Imiria is one of the few greenbelt orphan's her parents were killed by bandits. Imiria's parents were traveling performers, her father played a squeeze-box and her mother sang and danced. Imiriam and Dexter the monkey-boy (an actual monkey) collected coins from crowds as they performed on the streets. Imiria's mother was also a minor witch and had trained her daughter in the ways of the witch, the extra hexes that Imira knows are the "songs" her mother taught her. The slumber hex (lullaby) and the healing hex (kissing the boo-boo).
Her mother used to tease her and call her "her little howler-monkey"
Unknown to Imiria her parents actually found her in the woods, her mother actually recognized that the infant was a changeling and took her in and raised her as her own, hoping one day to form a coven for the good......
Witch
Spoiler:
These are all hexes
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.
Slumber (Su): A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
Aura of purity..
Imiria knows the following
orisons
Dancing lights
Daze
Detect magic
light
Mending
Stabilize
1st level spells
COMMAND
Approach: On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.
Drop: On its turn, the subject drops whatever it is holding. It can't pick up any dropped item until its next turn.
Fall: On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties.
Flee: On its turn, the subject moves away from you as quickly as possible for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.
Halt: The subject stands in place for 1 round. It may not take any actions but is not considered helpless
Cure Light Wounds
Enlarge Person
Grease
Identify
Ill Omen
Mount
Obscuring Mist
Unseen Servant
Adhesive spittle
Your family has taken the love of travel to an extreme, roaming the world extensively. You’ve seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer.
Benefit: Select one of the following skills: Diplomacy, Knowledge (local), or Sense Motive. You gain a +1 trait bonus to that skill, and it is always a class skill for you.
Vagabond Child
You grew up among the outcasts and outlaws of your society, learning to forage and survive in an urban environment.
Benefit: Select one of the following skills: Disable Device or Sleight of Hand. You gain a +1 trait bonus on that skill, and it is always a class skill for you.
Treasure
Spoiler:
1 GP
XP
Spoiler:
135+135+135 (3 bandits)+120
Heritage
Spoiler:
Changelings are the offspring of hags and their lovers taken through magic or madness. Dropped off on doorsteps of prospective foster parents, changelings are raised by strangers. Typically tall, slender, dark haired, and attractive, changelings otherwise resemble their fathers' race. They are always female, and their mismatched colored eyes and abnormally pale skin hint at their true heritage. At puberty, changelings receive “the call,” a hypnotic spiritual voice that beckons them to travel and discover their true origins. Changelings who ignore this call choose their own destiny; those who heed it discover their “mother” and may come into great power by transforming into hags themselves.
Standard Racial Traits
•Ability Score Racial Traits: Changelings are frail, but are clever and comely. They gain +2 Wisdom, +2 Charisma, –2 Constitution.
•Size: Changelings are Medium creatures and have no bonuses or penalties due to their size.
•Type: Changelings are humanoids with the changeling subtype.
•Base Speed: Changelings have a base speed of 30 feet.
•Languages: Changelings begin play speaking Common and the primary language of their host society. Changelings with high Intelligence scores can choose from the following: Aklo, Draconic, Dwarven, Elven, Giant, Gnoll, Goblin, and Orc.
Defense Racial Traits
•Natural Armor: Changelings have a +1 natural armor bonus.
Offense Racial Traits
•Claws: Changelings' fingernails are hard and sharp, granting them two claw attacks (1d4 points of damage each).
Senses Racial Traits
•Darkvision: Changelings see perfectly in the dark up to 60 feet.
Other Racial Traits:
Mist Child When the changeling has concealment or total concealment, the miss chance of attacks against her increases by 5%. This racial trait replaces hulking changeling.