Female Fighter

Khita Viscenar's page

45 posts. Alias of Oceanshieldwolf.


Full Name

Khita Viscenar

Race

HP: xx/xx; AC:xx (xx), T:xx, FFxx (xx);; FORT +x, REF +x, WILL +x; INIT +x; PER: +x; CMB: xx; CMD +1x

Classes/Levels

Skysoul Witch 1

Gender

Female

Size

Medium

Special Abilities

Hex, Spells, Soul Bastion

Alignment

Neutral Good

Deity

Isis-Astarte-Hathor, mask of Lada

Languages

Common, Auran, Gnoll, Arbonessen/Elven, Mharoti

Strength 12
Dexterity 14
Constitution 10
Intelligence 16
Wisdom 12
Charisma 12

About Khita Viscenar

Skysoul Witch

Quick View Stats for Combat:
Status: Healthy
HP: 11/11
AC: xx(xx), touch xx, flat footed xx(16) (+2 AC vs mundane missile attacks - breeze kissed) (xx/xx/xx after charge)
Saves: Fort: +x, Reflex: +x , Will +x (+x vs fear, +x vs frightful presence)
CMD 1x, 1x vs grapple

Initiative: +x
Hero Points: 2
Conditions:
Spells/Hexes in Effect:
Currently wearing: Ambiraat - Soul bastion (equal to +1 studded leather)
Items in Hand: Greatsword (+x, 2d6, 19-20/x2) (+x str, +0 BAB, +1 masterwork)

Ambiraat Soul bastion (spiked gauntlet) (+x, 1d4, x2) (+x str, +0 BAB, +1 enchantment)

SPELLS Concentration: +x
Patron: Strength. Patron Spelldivine favor
Prepared Spells/day: 4 cantrips, 2 1st-level

Cantrips Prepared: arcane mark, detect magic, guidance, touch of fatigue

1st level spell slots:
cure light wounds (_), enlarge person (_)

Witch Spells Known: All cantrips, 8 first level
Cantrips:All

First Level:burning hands, cure light wounds, detect secret doors, ear piercing scream, enlarge person, identify, obscuring mist, sleep

Abilities: hex, spells, breeze-kissed trait, feather fall

Consumables:

Khita's Tale:

Khita was born to human parents, adherents and temple functionaries of the triple goddess mask of Isis, Astarte and Hathor in the Ishadi city of Shuruppak. Her parents were blessed by her birth, and Khita was feted from a young age to be a priestess like her mother and grandmother before her.
At a coming of age rite Khita was recognised as an Outsider, a Sylph, and was taken from her parents and sent to be schooled exclusively in the goddesses temple. Khita went through onerous trials and tests to discover more minutely her outsider patronage and her worldly destiny. A fast and dedicated learner, Khita impressed her teachers and mentors, and qucikly rose through the lower ranks of the triple goddess' servants.

Upon reaching her majority Khita was called to the capital where she was inculcated into a shadowy arm of the temple known simply as the Tripled Eye, a semi-official coven of witchpriesteses. Taken to the Temple of Loving Mercy on the island of Laksor, Lada's holiest shrine. Khita was put through even more rigorous tests until, having overcome the final test - facing three of her fellow students in combat - she was finally gifted with the eldritch soul bastion Ambiraat, an intergenerational relic of service to Lada.

Eventually Khita was noticed by and headhunted for service in the upper echelon of the Ishadian military, and drafted into the besieged army at Mardas Adamat. As a skysoul witch Khita was expected to take the field as well as provide support, and here she grew accustomed to bearing a greatsword along with Ambiraat, much to the derision of her feloow soldiers. Here she saw action against the famed and terrible Mharoti legions, and developed a severe distaste for drakes, dragons, kobolds and military efficiency.

Khita left Ishadia without leave from her military superiors, though with the blessing of the Tripled Eye. Having travelled throughout much of the southlands Khita now wishes to see Lada's magnificence throughout the barbaric northlands. With Ambiraat on her arm and her greatsword on her back Khita steadfastly plunges into adventure, hoping one day to return to her "homeland" and ascend the Sky Stairs of Beldestan where she hopes to rejoin her birthright - her own kind.

Khita is a tallish human looking woman with blond hair and faint blue lines caressing her pale skin. She seems to be followed by wisps of wind or gusts of air that tease her hair and keep her clothing constantly moving. Good natured generally,she can become annoyed by lengthy delays or unforeseen changes to her plans. She does not suffer fools gladly, but tries to keep a smile on her face even if she is inwardly groaning.

Khita's military life and temple upbringing brought her into close contact with the many Gnoll servants, traders, warriors and mercenaries in Ischadia. She has learnt their tongue and finds in them a kindred people, a freedom that human society in Ishadia has all but quashed.

An experienced traveller, and aware of her own "outsider" status, Khita is both contemplative and resourceful. Self contained and confident, her plain deportment and unaffected mien make her easy to pass over as unremarkable. Most people who meet her are more interested in the fantastic armor sleeve and gauntlet she wears, should they catch a glimpse of it - she is at pains to keep Ambiraat shrouded and kept out of the public eye.

STATS:

Ability Scores
Str : 12 (+1)
Dex: 14 (+2)
Con: 10 (+0)
Int: 16 (+3)
Wis: 12 (+1)
Cha: 12 (+1)

DEFENSE:

AC: 16, touch 12, flat footed 14 (+4 soul bastion, +2 dex,)
HP: xx (x+x, +x con, +1 Favored Class)
Fort: x+x, Reflex: x+x , Will x+x (+x vs fear, +x vs frightful presence)

OFFENSE:

Initiative: +x
Speed 35ft (30, +5 Like the wind sylph racial trait)
Melee:
+x Masterwork Greatsword 2d6, 19-20/x2 (+x str, +0 BAB, +1 masterwork)
+xAmbiraat Soul bastion (spiked gauntlet) 1d4, x2 (+x str, +0 BAB, +1 enchantment)
Base Atk: +x
CMB: +x (+0 BAB, +x str) CMD: 1x (+0 BAB, +x str, +x dex, )
When grappling:
CMB: +x (+0 BAB, +x str, +x soul bastion) CMD: 1x (+0 BAB, +x str, +x dex, +x soul bastion )

Favored Class Bonus: Hit points

FEATS:

Martial Weapon Proficiency: Greatsword

Alertness (from Ambiraat): You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Light Armor Training (Skysoul witch)

TRAITS:

Inured To Fear: You have been raised near and around dragons and drakes, and you are resistant to their frightful presences. (Reskinned as gained through campaigning against the Mharoti on the Ishadi/Mharoti border.)
Benefit: You gain +2 trait bonus to all saving throws against mind-affecting fear affects, and you gain a +4 trait bonus to all saving throws against frightful presence effects. (Players Guide to the Dragon Empire, p.7)

Legacy: You possess a reminder of past glories.
Benefit: You begin the game with a unique piece of jewelry or masterwork item worth no more than 500 gp. It may be an heirloom weapon, a medal awarded for gallantry to an ancestor, or the like. As long as you openly display or wield the item, you gain a +2 trait bonus to all Will saving throws. If the item is lost, stolen or damaged, you take a -1 penalty to all Will saving throws until it is recovered or repaired. If the item is permanently destroyed, you lose 1 point of Wisdom or Charisma permanently (your choice).
(Players Guide to the Dragon Empire, p.8)

Skills:
(x ranks – 2+x (Int)/level.)

Skill/Class Skill?/Ranks/Ability Modifier/Bonus
Acrobatics/No/0/+2=+2
Appraise/No/0/+3=+3
Bluff/No/0/+1=+1
Craft (Armor)/Yes, +3/1/+3 = +7
Climb/No/0/+1 = +1
Diplomacy/No/0/+1 = +1
Disable Device/No/0/+2 = +2
Disguise/No/0/+1 =+1
Escape Artist/No/0/+2 = +2
Fly/Yes,+3/0/+0 = +0
Handle Animal/No/0/+1 =+1
Heal/Yes, +3/2/+1 = +6
Intimidate/Yes, +3/2/+1 = +6
Knowledge (arcana)/Yes, +3/1/+3 = +7
Knowledge (dungeoneering)/No/0/+3 = +3
Knowledge (engineering)/No/0/+3 = +3
Knowledge (geography)/No/0/+3 = +3
Knowledge (history)/Yes, +3/1/+3 = +7
Knowledge (local)/No/0/+3 = +3
Knowledge (nature)/Yes, +3/1/+3 = +7
Knowledge (nobility)/No/0/+3 = +3
Knowledge (planes)/Yes, +3/0/+3 = +6
Knowledge (religion)/No/0/+3 = +5
Linguistics/No/0/+3 = +3
Perception/No/0/+1 = +3 (+2 from Alertness feat)
Perform/No/0/+1 = +1
Profession/Yes, +3/0/+1 = +4
Ride/No/0/+2 = +2
Sense Motive/No/0/+1 = +3 (+2 from Alertness feat)
Sleight of Hand/No/0/+2 = +2
Spellcraft/Yes, +3/2/+3 = +8
Stealth/No/0/+2 = +2
Survival/No/0/+1 = +1
Swim/No/0/+1 = +1
Use Magic Device/Yes, +3/1/+0 = +4

SYLPH RACIAL TRAITS:

Medium Native Outsider
Normal Speed: 30 ft movement
Darkvision: 60 ft
Spell-like ability Feather fall 1/day (caster level equal to Khita’s total character level
Breeze kissed Swirling winds circle Khita, conferring a +2 racial bonus to AC against nonmagical ranged attacks. Can be calmed or renewed as a swift action.
Once per day Khita can channel this wind into a single gust, making a bullrush or trip combat maneuver attempt against one creature within 30 feet. Whether successful or not this negates the AC bonus for another 24 hours.
Like the Wind: +5 foot bonus to speed
Languages: Common, Auran, Mharoti, Gnoll, Elven/Arbonesse

CLASS ABILITIES:

Slumber Hex: Range 30 ft, Will save vs. DC14 or asleep as per the spell for 2 rounds.

Ambiraat, Khita's Soul Bastion:

Eldritch Gauntlet
Enchantment: +1 Ego: 3
Equal to studded leather/spiked gauntlet
Unbreakable
Confers Alertness to wearer
+2 bonus to wearers CMB and CMD during grapple

Ambiraat is an ancestral soul bastion or eldritch gauntlet worn by sylph heroes in service to Lada and held in trust by servitors of the goddess upon death of the former wearer until a new champion can be found. Partly composed of adamantium, and partly of ethereal light energy, the soul bastion forms a symbiotic bond with the wearer, using the wearer's life force to empower it and the wearer.
Ambiraat appears to be a shimmering armored sleeve and finely articulated gauntlet that glimmers in bright light and shifts constantly in shadow. Even at rest, faint traceries of wind and air motifs spiral ceaselessly as if the armor were alive.

Equipment:
:
Weapons: Masterwork Greatsword (8 lbs),
Armor: Ambiraat Soul bastion
Skill Equipment: -
Miscellaneous:-
Total equipment cost: 350 gold
Weight: 16 lbsCapacity: 50 lbs. or less = light load. Load: light

Enlarge person:

This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature's size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size.

A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet.

Khita Enlarged:

Size: Large
Reach 10ft
Strength 14
Dexterity 12
AC 14/ ff10/ t12

Masterwork Greatsword: (+2, 3d6, 19-20/x2) (+2 str, +0 BAB, -1 size, +1 masterwork)

Ambiraat Soul bastion (spiked gauntlet) (+2, 1d4, x2) (+2 str, +0 BAB, +1 enchantment, -1 size)

CMB: +3 (+0 BAB, +2 str, +1 size) +6 when grappling
CMD: +14 (+0 BAB, +2 str, +1 dex, +1 size), +17 when grappling