Virashi

Kavi's page

23 posts. Alias of Guy Humual.


About Kavi

Bergljot Kawilvi
16th level Witch (APG)
CG medium humanoid (Human)
Init +2; Senses Perception +19
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AC 22, t 17, ff 20
hp 92 (16d6+16)
Fort +10+1, Ref +10+1, Will +18+1
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Spd 30 ft (6 squares)
Melee +1 cane +8/+3 (1d6-1)
Ranged +1 pistol +6 (1d8+1)
Base Atk 8/+3 CMB +7 CMD 19
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Str 8
Dex 12 (14)
Con 12
Int 25 (29)
Wis 14 (18)
Cha 10
Age 48 Height 5'6” Weight 115lbs
Eye blue Hair Red Skin pale
Appearance Kavi looks to be a woman that’s experienced more than her share of violence in her life. A missing an eye, scars across her face and body and she walks with a slight limp. Kavi looks like someone who’s been through the wars. However she doesn’t carry herself with the baring of someone with military training.

Kavi usually keeps her hair in a pony tail or wears a hat to keep it out of her eyes. She always dresses in men’s clothing, including a coat that looks too big for her, and never wears makeup. One might assume she’s a spinster except for the fact that she wears a wedding band with a matched band, sized for a man, which she keeps with a locket around her neck.

Although Kavi is indeed missing an eye, her eye patch is designed only to conceal the strange mechanical replacement. The faux eye patch is actually a fine mesh that allows Kavi to see with the artificial eye while keeping it hidden from the world. A DC 25 perception check is required to notice anything unusual about her when she's wearing her patch. When not wearing her eye patch Kavi tries to keep her eye closed but anyone making a DC 12 heal check or a DC 18 Perception check will note that her eye isn’t sunken like an empty socket should be and the muscles around the eye still seem to function.
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Human Racial traits:

Spoiler:
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

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Spells per Day
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
7 | 6 | 6 | 6 | 5 | 4 | 4 | 3 | 0 |
Spells usually prepared: (CL 8th; concentration +14)
0: Guidance, Detect Magic, Light, read magic
1: Bless, Burning hands (2), Cure light wounds (2), Grease, Summon monster 1
2: Cure Moderate Wounds, Glitterdust, Summon Monster II, Spectral hand, Touch of idiocy, Web
3: Bestow Curse, Dispel magic, Heroism, Lightning bolt, Prayer
4: Black Tentacles (2), Blessing of fervor Dimension door, Solid fog, Secure Shelter
5: Baleful polymorph, cloudkill, Overland Flight, Feeblemind (2)
6: Animate Object, Cone of Cold, Greater Heroism, Swarm Skin
7: Chain Lightning, Scrying (greater), Teleport (greater), waves of exhaustion
8: Mind blank, Horrid Wilting, Power word stun

Hexes:

Spoiler:

Evil Eye (Su): The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch’s Intelligence modifier. A Will save reduces this to just 1 round. At 8th level the penalty increases to –4.

Cackle (Su): 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, misfortune hex, or ward hex caused by the witch has the duration of that hex extended by 1 round.

Cauldron (Ex): The witch receives brew potion as a bonus feat and a +4 insight bonus on Craft (alchemy) skill checks.

Misfortune (Su): 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.

Flight (Su): The witch grows lighter as she gains power, eventually gaining the ability to fly. At 1st level, the witch can use feather fall at will and gains a +4 racial bonus on Swim checks. At 3rd level, she can cast levitate once per day. At 5th level, she can fly, as per the spell, for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects the witch.

Fortune (Su): The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made. At 8th level and 16th level, the duration of this hex is extended by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.

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.

Prehensile Hair (Su): The witch can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Intelligence score. Her hair has reach 10 feet, and she can use it as a secondary natural attack that deals 1d3 points of damage (1d2 for a Small witch). Her hair can manipulate objects (but not weapons) as dexterously as a human hand. The hair cannot be sundered or attacked as a separate creature. Pieces cut from the witch's elongated hair shrink away to nothing. Using her hair does not harm the witch's head or neck, even if she lifts something heavy with it. The witch can manipulate her hair a number of minutes each day equal to her level; these minutes do not need to be consecutive, but must be spent in 1-minute increments. A typical male witch with this hex can also manipulate his beard, moustache, or eyebrows.

Scar (Su): This hex curses a single target touched with horrible scars of the witch's choosing, whether something as simple as a single letter on the target's forehead or blotchy, burnlike scars on his body. The target may make a Will save to resist this hex. These scars do not interfere with the target's senses or prevent it from using abilities, but may affect social interactions. The witch can user her hexes on the scarred target at a range of up to 1 mile, and she is considered to have a body part from the target for the purpose of scrying and similar divination spells. They persist through disguises and shapechanging. The witch can withdraw this hex from a target as a move action at any range. The number of supernatural scars the witch can maintain at once is equal to her Intelligence bonus; once she reaches this limit, she must remove the scar from a current victim in order to mark another. Effects that remove curses can remove the scar.

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.

Ice Tomb (Su): A storm of ice and freezing wind envelops the target, which takes 3d8 points of cold damage (Fortitude half). If the target fails its save, it is paralyzed and unconscious but does not need to eat or breathe while the ice lasts. The ice has 20 hit points; destroying the ice frees the creature, which is staggered for 1d4 rounds after being released. Whether or not the target's saving throw is successful, it cannot be the target of this hex again for 1 day.

Retribution (Su): A witch can place a retribution hex on a creature within 60 feet, causing terrible wounds to open across the target's flesh whenever it deals damage to another creature in melee. Immediately after the hexed creature deals damage in melee, it takes half that damage (round down). This damage bypasses any resistances, immunities, or damage reduction the creature possesses. This effect lasts for a number of rounds equal to the witch's Intelligence modifier. A Will save negates this effect.

Major Healing (Su): By calling upon eerie powers, the witch's touch can mend even the most terrible wounds of those she touches. This acts as cure serious wounds, using the witch's caster level. Once a creature has benefited from the major healing hex, it cannot benefit from it again for 24 hours. At 15th level, this hex acts like cure critical wounds.

Hag's Eye (Su): A witch with this hex can create a magic sensor that she can see through. This functions as per the spell arcane eye. If the witch has the coven hex, all other witches within 10 feet who also have the coven hex can see through this sensor as well, although the witch that created it still controls it. The witch can use this eye for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.

Agony (Su): With a quick incantation, a witch can place this hex on one creature within 60 feet, causing them to suffer intense pain. The target is nauseated for a number of rounds equal to the witch's level. A Fortitude save negates this effect. If the saving throw is failed, the target can attempt a new save each round to end the effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Waxen Image (Su): The witch can spend a full-round action to create a crude and unnerving wax duplicate of a creature she can see within 30 feet. Once the image is complete, the subject must make a Will save. If the subject fails, the witch gains a small measure of control over the creature. Whenever she exercises this control, the creature receives a new Will save to end the effect. This effect occurs on the witch's turn and does not impede the creature's actions on its turn. The witch can use the waxen image a number of times equal to her Intelligence modifier before it melts. As a standard action, the witch can cause the subject to do any one of the following things: move up to the creature's speed in any direction, attack itself once with any weapon in hand (this attack automatically hits), lay down on the ground, or drop anything held. Alternatively, she can spend one of her uses to simply torture the image, causing the creature to be both sickened and staggered on its turn. As soon as the creature has succeeded on a saving throw against this effect, it is immune to it for 24 hours. The is an enchantment (compulsion) effect.


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FeatsExtra Hex, Extra Hex, Skill Focus (Use Magic Device), Craft Arms and armour, Extra Hex, Extra Hex, Extra Hex, Skill Focus (diplomacy)
Traits
Spoiler:
Get the Cargo Through: trade is never safe, even on the highly trafficked waters of the Inner Sea, but the way to Eleder is more perilous still. The ever-present hurricane known as the Eye of Abendego blows hundreds of ships each year off course, into jagged rocks, or directly to the sea floor. Pirates operating out of the Shackles Isles wait on the other side to take cargo from ships lucky enough to traverse or bypass the storm. Your job is to ensure a precious cargo aboard the Jenivere arrives safely in Eleder—what form this cargo takes and the nature of your relationship to it are up to you and your GM. Your character’s history as a merchant or mercenary has earned her a respectable living, and you begin the campaign with an additional 300 gp in starting wealth. Characters with this trait likely boarded in Magnimar, Corentyn, Ilizmagorti, Port Peril, or Bloodcove.
Suspicious: You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.

Skills
Appraise +9 (untrained)
Craft (Alchemy) +21
craft (gunsmithing) +13
*Diplomacy +22
Fly +10
Heal +9
Intimidate +18
Knowledge (arcana) +25
Knowledge (history) +25
Knowledge (nature) +12
Knowledge (religion) +14
Knowledge (Planes) +25
knowledge (dungeoneering) +12
Linguistics +22
*Perception +20 (+2)
Sense motive +28 (+2)
Spellcraft +25
Swim +3
Use Magic Item +22

Languages
Skald, Giant, Sylvan, Draconic, Alko, Infernal, Abyssal, Polyglot, Shoanti, Undercommon, Terran, Gnome, Goblin, Azlanti, celestial, common tongue of the first world
Possessions

Spoiler:

Satchel
Explorer's outfit
Jewelery (50gp)
Steel mirror
Flint and steel
Trail rations (4 days)
Bedroll and blanket
Healer’s kit
Chalk

+1 Cane
+1 pistol +20 bullets and two horns of powder.
cauldron of brewing
Amulet of Natural armour +1
ring of protection +5
dagger +1
Eloko Bell
gloves of arrow snaring
handy haversack
Bracers +4
luck stone
Headband of Mental Prowess +4
goggles of night
Wand of Cure Light Wounds
cloak of resistance +4
Ion stone (DEX +2)

1 antitox
2 flasks of acid
7 flasks of Alchemist’s fire
4 Thunder stones
8 potions of cure light wounds
4 Lesser Restoration
1 potion of Delay Poison
1 Water Breathing
Wand of Vampiric Touch, 2 charges
Wand of Curses, 11 charges
scrolls of Raise Dead, Divination, Find Traps, Lightning bolt, see invisible X3

(the following scrolls were consumed by Colonel Mathers: Augury, Spectral Hand, Touch of idiocy, Lightning bolt)

G 8000
S 10
C9

Personality Kavi would be best described as eccentric. She has three distinct accents, the first being her pirate persona, the second is clearly marks her from Gleb or Alkinstar, but the third is strange and hard to place. Only someone from the far north might be able to place it as Irrisenian. It seems to be her fallback accent, the one she uses when waking up, semi-continuous, or extremely angry.

For the most part Kavi seems kind, caring, and very open to suggestions and input, but there is clearly a darker side. She often talks about remember things out of the blue, things that no normal person should ever have forgotten, and while it's clear that many of these memories might have been lost through extensive head trauma, to the careful observer it would seem that some of these memories have been repressed. Occasionally a dark shadow will pass over Kavi's face and she'll suddenly be lost in dark thoughts.

History

Spoiler:
Kavi was born in the year 4622 AR, this much she is certain of, even though that would make her well over 80. What she isn't certain of is what happened to her in that time.

She remembers being a leader of a group of men and women. A cruel leader she believes for some reason. She remembers having kids. A boy and a girl.

She remembers living in a winter hell-scape.

Then there are many many blanks. There's travel. Faces she can't name. Hardship. Pain.

Then she remembers waking up and seeing her future husband. Even much of those early years remain a blur. It was only once she came to Alkeinstar that her memories were firm. She made a living as a midwife and an alchemist. Her husband worked as a gunsmith. They laughed and danced and grew old together. Then one day she returned home from work to discover her husband dead. Kavi packed her things and her pet bird, which her husband had named Colonel Mathers, a pet that never seemed to age, and she set off to hunt down the killers.


EXP:

Animal Companion
Colonel Mathers Raven familiar
N tiny Magical beast
Init +2, Senses low-light vision, perception +21
AC 21, t 14, ff 19 (+2 Dex, +7 natural armour, +2 size)
HP 38
Fort +2, Ref +4, Will +5
Speed 10ft, fly 40ft (4 average)
Attack bite +4 (1d3-4)
Space2 1/2, Reach 0ft
Ability Scores Str 2, Dex 15, Con 8, Int 12, Wis 15, Cha 7;
BAB+0; CMB+0; CMD 6
Feats Skill focus (perception), weapon finesse
Skills fly +5, perception +8
Special Qualities

Spoiler:

Alertness: While a familiar is within arm’s reach, the witch gains the Alertness feat.

Bonus Spells: At 2nd level, and every two levels thereafter, a witch’s familiar 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. The spells gained depend upon the type of familiar chosen. The list of bonus spells is included on the "Familiar Special Abilities" table.

Empathic Link (Su): A witch has an empathic link with her familiar to a distance of 1 mile. The witch can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The witch has the same connection to an item or place that her familiar does.

Improved Evasion: When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: A witch may cast a spell with a target of “you” on her familiar (as a touch spell) instead of on herself. A witch may cast spells on her familiar even if the spells do not normally affect creatures of the familiar’s type

Store Spells: A witch’s familiar stores all of the spells that the witch knows. This does not allow the familiar to cast these spells or use spell-trigger or spell completion magic items. Starting at 2nd level, and every two levels thereafter, a witch’s familiar adds new bonus spells to the witch’s spell list. These spells are automatically stored by the familiar and can be prepared as normal once they are gained. The spells gained depend upon the type of familiar (see bonus spells).

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.

Speak with Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, monkeys with other simians, rats with rodents, toads with amphibians, and weasels with ermines and minks. Such communication is limited by the Intelligence of the conversing creatures.

Kavi's spells
0: all

1: Burning hands, Comprehend Languages, Cure Light Wounds, Bless, Grease, identify, Mage Armor, Ray of Enfeeblement, sleep, Summon monster I

2: Augury, Aid, cure moderate wounds, Glitterdust, Summon Monsters II, spectral hand, See Invisibility, touch of idiocy, vomit swarm, web

3: Bestow Curse, Dispel magic, lightning bolt, Prayer, Remove curse, Tongues, vampiric touch, Heroism

4: Black tentacles, Blessing of Fervor, dimension door, Discern lies, Enervation, Phantasmal Killer, Secure shelter, Solid Fog, Summon monster IV, Threefold aspect

5: Baleful polymorph, Cloudkill, Commune, Feeblemind, Mark of Justice, Overland flight, Teleport

6: Animate Object, Cone of Cold, Greater Heroism, Raise dead, Swarm Skin, Transformation

7: Chain Lightning, Heal, Phase door, Refuge, Scrying (greater), Teleport (greater), waves of exhaustion

8: Euphoric Tranquility, Maze, Mind blank, Power word stun, Horrid Wilting
Kavi's Patron Ancestors