Isabella

Imhara Khamisi's page

29 posts. Alias of KatGrey.


Full Name

Imhara Khamisi

Race

Human (Mwangi/Chelaxian)

Classes/Levels

Witch (Ley Line Guardian) 1 | HP 8/8 | AC 12 Touch 12 Flat-Footed 10 | CMB -2 CMD 10 | Saves: Fort +2 Ref +2 Will +3 | Perception: +1 | Init: +2 | Status: Inactive

Gender

Female

Size

Medium (5'7", 110 pounds)

Age

17

Alignment

Chaotic Neutral

Deity

Ancestor Worship

Languages

Common, Dwarven, Elven, Garuda, Osiriani, Polyglot

About Imhara Khamisi

Imhara Khamisi
Female Human (Mwangi/Chelaxian) Witch 1 Archetype Ley Line Guardian
CN Medium Humanoid (Human)
Init +2 Senses Perception +1
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DEFENSE
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AC 12 Touch 12 Flat-footed 10 (+2 Dex)
HP 8 ((1d6)+2)
Fort +2 Ref +2 Will +3
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OFFENSE
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Speed 30 ft.
Ranged light crossbow +2 (1d8/19-20)

Witch Spells Known (CL 1st; concentration +5)
1st (4/day) - burning hands (DC 15), remove sickness (DC 15)
0th - dancing lights, detect magic, detect poison, resistance
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STATISTICS
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Str 7 Dex 14 Con 12 Int 18 Wis 12 Cha 14
Base Atk +0; CMB -2; CMD 10
Feats Extra Hex (Healing), Rapid Reload (Light Crossbow)
Skills Craft (Weapons) +8, Heal +5, Knowledge (Arcana) +8, Knowledge (Geography) +5, Knowledge (Nature) +8, Spellcraft +8, Survival +2, Survival (Find Food) +3, Use Magic Device +6
Traits Resilient, Stowaway
Languages Common, Dwarven, Elven, Garuda, Osiriani, Polyglot
SQ ancestors patron, bonus feat, cantrips, conduit surge, extra hex, heart of the wilderness, healing, hex, ley line powered, rapid reload, witch patron spells
Other Gear light crossbow, crossbow bolts (10), outfit (hot weather), spell component pouch, backpack [bedroll, blanket, healer's kit, manacles, map (mwangi expanse), trail rations (1), waterskin, vermin repellent, 4 gp, 9 sp]
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TRACKED RESOURCES
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Crossbow Bolts - 10/10
Healer's Kit - 10/10
Trail Rations - 1/1
Vermin Repellent - 1/1

Conduit Surge - 5/5
1st Level Spells - 4/4
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SPECIAL ABILITIES
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Ancestors Patron 2nd — bless, 4th — aid, 6th — prayer, 8th — blessing of fervor, 10th — commune, 12th — greater heroism, 14th — refuge, 16th — euphoric tranquility, 18th — weird.

Bonus Feat Humans select one extra feat at 1st level.

Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Conduit Surge (Su) At 1st level, a ley line guardian is adept at channeling energy from ley lines to enhance her own spells. As a swift action, she can increase her effective caster level for the next spell she casts in that round by 1d4-1 levels. After performing a conduit surge, the ley line guardian must succeed at a Fortitude save (DC = 10 + level of spell cast + number of additional caster levels granted) or become staggered for a number of minutes equal to the level of the spell cast. At 8th level, the caster level increase becomes 1d4. She can use this ability a number of times per day equal to 3 + her Charisma modifier. This ability replaces familiar and the hexes gained at 1st and 8th levels.

Heart of the Wilderness Humans raised in the wild learn the hard way that only the strong survive. They gain a bonus equal to half their character level on Survival checks. They also gain a +5 bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. This racial trait replaces the skilled racial trait.

Healing (Su) A witch can soothe the wounds of those she touches. This acts as a cure light wounds spell, using the witch's caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds.

Hex Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level. A witch cannot select an individual hex more than once. Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch's level + the witch's Intelligence modifier. Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is 15.

Ley Line Powered Instead of preparing her spells, a ley line guardian draws the power casting spells directly from ley lines. A ley line guardian is a spontaneous spellcaster. She knows the same number of spells and receives the same number of spell slots per day as a sorcerer of her witch level. Bonus spells granted by a ley line guardian's patron are added to the ley line guardian's total spells known at the appropriate levels. This ability alters the witch's spellcasting.

Rapid Reload The time required for you to reload your chosen type of crossbow is reduced to a free action (for a hand or light crossbow) or a move action (for a heavy crossbow). Reloading a crossbow still provokes an attack of opportunity. If you have selected this feat for hand crossbow or light crossbow, you may fire that weapon as many times in a full-attack action as you could attack if you were using a bow.

Resilient Growing up in a violent neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You gain a +1 trait bonus on Fortitude saves.

Stowaway Not all passengers on seafaring vessels are legal or even known to the captain and crew, and the Jenivere is no exception. Whether too poor to book legal passage on the ship or fearing discovery by customs officials in your home port, you or an ally stowed away on the ship in secret. This may mean that the crew doesn't know you're on board, or perhaps they do now but didn't when the ship set sail. You gain a +1 trait bonus on Stealth checks and Survival checks to find food.

Witch Patron Spells At 1st level, when a witch gains her familiar, she must also select a patron. This patron is a vague and mysterious force, granting the witch power for reasons that she might not entirely understand. While these forces need not be named, they typically hold influence over one of the following forces. At 2nd level, and every two levels thereafter, a witch's patron adds new spells to a witch's list of spells known. These spells are also automatically added to the list of spells stored by the familiar.

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DESCRIPTION
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Born to a Mwangi mother and a Chelish father, Imhara's exotic features easily betray her mixed heritage. Her Zenj heritage is readily apparent by her tall, slim figure alone, standing at a height of 5'7" despite her less than healthy lifestyle as a former slave, and weighing about 110 pounds. Light brown skin covers the young woman's frame, soft and supple but for where the scars of past whippings mar her back and a 'X’ brand on her lower right shoulder forever mark her a slave. Her upturned hazel eyes boast full, dark lashes, a gift from her beauty of a mother along with her plush lips and high cheekbones. Her father's ethnicity shows in her crown of black, silky hair, common to Chelaxians, as well as her slim, tapered nose.

A lifetime of servitude to a miserably vengeful woman has left Imhara with something of a chip on her shoulder. Although she can work well with others when part of a team, she is quick to remind people that cross the line that she does not take orders anymore. She is suspicious and slow to trust most pale-skinned humans, Chelaxians most of all, though once such people earn her trust, she shows them as much loyalty as she does to her Mwangi brothers and sisters. Despite her distrust of others, compassion is something Imhara has always tried to hold onto. Her aid is freely given to those in need, no matter who they may be.

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BACKGROUND
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Imhara was born in a small Chelish colony near the western coast of Sargava. Her birth was the result of an illicit affair between her mother, Nyala, a Mwangi house slave, and Galenus Atticero, a Chelish colonist and slaveholder. Whether their relationship was consensual or not, her mother never confided to her. Regardless of the nature of the relationship between the two, Galenus was also a married man, and his wife, Viatora, would not turn a blind eye to her husband's indiscretions forever. After seven years of Galenus’ infidelity with Nyala, Viatora devised a plot to frame Imhara's mother for thievery. Although Galenus was charmed by Nyala’s beauty, he was also a greedy, vengeful man. Convinced his once-lover had actually dared to steal from him, the man determined to get his money back by selling Nyala to a man of poor reputation and even poorer temperament. Imhara was seven when her mother was taken from her.

Although Imhara served as a constant reminder of her husband's unfaithfulness, Viatora consented to keeping the girl. It was not out of kindness that the woman agreed to it, but rather the satisfaction she gained in seeing the girl spend her days waiting on her and Galenus’ legitimate children. The torment suffered at the hands of her half-family was one that Imhara learned to bear silently, for the most part. Her body still bears the marks of lessons she's had to endure on the occasions when her temper at being mistreated got the best of her. As she grew older, such occurrences became fewer and farther in-between, as she began to feel the comforting presence of her ancestors at her side.

Soon they began to whisper secrets to the young woman, the old ways of her family that her mother had been unable to teach her. They taught her about the power their ancestral lands held, explaining that the thrum she could sometimes feel in the earth was ancient magic that her people knew how to harness. In secret, the young witch developed her abilities, focusing on how to heal others and using her magics to tend the wounds of her fellow slaves. Such was the way of Imhara's life until one fateful night just weeks ago.

While communing with her ancestors, she felt a presence she had not forgotten in over a decade. Her mother, Nyala, had been brutalized beyond saving by the man she had been sold to, and now her spirit was among their ancestors. Devastated that she could not harness her magic in time to save her mother, Imhara took vengeance on her mistress, Viatora, the woman she held equally responsible for her mother's murder. Calling upon the well of magic thrumming angrily beneath her feet, Imhara immolated the woman, reducing the spiteful mistress to nothing but char and cinders, and a good portion of the Atticero Estate as well.

After packing her meager belongings into a backpack and stealing one of her ‘father's’ crossbows, Imhara escaped into the jungle as her home and prison burned to the ground. Making her way to the coast, Imhara eventually found her way to the town of Senghor. There, she managed to board the Janivere unseen, hoping to travel further south into the Mwangi Expense and learn of the origins of her people's magic.