About DeiaBackground:
Deia's clan traces their lineage back to the nation of Sarkoris. They were one of the many wandering tribes, living in the way of their ancestors and practicing a way of life that is often viewed as odd or backwards by much of the rest of the world. As the Worldwound opened, many of the tribes were destroyed by the invading demons. Other tribes were forced to migrate, abandoning their ancestral wandering grounds. Deia's tribe was one of the ones that moved south to Mendev, first as refuges and later as new citizens. The clan made an attempt to stay together and honor their traditions but as they moved toward settled life, maintaining that connection to their past became difficult. The clan never really fit into the world around them and had a difficult time blending into the populace. Because of this they continued to move around, never really gaining acceptance in their new homes. It is now some 100 years and a few generations later. Deia and a small number of her clan live in a small hamlet not far from Kenabres. The family mostly keeps to themselves, raising livestock and trying to maintain a living. Deia has been raised in the family way, always chafing at living near a city. She often wanders the countryside for days or weeks at a time, both to feel a bond with her ancestors and to test her skills at survival. It was during one of these trips that Deia found herself outside of Kenabres, alone and surrounded by cultists. It was only the intervention of an unusual stranger with the symbol of Desna that allowed her to return to her family. Since that encounter, Deia has felt the desire to return to the Worldwound and clean up some of the filth that has corrupted the land. Ultimately, here goal is to allow her clan to return to their old ways but that is a herculean task. Description and Personality:
5' 1" tall, 130 pounds Light brown hair Green eyes Deia has lived near settlements most of her life, but never really enjoyed it. She prefers being under the stars, especially at night. She is known to wander and follow her whims and can be a bit stubborn when challenged about this. She has loyalty to her clan first and foremost, with few friends from regular society. Her trust is not given lightly, but once it is earned it is near absolute.
Combat:
Initiative +4 (+2 Dex, +2 trait) Hit points: 22/22 (3d6+9, level) AC: 12 FF: 10 Touch: 12 CMB +1 / CMD 13 Melee attack +1 / Ranged attack +3 Fort +3 Ref +3 Will +4 Move: 20ft Concentration + 7 Masterwork Dagger +2 1d4 (19-20/x2) 10' Range, Piercing or Slash
Total Weight: 62
Skills:
21 ranks Acrobatics +2 (2 dex)
Class Features:
Weapon/Armor Proficiencies: Simple Weapons Patron - Stars
Str: 6 Dex: 17 Con: 11 Int: 7 Wis: 15 Cha: 6
2x Talon attacks +5, d4-2 +3 to master's sight based perception in shadows or darkness Feats Weapon Finesse
Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Feats:
Alertness (Familiar) - +2 to Perception or Sense Motive if Familiar is close Extra Hex (L1) Extra Hex (Human L1) Accursed Hex (L3) - When you target a creature with a hex that cannot target the same creature more than once per day, and that creature succeeds at its saving throw against the hex’s effect, you can target the creature with the same hex a second time before the end of your next turn. If the second attempt fails, you can make no further attempts to target that creature with the same hex for 1 day. Traits:
Reactionary (Combat) - +2 to initiative checks Chance Encounter (Campaign) - You always tended to get in over your head as a child, but your biggest youthful misadventure
Features and abilities:
Hex: Healing - DC15(Will) Touch to heal for d8 + CL (max d8 + 5) hit points; once per day per target. Will save for half damage on undead. Hex: Evil Eye - DC15(Will) -2 to any of the following for 3+int mod rounds (7): AC, ability checks, attack rolls, saving throws, or skill checks. Will save reduces effect to 1 round. Hex: Slumber - DC15(Will) save or target in 30' sleeps for CL rounds; once per target per day Hex: Prehensile Hair - Hair can grow, has a reach of 10', acts as a limb with strength 18. 3 minutes/day Spells:
Cantrips - all 0 level spells L1:
L2:
Spells per day:
Gear:
2 dagger 1 Cold Iron dagger 1 Cold Iron light mace 1 Masterwork Backpack 1 alchemist's fire 2 bandolier 2 torches 1 explorer's outfit 1 bedroll 1 Blanket 2 Spell component pouch 1 Small Cauldron 2 Sack 1 50' rope 5 Trail Rations 1 Waterskin 1 Chalk 3 Vial 1x Holy Water Terendelev's Scale(Resistance) minor artifact CL 19 3/day: Cast Resist Energy as a standard action, but only against Cold or Electricity. 72 GP
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