Daughter of Urgathoa

Mezari's page

32 posts. Alias of Orthos.

Full Name

Mezari Jenkan




Witch 1







Special Abilities

Familiar, Hex (Cauldron), Witch Spells


Lawful Neutral


Sivanah (loosely)


Falcon's Hollow


Common, Draconic, Elven, Gnomish, Goblin, Sylvan



Strength 8
Dexterity 14
Constitution 14
Intelligence 16
Wisdom 12
Charisma 13

About Mezari


Mezari stands a little over three feet tall and probably weighs around sixty-five pounds, maybe a little less. Her hair drapes in slight waves down to the middle of her back and is an erratic blend of deep dark green and a midnight blue it's almost black, while her skin is surprisingly pale for a gnome. Her eyes likewise are oddly colored, mostly a soft shade of amber with reddish flecks throughout. Her dress marks her as a regular traveler: she wears the clothes of an adventurer or explorer, a simple vest and leggings in earth tones (usually greens) and a darker-colored coat and hood to shield her against the weather. The coat, along with her belt, have several pockets and pouches where she has stored various objects, usually things involving her alchemy or equipment for hostile situations.

She carries a simple hand-carved staff, just a length of wood she has spent some of her free time on, and carries a dagger at all times; she also keeps a crossbow at hand, with a small pouch of bolts hanging on her hip. A slight scent of ashes and soil seems to persist around her, less due to lack of personal hygene and more simply from time spent in those sorts of areas. A small bat with reddish fur is usually lingering about her somewhere, never far from hand.


A vagabond and homeless wanderer in part by fate and in part by choice, Mezari has never had a place she truly considered her home. From the earliest memories she had of her family, traveling with her mother and uncle and a small handful of close friends and relations, she remembers nothing more so than the constant movement from one place to another. Unlike many children of other races, who might come to despise such constant changes of location, Mezari and the other young gnomes among the traveling troupe relished each shift of scenery and each new location found and temporarily settled. The small band stuck mostly to rural locations, following back roads and cross-country travel, living in forests and avoiding the "civilized" world of humans.

Shortly before adulthood many children chose to seek out their own fortunes and explore the world beyond the shelter of the unusual "clan"; Mezari was little different, and departed alone for parts unknown. She had taken a fascination to the world, especially the wild and untamed lands outside the borders of civilization, and had a knack as most gnomes do for magic; combined with the teaching she obtained from her elders and traveling companions as a child, the arts of witchcraft came fairly naturally to her.

Mezari has been traveling ever since, typically alone save for Barzai, a furry red bat that serves as her familiar and foremost traveling companion, and any creatures she summons for aid. Some close and unpleasant encounters with "civilized" humanoids, especially humans and dwarves and most among them loggers and miners, have left her with a jaded view of taller races and resulted in a slightly sullen, reclusive young woman who is happiest when left to her own devices. Though the idea of being beholden to any nation's laws would likely repulse her (she's never really thought about it, having spent most of her life in the woods) she does have a strict personal code she adheres to, if a bit strange and incomprehensible as she's never sat down with anyone and explained it.

The mysteries of Darkmoon Vale, legends of hauntings and fey presence, have drawn her to Andoran out of curiosity and professional interest. As much as the idea bothers her, she's come to the conclusion that she'll likely need the aid of anyone she can find who isn't outright planning to murder her - even if they are of the tall folk - if she's to explore the deep woods and return in one piece. (At least, until her self-sufficiency improves.) Thus she's made her way to Falcon's Hollow in the hopes of meeting up with equally-curious - or simply foolhardy - adventurers with whom she might be able to make a deal.


Mezari Jenkan
Female Gnome Witch 1
Lawful Neutral Small Humanoid

Combat Block:

Initiative: +2; Senses: Low-Light Vision, Perception +3
Armor Class: 13 (+1 Size, +2 Dex, +0 Armor); Touch: 13, Flat-Footed: 11; +4 dodge vs. Giants, +4 w/ Mage Armor
Max HP: 8 (1d6 + 2)
Saving Throws: Fort: +2; Ref: +2; Will: +3; +2 vs. Illusions

Speed: 20 ft.
Space: 5 ft; Reach: 5ft
Base Attack Bonus: +0; Combat Maneuver: -2

Attacks: +1 vs. Reptilian and Goblinoid
Quarterstaff +0 melee (1d4-1)
Dagger +0 melee (1d3-1)
Light Crossbow +3 ranged (1d6)
Acid Flask or Tanglefoot Bag +3 ranged touch

Special Attacks:

Special Actions:
Hexes: Cauldron
Spell-Like Abilities: dancing lights, ghost sound, prestidigitation, speak with animals 1/day each, CL 1, DC 11+level

Special Qualities:
Familiar (Bat named Barzai)

Combat Gear:
Dagger, Quarterstaff, Light Crossbow w/ 30 bolts
Acid Flask x2, Tanglefoot Bag

Trait Block:

Languages: Common, Draconic, Elven, Gnomish, Goblin, Sylvan

Abilities: STR: 8, DEX: 14, CON: 14, INT: 16, WIS: 12, CHA: 13

Racial Qualities:
Gnome Magic
Illusion Resistance
Keen Senses
Obsessive: Craft (Alchemy)
Defensive Training
Low-Light Vision
Small Size
Slow Speed
Weapon Familiarity
Favored Class: Witch (+1 skill point for each Witch level)

Brew Potion, Self-Sufficient

Devotee of the Green
Scholar of the Great Beyond

Skills: (6 per Witch level)
Craft (Alchemy): +13 (Ranks: 1, +3 Int, +3 class skill, +2 racial, +4 insight)
Fly: +5 (Ranks: 0, +2 Dex, +3 familiar)
Heal: +7 (Ranks: 1, +1 Wis, +3 class skill, +2 feat)
Knowledge (arcana): +7 (Ranks: 1, +3 Int, +3 class skill)
Knowledge (geography): +4 (Ranks: 0, +3 Int, +1 trait)
Knowledge (history): +4 (Ranks: 0, +3 Int, +1 trait)
Knowledge (nature): +7 (Ranks: 1, +3 Int, +3 class skill, +1 trait)
Knowledge (planes): +4 (Ranks: 0, +3 Int, +1 trait)
Perception: +3 (Ranks: 0, +1 Wis, +2 racial)
Spellcraft: +7 (Ranks: 1, +3 Int, +3 class skill)
Survival: +3 (Ranks: 0, +1 Wis, +2 feat)
Use Magic Device: +5 (Ranks: 1, +1 Cha, +3 class skill)

45 gp 6 sp 5 cp
Artisan's Outfit
Belt Pouches x2
Bottle x3 (empty)
Chalk (5 pcs)
Cold-Weather Outfit
Flint and Steel
Hooded Lantern
Oil (3 1-pt flasks)
Rope (50 ft)
Soap (1 lb)
Spell Component Pouch
Explorer's Outfit x2


Cantrips Prepared
Detect Magic, Mending, Touch of Fatigue

Spells per day
Level 1: 1 + 1

Prepared Spells
Level 1: Command, Mage Armor

Spells Known
Level 1: Burning Hands, Command, Mage Armor, Obscuring Mist, Ray of Enfeeblement, Summon Monster I

Spell DC 13 + spell level, +1 for Illusion spells