Harbormaster Permelia

Sanchia Corvus's page

30 posts. Alias of rdknight.


Full Name

Sanchia Corvus

Race

Human

Classes/Levels

Witch (Mirror / Medium)

Gender

Female

Size

Medium

Age

19

Alignment

NG

Deity

Shelyn

Languages

Taldane, Infernal, Elven, Draconic

Strength 8
Dexterity 16
Constitution 14
Intelligence 18
Wisdom 10
Charisma 12

About Sanchia Corvus

Sanchia Portrait

Statistics:
Human Witch (Mirror/Medium) 1
NG Medium Humanoid

Init +3; Senses Perception +3
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DEFENSE
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AC 14, touch 13, flat-footed 11 (+2 dex +1 armor)
hp 9
Fort +2, Ref +3, Will +2
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OFFENSE
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Speed 30 ft.

Melee -1

Ranged +3
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STATISTICS
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Str 8, Dex 16, Con 14, Int 18, Wis 10, Cha 12
Base Atk +0; CMB -1; CMD +13
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TRAITS
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Child of Infamy (Campaign):
Your family has long been in show business. Perhaps it was your parents, or an older sibling, or an uncle or aunt—whatever the case, one of your close relatives is, or was, a well-known and well-loved actor or actress. That this relation died in some compromising and embarrassing way has done little to alter your family’s name and fame—if anything, the unfortunate death has increased it. When folk learn your last name, they are quick to assume you live a wild life like your ill-fated relative, and whether you bask in this notoriety or do your best to hide your heritage, the years of association with the acting scene have had their effect. You’ve certainly inherited your relative’s talents, and are a larger-than-life figure, a melodramatic attention-hound, or a sly manipulator of emotions. You gain a +1 trait bonus on Perform (act) skill checks, and the skill is always considered a class skill for you. Furthermore, you’ve inherited some of your relative’s funds, and begin play with a nest egg of 300 gp that you can spend however you wish.

Trustworthy (Social):
People find it easy to put their faith in you. You gain a +1 trait bonus on Bluff checks made to fool someone. You also gain a +1 trait bonus on Diplomacy checks, and Diplomacy is always a class skill for you.

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FEATS
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Extra Hex (Cackle):
You have learned the secrets of a new hex.
Prerequisite: Hex class feature.
Benefit: You gain one additional hex. You must meet all of the prerequisites for this hex.
Special: You can gain Extra Hex multiple times.

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SKILLS (8 points; 2 class, 4 INT, 2 Background)
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Acrobatics* +3 = DEX 3+0+0
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Appraise +4 = INT 4+0+0
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Bluff +2 = CHA 1+0+0+1 (+1 Trait)
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Climb* -1 = STR -1+0+0
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Craft (Painting): +4 = INT 4+0+0
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Diplomacy +8 = CHA 1+1+3+2+1 (+2 Mirror Familiar) (+1 Trait)
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Disable Device*† +3 = DEX 3+0+0
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Disguise +1 = CHA 1+0+0
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Escape Artist* +3 = DEX 3+0+0
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Fly* +3 = DEX 3+0+0
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Handle Animal† +1 = CHA 1+0+0
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Heal +0 = WIS 0+0+0
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Intimidate +1 = CHA 1+0+0
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K (Arcana)† +9 = INT 4+1+3+1 (+1 Cosmopolitan)
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K (Dungeoneering)† +4 = INT 4+0+0
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K (Engineering)† +4 = INT 4+0+0
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K (Geography)† +4 = INT 4+0+0
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K (History)† +9 = INT 4+1+3+1 (+1 Background) (+1 Cosmopolitan)
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K (Local)† +8 = INT 4+1+3
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K (Nature)† +5 = INT 4+0+0+1 (+1 Cosmopolitan)
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K (Nobility)† +4 = INT 4+0+0
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K (Planes)† +9 = INT 4+1+3+1 (+1 Cosmopolitan)
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K (Religion)† +4 = INT 4+0+0
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Linguistics† +4 = INT 4+0+0
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Perception +3 = WIS 0+1+0+2 (+2 Familiar/Alertness)
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Perform (Acting) +5 = CHA 1+1+3 (+1 Background)
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Profession† +0 = WIS 0+0+0
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Ride +3 = DEX 3+0+0
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Sense Motive +2 = WIS 0+0+0+2 (+2 Familiar/Alertness)
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Sleight of Hand*† +3 = DEX 3+0+0
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Spellcraft† +8 = INT 4+1+3
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Stealth* +3 = DEX 3+0+0
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Survival +0 = WIS 0+0+0
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Swim* -1 = STR +0+0+0
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Use Magic Device† +1 = CHA 1+0+0
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ACP -0
*ACP applies to these skills
Non-Standard Skill Bonuses

+2 Perception (Familiar / Alertness)
+2 Sense Motive (Familiar / Alertness)
+2 Diplomacy (Mirror Familiar)
+1 Diplomacy (Trustworthy Trait)
+1 Bluff (Trustworthy Trait)
+1 Witch Class Knowledge Skills (Comprehensive Education)

Languages Taldane, Varisian, Elven

Special Abilities:

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SPECIAL ABILITIES
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HUMAN:

Comprehensive Education:
Humans raised with skilled teachers draw upon vast swathes of knowledge gained over centuries of civilization. They gain all Knowledge skills as class skills, and they gain a +1 racial bonus on skill checks for each Knowledge skill that they gain as a class skill from their class levels. This racial trait replaces skilled.

WITCH:

Patron (Spirits):

2nd—ghostbane dirge, 4th—invisibility, 6th—speak with dead, 8th—spiritual ally, 10th—mass ghostbane dirge, 12th—shadow walk, 14th—ethereal jaunt, 16th—planar ally, 18th—etherealness.

Hexes (DC 15; Charm DC 16):

*Cackle (Su):
A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.

*Misfortune (Su):
The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Medium:

Ectoplasmic Aptitude (Su):
At 2nd level, the medium can sling spells at ghosts and spirits as surely as at corporeal foes. She gains the Ectoplasmic SpellAPG metamagic feat as a bonus feat. In addition, as an immediate action a number of times per day equal to her Intelligence modifier, the medium can apply the Ectoplasmic Spell feat to any spell she is casting without increasing its spell level. This ability replaces the witch’s hex gained at 2nd level.

Familiar

Patron Mirror (Su): At 1st level, a mirror witch creates a direct link to the power of her patron. She chooses a patron as normal, but instead of gaining a familiar that serves as the conduit to her patron, she uses a mirror (worth at least 10 gp) to speak to a fragment of her patron’s power. This fragment teaches her magic and acts as a counselor.

The mirror is essentially an immobile familiar. The mirror witch can activate it with a minute-long ritual that calls the patron fragment to manifest itself through the mirror. While this connection is open, she can prepare spells, add new spells to the mirror, and use the mirror’s special abilities. In place of the boost granted by an ordinary familiar, the mirror grants the mirror witch a +2 bonus on Diplomacy checks regardless of whether the mirror is nearby. The mirror can’t be used for abilities that require the presence of a familiar, such as the blight hex.

If the patron mirror is destroyed, the mirror witch can replace it 1 day later through a special ritual, attuning a new mirror to a different fragment of her patron. The mirror witch must purchase or procure a new, suitable mirror and spend 500 gp per witch level she has. The ritual takes 8 hours to complete, and when it is finished, the mirror witch establishes a connection with a new fragment of her patron and loses access to spells stored in the previous mirror, as normal for a lost witch’s familiar.

As the mirror witch progresses in level, the mirror’s defenses increase, and the connection between it and the mirror witch becomes stronger, allowing the patron to manifest more of its personality—see the Patron Mirror section below.

This ability replaces the witch’s familiar.

Patron Mirror
Instead of using the familiar abilities table on page 83 of the Pathfinder RPG Core Rulebook, use the table below to determine the strength of a mirror witch’s patron mirror.

Witch Class Level Hardness Hit Points Int Special
1st-2nd 5 2 12 Cryptic omens, seek guidence
3rd-4th 10 5 13 Greater omens
5th-6th 15 5 14 Specialized knowledge
7th-8th 20 5 15 Clairvoyance/clairaudience
9th-10th 20 5 16 —
11th-12th 25 10 17 Scrying
13th-14th 25 10 18 Mirror casting
15th-16th 25 10 19 —
17th-18th 30 10 20 —
19th-20th 30 15 21 —

Hardness: As the connection between the witch and her patron mirror becomes more powerful, so does the hardness of the mirror, making it more difficult to damage. This value is the hardness of the patron mirror.

Hit Points: The base hit points of a mirror witch’s patron mirror are based on what kind of mirror she chooses. A steel mirror has 4 hit points and a glass mirror has 1 hit point. The patron mirror gains the listed hit points in addition to the mirror’s normal hit points, and the hit points increase as the link between the witch and her patron mirror strengthens.

Intelligence: A patron is a powerful and unknowable entity, able to see great distances and offer sage council, but the power of the fragment it manifests through a patron mirror is proportional to the link the fragment has with the mirror witch. This column indicates the effective Intelligence score of the patron mirror as the witch progresses in level. The patron mirror is not a creature, and nothing can increase its Intelligence above the listed value.

Special: As a mirror witch increases in level, her patron mirror grants her additional powers as indicated on the table.

Cryptic Omens (Ex):
Each day, when a mirror witch consults with her patron mirror, the patron fragment can speak a few words of cryptic advice about the witch’s future. While the words are often obscure when the fragment utters them, they nearly always make sense to the witch at just the right moment aid her in dealing with the threats of the day. Once per day, after the witch receives this advice, she can gain one of the following benefits without taking an action: gain a +2 insight bonus on a saving throw she is about to attempt; gain a +2 insight bonus on a Bluff, Diplomacy, or Sense Motive check she is about to attempt; or instead of rolling initiative, treat her initiative as if she rolled a 12 on the die. She can’t use this last option if she can’t act during a surprise round. She doesn’t choose which benefit she gains while consulting the mirror; instead, she does so when she would be about to roll a saving throw, initiative check, or appropriate skill check.

Seek Guidance (Ex):
Whenever the mirror witch consults with her patron fragment, she can spend 10 minutes instead of the usual 1 minute and attempt a single Knowledge check. She gains a +2 insight bonus on any Knowledge check she attempts during such a consultation.

Greater Omens (Ex):
The number of times per day that the mirror witch can use cryptic omens increases by an amount equal to the Intelligence modifier of the patron mirror. Furthermore, after consulting with her patron for 1 minute, she can expend a use of cryptic omens to gain the effects of augury instead of one of the usual three benefits.

Spells:

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Spells
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0th (4 at will) DC 14

Arcane Mark
Bleed
Dancing Lights
Daze
Detect Magic
Detect Poison
Grasp
Guidance
Light
Mending
Message
Putrefy Food and Drink
Read Magic
Resistance
Spark
Stabilize
Touch of Fatigue

1st (2+1/day) DC 15

Cause Fear
Cure Light Wounds
Ear Piercing Scream
Ears of the City
Hex Vulnerability
Ill Omen
Mage Armor
Shadow Trap
Sleep
Ventriloquism (Patron)

2nd (0/day) DC 16

3rd (0/day) DC 17


Gear/Possessions:

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GEAR/POSSESSIONS

Magic Items

Silver Hand Mirror (Familiar)

Consumables

Wand: Mage Armor (20 charges)
Alchemist's Kindness (2)
Calistria's Kindness (3 month supply)
Tinder Twigs (4)

Mundane

Dagger
Haramaki
Velvet Padded Pouch for Mirror
Grooming Kit
Belt Pouch x2
Notebook
Pen & Ink
Flint & Steel
Candles x10
Soap
Spell Component Pouch x2
Chalk (5)
Charcoal (5)
Map Case & Sheets of Paper (15 sheets)

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Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.

Money 5 GP 4 SP 8 CP

Background:

The Corvus family is originally of Taldan extraction, but they have called Westcrown home for four generations. For the most part, the family has done well for themselves in their adopted city. They have prospered in shipping while making remaining relative unknowns socially or politically.

Sanchia’s parents were the exception. They are well remembered. In their time both Salvatore and Azzura were famed actors of extraordinary ability. Their wedding was of note citywide, and attended by a lucky slice of the elite, only about 300 guests. Their social presence was commanding, and they were known for their dinners and weekend parties. Such gatherings were famously lavish in the planning and given to excess in their execution. In fact the last of Salvatore and Azzura’s parties is better remembered in Westcrown than the particulars of their stage careers.

There was a tragic accident involving an immense, multi-tiered flambé cake. Something about the design went wrong, or perhaps it was simply too large for the room containing it. Whatever the cause, only moment after it was set alight, the fire spread throughout the room, and then the house. Salvatore and Azzura were killed in the fire, along with several of the guests and all ten of the Halflings that were crouched within the cake’s interior structure waiting to burst out of the cake and deliver servings of the actual dessert to the guests.

Fortunately for Sanchia, she was just a toddler at the time. She had been sent with a nursemaid to send the night at her aunt and uncle’s house so she would bother, or be bothered by, the adult carryings on. In the aftermath of the disaster, Sanchia’s aunt and uncle became her guardians, taking her in and raising her.

As guardians Uncle Quintus and Aunt Petronia were well-meaning but not very invested in Sanchia. They did have a couple of children of their own. Also the question of whether or not Sanchia was truly Salvatore’s daughter lingered. Both Salvatore and Azzura led wild lives, and there was plenty of turbulence in their relationship. It was a question among those who knew them during their lives, and if there was anything to it, Sanchia wasn’t even actually a relative.

For reasons Sanchia never really understood, throughout her childhood her aunt and uncle nudged her toward a career in theater in any ways they could think of. There were sessions with acting and singing instructors, gifts like tickets to theatrical productions and texts of notable plays and operas. Although they were not particularly enthusiastic about the arts themselves, her guardians took Sanchia to theatrical productions. In her later teen years they have occasionally engineered introductions to peers of her own age that were involved with theater.

Perhaps they believed it would be in her blood somehow, or that Sanchia would want to honor the memory of her parents by carrying on their tradition. They were wrong though. Sanchia is certainly smart enough to know she lacks the extraordinary beauty of her mother, or her father’s commanding personality. Even if she did, Sanchia isn’t interested in fame or attention. She is happy to be left alone to scholarly or academic pursuits. In the last couple of years she has been badgered into auditioning for a few roles, and even secured parts like chambermaid and girl #2 in a couple of plays. During those productions Sanchia felt out of place among the other actors and very self-conscious.

She would much rather devote her time to books and her intriguing new secret. She has in her possession one of the very few objects that survived the house fire. It is a silver mirror that belonged to her mother. For several months now something, Sanchia believes it is her dead mother’s spirit, has been communicating with her and teaching her.

Appearance and Personality:

Height: 5'3" | Weight: 125 lbs. | Hair: Dark Brown | Eyes: Hazel Green

Appearance

Sanchia is pleasant looking but not very remarkable. Unless there is a special occasion she favors utility and comfort over considerations. Usually her hair is tied back into a ponytail with a ribbon and she uses no cosmetics. She favors unisex trousers and jackets over dresses, though she does make the concession of having her outfits tailored for a proper fit. One feature of hers that stands out is her pale green eyes.

Personality