About Lucia DakaraStat Block:
NE Medium Peri-Blooded Assimar 1st lvl Witch
Init +2; Senses: Darkvision; Perception -------------------- Defense -------------------- AC 12, touch 12, flat-footed 10 (+2 Dex) HP 10 (1d6+3+1 favored class) Fort +3, Ref +2, Will +4; -------------------- Offense -------------------- Spells Memorized Light, Prestidigitation, Detect Magic, Grease, Summon Monster I Speed 30 ft. -------------------- Statistics -------------------- Str 12 (+1), Dex 15 (+2), Con 16 (+3), Int 20 (+5), Wis 13 (+1), Cha 10 Base Atk +1; CMB +1; CMD 13 Feats: Extra Hex (Cackle) Traits: Slave Trader, Focused Mind Skills: Appraise (Int) +6, Knowledge (Arcana) (Int)+9, Knowledge (Dungeoneering) (Int)+6, Knowledge (History) (Int)+6, Knowledge (Nature) (Int)+9, Knowledge (Planes) (Int)11, Linguistics (Int)+6, Perception (Wis)+2, Spellcraft (Int)+11, Use Magic Device (Cha)+4 Languages: Common, Celestial, Draconic, Dwarven, Elven, Halfling, Sylvan, Infernal SQ: (SA, pyrotechnics once per day), Celestial Resistance: acid resistances, cold resistances, and electricity resistance 5 Hexes: Cackle, Evil Eye Spells Known:
0 lvl Spells all known 1st lvl Spells Burning Hands: 1d4/level fire damage (max 5d4). Charm Person: Makes one person your friend. Cure Light Wounds: Cures 1d8 damage + 1/level (max +5). Hex Vulnerability: Reuse a hex on a specific target. Identify: Gives +10 bonus to identify magic items. Mage Armor: Gives subject +4 armor bonus. Summon Monster I: Summons extraplanar creature to fight for you. Web Bolt: Trap the target in a miniature version of the web spell. Witch class abilities:
Weapon and Armor Proficiency: Witches are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a witch's gestures, which can cause her spells with somatic components to fail.
Spells: A witch casts arcane spells drawn from the witch spell list. A witch must choose and prepare her spells ahead of time. To learn or cast a spell, a witch must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a witch's spell is 10 + the spell level + the witch's Intelligence modifier. A witch can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 2–10. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table 1–3 of the Pathfinder RPG Core Rulebook). A witch may know any number of spells. She must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour communing with her familiar. While communing, the witch decides which spells to prepare. Cantrips: Witches can prepare a number of cantrips, or 0-level spells, each day, as noted on Table 2–10 under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Cantrips prepared using other spell slots, due to metamagic feats for example, are expended normally. 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, as noted on Table 2–10. 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. Witch's 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 (see sidebar). Patron Spells
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. Wisdom: 2nd—shield of faith, 4th—owl's wisdom, 6th—magic vestment, 8th—globe of invulnerability (lesser), 10th—dream, 12th—globe of invulnerability (greater), 14th—spell turning, 16th—protection from spells, 18th—mage's disjunction. Skills:
-------------------- Per level: 2 + IN mod (5) -------------------- Acrobatics (Dex*) 2 (+0 Ranks, +2 Ability, +0 Misc.) Appraise (Int) 5 (+1 Ranks, +5 Ability, +0 Misc.) Bluff (Char) (0 Ranks, 0 Ability, +0 Misc.) Climb (Str*) 1 (+0 Ranks, +1 Ability, +0 Misc.) Craft (Int)^ (Genaric) 5 (+0 Ranks, +5 Ability, +0 Misc.) Diplomacy (Char) 0 (0 Ranks, 0 Ability, +0 Misc.) Disable Device* (Dex*) 0 (+0 Ranks, +0 Ability, +0 Misc.) Disguise (Char) 0 (0 Ranks, +0 Ability, +0 Misc.) Escape Artist (Dex*) 2 (+0 Ranks, +2 Ability, +0 Misc.) Fly (Dex*)^ 2 (+0 Ranks, +2 Ability, +0 Misc.) Handle Animal* (Char) 0 (0 Ranks, 0 Ability, +0 Misc.) Heal (Wis)^ 1 (+0 Ranks, +1 Ability, +0 Misc.) Intimidate (Char)^ 0 (0 Ranks, +0 Ability, +0 Misc.) Knowledge (Arcana)*^ (Int) 9 (+1 Ranks, +5 Ability, +3 Class, +0 Misc.) + Knowledge (Dungeoneering)* (Int) +6 (+1 Ranks, +5 Ability, +0 Misc.) Knowledge (Engineering)* (Int) 0 (+0 Ranks, +0 Ability, +0 Misc.) Knowledge (Geography)* (Int) 0 (+0 Ranks, +0 Ability, +0 Misc.) Knowledge (History)*^ (Int) +9 (+1 Ranks, +5 Ability, +3 Class, +0 Misc.) Knowledge (Local)* (Int) 0 (0 Ranks, 0 Ability, +0 Misc.) Knowledge (Nature)*^ 9 (+1 Ranks, +5 Ability, +3 Class, +0 Misc.) Knowledge (Nobility)* (Int) 0 (+0 Ranks, +0 Ability, +0 Misc.) Knowledge (Planes)*^ (Int) 11 (+1 Ranks, +5 Ability, +3 Class, +2 Misc.) Knowledge (Religion)* (Int) 0 (0 Ranks, 0 Ability, +0 Misc.) Linguistics* (Int) 6 (+1 Ranks, +5 Ability, +0 Misc.) Perception (Wis) 2 (+1 Ranks, +1 Ability, 0 Misc.) Perform (Char)^ (Genaric) 0 (0 Ranks, 0 Ability, +0 Misc.) Profession (Wis) 0 (+0 Ranks, +1 Ability, +0 Misc.) Ride (Dex*) 2 (+0 Ranks, +2 Ability, +0 Misc.) Sense Motive (Wis) 0 (+0 Ranks, +1 Ability, +0 Misc.) Sleight Of Hand* (Dex*) 0 (+0 Ranks, +0 Ability, +0 Misc.) Spellcraft*^ (Int) 11 (+1 Ranks, +5 Ability, +3 Class, +2 Misc.) Stealth (Dex*) 2 (+0 Ranks, +2 Ability, +0 Misc.) Survival (Wis) 0 (+0 Ranks, +1 Ability, +0 Misc.) Swim (Str*) 0 (+0 Ranks, +1 Ability, +0 Misc.) Use Magic Device*^ (Char) 4 (+1 Ranks, 0 Ability, +3 Class, +0 Misc.) Potential familiar:
Rook
Owl N Tiny animal Init +3; Senses low-light vision; Perception +10 Defense AC 16, touch 15, flat-footed 13 (+3 Dex, +2 size, +1 Natural) hp 5 (1d8) Fort +2, Ref +5, Will +2 Offense Speed 10 ft., fly 60 ft. (average) Melee 2 talons +5 (1d4–2) Space 2-1/2 ft.; Reach 0 ft. Statistics Str 6, Dex 17, Con 11, Int 6, Wis 15, Cha 6 Base Atk +0; CMB +1; CMD 9 Feats Weapon Finesse Skills Fly +7, Perception +10, Stealth +15; Racial Modifiers +4 Perception, +4 Stealth Witch's Familiar
Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the witch's level. If a witch possesses such levels, her familiar always uses the witch rules for familiars, not those provided by other classes, such as wizards or sorcerers with the arcane bloodline. A witch's familiar only stores witch spells. All other spells are stored normally, as noted in their class features. If a familiar is lost or dies, it can be replaced 1 day later through a special ritual that costs 500 gp per witch level. The ritual takes 8 hours to complete. A new familiar begins knowing all of the 0-level spells plus two spells of every level the witch is able to cast. These are in addition to any bonus spells known by the familiar based on the witch's level and her patron (see patron spells). Store Spells: Starting at 1st level, 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 based on her patron. These spells are automatically stored by the familiar and can be prepared as normal once they are gained. Deliver Touch Spells (Su): If a witch is 3rd level or higher, her familiar can deliver touch spells or hexes for her. If the witch and the familiar are in contact at the time the witch casts a touch spell, she can designate her familiar as the “toucher.” The familiar can then deliver the touch spell just as the witch would. As usual, if the witch casts another spell before the touch is delivered, the touch spell dissipates. If the witch activates a hex, her familiar can be used to make the touch. She does not have to be in contact with the familiar to use this ability. Background:
Lucia remembers little of her early years. Only that she was raised in a dingy brothel in the far off land of Skexar. Where the bright light of Talingarde's benevolence is but a child's fable. It was her Mistress, A half-fiend woman named Clove, that took her from the den of inequity where she was left by her mother when the woman died in child birth. Clove saw in her great power and unimaginable intelligence and spirited her away from one horrid place to a more horrid one. The sex slave house owned by Clove.
Over the years under the tutelage of Clove, Lucia learned her craft, She also learned of the darkness in the world. Clove had a cruel and explosive temper, and delighted in deviations that haunt Lucia to this day. Years of abuse darkened her soul, and in that foul place Asmodeous found her. Locked in darkness, broken and bleeding, devils wispered sweet words in her ear. In the dark they spoke of vengeance and rule. They spoke of power. No longer will she need serve Clove, with her petty pleasures of the flesh. She only truly needed to serve Asmodeous. And in return he would grant her the strength to destroy her enemies and place herself beyond the touch of mere mortals. She would still need to pay lip serve to masters like Clove from time to time, but only when it serves her interests. She grew close to Clove, participated in her sick pleasures. Years past and Clove eventually trusted her enough to send her on an important mission to purchase a few poor farmers daughters in Talingarde. Some forbidden fruit for the slave owners of Skexar. All was going well until a small army of paladins and wizards captured her and her crew before they could leave with their "goods". Lucia intended to die rather than be captured, but she was rendered unconscious. They healed her before bringing her before the local magistrate, a wasted gesture in Lucia's opinion. There she listened to the testimony of the last crewman to live. The pitiful coward damned her as a slave trader. The holier than tho magistrate prattled on for what seemed like an eternity. Sprinkling the dogma of Mitra into his condemnation of Lucia he finally passed judgement. The law dictated a beheading, but her body would be burned as well since she was a witch. The last words the magistrate said to her before she managed to land a gob of spit in his eye were.“May Mitra have mercy upon your wretched, damned soul.” They dragged her out laughing and cursing all present. She laughed when they branded her. The joke was the trouble they had finding a place to mark her where she wasn't already scared. Then hooded and beaten, her captures brought her to her doom in Branderscar Prison. Sitting in her cell she does not fear. Whatever evils await her in hell, will be but a dream compared to her life. Appearance:
Even though her real age is unknown she feels she is small for her "age". At 5 feet 6 inches and weighing 96lbs, she is easily confused for a teenage elf with a few distinct differences. Even for a elf her skin is unusually pale. She also has wispy auburn hair and bright yellow eyes both unusual for elves. When in in combat her hair seems to move as if a wind was blowing, and her eyes glow. Almost always, she keeps her long hair over her face to hide her true self from prying eyes. For those rare few who ever see her nude will notice her body is crisscrossed with scars forming mystic symbols with the holy symbol of Asmodeus between her breast. Personality:
Most times she seems quiet, shy, and a little pedantic. She enjoys learning and study, as these things bring her power and remove her from others attention. When she does talk, she likes to ramble on endlessly about thing most people wouldn't understand or care about. Again she does it to keep from having to engage in social activities. She tries to control her emotions, while keeping to logic as best she can.
But there is another side to her. She is also violent and viscous. She has no problem with stabbing someone in the back or torturing them for no particular reason, as long as her goals are achieve. Doing so with little emotion and if you look closely, a little smile. She hates to be judged, especially if it points out a failure of hers. She also hates any kind sensuality directed toward her, preferring to introducing those who do to her dagger. When cornered she turns wild and lashes out until all that threaten her are dead. Her one weakness is her protective nature regarding children. Unless there is no other choice she will not harm or allow others to harm a child in her presence, to the point she will not even let a child see something that might upset them. |
