About Niah Valerian***Character Bio***:
Background: Niah was born in a highly religious, coastal town. When she was born her pale skin and frail appearance divulged her elemental bloodline, marking her as a Sylph--an imprint on the Valerians previously unknown. The town rejoiced at her birth, declaring that Gozreh had sent her as a divine indication of favorable winds for their sea-faring industries. At the age of 8 an Osprey began landing on the tree outside Niah's window. Curious, she often stared at it through the window and talked to it--surprisingly it seemed to almost understand her speech. As time went on, she began to feel a special connection with the raptor and eventually a distinct need to meet it outside, and in private. Finally deciding to sneak out and act on these feelings, she left the house at night and traveled the short distance to the surrounding wilderness and there the bird stood on the branch of a fallen tree. As she approached it, she felt the necessity for this meeting grow stronger and stronger, and then finally she was close enough to reach out and touch the bird. As her hand met the bird, a rush of information flooded her senses. She began to comprehend the true nature of the world and its secrets. This information culminated in an understanding of the Words of Power. Initially startled and confused, she quickly came to peace, embracing this new found knowledge. When the flood of archaic lore finally ended, she realized not more than a second had passed. Immedietly she called the bird by its name: Matthias, and it flew to her shoulder where it perched affectionately as if it had always belonged there--a feeling she instantly knew was accurate. Excited by these events, she rushed home to tell her parents. When she described the happenings to her parents, their faces became dark and they quickly urged her to put the bird outside and go to her room. Reluctantly, she asked Matthias to wait outside for the night and went to her room where she quickly allowed him entrance through her window. The next day, she awoke to a prononced but discrete call from Matthias and immedietly felt a sense of urgency from him. Soon she heard a commotion downstairs and a cacophony of footsteps hurrying towards her room. She then felt the necessity to flee, and her room burst open as her parent's and the high priest entered. Declaring her an abomination, connected to dark magics the priest demanded she be removed from the town, an action that her pious parents quickly enacted, now fearing their once loved child. Niah spent the the rest of her early years surviving by herself in the wilderness surrounding the town, occasionally entering the town covertly to steal needed supplies. She would often been run out of town, as everyone had heard the story of the deceptive spawn sent to bring ruin to the coastal village. She eventually stowed away on a passing caravan, and thus entered the rest of the world, shaped by her childhood. Mannerisms: Niah is slow to trust due to her betrayal as a child. The many years alone with no one but Matthias have shaped her, and she is quite eccentric. One might say insane. When not discussing things with Matthias, she quietly talks to herself almost constantly, sometimes chanting arcane words (words that on closer inspection are revealed to be the words of power she is learning from her familiar). Otherwise she prefers to remain quiet, and when it is necessary for her to converse, she speaks in efficient, short bursts--often lapsing back into temporary babbling during what which she would consider a long exchange. Niah, while capable of staying at inns, dislikes the noise and proximity of people and would much rather sleep outside--preferring the wilderness. Appearance: Niah is pale skinned and frail, standing at 5'2, 100 lbs. She has pale white hair, with faint whisps of sky blue throughout. Strikingly beautiful, her looks would take her far if it wasn't for her eccentric quirks. She often has a long Falconer's Armguard over her left shoulder down to her forearm. ***Defenses***:
Hit Points: 20/20
***Attacks***:
BAB: +1
Dagger: +0/+4 | 1d4-1 | Crit: 19~20/x2 Light Crossbow: +4 | 1d8 | Crit 19~20/x2 | Range: 80 ft ***Feats/Traits***:
Feats: Lvl 1 - Extra Hex
Traits/Drawbacks: - Resilient: +1 to Fort Saves - Outcast's Intuition: +1 to Sense Motive. Sense Motive is always a class skill. +1 CL vs attempts to dispel magic. - Orphaned: +1 to Survival. Survival is always a class skill. - Paranoid (Drawback): DC 15 to be assisted. ***Skills***:
Skill Points: 2 + Int / lvl | Total: 18 Craft: 0 | N/A
***Class Features***:
Cantrips: All 0th Level Effect & Meta Words. All Target Words. Patron: Insanity Hexes: DC: 15 -Evil Eye: -2 to AC, ability checks, attack rolls, saving throws, or skill checks. Range: 30 ft. Duration: 3 + Int Modifier (7) Rounds. Will Save: Duration is 1 round. Special: Penalty is -4 at level 8. -Cackle: Increase the duration of all agony, charm, evil eye, fortune, and misfortune hexes in range by 1 round. Range: 30 ft. Special: Usable as a move action. -Healing: Functions as cure light wounds. Special: Functions as cure moderate wounds at level 5. Restrictions: Can only affect a given target once per day. Witch's Familiar:
***Racial Traits***:
Darkvision: 60 ft. Whispering Winds: +4 to Stealth. Energy Resistance: 5 Electricity Breeze-Kissed: +2 AC Bonus to non-magical ranged attacks. Make 1 bull rush/trip combat maneuver within 30 ft 1/day, you lose the AC bonus for 24 hours. ***Words of Power/Spells***:
Target Words Known: 0th - Personal, Selected, Cone 1st - Burst, Line 3rd - Barrier Meta Words Known: Uses: CL/2 + 3/MWM per day | Total: 4 0th - Boost, Distant, Lengthy 1st - Quiet Effect Words Known: 0th - Bleeding Wounds [Wounding], Cramp [Pain], Decipher [Language], Sense Magic [Detection], Soothing Touch [Healing], Spark [Electricity] 1st - Fade [Concealing], Fog Bank [Weather], Force Shield [Armor], Lesser Cure [Healing], Shock Arc [Electricity], Simple Order [Command], Spook [Fear], Wrack [Pain] 2nd - Moderate Cure [Healing], Paralyze Humanoid [Binding] Patron Bonus Spells: 1st - Memory Lapse Spells per Day: 0th - 4 Prepared | DC: 14
1st - 3/day | DC: 15
2nd - 2/day | DC: 16
***Equipment***:
Standard: Dagger, Light Crossbow, Bolts (20), Spell Component Pouch, Backpack, Rations (7 days), Water Skin, Rope (50 ft), Paper, Candles, Quill, Ink, Bedroll, Lantern, Oil (3 pints), Mess Kit, Explorer's Outfit, Falconer's Armguard, Belt Pouch Magic Items: Cloak of Resistance +1, Wand of cure light wounds (50 charges), Wand of enlarge person (50 charges) GP: 350 |