Full Name |
Sayarisha Khovihani |
Race |
| HP 7/9 | AC 11 T 11 FF 10 | CMB -2, CMD 9 | F: +2, R: +1, W: +3 | Init: +7 | Perc: +4, SM: +3 |
Classes/Levels |
| Speed 30ft | Hexes: Evil Eye, Misfortune, Slumber | Spells: 0 (at will) 5, 1st 3/3 | Active conditions: None. |
Gender |
Female CG Human (Varisian) Witch 1 |
About Sayarisha Khovihani
Female human (Varisian) witch 1 (Pathfinder RPG Advanced Player's Guide 65)
CG Medium humanoid (human)
Init +7; Senses Perception +4
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Defense
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AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 9 (1d6+3)
Fort +2, Ref +1, Will +3
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Offense
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Speed 30 ft.
Special Attacks hexes (evil eye[APG], misfortune[APG], slumber[APG])
Witch Spells Prepared (CL 1st; concentration +8)
. . 1st ear-piercing scream[UM] (DC 16), ill omen[APG], mage armor
. . 0 (at will)daze (DC 15), detect magic, guidance, read magic, resistance
. . Patron Time
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Statistics
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Str 7, Dex 12, Con 14, Int 20, Wis 12, Cha 8
Base Atk +0; CMB -2; CMD 9
Feats Alertness, Extra Hex[APG], Extra Hex[APG]
Traits focused mind, reactionary
Skills Craft (alchemy) +9, Fly +5, Knowledge (arcana) +9, Knowledge (dungeoneering) +6, Knowledge (history) +9,
Knowledge (nature) +9, Knowledge (planes) +9, Perception +4, Sense Motive +3, Spellcraft +9, Use Magic Device +3
Languages Celestial, Common, Draconic, Giant, Goblin, Undercommon, Varisian
SQ witch's familiar (Greensting Scorpion named Selket )
Combat Gear Dagger, Light crossbow, Crossbow bolts (20), potion of cure light wounds, scroll of cure light wounds
Other Gear backpack, bedroll, belt pouch, blanket, candle (5), chalk (5), flint and steel, mess kit, soap,
spell component pouch (2), torch (5), trail rations (10), waterskin (2),
donkey (named Shooshy), animal harness*, feed (per day) (5)*, hemp rope (50 ft.), pack saddle*, saddlebags*, alchemy crafting kit*, trail rations (30)*
*carried by Shooshy
4 gp, 7 sp, 9 cp
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Special Abilities
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Evil Eye -2 (8 rounds, DC 15) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Misfortune (1 round, DC 15) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg)
Slumber (1 round, DC 15) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg).
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch
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Background
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General Personality & Physical Description
Like many Varisians, Sayaraisha enjoys wandering on the open road,. Having spent much of her childhood in caravans, she favors traveling in groups where her sincere warmth and general benevolence often allow her to make new friends. She usually follows her own whims and pleasures, acting as her conscience dictates, often striving to help the weak and innocent correcting injustices when she can. However her upbringing has given her a belief in all kinds of magic including signs and prophecies
By and large patient and understanding unless she, a friend, or someone in her care comes under attack, she rarely takes aggressive offense unless she faces two types of beings, slavers and goblins. (Her birth parents were killed in an goblin attack, but she was saved by the witch who killed the last of the goblins and took her in. She hates slavery in general.)
Standing 5' 6" tall, this dusky skinned woman has a nice smile on an oval shaped face with expressive orange colored eyes, a small nose, and full lips. She wears subtle blue eyeshadow with matching small blue tattoos of butterflies under her eyes on each cheek. Her thick, curly, waist-length hair is the color of the midnight sky. She has long limbs, slender hands, and a graceful hourglass figure.
She usually wears colorful clothes of red and blue with a violet and white scarf around her waist, golden earrings in each ear and a gold and silver necklace.
What your character was doing when they heard the call for adventurers from Ravensmoor.
She was traveling with a merchant caravan on the way to Ravensmoor to sell goods and buy surplus produce from the harvest to take to market.
Why your character would be interested in responding to this call.
While with this caravan she met a friendly Varisian Harrower who performed a Harrowing that predicted Sayaraisha would find further keys to her destiny there. In addition, hearing that there was a great evil that threatened innocent people reminded her of the death of her birth parents and all that was lost.