Supernaturalist

Neia Dem's page

1 post. Alias of Ariarh Kane.


Full Name

Neia Dem

Race

Elf

Classes/Levels

Witch (Alley Witch) 2

Gender

F

Size

M

Age

116

Alignment

TN

Location

HIVE

Languages

Common, Elven, Draconic, Goblin, Orc

Strength 10
Dexterity 16
Constitution 12
Intelligence 17
Wisdom 10
Charisma 13

About Neia Dem

Backstory:

Derljah, her tiefling tormentor, would re-tell the story of the hoity toity elven woman falling for the charms of lowly drow male and spawning his bastard. The drow had been promptly dispatched (the elves had coin and connection) and the shameful fruit of their union bundled and hidden far below – like she never existed. As a young elf, she often wondered if her Elven mother had ever wanted to keep her. A child’s fairytale (Derljah said there was no such thing – only nightmares and worse). Then the child would be beaten black and blue by Derljah for the smallest infraction and brought back to reality. The child was named Neia by her tormentor’s lover, Rustin Dem. He sometimes gave her small nubs of sugar to suck on, calling her a pretty little thing, while secretly teaching her the Elven tongue. If she was caught, Derljah would beat her. Sugar was a scarce commodity in the Maze and shouldn’t be wasted on orphaned bastards. “Don’t go fluffing her vanities!” Derljah would chastise Rustin. Neia was comely in the Elvish way – fine pale skin and wide silvery-green eyes. Her hair was a silvery-white – thanks to her drow father. Neia wasn’t the only orphan Derljah had the pleasure of tormenting; yet those children didn’t live long enough for her to form any sort of attachment to them. Most had been sickly or stupid and found themselves dead within a year of coming to live at the shack. When Neia was ten years old, Rustin got himself killed in some bar room brawl – broken glass to the neck – making Derljah crueller and more sadistic. When she could, Neia would sneak off into the surrounding alleys and explore. She was a lonely child, but not one who actively sought people to befriend. She was watchful, learning the ways of the settlement and its hodgepodge of people. The narrow, crowded streets would be a place where she could hide and feel/soak in the energy of the woe begotten occupants. Neia’s skin would tingle as she immersed herself in the throng. She couldn’t explain the reason why. Rustin would have said it was to do with her elven heritage – perhaps it was - Neia missed him (he was the only one to show her a crumb of kindness).

Neia’s sojourns out of the shack and into the streets/alleys grew more frequent until one day she did not return to Derljah’s home (and her Tiefling tormentor did not attempt to bring her back, probably grateful not to have an extra mouth to feed). Life on the streets was hard but it was no different to life in the shack. She scrounged for food and made a little coin delivering things to people around the edge of the Maze. The young “procurer” soon crossed paths with a human witch peddling potions and poppets in the alley of dread, as the locals called it. The witch’s name was Sybila and became her teacher and patron. Arcane magic came relatively easy to Neia and this made Sybila happy. Her teacher had a skittish white weasel familiar named Vivi who didn’t hate Neia but wouldn’t draw too near either (or be too far from Sybila). The years passed slowly and Neia’s life was filled with lessons – she was eager to learn how to access/harness magic – and Neia had an ear for tongues – picking them up as she roamed the streets or manned the witch’s shop. Neia’s comely looks would bring in new patrons and both females used this to their benefit. Neia never sold her charms/body on the streets – she didn’t have to nor wished to. She was smart one and she could rely on her cleverness when backed into a corner. The boys in the alleys (who were keen on her) would show her how to wield knives/daggers and she practiced between trips. In time, she picked up a crossbow and practiced on chalked targets on the stone walls of the alleys.

One afternoon Neia returned to the shop and found Sybila strung up on the thick hemp clothes line hanging above the narrow alleyway. Her familiar, Vivi, had been skinned and left hanging in front of the door of the shop. Neia’s stomach heaved, and she threw up on the stone street. There were no tears for they had been beaten out of her as a child. But there was an ache inside her heart at the loss of a teacher and friend. She called the boys and carefully cut down Sybila and what remained of Vivi. Finding a burial place in the outskirts of the Maze was not easy – many people died daily in the bottom-most level of the Hive. Instead, Neia had the bodies of witch and familiar placed on a small pyre and she set them ablaze – letting the flames turn the bodies into fine ash and float into the dark sky. The smell of burning bodies stayed with her. Returning to the shop, she found that it had been sacked and locking the door behind her, Neia made her way to the nearest dive bar; frequented by the lowest of low, but she did not care. She began to drink – cheap wine and whiskey – throwing the last of her coin at the barkeep. She recollected only snippets of the night – making fun of one of the local thugs whose name she couldn’t remember in the moment. Her anger and sadness had overwhelmed her and Neia began throwing bottles and jugs about the place – at the thugs’ heads – yelling at them “Did you kill her? You did, didn’t you? What did she do to you? Or that sweet weasel. Where’s its white fur?!!” It’s the last thing Neia remembered before waking up in a holding cell for disorderly conduct; others in there with her. ”What happened? How did I get here?”

Physical Description:

Age: 116 years
Height: 5'10"
Weight: 115 lbs (52 kgs) (willowy, graceful physique)
Skin: Pale/alabaster, flawless
Hair: Straight, silvery-white, sits just passed her shoulders.
Eyes: Wide, almond-shaped, framed by long silvery-white eyelashes, silvery-green pupils.
Ears: Long, slender and pointed, adorned with piercings.

Image of Neia

Personality:

"I am not good or evil. I just am."
"If this is the path you must take, I can take you to where the trail begins..."

Obstacles and disappointments do not derail her. Neia lives by her own code and principles (doing what is good for her or in her best interests or those whom she is loyal to). She will not be compelled, bullied or pressured. Neia can be loyal to allies. Being an abandoned/orphaned child, Neia learned to be detached and independent. She can be considered a loner, but it doesn't always mean that she is lonely and seeking a long term physical connection/companionship. Neia prefers having a few close friends over having many passing acquaintances. She is pragmatic and has a philosophy of reciprocity - respect is given to those who respect her, kindness is shown to those who have shown her kindness and harm is perpetrated to those who have harmed her. On a normal day, her emotions remain on an even keel and her lack of obvious, strong passions and convictions give her an air of mystery (or can annoy those who wear their hearts/emotions openly and vehemently on their sleeve). She is not indecisive - she cares for what she cares for and the rest doesn't matter. Neia possesses a dry wit. She is courageous and values her own life and those whom she is loyal to. Neia's friendship or alliance cannot be bought.

Neia’s Character Sheet:

Female Elf Witch (Alley Witch) 2
TN Medium Humanoid (Elf)
Init +5 (+2 from Speak to the City) Senses lowlight; darkvision 60ft; Perception +8

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Defense
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AC 13/*17, touch 13/*17, flat-footed 10/*14, (+3 Dex, *with Mage Armour +4)
hp 13 (1d6+1, 4+1, +1FC)
Fort +2, Ref +3, Will +3/+5 (+2 vs. enchantment spells and effects)
Immune: Magic Sleep

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Offense
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Speed 30 ft.
Melee: Cold Iron Dagger +1 (1d4, 19-20/x2, P/S)
Melee: Dagger +1 (1d4, 19-20/x2, P/S)
Melee: Light Mace +1 (1d6, x2, B)
Melee: Long Spear +1 (1d8, x3, P, Brace, Reach)
Ranged: Light Xbow +4 (1d8, 19-20/x2, 80 ft range, P
Ranged: Cold Iron Dagger +4 (1d4, 19-20/x2, 10 ft range, P/S)

Spells Prepared (CL 2; concentration +5/*+7 (*+2 when casting defensively)
1st (3+1 bonus patron spell/day, DC 16)Cure Light Wounds, Mage Armour, Sleep (Will save DC 14+2 from Elven Magic=16), Ears of the City
Orisons (at will, 4, DC 15)Detect Magic, Guidance, Message, Read Magic

Hexes:
Evil Eye (lasts 6 rounds, unless makes Will Save DC 16, then lasts only one round)
Misfortune (A Will save DC 16 negates this hex.)

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Statistics
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Str 10, Dex 16, Con 12, Int 17, Wis 10, Cha 13 (Ability Modifiers +2 Dex, +2 Int, -2 Con)
Base Atk +1; CMB +1; CMD 14

Feats
Extra Hex (Misfortune Hex)

Traits
Seeker (Social): You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Forlorn (Elf) (Race) : Having lived outside of traditional elf society for much or all of your life, you know the world can be cruel, dangerous, and unforgiving of the weak. You gain a +1 trait bonus on Fortitude saving throws.

Skills
Background (2 per level: 4):
• Appraise +5 (2 ranks, not class skill)
• Profession ("Procurer") +5 (2 ranks, class skill)

Adventuring (2+3INT x2=10):
• Bluff +6 (2 ranks, class skill via alley witch)
• Know. Arcana +8 (2 ranks)
• Know. Local +10 (2 ranks, +2 Speak to the City)
• Perception +8 (2 ranks, +2 Speak to the City)
• Sense Motive +2 (0 ranks, +2 Speak to the City, not a class skill)
• Spellcraft +7/*+9 (1 rank, *+2 to identify magic items)
• Stealth +5 (0 ranks, +2 Speak to the City, not a class skill)
• Sense Motive +3 (0 rank, class skill)
• Use Magic Device +5 (1 rank)

Languages Common, Elven, Draconic, Goblin, Orc

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Gear
(Starts with Explorer’s Outfit valued at 10gp for free) Starting gold 180 gp.

Weapons & Ammunition:
• Cold Iron Dagger (4 gp, 1 lbs)
• Dagger (2 gp, 1 lbs)
• Light Mace (5 gp, 4 lbs)
• Light Crossbow (35 gp, 4 lbs)
• 20 Xbow bolts (2 gp, 2 lbs)

General Gear:
• Witch's Kit (21 gp, 21 lbs) (This kit includes a backpack, a bedroll, a belt pouch, candles (10), chalk (10), a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.)
• Grooming Kit (1 gp, 2 lbs) (This pouch of toiletries includes a comb, scissors, a nail file, a sponge, a hairbrush, a miniature mirror, soap, a chewing stick, and tooth powder.)
• Whetstone (2 cp, 1 lbs) (A whetstone allows you to sharpen a blade by sliding it against the stone at a precise angle. Honing a blade with a whetstone requires about 15 minutes of work and grants the weapon a +1 bonus on your damage roll the first time you hit with it. This only works on nonmagical blades.)
• 1 bottle of Fine Wine (10 gp, 1 lbs)
• 1 Mage Armour Potion (50 gp, - lbs)
• 2 flasks of Alchemist's Fire (40 gp, 2 lbs) (You can throw a flask of alchemist’s fire as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a large body of water or magically extinguishing the flames automatically smothers the fire.)
• Cold Weather Outfit (8 gp, 7 lbs) (This outfit includes a wool coat, linen shirt, wool cap, heavy cloak, thick pants or skirt, and boots. This outfit grants a +5 circumstance bonus on Fortitude saving throws against exposure to cold weather.)
• String/Twine (50 ft) (1 cp, 0.5 lbs)
• Sewing Needle (5 sp, - lbs)

Total Cost and Weight: 178 gp, 5 sp & 3 cp/180 gp and 46.5 lbs (medium load) (STR 10 : Light Load: 33 lbs or less, Medium Load: 34-66 lbs, Heavy Load: 67-100 lbs.)
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SPECIAL ABILITIES
Racial:
Ability Score Modifiers: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
Type: Elves are Humanoids with the elf subtype.
Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: 30 feet.
Languages: Elves begin play speaking Common and Elven.
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

Alternate RACIAL TRAITS:

Arcane Focus: Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. This racial trait replaces weapon familiarity.
Blended View: Prerequisite(s): low-light vision. Half-drow whose non-drow parent had low-light vision might be blessed with a legacy of versatile senses. Characters with this trait keep their low-light vision but also gain darkvision to a distance of 60 feet. Elves can take this trait in place of keen senses.

Class:
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.

Alley Witch: Some witches find their spark of magic in the long, dark shadows and forgotten places within the city.

Child of the Streets: An alley witch gains Bluff and Knowledge (local) as class skills, but loses Knowledge (nature) and Knowledge (planes) as class skills. This alters the witch’s class skills.
Crowd Patron: An alley witch draws power not from a patron, but from the crowd of minds around her. She doesn’t select a patron at 1st level; instead, she gains the following bonus spells at the listed levels. This ability alters witch’s familiar.

2nd—ears of the city, 4th—alter self, 6th—witness, 8th—shadow step, 10th—mage’s private sanctum, 12th—heroes’ feast, 14th—limited wish, 16th—create demiplane, 18th—shades.

Speak to the City: An alley witch builds a special rapport with a single city. At 1st level, she can select one settlement whose type is large town size or larger. Within this settlement, she gains a +2 bonus on initiative checks, as well as Knowledge (local), Perception, Stealth, and Sense Motive checks. At 6th level and every 5 witch levels thereafter, this bonus increases by 2. The alley witch can build a rapport with a new city after 30 days of remaining there; this severs her bond to her previous settlement. This ability replaces the witch’s 1st-level hex.
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: Witch. 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 (DC 14+2 Elven Magic = 16).
Spells: A witch casts arcane spells drawn from the witch spell list. A witch must choose and prepare her spells ahead of time. The Difficulty Class for a saving throw against a witch’s spell is 10 + the spell level + the witch’s Intelligence modifier. 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

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