Duchess Anelisha

Deia's page

393 posts. Alias of A_Deuce.


Full Name

Deia

Race

Human

Classes/Levels

Witch 3 hp 22/22; AC 12, T 12, FF 10; CMD 13; F +3, R +3, W +4; Init +4, Per+4(+7 in darkness/low light, additional +2 if familiar is close)

Gender

Female

Size

Medium

Age

17

Alignment

N

Deity

Desna

Location

Kenabres, Mendev

Languages

Common (Taldane), Varissian, Skald, Halit, Abyssal

Strength 10
Dexterity 14
Constitution 14
Intelligence 19
Wisdom 12
Charisma 10

About Deia

Background:

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
Dagger +1 1d4 (19-20/x2) 10' Range, Piercing or Slash
Cold Iron Light Mace +1 1d6 (x2) Blunt

Total Weight: 62
Light Load: 38
Medium Load: 76
Heavy Load: 115

Skills:

21 ranks

Acrobatics +2 (2 dex)
Appraise +6 (2 rank, 4 int)
Bluff
Climb
Diplomacy
Disguise
Escape Artist +2 (2 dex)
Fly +2 (2 dex)
Heal +5 (1 rank, class, +1 wis)
Intimidate
Knowledge (Arcana) +10 (3 ranks, int, class)
Knowledge (History) +9 (2 ranks, int, class)
Knowledge (Planes) +10 (3 ranks, int, class)
Perception +4 (3 ranks, 1 wis)
Ride +2 (2 dex)
Sense Motive +1 (1 wis)
Spellcraft +10 (3 ranks, int, class)
Stealth +3 (1rank, dex)
Survival +1 (1 wis)
Swim
Use Magic Device +6 (3 ranks, class)

Class Features:

Weapon/Armor Proficiencies: Simple Weapons

Patron - Stars
Familiar - Owl

Str: 6 Dex: 17 Con: 11 Int: 7 Wis: 15 Cha: 6
HP: 11/11; AC: 17; Fort +2 Ref +5 Will +2
Speed 10/60(fly); CMB +1 CMD +9

2x Talon attacks +5, d4-2

+3 to master's sight based perception in shadows or darkness

Feats Weapon Finesse
Skills Fly +7, Perception +10, Stealth +15
Racial Modifiers Perception +4 , Stealth +4

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
was the time you “accidentally” found yourself behind
enemy lines in the Worldwound. You probably never would have made it back home to Kenabres if not for the help of a mysterious woman who helped you trick your way through a group of cultists. The woman never told you her name, but you remember her beauty and a deep
sense of sadness she seemed to carry with her. Her skill with the bow was impressive as well, but the thing you remember most about her was the symbol of Desna she wore—she often held onto it without seeming to realize it, as if the connection to the goddess was something she
clung to in a sense of need, as someone might clutch at a rope while dangling over a vast pit. She left your side a few moments before you were picked up by a patrol of crusaders, who finished the job of escorting you back to safety, and you’ve never seen her again. Ever since, you’ve just been lucky when it comes to trickery. Once per day,
if you fail an Acrobatics, Bluff, Disguise, Sleight of Hand,
or Stealth check, you may immediately reroll that check
as a free action. You must take the second result, even if it is worse. Associated Mythic Path: Trickster. Multiple Characters: You and other characters were all saved by the same mysterious woman in your childhood. This could have been the same event, or she could have saved you on separate occasions—the discovery that someone else was
saved by the mysterious stranger has resulted in a long
friendship (or perhaps friendly rivalry) with the others
she rescued.

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:
Burning Hands - 15 foot cone / 1d4 damage/level
Cause Fear - Creature of 5HD or less flees for 1d4 rounds
Cure Light Wounds - d8 + level heal, max d8 + 5
Detect Secret Doors - reveals hidden doors in 60'
Ear Piercing Scream - 30' range, d6 damage + dazed for 1 round. Fort(15) for half damage
Enlarge Person - Makes target 1 size larger
Faerie Fire - Outlined subjects shed light as candles. Creatures outlined by faerie fire take a -20 penalty on all Stealth checks. Outlined creatures do not benefit from the concealment normally provided by darkness (though a 2nd-level or higher magical darkness effect functions normally), blur, displacement, invisibility, or similar effects
Mage Armor - +4 ac
Peacebond - creature can't draw a weapon
Ray of Enfeeblement - d6 + 1 strength penalty, close range. Fort (15) for half damage.
Ray of Sickening - Target gets sickened condition (-2 on most rolls)

L2:
Cure Moderate Wounds - Cures 2d8 damage + 1/level (max +10)
Web - webs in a 20-ft.-radius spread. Creatures caught within a web become grappled by the sticky fibers. Attacking a creature in a web doesn't cause you to become grappled. Anyone in the effect's area when the spell is cast must make a Reflex save to avoid the effects.

Spells per day:
0: 4
1: 3
2: 2

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
6 SP
3 CP