![]() ![]()
Female Human Witch (Gravewalker) 1 | HP 8/8 | AC 13 Touch 13 Flat-Footed 10 | CMB -1 CMD 12 | Saves: Fort +1 Ref +3 Will +3 | Perception: +6 | Init: +9 | Status: Inactive
![]() I'm still here, also. I did have internet troubles when the hurricane passed through, but I've posted since then. I thought we were waiting for Eerikki. ![]()
Female Human Witch (Gravewalker) 1 | HP 8/8 | AC 13 Touch 13 Flat-Footed 10 | CMB -1 CMD 12 | Saves: Fort +1 Ref +3 Will +3 | Perception: +6 | Init: +9 | Status: Inactive
![]() Seeing the bees move away from the body and Nik'olo spring to collect the girl, Ashekara heads back, attempting to help the man however possible. "Come, this way." Catching a glimpse of her other companions, the witch grimaces at the sight of the bees swarming the ravenfolk. "We have her! Fall back to the village!" ![]()
Female Human Witch (Gravewalker) 1 | HP 8/8 | AC 13 Touch 13 Flat-Footed 10 | CMB -1 CMD 12 | Saves: Fort +1 Ref +3 Will +3 | Perception: +6 | Init: +9 | Status: Inactive
![]() In anticipation of Hurricane Matthew, I feel I should warn you all that my posting may be interrupted for the next few days. If so, please feel free to bot and/or carry on without me, and I'll look forward to resuming when I can. ![]()
Female Human Witch (Gravewalker) 1 | HP 8/8 | AC 13 Touch 13 Flat-Footed 10 | CMB -1 CMD 12 | Saves: Fort +1 Ref +3 Will +3 | Perception: +6 | Init: +9 | Status: Inactive
![]() Ashekara watches the hive as the ranger and rogue move to collect the girl's body. At the first sign of activity, the witch warns the two men off of their approach. "Bjørn, Eerikki, get back!" Knowing her crossbow would be useless in warding off the angered vermin, and having no magic to call upon that would prove helpful either, Ashekara heeds her own advice and moves backwards along the path they traveled. The idea of leaving the child's body behind is not one that rests easily with the young woman, but it's one she feels they must consider. "If we cannot disburse them, we may have to leave her here for the time being." Move action to retreat 30' back the way they came. No standard action. ![]()
Female Human Witch (Gravewalker) 1 | HP 8/8 | AC 13 Touch 13 Flat-Footed 10 | CMB -1 CMD 12 | Saves: Fort +1 Ref +3 Will +3 | Perception: +6 | Init: +9 | Status: Inactive
![]() Ashekara scans the darkening forest at the ranger's warning and readies her crossbow, fearing that the wolves have drawn nearer while she was studying the girl's body. Seeing nothing, she turns back, catches the man's eye and follows his line of sight up the tree. Heeding Bjørn's advice, Ashekara slowly moves backward, not even daring to rise from her crouch until she rejoins the others a few paces away. "No, they do not seem like much, and yet they caused this girl's death. She suffered multiple stings, and succumbed to her wounds at least a day ago." Knowledge (Nature): 1d20 + 8 ⇒ (11) + 8 = 19 To see what she knows about bees, and what might cause them to attack. ![]()
Female Human Witch (Gravewalker) 1 | HP 8/8 | AC 13 Touch 13 Flat-Footed 10 | CMB -1 CMD 12 | Saves: Fort +1 Ref +3 Will +3 | Perception: +6 | Init: +9 | Status: Inactive
![]() Despite her previous certainty that the girl would not be alive when they found her, Ashekara feels no pleasure in being proved right this time, only a distant sadness at the sight of a life snuffed out to soon, kept at bay by the sense of duty she feels as a former healer. Nik'olo's look catches her eye, and she sees the unasked question lurking behind his gaze. She huffs out a quiet sigh and answers the man with a shake of her head. Crouching down next to the girl, she examines the body with a critical eye, trying to determine the cause of her death. Heal: 1d20 + 5 ⇒ (16) + 5 = 21 Once she's certain of the circumstances surrounding the girl's demise, Ashekara removes her cloak from around her shoulders and carefully drapes it over the body. May Anu-Akma take this child's hand and lead her gently into the underworld. Turning back to the group, her eyes move from Bjørn to Nik'olo, briefly assessing them. "Who will bear her body back to the mother?" ![]()
Female Human Witch (Gravewalker) 1 | HP 8/8 | AC 13 Touch 13 Flat-Footed 10 | CMB -1 CMD 12 | Saves: Fort +1 Ref +3 Will +3 | Perception: +6 | Init: +9 | Status: Inactive
![]() At the man's warning, Ashekara reaches into her satchel and retrieves her crossbow while the group makes their way towards the outskirts of the village. After loading a bolt onto the flight groove, she props the crossbow up against her shoulder, ready for whatever awaits them in the forest. It does strike the witch as strange that the villagers would be superstitious enough to create hundreds of these 'wood wards', and yet have seemingly little faith in their ability to protect them when the wolves started howling. Unless they aren't meant to keep the wolves away. She is about to ask their guide what purpose they serve when the cries of the mother of the missing girl reaches her. Ah, a question for another time, perhaps. Ashekara speaks a few words in the gutteral language of the dead and with a wave of her hand, four glowing orbs of light like will-o'-wisps materialize. Directing the lights to hover closer to the ground, she turns to the ranger and asks, "Bjørn, do you make out any tracks yet?" ![]()
Female Human Witch (Gravewalker) 1 | HP 8/8 | AC 13 Touch 13 Flat-Footed 10 | CMB -1 CMD 12 | Saves: Fort +1 Ref +3 Will +3 | Perception: +6 | Init: +9 | Status: Inactive
![]() It may not have been the reason they were sent to this out-of-the-way village, but even Ashekara was not so callous as to dismiss the need to find the missing girl, hungry wolves be damned. The other points that Nik'olo brings up, however... She gives a humorless little laugh when the man asks if he's forgotten anything. "And perhaps, somewhere in the middle of all this goodwill, we can try to determine the reason we have been sent here?" Ashekara asks drily. ![]()
Female Human Witch (Gravewalker) 1 | HP 8/8 | AC 13 Touch 13 Flat-Footed 10 | CMB -1 CMD 12 | Saves: Fort +1 Ref +3 Will +3 | Perception: +6 | Init: +9 | Status: Inactive
![]() Ashekara's lips quirk up into a pleased smirk at Bjørn's testy tone. I see I'm not the only one a little lacking in social graces. It's a small consolation to know that her patience isn't the only one being put to the test. Her eyes drift back to the priest as the villager explains Arkadi's situation. Seems odd that they'd trust a man so afflicted to do anything of use, much less send for a replacement. Little wonder things are going so poorly for them if no one is taking any initiative. Content for now to let the others do the talking, Ashekara pulls her cloak a little closer as the evening chill begins to set in, and, most importantly, keeps her likely unwelcome opinions to herself. Especially where it concerns the missing girl. Poor girl... Alas, if the wolves are becoming as bold as he says they are, it seems painfully clear what has happened to her. ![]()
Female Human Witch (Gravewalker) 1 | HP 8/8 | AC 13 Touch 13 Flat-Footed 10 | CMB -1 CMD 12 | Saves: Fort +1 Ref +3 Will +3 | Perception: +6 | Init: +9 | Status: Inactive
![]() Feeling as though she has missed a salient point in their exchange, Nik'olo's wink is met with look of mild confusion. Not knowing enough about the man's culture, and not particularly inclined to inquire at the moment, Ashekara lets the conversation drop with a small shake of her head. I wish it weren't so, but it looks like we may have time enough to acquaint ourselves with one another later. She gives another indelicate snort at Eerikki's suggestion--after all, she agreed to follow the group's lead, not to be nice about it. "That is a fine way to become dinner. If the wolves are so eager to feast, best not to wander into their domain. Better to draw them out into the open, yes?" she says to the raven creature, her tone taking on a somewhat less harsh note at the end. As they approach the elderly man tending to the garden, Ashekara makes sure to stay near the back of their little group. She intends, for the most part, not to do much speaking unless she finds a question that needs asking. She knows where her strengths lie, and it isn't in handling people gently. Yet as they wait for the old man to acknowledge their presence, the silence only interrupted by the incessant howling of wolves, Ashekara quickly loses what little patience she's had since being sent here. Having a low opinion of the elder's hearing, Ashekara pitches her voice a bit louder than what courtesy might dictate. "Brother Arkadi?" ![]()
Female Human Witch (Gravewalker) 1 | HP 8/8 | AC 13 Touch 13 Flat-Footed 10 | CMB -1 CMD 12 | Saves: Fort +1 Ref +3 Will +3 | Perception: +6 | Init: +9 | Status: Inactive
![]() Ashekara is about to dismiss the Nik'olo's concerns as absurd, but the villagers' reactions to the howls have not gone unnoted by the young woman. At seeing what little distance separates the chapel from the edge of the forest, the dismissal dies on her tongue. She does her best to look contrite--which she isn't--and addresses the man, "You must forgive me; I am not accustomed to waiting on others to decide what ought to be done. But you are right to advise caution. I will try to follow your lead." She gives Nik'olo a placating smile which feels all too foreign on her face, before sweeping her arm out toward the chapel. "After you." ![]()
Female Human Witch (Gravewalker) 1 | HP 8/8 | AC 13 Touch 13 Flat-Footed 10 | CMB -1 CMD 12 | Saves: Fort +1 Ref +3 Will +3 | Perception: +6 | Init: +9 | Status: Inactive
![]() Don't mean to come across as meta-playing with my last post. The group is more than free to not join Ashekara in heading toward the chapel. =) ![]()
Female Human Witch (Gravewalker) 1 | HP 8/8 | AC 13 Touch 13 Flat-Footed 10 | CMB -1 CMD 12 | Saves: Fort +1 Ref +3 Will +3 | Perception: +6 | Init: +9 | Status: Inactive
![]() Ashekara turns to the village woman with a look of open surprise. She had not been addressing her, but the information she has provided is welcome all the same. "My thanks," she tells the woman in her usual terse manner, but she follows the words with a deferential nod of her head. It would not do to go making enemies out of the villagers so soon. She tosses an arch look at the cat for a few moments too long, before continuing down the path a few paces. "I am Ashekara, of clan Kalder," she tells her traveling companions, seemingly apropos of nothing. In truth, she has realized that, if she is to be stuck with the group for an indeterminate amount of time, it would be in her best interest to learn their names--if only to avoid having her "suggestions" taken by the wrong person in the future. "Town leader? In this place?" she snorts. "Shall we look for farmer with the most pigs? ...No, it occurs to me that smaller settlements often place a greater emphasis on religion. Perhaps we should seek this Brother Arkadi out." Her eyes scan the various buildings of the village, looking for any that stand out as a potential place of worship. "There," she says, pointing out a lone building to the east. As the group makes their way towards the chapel, Ashekara falls back a few paces. She knows the darkness that surrounds her--that woman's mangy cat must have sensed my aura--and does not want to risk hostilities should Brother Arkadi sense it, too. ![]()
Female Human Witch (Gravewalker) 1 | HP 8/8 | AC 13 Touch 13 Flat-Footed 10 | CMB -1 CMD 12 | Saves: Fort +1 Ref +3 Will +3 | Perception: +6 | Init: +9 | Status: Inactive
![]() Once she has determined that the scarecrows are at least slightly less sinister than they appear, Ashekara moves along with the rest of the group towards the village proper. Well, that lays to rest one concern. But what purpose do the candles serve? With some effort, the young woman pushes the mystery to the back of her mind and gathers her focus to the task at hand. "Do you think that they speak the Trade Tongue here?" she asks her companions in the silence that follows the Septime man's question. The warm accent of the Kariv people flavors her words, making the question sound more like do you sink zhet zay speak zeh Trade Tongue ee-yuh?, sibilant and trilling. She barely manages to hold back a derisive snort at the man's suggestion. While she can see the logic in securing food and shelter eventually, she hardly thinks those are the most pressing matters they have to attend to. "We have a few hours of the day's light, yet. Perhaps we can learn more of where we have been sent before we take our rest." Her eyes dance over the group she finds herself stranded with, silently taking the measure of each before fixing on the woman clutching her God's symbol. "You there, holy woman. You seem agreeable enough," Ashekara says, somehow managing to make it sound less like the compliment it's intended to be. "See what you can learn from one of these gajo, won't you? Where to find the nearest road back to Zobeck, to start." ![]()
Female Human Witch (Gravewalker) 1 | HP 8/8 | AC 13 Touch 13 Flat-Footed 10 | CMB -1 CMD 12 | Saves: Fort +1 Ref +3 Will +3 | Perception: +6 | Init: +9 | Status: Inactive
![]() Speaking of getting to know one another... Hi everyone! I'm Kat, and I'm very happy to have been selected to play along with you all. I'm new to Pathfinder, but I'm confident that I have a pretty good grasp of the rules to finally start gaming. My character is Ashekara. When she's not being suspicious or unsocial, you can probably expect her to have something dry or cutting to say. Despite this, helping those who need it is a pretty deeply ingrained belief for her, so if any of your characters are in a bind, she'll be there to lend a hand, even if she grumbles about it the whole time. She's a gravewalker witch, so hopefully she'll have an undead minion at her side in time. How this will mesh with the rest of the party, I can't say, but I look forward to any roleplay it may open up. If there's anything else, feel free to ask. =) ![]()
Female Human Witch (Gravewalker) 1 | HP 8/8 | AC 13 Touch 13 Flat-Footed 10 | CMB -1 CMD 12 | Saves: Fort +1 Ref +3 Will +3 | Perception: +6 | Init: +9 | Status: Inactive
![]() Ashekara moves to a nearby tree, stumbling occasionally as the world pitches underneath her with every few steps. Her people are known travelers, but they make their way by foot, by horse or by wagon. It is her only experience with teleportation, but it's enough to realize she has no taste for it. She takes a moment to gather herself, resting heavily on the tree for support. Once the world seems stable once more, she searches herself, making sure she hasn't misplaced anything in the time between arriving and... wherever I was before this. She looks around at the others who arrived with her, and dismisses the idea of asking them what they remember almost as soon as the thought occurs to her. She has, in her estimation, a mind as keen as any of them--If my memory of what has led us to this is faint at best, how much more so must they be in the dark. Her dark brows furrow as they are soon set upon by the village children. She follows them without complaint or struggle, even though her suspicions are not put to rest by their seeming hospitality. Do they have no concern for themselves, that they would rush to invite strangers into their midst? she wonders as the children draw them closer to the village. Her hazel eyes focus more intently on one of the scarecrows she passes, trying to make out what sort of creatures have supplied the bones. Or perhaps we aren't the first group of strangers to have been sent here... Heal: 1d20 + 5 ⇒ (4) + 5 = 9 to determine if the bones are human or not ![]()
![]() GM Shady wrote:
In that case, I have a re-submission for you. I also found out that, unfortunately, Gravewalker archetypes don't qualify for Extra Hex feat at level 1, so ditched that and took the Dual Talent racial trait. And added some more fluff. statblock: Ashekara Kalder Female Human Witch (Gravewalker) 1 CN Medium Humanoid (Human) Deity Anu-Akma Init +9; Senses Perception +6 Aura Aura of Desecration (20 ft.) ==================================================== AC 13, Touch 13, Flat-footed 10 HP 8 (1d6 + 2) Fort +1, Ref +3, Will +3 ==================================================== Speed 30 ft. Ranged light crossbow +3 (1d8/19-20) Base Atk +0; CMB -2; CMD 10 Prepared Spells Witch (CL 1st): 1st - mage armor (DC 15), ray of sickening (DC 15) 0th - dancing lights, daze (DC 14), message ==================================================== Abilities Str 8, Dex 16, Con 12, Int 19, Wis 12, Cha 10 Special Qualities Aura of Desecration, Dual Talent, Cantrips, Shadow Patron, Spell Poppet, Witch Patron Spells Feats Improved Initiative Languages Kariv, Trade Tongue, Nurian, Darakhul, Rue-Thothka Skills Acrobatics +3, Appraise +4, Artistry +4, Climb -1, Craft (Untrained) +4, Escape Artist +3, Fly +3, Heal +5, Knowledge (Arcana) +8, Knowledge (Nature) +8, Knowledge (Planes) +8, Knowledge (Religion) +5, Perception +6, Ride +3, Sense Motive +1, Stealth +3, Survival +1, Swim -1 Possessions Traveler's Outfit; Light Crossbow; Spell Component Pouch; Quiver [Crossbow Bolts (10)]; Pouch (Belt) [Crossbow Bolts (10)]; Backpack [Bedroll; Mess Kit; Rations (Trail/Per Day) (x3); Waterskin], 57gp, 2sp ==================================================== Aura of Desecration (Su) You can create a 20-foot-radius aura of evil power. This aura increases the DC of channeled negative energy by +1 and the turn resistance of undead by +1. Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. Dual Talent Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits. Gravewalker Bonus Spells Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks. Seeker You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you. Shadow Patron Spell Poppet You carry around a grisly, inanimate poppet stitched from human skin and stuffed with shards of bone, fingernails, and grave dirt. Your spells come from the will of evil spirits residing in the poppet, and its ability to hold spells functions in a manner identical to the way a witch's spells are granted by her familiar. You must commune with your poppet each day to prepare your spells and cannot prepare spells that are not stored in the poppet. Witch Patron Spells At 1st level, when a witch gains her familiar, she must also select a patron. This patron is a vague and mysterious force, granting the witch power for reasons that she might not entirely understand. At 2nd level, and every two levels thereafter, a witch's patron adds new spells to a witch's list of spells known. These spells are also automatically added to the list of spells stored by the familiar. ==================================================== Appearance Dusky brown skin covers this young woman's slight, 5'7" frame, and together with the striking facial markings, they offer most a telling insight into her heritage as a Black Gypsy of the Kariv people. Hazel eyes, upturned and set into a slim, oval face, peer out from underneath a thick veil of black hair. Her upper lip, noticeably more plush than her lower, seems to give her an almost perpetual pout when she's not minding her features. While her somewhat exotic appearance might ordinarily be found attractive to those whose tastes favor what's foreign, there is an unsettling aspect to her presence that many find difficult to overcome. Her garb, an off-white blouse, a woolen skirt, soft, well-worn boots, and a recently mended cloak have all seen better times, and often have the look of few days worth of travelling dusty roads. Despite this, Ashekara seems to carry herself as one who has a great deal of pride. ==================================================== Personality At equal times aloof and amiable, charitable and inconsiderate, Ashekara is a study of contrasts. Born into a nation of misfits and pariahs, she quickly learned that blood is the only thing you can trust in the world. To the Kariv, outsiders were nothing more than sheep to be fleeced. Ashekara was indoctrinated into this isolationist view from a young age, and even now she is often slow to warm to others, pessimistically waiting for them to begin treating her as an outsider. Almost completely at odds with their view of gadscho, or others, the Kariv also held that one of the highest tenets of their culture was to give aid to whomever needs it. The idea of helping others, be they blood-kin or not, was one that was firmly reinforced when Ashekara began down the path to becoming a Healer. Even now, long after abandoning that calling, she often finds she doesn't have the hardheartedness to turn a blind eye to one who is suffering, no matter how they may have slighted her. ==================================================== Background Wandering is all that Ashekara has ever known, and, if the stories her people tell are true, wandering shall be the only thing she will ever know. The third and last child of a fortune-teller mother and a cutpurse father, Ashekara was born into the Kalder clan of the Wandering Realm of the Kariv, a nomadic people widely despised and mistrusted throughout the southern nations. But as much as city-dwellers and settlers look down upon the Kariv, so too do the other great families of Kariv look down upon the people of the Kalder clan. Reviled among their own people as kidnappers and bride-thieves, servants of dark gods who conspire with the undead, the life of a Kalder was one of being an outcast even among outcasts. Family was what got Ashekara through her days growing up, particularly her elder brother, Iquari. When Ashekara became of age to begin training for what would become her life’s work, she chose to apprentice with the clan’s Healer. It was a noble calling, though, as Kalders were known for being masters of magic both malignant and malevolent, it was no small undertaking. Her studies were cut short when, after a night of drunken revelry and violent tempers clashing, Iquari was brought to the Healer’s tent to be prepared for his burial. Deeply hurt by the death of her kin and most fervent ally, Ashekara would not be parted from her brother’s corpse no matter how her family and the Healer tried. And so they agreed that some time to grieve and say her goodbyes in privacy was what she needed, and let her be. But when her parents and the Healer came back to collect her, they found their son’s body near mutilated, and Ashekara sewing the last stitches of a grisly poppet with bloodied fingers, murmuring about how “they” would to teach her how to bring Iquari back. That same night, she was brought before the King of the Kalders, who forever cast her out of the clan for breaking her Healer’s oath and defiling the corpse of a kinsman. Ashekara has been a wanderer in exile ever since, seeking more knowledge of the shadowy powers-that-be that have been her only companion since that fated night, and hoping that one day they will grant her the powers they promised.
![]()
![]() Hi there, I'd love to submit a character for consideration, preferably for the Margreve Forest setting. Ashekara, Human Gravewalker Witch: Ashekara Kalder Female Human Witch (Gravewalker) 1 CN Medium Humanoid (Human) Deity Anu-Akma Init +8; Senses Perception +1 Aura Aura of Desecration (20 ft.) ==================================================== AC 12, Touch 12, Flat-footed 10 HP 9 (1d6 + 2 + 1) Fort +2, Ref +2, Will +2 ==================================================== Speed 30 ft. Ranged light crossbow +2 (1d8/19-20) Base Atk +0; CMB -2; CMD 10 Prepared Spells Witch (CL 1st): 1st - ill omen, mage armor (DC 16), sleep (DC 16) 0th - daze (DC 15), detect magic, guidance (DC 15) ==================================================== Abilities Str 7, Dex 14, Con 14, Int 20, Wis 11, Cha 7 Special Qualities Aura of Desecration, Bonus Feat, Cantrips, Evil Eye, Hex, Shadow Patron, Skilled, Spell Poppet, Witch Patron Spells Feats Extra Hex (Evil Eye), Improved Initiative Languages Kariv, Trade Tongue, Nurian, Khazzaki, Darakhul, Rue-Thothka Skills Acrobatics -1, Appraise +5, Bluff -2, Climb -5, Diplomacy -2, Disguise -2, Escape Artist -1, Fly -1, Intimidate -2, Knowledge (Arcana) +9, Knowledge (History) +9, Knowledge (Nature) +9, Knowledge (Planes) +9, Knowledge (Religion) +6, Perception +1, Ride -1, Spellcraft +9, Stealth -1, Swim -5, Use Magic Device +9 Possessions Traveler's Outfit; Light Crossbow; Spell Component Pouch; Pouch (Belt) [Crossbow Bolts (50)]; Backpack [Bedroll; Flint and Steel; Ink (1 oz. Vial); Inkpen; Mess Kit; Parchment (Sheet) (x5); Rations (Trail/Per Day) (x3); Soap; Torch (x5); Waterskin (Filled)], 43gp, 5sp, 5cp ==================================================== Aura of Desecration (Su) You can create a 20-foot-radius aura of evil power. This aura increases the DC of channeled negative energy by +1 and the turn resistance of undead by +1. Bonus Feat Humans select one extra feat at 1st level. Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. Evil Eye (Su) The witch can cause doubt in the mind of a foe within 30 feet that you can see. The target takes a -2 penalty on one of the following (witch's choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch’s Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to –4. Gravewalker Bonus Spells Hexes Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level. A witch cannot select an individual hex more than once. Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch's level + the witch's Intelligence modifier. Pragmatic Activator (Use Magic Device) While some figure out how to use magical devices with stubborn resolve, your approach is more pragmatic. You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier. Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks. Shadow Patron Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Spell Poppet You carry around a grisly, inanimate poppet stitched from human skin and stuffed with shards of bone, fingernails, and grave dirt. Your spells come from the will of evil spirits residing in the poppet, and its ability to hold spells functions in a manner identical to the way a witch's spells are granted by her familiar. You must commune with your poppet each day to prepare your spells and cannot prepare spells that are not stored in the poppet. Witch Patron Spells At 1st level, when a witch gains her familiar, she must also select a patron. This patron is a vague and mysterious force, granting the witch power for reasons that she might not entirely understand. At 2nd level, and every two levels thereafter, a witch's patron adds new spells to a witch's list of spells known. These spells are also automatically added to the list of spells stored by the familiar.
Background Wandering is all that Ashekara has ever known, and, if the stories her people tell are true, wandering shall be the only thing she will ever know. The third and last child of a fortune-teller mother and a cutpurse father, Ashekara was born into the Kalder clan of the Wandering Realm of the Kariv, a nomadic people widely despised and mistrusted throughout the southern nations. But as much as city-dwellers and settlers look down upon the Kariv, so too do the other great families of Kariv look down upon the people of the Kalder clan. Reviled among their own people as kidnappers and bride-thieves, servants of dark gods who conspire with the undead, the life of a Kalder was one of being an outcast even among outcasts. Family was what got Ashekara through her days growing up, particularly her elder brother, Iquari. When Ashekara became of age to begin training for what would become her life’s work, she chose to apprentice with the clan’s Healer. It was a noble calling, though, as Kalders were known for being masters of magic both malignant and malevolent, it was no small undertaking. Her studies were cut short when, after a night of drunken revelry and violent tempers clashing, Iquari was brought to the Healer’s tent to be prepared for his burial. Deeply hurt by the death of her kin and most fervent ally, Ashekara would not be parted from her brother’s corpse no matter how her family and the Healer tried. And so they agreed that some time to grieve and say her goodbyes in privacy was what she needed, and let her be. But when her parents and the Healer came back to collect her, they found their son’s body near mutilated, and Ashekara sewing the last stitches of a grisly poppet with bloodied fingers, murmuring about how “they” would to teach her how to bring Iquari back. That same night, she was brought before the King of the Kalders, who forever cast her out of the clan for breaking her Healer’s oath and defiling the corpse of a kinsman. Ashekara has been a wanderer in exile ever since, seeking more knowledge of the shadowy powers-that-be that have been her only companion since that fated night, and hoping that one day they will grant her the powers they promised.
|