hidden strike damage to a target that she is flanking or that is denied its Dexterity bonus to AC, but in these cases, the damage dice are reduced to d4s. A stalker can deal hidden strike damage against targets with concealment (but not total concealment). A stalker vigilante can apply only one talent marked with an asterisk (*) to a given hidden strike, and only when that hidden strike is dealt against a foe that is unaware of the stalker vigilante’s presence (or who considers her an ally), unless otherwise noted.


Vigilante Talent:

Starting at 2nd level and every 2 levels thereafter, a vigilante gains a vigilante talent. Unless otherwise noted, a talent can be selected only once. Some talents require the vigilante to meet prerequisites before they can be chosen, such as possessing another vigilante talent, possessing a particular specialization, or attaining a minimum level. Once a talent has been selected, it can’t be changed.
If the vigilante uses any of these talents while in her social identity, she must succeed at a Disguise check against the Perception checks of all onlookers (without the +20 circumstance bonus from seamless guise) or the onlookers will realize that she is more than her social identity appears to be and perhaps discover the social and vigilante identities are one and the same. If a talent calls for a saving throw, the DC for that save is equal to 10 + 1/2 the vigilante’s level + the vigilante’s Charisma modifier, unless stated otherwise.
Shadow’s Sight: The vigilante gains low-light vision and darkvision 60 feet.

Unshakeable:

Starting at 3rd level, a vigilante adds her class level to the DC of any attempts to Intimidate her.

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DESCRIPTION
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History:

Hundreds of years ago, night hags wandered the dark places and preyed upon mortals while they were most vulnerable. Preferring to kill their prey slowly, haunting their dreams night after night, these hags trapped the tormented souls of their victims within dark gems so they might be sold in the infernal markets of the outer planes.
These days stories of night hags are just that, stories. The kind that Korvia Rashemi has told to many ill-behaved children to scare them back in line, lest they be visited by a night hag in their sleep.
Stories like that don't tend to work on grown-ups though. If an adult breaks the law, it generally falls on the city guard to deal out justice. All too often in Westcrown though, these criminals go unpunished. That is until one night, when the stories Korvia told started to come true.

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Background:

Korvia Rashemi's parents met on the bustling city streets of Westcrown, almost a year before she was born. Her mother, Lucia, was ethnically chelaxian and worked as a serving girl at a run-down old tavern. Her father, Zavar, was an aishmayer keleshite musician in a travelling troupe. After a whirlwind romance, the couple soon found themselves with a daughter to raise. When she was two years old, her parents abandoned their old life, breaking off from their obligations to their masters and running away to Westcrown.

In their new home town, Zavar took up a job working on the docks while Lucia stayed home to raise Korvia, and her twin sisters, Mana and Mali. The family grew up in the slums of Despair's Altar and Korvia spent her youth helping out the other young mothers with their children.

When she was eight years old she was kidnapped by two thieves while out buying bread. When she told them that the two copper pieces she had in the bag around her neck were all that her family had for the week they did not believe her and thought they could make more money by holding her to ransom. Her father met with the thieves that evening and begged them to return his oldest daughter but they would not listen. As he couldn't afford the price on her head, Zavar became desperate and a struggle broke out as he tried to save Korvia from the men. He managed to knock one of the kidnappers down but another one jumped at him and drove his dagger into Zavar's back and Korvia's father let out a scream that haunts her to this day.
What happened next is a blur in Korvia's memory. She sprang out from the shadows, climbed up onto the thief's back and strangled him to death with the string of her coin purse. When the city guard arrived at the scene the next morning, they reported that the bodies of the kidnappers looked as though they had been torn open by a murder of ravenous crows.

Korvia awoke three days later on the floor of her family's room. She had stumbled her way home in a daze and collapsed into a fever.

After that night, life returned to normal for Korvia for a while. When she was twelve she started to learn the healer’s craft, making poultices and elixirs and treating those in her community who needed it. The brutal killings of the thieves was never tied to her, and although some may have suspected that she was behind it, none ever spoke of it. Korvia's teacher in the healing arts was an old chelaxian noble, Siro Leroung. Although his house had long ago fallen from grace when the people of Cheliax rose up against their corrupt masters, Siro was proud of his ancient dynasty.
As well as the healing arts, Siro taught Korvia a passion for intellectand a great love of learning. He also lectured her on the importance of law and instilled a sense of pride in following the rules set out by her community that she still holds dear.

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Personality and Motives:

There are many layers to Korvia Rashemi's personality, but perhaps most important is that she's caring and focused. Of course she's also orderly, and cooperative as any stereotypical chelaxian. But in smaller doses than usual, and these traits are often spoiled by some bad habits of being proud, arrogant and ocasionally quick to anger as well. Her caring nature though, this is what she's loved for. There are many times when friends count on this when they're in need of support. She has a strong motivation to help her community, especially young mothers, the sick and the old.

Nobody's perfect of course and Korvia has plenty of less favorable traits as well. Her narcissistic nature and strict moral code tend to get in the way, both personally and for others. Fortunately, most of the time her caring side is there to soften the blows. Other times, the Night Hag emerges to seek vengeance and inflict swift justice.


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Appearance and Mannerisms:

Korvia Rashemi wouldn't stand out in a crowd. In fact, most days she doesn't. On the streets of Westcrown, in old Cheliax, she blends right in with the other ethnically Chelaxian, although her darker complexion occasionally has her mistaken for Taldane.

Her black curls are pulled back into a ponytail, revealing a thin, friendly face. Korvia didn't inherit her father's golden eyes like her sisters. Her dark brown eyes are set deep in their sockets and watch warmly over the children playing in the slums of her home. The children she has kept safe for so long. Freckles are spread delicately around her nose and cheekbones and leave the faint impression of child-like innocence. There's something about her, perhaps it's her goodwill or perhaps it's simply her unfortunate past, nonetheless, people tend to ignore her, even while commending her for her good deeds.

When The Night Hag emerges, few that see it could as easily forget. Standing at 5-1/2 feet tall and weighing 150 lbs, the creatures thick dark hair falls over its chalky white face in matted curls.
What was once a shirt, now barely a piece of clothing at all, hangs over her shoulders, blackened and blood-stained. Insects or rodents have chewed hundreds of small holes in it. She's wearing a rugged poncho over her shirt. It's too big, torn and very dirty, but at least it helps her stay warm, even if only for a little.
Her skirt doesn't look great either. Dirt stains, holes and tears are scattered all over.


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Character Concept:

The Night Hag is a stalker vigilante. The idea behind her is that she has become over-protective of the less fortunate in society and is frustrated by what she sees as the corrupt city guard not dealing with the lawlessness in society. When things get too much for Korvia to bare the Night Hag emerges and seeks vengeance on those who have done wrong. She'll be focused on perfecting her ranged attacks, using a bow to strike from shadows. While Korvia is in control she will spend her time healing the party and members of the community, creating medicines with craft alchemy and practising her profession as a midwife.

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