Meyanda

Azana's page

254 posts. Alias of JonGarrett.


Full Name

Azana Vioni

Race

Half-Orc

Classes/Levels

Air Element Infused Ley-Line Guardian Witch - HP:|3/16| AC:16 | T:10 | FF:16 | CMD: 13 | Fort: 3 | Ref:1 | Will: 3 | Perc: +7 | Init: +2 | DR 2/- | 20% Miss Chance| Fast Healing 2

Gender

Female

Size

Medium

Age

21

Special Abilities

Hexes

Alignment

Chaotic Good

Deity

Agnostic

About Azana

Female Element Infused Half-Orc Ley Line Witch 3
Neutral Good Humanoid (Orc, Human)
Initiative; +2 Perception +7

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Defense
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AC, 16 touch 10 flat-footed 16
(Base +10, Dex+2, Armour +2, Natural Armour +1, +1 Shield)
hp 16 HP
Fort +3, Ref +1, Will +4
(Dex +0 - Con +0 - Wis +1 - Fort +1 - Reflex +1 - Will +3)
Resistance: None

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Offence
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Speed 30 ft.
Melee
Ranged Revolver - +3 to hit - 1d6 damage - x4 crit - 20ft Range - 6 shots.

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Magic
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Cantrips - 5 Known
Detect Magic - Sense magic in a 60ft cone. Continuied concentration reveals more details.
Read Magic - Understand magic scripture.
Mending - Repair small, non-magical items.
Message - Send a short message and receive a reply.
Light - Make an item glow.
Prestidigitation - Use a number of small, magical tricks like cleaning clothes or flavouring food.

1st Level Spells - 8 Per Day - 3 + Patron Spell Known
Burning Hands - Creates a cone of fire 15 feet long,inflicting 1d4 fire damage per level.
Snowball - Inflict 1d6 per level in Cold damage.
Mage Armour - Add +4 to AC for 1 hour per level.
Patron Spell - Cure Light Wounds - Heal 1d8 plus level up to a max of +5

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Statistics
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Str 9 (Base 11 - Template -2)
Dex 10 (Base 10 - Template +4)
Con 11 (Base 11)
Int 23 (Base 17 - +2 Racial - Template +4)
Wis 11 (Base 11 - Template +2)
Cha 10 (Base 10)
Base Atk +1; CMB +1; CMD 11

Feats
1st - Great Fortitude - Add +2 to Fortitude Saves.
3rd - Extra Hex - Gain 1 additional Hex

Bonus Feats
Half-Orc Shaman’s Apprentice - Gain Endurance as a bonus feat.
2nd Level Game Feat - Improvisational Healer - Gain +2 when using a Healer’s Kit, and no penalty without one. When using or giving another creature a Cure potion treat your skill Ranks in heal as the Caster Level for the potion.

Traits
Fate’s Favoured (Faith Trait) - Add a +1 trait bonus to any Luck bonuses.
Blighted Physiology - Gain +1 natural armour, but get sickened for 1 round when healed.
Two World Magic - Gain Prestidigitation as an extra cantrip.

Drawbacks

Racial Traits
[i]Skilled
- Being closer to human than Orc, the character loses Darkvision but gains Skilled.
Orc Blood - Count as both Orc and Human for all purposes.
Orc Weapon Familiarity - Gain proficiency with falchions and great axes, and weapons with Orc in the name are martial weapons.
Shaman’s Apprentice - Gain Endurance as a bonus feat.
Sacred Tattoos - Gain a +1 luck bonus to all saves.

Skills
32 Skill Points - 6 Background
Acrobatics - +0 (+0 Dex - 0 Ranks - Non-Class Skill)
Appraise - +6 (+6 Int - 0 Ranks - Non-Class Skill )
Bluff - +0 (+0 Cha - 0 Ranks - Non-Class Skill)
Climb - -1 (-1 Str - 0 Ranks - Non-Class Skill)
Craft (Food) - +11 (+6 Int - 2 Rank - Class Skill)
Craft (Arms and Armour) - +12 (+6 Int - 3 Ranks - Class Skill - Background)
Craft (Alchemy) - +12 (+6 Int - 3 Ranks - Class Skill)
Diplomacy - +3 (+0 Cha - 3 Ranks - Non-Class Skill)
Disable Device - +2 (+2 Dex - 0 Ranks - Class Skill)
Disguise - +0 (+0 Cha - 0 Ranks - Non-Class Skill)
Escape Artist - +2 (+2 Dex - 0 Ranks - Non-Class Skill )
Fly - +8 (+2 Dex - 3 Ranks - Class Skill)
Handle Animal - +0 (+0 Cha - 0 Ranks - Non-Class Skill)
Heal - +6 (+0 Wis - 3 Ranks - Class Skill)
Intimidate - +0 (+0 Cha - 0 Ranks - Class Skill)
Knowledge (Arcana) - +12 (+6 Int - 3 Ranks - Class Skill)
Knowledge (Dungeoneering) - +6 (+6 Int - 0 Ranks - Non-Class Skill)
Knowledge (Engineering) - +6 (+6 Int - 0 Ranks - Non-Class Skill)
Knowledge (Geography) - +6 (+6 Int - 0 Ranks - Non-Class Skill)
Knowledge (History) - +10 (+6 Int - 1 Ranks - Class Skill)
Knowledge (Local) - +6 (+6 Int - 0 Ranks Non-Class Skill)
Knowledge (Nature) - +11 (+6 Int - 2 Ranks - Class Skill)
Knowledge (Nobility) - +6 (+6 Int - 0 Ranks Non-Class Skill)
Knowledge (Planes) - +12 (+6 Int - 3 Ranks - Class Skill)
Knowledge (Religion) - +6 (+6 Int - 0 Ranks - Non-Class Skill)
Linguistics - +6 (+6 Int - 0 Ranks - Non-Class Skill)
Perception - +7 (+1 Wis - 3 Ranks - Class Skill)
Perform (Dance) - +0 (+0 Cha - 0 Ranks - Non-Class Skill)
Profession (Herbalist) - +8 (+2 Wis - 3 Ranks - Class Skill - Background Skill)
Ride - +2 (+2 Dex - 0 Rank - Non-Class Skill)
Sense Motive - +4 (+1 Wis - 3 Ranks - Non-Class Skill)
Sleight of Hand - +2 (+2 Dex - 0 Rank - Non-Class Skill)
Spellcraft - +11 (+6 Int - 2 Ranks - Class Skill)
Stealth - +2 (+2 Dex - 0 Rank - Non-Class Skill)
Survival - +1 (+1 Wis - 0 Ranks - Non-Class Skill)
Swim - -1 (-1 Str - 0 Ranks - Non-Class Skill )
Use Magic Device +5 (+0 Cha - 2 Ranks - Class Skill)
Languages English, Common, Orcish, Celestial, Infernal, Demonic, Necril

Combat Gear: Revolver, 50 Bullets, Leather Jacket (Haramaki with armoured kilt) - +2 AC - 0 ACP - O ASF, Mithral (Titanium?) Buckler - +1 AC - O ACP - 0ASF
Gear: Amethyst Crescent Ioun Stone in a Shining Wayfinder, Vest of Surgery, Vial of Efficacious Medicine, Bag of Holding Type I
Masterwork Backpack, 50ft Silk Rope, Chalk, Bedroll, Bedding, Small Tent.
Rations x 14, Jerky (5 lbs), Cheese (3 lbs), Chocolate (2 lbs), Jar of Honey, Powedered Milk (3lbs), Flour (4 lbs), Potatoe (4 lbs), Canteen of Quenching
Ink Pen, 5 x Black Ink, journal
Normal Outfit, Cold Weather Outfit, 30 doses of cherry perfume
2 x Healer’s Kit, Grooming Kit, Cooking Kit, Soap
Antiplague x 10, Callitria's Kindness x 15, Distilled Terrap Sap x 5, Iniquitous Panacea x 5, Purification Pellet x 10, Sun Cream x12, Surgical Jelly x 5, Night Tea x 30
Blackfinder's Silence, Chellish Death Apple x 10, Grinding Joint Paste x 5, Halo Mushroom Toxin x 5, Spellscorch x 5, Sweetdream x 5, Woundweal x 10
Cash: $10730.24

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Special Abilities
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Ley-Line Witch

Conduit Surge - Roll 1d4-1 and add that number of caster levels to a spell. Must roll a DC 10 + Spell Level + levels added Fortitude Save or become Staggered.
Hex - Hex’s are powerful abilities that can only be used on a limited amount. The DC for these abilities is 10 + half the witch’s level + there Int modifier.
- [i]Gift of Consumption
- If the Witch is forced to make a Fortitude Save, as an Immediate Action, she can force another creature within 30ft to make the same save and suffer the same effect if they fail. Can only be used per creature in each 24 hour period.
- Greater Gift of Consumption - If the Witch succeeds on a Fortitude save the target takes a -4 penalty. If the witch fails this save, or chooses to inflict themselves with a Fortitude save, they can force the target to be the only one to suffer this effect.
Ley-Line Powered - Gain spells as a Sorcerer of the same level, and cast spontaneously rather than in a prepared fashion.
Patron (Mercy) - A Patron adds additional spells known.

Element-Infused
Defensive Abilities (1) - Each Elemental gains abilities of there choice.
- Damage Reduction (1) - Gain DR 2/-
Movement Ability - Gain an elementally themed movement power.
- Flight - Gain Flight with Average maneveurability, with a speed equalling movement but maxed out at 10ft per level.
Offensive Abilities (1) - Gain an Elemental attack.
- Breath Weapon - Inflict 1d6 elemental damage in a cone or line, increasing the damage by 1d6 every three levels.
Bonus Abilities (0+1) - Gain an additional ability, plus one if all other abilities are from the same element.
- Indistinct Form (Defense) - Add a 20% miss chance to all attacks.

Favoured Class Bonus - +3 Skill Points

Appearance:
Azana is a thin, almost gangly looking woman, her dark skin covered in vivid purple tattoos across her body. The tattoos run in a pattern - on one half, swirling across the left side of her face, across the right side of her body and then down the left legs are intricate swirls and whorls of colour. On the right side of her face, left part of her body and right leg are the sacred blessings of her people, prayers and charms of protection and luck. Even the palms of her hands and soles of her feet are covered.

Azana’s appearance is a little unusual - the touch of strange blood in her makeup gives her a strong, unique look. Her face is soft and calm, her jaw bone human, but her eyes are deep and intense. She shaves her hair, to expose the tattoos there, further adding to her odd look in most people's eyes.

She wears a long coat for the most part, with leather padding, and easy to move outfits beneath. Although she owns them she almost never wears boots or shoes unless something makes her, instead preferring to keep her connection to the earth. She wears four studs in each year, running along their length, usually silver and lapis.

She smells of cherry perfume, when she can, and nothing at all when she can’t (thanks to Prestidigitation) and speaks in a mezzo-soprano voice with a Northern England accent.

Personality:
Azana is kind, energetic and lively. She tends to speak before she thinks or considers action, but most people tend not to take offence once they understand she means no offense. She simply doesn’t consider other people as much as she might want to. Still, she genuinely cares about helping people, and uses her odd powers to do just that.

Azana feels her mixed blood strongly. She's proud of her orc heritage, proud of who she is to the point where she demanded the tattoos of her people across her body. This is most obvious in the flip side of her ability - her desire to avenge those who are wronged. Certain spells and abilities do not work well on her, as she simply turns them around on the attacker. Her pride in herself is quite strong.

With her odd background, Azana doesn’t have the best understand of the pre-fall world. She can sometimes come off as naive and curious to others, as most of her understanding of the world comes filtered through TV.

Despite that, she prefers to hang back in a battle, helping her allies and hindering her enemies more than anything. She prefers to use long range skills and spells when she can, closing as little as possible. She knows she doesn’t have the strength or defence for close combat, and instead prefers to be useful.

History:
Azana was born on Earth. This comes as a surprise to the few who know a Half-Orc when they see one. Despite her favouring her Human side she certainly has something off about her. Most people on Earth simply wrote it off as an exotic bloodline, with maybe some Eastern or African heritage. They were partially correct, it simply came from a greater distance than most.

England has a lot of ancient artifacts with strange stories and unusual uses. They plundered the world for them for centuries. Some of them still contain traces of their original owners.

So, when with the advances in genetic technology and artificial insemination technology became more public, some of the people who knew of those artifacts began to ask questions. What would possibly happen when some of that ancient blood was brought into the modern world…?

One of the answers was Azana. Her mother was one of the scientists, willing to experiment on herself and wishing to keep the child as much of a secret as possible. The pregnancy was rough. Most of the other fetus’ proved...unviable. But Azana was eventually born, healthy and whole and not entirely human.

Her early life was...odd, although naturally she didn’t know any different. Mostly it involved testing,and education,and trying to find what made her different. She had a few cosmetic surgeries as well, making her seem more human, but it wasn’t until she was a teenager that her unusual abilities began to kick in.

It began with the ley-lines.

England is an ancient land, and part of its heritage was the massive ley-lines that ran through the land. They were said to have powered the ancient magics of the land, but no one truly believed them to be real. Except Azana could feel them. Her whole life she knew certain places were...better. There was a little one at the end of the Institutes gardens, for example. When she was taken on a field trip once, she went to the Stone Circle of Hethpool. It felt...powerful.

But once she could see them, she could also start to use them. With the power of the lines awoke a certain knowledge of magic and might. And spells...well, the Institute was much more interested in those. She was given access to the ancient records, ancient tomes and manuscripts. Her ability to read magic allowed her to understand, and learn, several old tongues. Among other things...

Access to the ley-lines gave Azana the knowledge of spells, but it took practice to actually use them. More, different ley-lines gave access to different spells, different knowledge, different techniques.

So Azana began travelling the world. Not, of course, on her own. Her trips were very specially arranged, and she was kept from the public as much as possible. Her knowledge grew the more places she visited.

And it was one one of these visits that the zombie apocalypse began…
Azana’s entourage tried to protect her, but they were mostly scientists, researchers. Not armed guards. Azana’s own powers were impressive, but limited in what they could do. They held out in the hotel they had been staying in. With the lower floor sealed off and access to the kitchens it was easy to wait for rescue.

But rescue never came. Eventually the little enclave was running low on food, the kitchen of the hotel long since either eaten or spoiled. Most of the group left to find food. Two days later the hotel fell. Survivors came searching for food, and refused to believe there wasn’t any left. The noise brought zombies. Both sides fell to the small horde, but Azana was able to escape.

Searching for the rest of her group, she wandered, and instead came across a strange mansion...