About BithStats:
Init +4; Senses darkvision 60 ft., low-light vision; Perception +2 -------------------- Defense -------------------- AC 14, touch 14, flat-footed 10 (+4 Dex) hp 10 (1d6+4) Fort +5, Ref +4, Will +2 Defensive Abilities shadow blending; Resist cold 5, electricity 5 -------------------- Offense -------------------- Speed 30 ft. Melee dagger -2 (1d4-2/19-20) Special Attacks hexes (cackle[APG], evil eye[APG]) Spell-Like Abilities (CL 1st; concentration +4) 1/day—disguise self Witch Spells Prepared (CL 1st; concentration +4) 1st—infernal healing[ISWG], ray of enfeeblement (DC 14) 0 (at will)—detect magic, spark[APG] (DC 13), stabilize Patron Ancestors -------------------- Statistics -------------------- Str 6, Dex 18, Con 16, Int 17, Wis 10, Cha 16 Base Atk +0; CMB -2; CMD 12 Feats Alertness, Extra Hex[APG] Traits silent watcher, spirit guide Languages Common, Hallit, Kelish, Varisian
Background:
Bith was born Lassabith Nerine of House Nerine on the Shadow Plane. Bith is an affectionate contraction that her parents used and pretty much the only name she's every really known for herself, having lost her parents at a very early age when they brought her to Absalom trying to escape from a war that their House had become embroiled in. Sadly, they did not succeed, and were slain shortly after by shadow assassins sent by the House they were at war with. By a very simple turn of luck, the assassins did not find Bith and left her alive when they departed. When she awoke, her parents were gone. Wandering out of the house in search of them, Bith quickly became lost in the unfamiliar city and before very long she was living on the streets. Cold and hungry and constantly afraid, Bith learned to survive by begging and stealing. For the first couple of years she was on her own, in solo competition with the other beggar children on the streets. Although her slightly exotic looks often counted against her, she was, even then, smart and quick and she soon learned to get by at least as well as any of her contemporaries. However, when she fell in with a small group of children like herself, she discovered something that she had not been able to attain by herself. Companionship. The group was less caring than it later came to be, being led at the time by a teenage boy called Calder, who was a bit too fond of enforcing his will with his fists, but compared to the solitude that Bith had been enduring it felt like home. Over the years that followed the membership of the group changed. Calder got caught trying to steal from a merchant and stabbed a guard while trying to escape. The last any of the group saw of him was his being dragged off to stand before the magistrates. Though there were several others in charge over this time, none had Calder’s temper, and gradually the group changed into being supportive of each other. Every year though, one or two of the group would just disappear. Usually from the oldest of the group, the ones who were fifteen or more years old. Like most of the younger children, Bith didn’t really attach much significance to this until she grew a bit older and the children who disappeared started to be among the ones she more directly associated with.
10 minute background:
Five Things 1. As a Fetchling, Bith is a native of the Shadow Plane. She came to Golarion with her parents when she was very young. 2. Shortly after their arrival, Bith's parents were both killed and she was left alone to fend for herself on the street. 3. She still lives on the street now, begging and doing occasional small tasks for folks as need such things done in order to feed herself. 4. She is part of a small group of such children that help and look out for one another. At fourteen, she is currently the eldest of the group and has become its de-facto leader. She feels the responsibility keenly. 5. Although she has felt a tug of connection to the Shadow Plane all her life it is only recently that it has blossomed into her being able to do magic. She knows what she can do but does not really now how or why she can do it. She has invented an imaginary 'grandfather' figure who she imagines to be a powerful figure on the Shadow Plane, reaching out to teach her magic through her rat, Scrib. As she is still trying to figure out 'what it is for', she hasn't told anyone else about it yet. Two Goals
Two Secrets
Three People
Three Memories
Skills:
Heal +4, Intimidate +7, Knowledge (religion) +9, Perception +2, Sense Motive +2 (+3 in crowds), Spellcraft +7, Stealth +6 (+7 in city streets), Use Magic Device +7; Racial Modifiers +2 Stealth |