Sheila Heidmarch

Kashuya's page

41 posts. Alias of Just a Mort.


Full Name

Professor Kashuya of the Acadamae of Solthis

Race

Female Samsaran LN Witch (Patron - Healing)5 | HP 40/40| AC: 17 (12 Tch, 16 Fl) | CMB: +2, CMD: 14 | F:+ 3, R: +4, W: +6; | Init: +8 | Perc: +8, SM: +1 | Speed 30ft |

Classes/Levels

| Spells: 1st: 3/4| Spells: 2nd: 3/3| Spells: 3rd: 2/2| Active conditions: None.

Gender

F

Size

M

Age

88

Alignment

LN

Deity

Irori

Location

Lastwall, for now.

Languages

Ancient Osiriani, Ancient Thassalonian, Giant, Celestial, Draconic, Terran

Occupation

Professor Kashya of the Acadamae of Solthis, Aspiring Master of Mind of Temple of Irori

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

About Kashuya

Kashuya
Female Samsaran Witch (Patron - Healing)
LN Humanoid
Init +8; Senses low-light vision; Perception +8
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Defense
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AC 14(temp 17), touch 13, flat-footed 12(temp 15)
hp 40 (5d6+5+5FCB)
Fort +3, Ref +4, Will +6
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Offense
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Speed 30 ft.
Melee quarterstaff +2 (1d6) or Cold Iron Dagger +2 (1d4/19-20)
Witch Spells Prepared (CL 5th; concentration +9)
. . 3rd — Thorny Entanglement (DC 17), Invisibility Sphere
. . 2nd — Cacophonous Call (DC 18) (x2), Glitterdust (DC 16) (x1)
. . 1st — Burning hands (DC 15) (x1), Ear Piercing Scream (DC 15) (x1), Mage Armor (x1), Enlarge Person (x1)
. . 0 (at will)—Detect magic, Guidance, Light, Message
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Statistics
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Str 10, Dex 14, Con 12, Int 19, Wis 12, Cha 10
Base Atk +2; CMB +2; CMD 15
Feats Cosmopolitan (Knowledge religion, Knowledge Dungeoneering), Spell Focus Enchantment, Greater Spell Focus Enchantment, Craft Wondrous Items, Spell Penetration, Scribe Scroll
Skills Spellcraft +14, Knowledge Religion +11, Knowledge Nature +11, Knowledge Planes + 11, Perception +8, Disable Device +10 (+12 with MW tools), Knowledge Arcana + 10, Knowledge Dungeoneering +8, Use magic Device +4

Background skills Linguistics +6, Knowledge History +11, Knowledge Geography +5, Profession (Chronicler) +7
Languages Anicent Osirion, Ancient Thassalonian, Celestial, Draconic, Giant, Terran, Infernal, Abyssal

Traits Reactionary, Seeker, Trapfinder

Alternate Racial Traits
Mystic past life: You can add spells from another spellcasting class to the spell list of your current spellcasting class. You add a number of spells equal to 1 + your spellcasting class's key ability score bonus (Wisdom for clerics, and so on). The spells must be the same type (arcane or divine) as the spellcasting class you're adding them to. For example, you could add divine power to your druid class spell list, but not to your wizard class spell list because divine power is a divine spell. These spells do not have to be spells you can cast as a 1st-level character. The number of spells granted by this ability is set at 1st level. Changes to your ability score do not change the number of spells gained. This racial trait replaces shards of the past.

Bard Spells added to spell list:
Cacophonous Call
Invisibility Sphere
Freedom of Movement
Mass Cacophous Call

Gear Bag of Holding(Type 1), Ring of Sustenance, Boots of the Earth, Belt pouch, Spell component pouch (x2), Quarterstaff, Cold Iron Dagger, +1 Silver Morningstar, Artificers portable lab, 50 ft hemp rope, (3) torches, Flint and Steel, Signal whistle, Waterskin, String, Journal Book, Familiar Satchel, Ink, Ink Pen, Chalk (5), 2 sacks, 2 Anti Toxin, 1 Anti Plague, 1 Wand of CLW, Artificers Portable Lab, 5 scrolls protection from evil, 2 scrolls remove paralysis, 5 scrolls remove fear, 2 scrolls comprehend languages, 2 scrolls remove sickness, 5 scrolls grease, MW thieves tools, 2 Trail rations, 1 scroll of enlarge person, Travellers any tool, cracked mageta prism(+2 spellcraft), +1 Haramaki, Grappling hook, mess kit, bed roll, 2 holy symbols of Irori, Hot weather gear, 453.5 gp left over.

All scrolls, anti toxin, anti plague, wand and mw thieves tools are in belt pouch.

Wt - Bag of Holding. Really?

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Special Abilities
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Hex: Slumber (DC 16)
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.

Hex: Cackle
A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.

Hex: Misfortune (DC 16)
The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Familiar (Ex): At 1st level, a witch forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Familiars also aid a witch by granting her skill bonuses, additional spells, and help with some types of magic. This functions like the wizard's arcane bond class feature, except as noted in the Witch's Familiar section.

A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar. A witch's familiar begins play storing all of the 0-level witch spells plus three 1st level spells of the witch's choice. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each new witch level, she adds two new spells of any spell level or levels that she can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual.

Spells stored in Familiar:

Cantrips: All
Lvl 1 spells:
Burning hands, Chill Touch, Command, Comprehend languages, Remove sickness, Remove fear, Mage Armor, Ear piercing Scream, Enlarge person, Snowball, Obscuring mist, Remove fear, Mount
Level 2 spells:
Cacophonous Call, Glitterdust, See invisibility, Cure Moderate Wounds, Lesser restoration, Euphoric cloud, Blindness/Deafness, Summon Monster 2, Web, Aggressive Thundercloud, Delay Poison
Lv 3 spells:
Invisibility Sphere, Thorny Entanglement

Background:

Kashuya's earliest memories were of the temple of Irori, in Solthis. As Acolytes they were trained in the pursuit of perfection in both body and mind. The pursuits of mind was where she excelled. She always aspired to be the Master of the Mind in the temple of Irori, in fact, she couldn't think of anything else she would rather do.

One day her masters came to her and told her that in order to progress to the next step of her journey, it was time for her to go to the outside world. They told her the path to enlightenment was not through books, but through experiences, and there was no more they could teach her, and bade her to leave the temple.

At first she felt wronged by the masters. She'd show them that she could make it in the world outside. She'd get plenty of experience, and they'd accept her as the next Master of the Mind. She signed up with the first archaeologist group she could find, and helped them, using the knowledge she had garnered from the temple, in their dig, and was successful in unearthing ancient artifacts. Proud of herself, she returned to the temple. She was told to leave, and to return only when she had learnt the value of life.

Kashuya decided that the cryptic message from the abbot was probably a message that she should be doing something meaningful with her life. Since Irori's tenets were those of knowledge, maybe teaching others was what the abbot was trying to hint at? She took up tenure at the Acadamae of Solthis, and taught and wrote books on history. Yet when she returned to the temple, she was rebuffed again, this time told, "The value of life can only be found in its absence."

More cryptic clues...this one needed puzzling out. Surely the Abbot didn't mean becoming an undertakers apprentice? Or the practice of Necromancy? Wait...wars. Wars took away lives. Maybe that's what the Abbot meant. Only in a war - would there be loss of lives. Did the Abbot meant she needed to chronicle a war? Conveniently there was one being waged in the Lastwall...now all she needed was to make her way there, and find a way to get to the battlefield.