About Lia NightbreezeXP: 400? ---------------------
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Racial Traits:
Dual Minded: The mixed ancestry of some half-elves makes them resistant to mental attacks. Half-elves with this racial trait gain a +2 bonus on all Will saving throws. This racial trait replaces the adaptability racial trait.
Arcane Training: Half-elves occasionally seek tutoring to help them master the magic in their blood. Half-elves with this racial trait have only one favored class (Witch), and it must be an arcane spellcasting class. They can use spell trigger and spell completion items for their favored class as if one level higher (or as a 1st-level character if they have no levels in that class). This racial trait replaces the multitalented racial trait. Elf Blood: Half-elves count as both elves and humans for any effect related to race. Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects. Keen Senses: Half-elves receive a +2 racial bonus on Perception checks. Class Features:
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. 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. This is a mind-affecting effect. At 8th level the penalty increases to –4. 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. Bonded Item (Sp): At 1st level, a bonded witch gains a bonded item instead of a familiar. This bonded item is similar to a wizard’s arcane bond bonded item, and follows all the rules of such an item with the following exceptions. A bonded witch’s bonded item serves as a vessel for her spells and a conduit for communication with her patron. A bonded witch must commune with her bonded item each day to prepare her spells. The bonded item stores all of the spells that the bonded witch knows, and the bonded witch cannot prepare spells that are not stored within it. A bonded witch starts with the same number of spells and gains new spells the same way as a witch, and can even add spells by learning them from scrolls in the same way, but a bonded witch cannot learn spells from another bonded item. Since a bonded witch does not have a spellbook, starting at 2nd level, a bonded witch’s bonded item can be used once per day to cast a spell dependent on the type of bonded object chosen by the bonded witch. The spell is treated like any other spell cast by the bonded witch, including its casting time, duration, and other effects dependent of the bonded witch’s level. This spell cannot be further modified by metamagic feats or any other ability. As the bonded witch gains levels, the bonded item gains new spells that the bonded witch can cast in this way. She can cast any one of these spells once per day using her bonded object, but gains greater flexibility in what spells she can cast, and gains more powerful spells as she gains new levels. Weapon: 2nd—warding weapon; 4th—versatile weapon; 6th—greater magic weapon; 8th—telekinetic charge; 10th—energy siege shot; 12th—blade barrier; 14th—arcane cannon; 16th—earthquake; 18th—ride the lightning. Patron: 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. The spells gained depend upon the patron chosen. Each patron is listed by its theme. Its actual name is up to the GM and the witch to decide. Elements: 2nd — shocking grasp, 4th — flaming sphere, 6th — fireball, 8th — wall of ice, 10th — flame strike, 12th — freezing sphere, 14th — vortex, 16th — fire storm, 18th — meteor swarm. Spells Known:
0: Detect Magic, Read Magic, Guidance
1: Burning Hands, Cause Fear, Command, Comprehend Languages, Identify, Mage Armour, Sleep Spell Slots:
1: Burning Hands, Cause Fear ---------------------
Strangely, he did not order the same fate for the child. Instead, she would be raised within his household, but forever denied his name—she would be an outcast within her own home. And so it was that Lia entered servitude to a cold, uncaring master, one Abdul ibn Narud Aziz. Lia would grow to hate him for the rest of her childhood. The other concubines & servants did their best to raise her properly, providing teaching in mathematics and literacy in the wee hours and teaching her how to be charming and personable when her master was around. As she grew up, her golden hair and soft green eyes drew a lot of attention from her master’s guests. Even her master had to admit that there was a certain exotic charm about her—not even the Sultan could boast of having a consort with elven blood. It didn’t take much for his concubines to convince Abdul to send Lia to the Palace of Peh’reen for more advanced teachings: among them, the arts of magic. She learned much from her tutors, and even more from her fellow classmates—it was on the eve of her fifteenth birthday that she learned of witchcraft. She and her classmates formed a coven behind the teachers’ backs, and through them she learned how to manipulate magic as a witch could. She managed to attract a unique sort of attention: a soft, soothing, motherly voice that whispered promises of arcane secrets into her ears. In order for her training in witchcraft to be complete, the voice claimed that she would have to slay her master when the time was right. She kept her studies a secret from everyone in Abdul's household for as long as she could. Unfortunately for her, Abdul’s lecherous eyes could not be evaded for long; one night, when she turned sixteen, he summoned her to his chambers to take her to bed. She went willingly—it was the only opportunity she had to kill him. As he advanced on her, she took the chance to put a hex on him—it was one of the first hexes she learned from her fellows: the ability to put a man to sleep. As the foolish Abdul collapsed into slumber, Lia took up his scimitar—the same one he used to behead her mother—and decapitated him. As she took up his scimitar, she felt a wave of approval, followed by a surge of sheer, unbridled rage. She then set his bedroom on fire with the first spell she learned to cast: burning hands. She fled Abdul’s home that same night, pausing only to gather her belongings and some supplies for the road ahead. She fled the sultanate under the cover of night, and turned her sights eastward. A new, burning need filled her heart and mind; she wished to find her real father, and wrest an explanation for why he abandoned her mother from him. ---------------------
Lia strives to put her best foot forward when dealing with other people at all times, though it's mostly because of how she was raised--living as a slave whose treatment depends on her master's mood has forced her to be a bit of a sycophant as a matter of habit. She spends a lot of time obsessing over the scimitar she carries everywhere with her.
(Social) Trustworthy: Lia's training allowed her to develop a certain charm about her that makes her seem more appealing as a confidante. She gains a +1 bonus to Diplomacy checks and Bluff checks made to fool someone. Diplomacy is always a class skill for her. (Drawback) Dependent: Lia's upbringing as a slave played havoc with her sense of self: a childhood spent bending to the whims of others and surviving on her master's approval has instilled in her a chronic need for approval from others. Whenever Lia fails a Diplomacy check, she becomes shaken for 1 hour.
Background Skills
Money: 25 GP Carrying Capacity: Current Load: ---------------------
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