Winter Klazcka

Dayana Elerye's page

167 posts. Alias of LadyGrayRose.


Classes/Levels

Fort +1, Ref +2, Will +2 | Init +6 | Senses; Darkvision 60ft., Perception +0 (+2 when in arm's reach of familiar) | Active Buffs: Mage Armor

Gender

Female Changeling Witch 1 | 7/7 HP | AC 17, T 12, FF 15, CMD 11 |

About Dayana Elerye

Statblock - Dayana:
Dayana Elyn Elerye
Green-Born Changeling Witch 1
N Medium Humanoid (Changeling)
Init +6; Senses Darkvision 60ft., Perception +0
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DEFENSE
AC 13 Touch 12 Flat-footed 11
HP 7
Fort 1 Ref 2 Will 2
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OFFENSE
Speed 30ft.
Melee 2 Claws -1 (1d4-1, 20/x2)
Ranged Longbow -2 (1d8-1, 20/x3) (nonproficient)
Special Attacks Hexes (Evil Eye (-2, 7 rounds, DC 14))
For spells, see: Spells
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STATISTICS
Str 8 Dex 14 Con 12 Int 18 Wis 10 Cha 14
Base Attack Bonus 0; CMB -1; CMD 11
Feats Improved Initiative
Traits Child of the Temple, Fast Talker
Trained Skills Bluff +10, Craft (Jewelry)* +8, Disable Device +3, Knowledge (Arcane) +8, Knowledge (Local) +4, Knowledge (Religion) +9, Perform (Singing)* +6, Sense Motive +1, Spellcraft +8
Languages Common, Draconic, Elven
SQs Hexes (Evil Eye), Witch's Familiar (Viper; +3 to Bluff checks; knows prepared Witch spells + Mage Armor, Sow Thought, Cure Light Wounds & all Witch Cantrips)
Combat Gear 14 Arrows Other Gear Witch's Kit (This kit includes a backpack, a bedroll, a belt pouch, candles (10), chalk (10), a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch,torches (10), trail rations (5 days), and a waterskin), Silk Rope (50ft.), Masterwork Thieves' Tools, assorted jewelry worth 25 gp, 24gp

Green Widow +2 bluff against creatures that could be sexually attracted to them.

Spells:

Witch Spells Prepared (Caster Level 1st, Concentration +5)
1st— Cure Light Wounds, Mage Armor
0 (at will)— Daze (DC 14), Detect Magic, Spark
Patron Agility

Spells stored in Beledia:
1st—Charm Person, Cure Light Wounds, Ear-Piercing Scream, Mage Armor, Sow Thought
0—All Witch Cantrips

Appearance:
Dayana is, without a doubt, a beautiful young woman by conventional standards — to those who can get past the glaringly obvious fact that she is a changeling, at any rate. Glossy black hair falls midway down her back when not pulled into a bun or a braid, obviously very well cared for, and her face is attractively long and narrow with large, heterochromatic eyes; her left silver and her right electric violet.

Her manner of dress is neat and — though she is no noblewoman parading around in silks and satins — the quality of it is fair. A delicate silver chain bedecked with an amethyst pendant hangs from her slim neck, and on her right pinky finger is a fine silver band set with another amethyst.

Statblock - Beledia, Viper Familiar:
Beledia
N Tiny Magical Beast
Init +3; Senses Low-light Vision, Scent; Perception +9
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Defense
AC 17; Touch 15; Flat-footed 14 (+2 Size, +3 Dex, +2 Natural)
HP 3
Fort +1 Ref +5 Will +2
Defensive Abilities Improved Evasion
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Offense
Speed 20 ft., climb 20 ft., swim 20 ft.
Melee Bite +5 (1d2-2 + Poison)
Space 2-and-1/2ft. Reach 0ft.
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Statistics
Str 4, Dex 17, Con 8, Int 6, Wis 13, Cha 2
Base Atk. +0; CMB +1; CMD 8 (can't be tripped)
Feats Weapon Finesse
Skills Climb +11, Perception +9, Stealth +15, Swim +11
Racial Modifiers +4 Perception, +4 Stealth
Entitled to use its Master's skill ranks (but with the familiar's own ability modifiers) within what is reasonable for a creature of its type to attempt.
SQs Alertness, Empathic Link, Share Spells, Skill Bonus, Store Spells.

Alertness — While a familiar is within arm’s reach, the master gains the Alertness feat.

Empathic Link — The master has an empathic link with her familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The master has the same connection to an item or place that her familiar does.

Poison Bite—injury; save Fort DC 9; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.

Share Spells — The witch may cast a spell with a target of “You” on her familiar (as a touch spell) instead of on herself. A witch may cast spells on her familiar even if the spells do not normally affect creatures of the familiar‘s type (magical beast).

Skill Bonus — A Viper familiar grants its master a +3 on Bluff skill checks.

Store Spells — Starting at 1st level, a witch’s familiar stores all of the spells that the witch knows. This does not allow the familiar to cast these spells or use spell-trigger or spell completion magic items. Starting at 2nd level, and every two levels thereafter, a witch’s familiar adds new bonus spells to the witch’s spell list based on her patron. These spells are automatically stored by the familiar and can be prepared as normal once they are gained.

Backstory:

Step 1: Write at least 5 background and concept elements that you feel are important to the image of your character. These can be a concept overview, a list of important life events, a physical description, a personality profile etc.
A foundling child abandoned as an infant on the steps of an Erathian parish a few towns over from Brindol, Dayana was taken in as a ward by the cleric Alaine Elerye. Although at birth the child looked much the same as any human infant did, as the months trickled by her hag heritage began to manifest; first in the form of heterochromia as her eyes drifted from baby blue into one violet eye and one silver eye, but later in her tiny, sharp, hard nails as the child began toddling around the world.

At the age of seven, after much begging and pleading and a few tears, Alaine reluctantly let Dayana keep a cat she'd found while playing outside the parish. The much-beloved creature was, for reasons unfathomable to anyone but Dayana, named Dove. Sadly the cat died when Day was ten after it tried to get at chickens from a nearby farm and was caught by the farmer's dog.

At thirteen, the manifestation of her hag heritage became even less deniable as once thin and easily-bruised skin began to toughen and tauten and the girl's vision in the dark rivaled her vision in the daylight. Dayana became withdrawn over the weeks, and finally she began to find that she was lacking; There was so much in life, yet she lived a simply as a parishioner's freak of an adopted daughter.

At fourteen, the child was becoming something of a thief, filling up the longing in her heart with material goods she would hide away in her room beneath her bed. But as with all stupid teenagers doing stupid things, she was eventually caught red-handed. Alaine was distinctly less than pleased and the two had a massive argument that ended with Dayana storming out. Alaine thought the child would return in a few hours when she'd calmed down; Alaine was wrong.

Over the next year Dayana drifted from here to there, working odd jobs and thieving as necessary to make ends meet. During her travels she was contacted by a strange entity promising her the power 'to do that which she'd please,' that spoke through a viper; she accepted this curious offer, and the viper remained as her familiar and liaison for her Patron.

A few months ago, Day showed up in Brindol and began working odd jobs here and there before finally getting a job as a barmaid in Ilya's Cardhouse; whether she's finally settling down or whether she's simply taking a break from her wanderings is up for question.

Goals:

Goal #1: To discover her place in the world; Dayana is driven by a sense of being 'out of place,' and a need to find out where she belongs and what she will do in the grand scheme of things.

Goal #2: Dayana's other major goal is to enhance her arcane prowess and unlock greater power, both to further her own ends (such as ending her Call, either by finding a way to sever the link or by slaying her hag mother) and to assist any others she considers dear.

Secrets:

Known Secret: Dayana's hag mother still lives and currently resides deep in the Witchwood; although the changeling knows enough about the nature of the Call to resist it, she's terrified that she may not be able to some day.

Unknown Secret: The true nature of her Patron is that of a fairly powerful Fey.

Dramatis Personae:

Alaine Elerye (Human Female) — A cleric of Erathis residing in a parish a few towns away from Brindol.

Emmalyn (Human Female) — A former barmaid at Ilya's Cardhouse who left her position after marrying recently, Dayana and Emmalyn met while the latter was still working there and bonded over their shared woes of working as barmaids.

Vericho Nindleton (Halfling Male) — Dayana doesn't like the bard. The bard doesn't like her. This mutual dislike stems from an incident when the bard was playing at the Antler and Thistle a few weeks after Dayana came to town; while the exact specifics of what happened have been lost to time and memories fuzzy by drink, what is known is that several individuals received black eyes that night when a large argument broke out between several individuals over whether or not Vericho was a good musician and proceeded to turn into a barfight.

Mannerisms/Quirks:
1. Dayana has a hard time understanding the emotions of other people. She wants to, and she tries to, but it simply doesn't click for her. Despite that, when she remembers to not be so selfish, she does genuinely try to help others.

2. She picks at and files her nails constantly, but it does little good in dulling them for long.

3. Dayana sneaks scraps out to the stray cats of Brindol when she can.