Lucretia Daellum Adella

She Who Knows's page

579 posts. Alias of Joynt Jezebel.


Full Name

The Red Seer or She Who Knows

Race

| HP 30/38 (1d6(=6, 4, 4,4=14)+4 FC + 8 Con ) | Defence AC 12 (Touch 12 Flat Footed 10) [/ooc] | CMB: +1, CMD: 13/11 |FL [| Init: +4 | Perc: +9, SM: +7 ooc] F: +3, R: +3, W: +5[/ooc]

Classes/Levels

| Speed 30ft | Hexes Slumber - DC:17, Bouda Eye DC 17, Healing, Cackle, Fortune, Misfortune DC 17 | Spells: lvl0- 4 1st 5, 2nd 3 | Active conditions: None.

Gender

Female Civilised Yar-Ammonite Witch (Bouda) 4

Size

Medium

Age

19

Deity

The Red Sphinx

Languages

Yar-Ammonite, Khazistani, Susrahnite, Bhangari, Djaka, Nabastissean, Zadjite

Occupation

Prophetess

Strength 8
Dexterity 14
Constitution 14
Intelligence 20
Wisdom 10
Charisma 12

About She Who Knows

She Who Knows
Human Witch (Bouda) 4 (Pathfinder RPG Advanced Player's Guide 65)
Medium humanoid (human)
Init +8; Senses Perception +8
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 38 (1d6(=6, 4, 4, 4=18)+4 FC + 8 Con )
Fort +3 [-2 racial penalty vs poison and disease], Ref +3, Will +5; +2 trait bonus vs. divinaton effects
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Offense
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Speed 30 ft.
Special Attacks hexes (Bouda's Eye [-2 penalty, to 2 rolls, 8 rounds], Evil Eye [which give the 2nd -2 in Bouda's Eye] Healing, Slumber, Cackle, Fortune, Misfortune

Witch (Bouda) Spells Prepared (CL 1st; concentration +6)

Cantrips- 4

Light
Resistance
Message
Guidance

Level 1 4
Mage Armour x2
Ear Piercing Scream
Adhesive Spittle
Summon Minor Monster

Level 2- 2
Glitterdust
Detect Thoughts
Web
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Statistics
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Str 8, Dex 14, Con 14, Int 21, Wis 10, Cha 12
Base Atk +0; CMB -1; CMD 11

Feats Extra Hex[APG], Extra Hex[APG], Extra Hex[APG],Extra Hex[APG],

Traits carefully hidden, reactionary

Skills:

Skills

Skill points- at level 1=
2 + int mod [2 + 5 =7]Witch class
4 skill points for skills that can be used untrained, these skills become class [GMs house rule]
1 human bonus
Total= 12

Skill points- at each level above 1=
2 Witch class
1 human bonus
1 civilised bonus
+5 int bonus
Total= 9

WC=Witch class skill
HC= Home rule class skill
NC= Not a class skill

HC Diplomacy (Cha) 4 rank/ +8
WC Heal (Wis)1 rank/ +4,
WC Intimidate (Cha)4 rank/ +8
WC Knowledge (arcana)(Int) 4 rank/ +14, [+2 racial bonus]
WC Knowledge (history)(Int)1 rank/ +9,
WC Knowledge (nature) (Int)4 rank/ +12,
HC Perception (Wis) 4 rank/ +9,[+2 racial bonus, further +2 re stone]
WC Profession (Merchant)1 rank/+4
HC Sense Motive (Wis) 4 rank/ +7,
WC Spellcraft (Int)4 rank/ +12,
HC Stealth (Dex)4 rank/ +9,
WC Use Magic Device (Cha)4 rank/ +8

Equipment:

Equipment

Traveler's Outfit
Backpack 2lbs
in backpack
Bedroll 5lbs
Flint & Stell
Ink- Black
Inkpen
Mess Kit 1 lbs
Soap 0.5lbs
Trail Rations x12 12 lbs
Belt Pouch
in Belt Pouch
Waterskin x2 8lbs
Spell Component Pouch 2lbs
Stabbing Dagger 1lbs
Cold weather outfit
Hot weather outfit
1 Small Tent 10gp
The rare mushroom needed for Euphoric Cloud, 2@ 5gp each
Vermin Repellent
Weight Carried 25 lbs [Light load < 26 lbs]
Spare rations, 1 week and spare clothes on a camel.
287gp, 10sp, 12cp.

Magic items:
Yammosh's Crystal: Unclaimed (Valued at least 20,000gp)

- You do not know why this would be related to Yammosh specifically, but you would guess it would aid in exploring new realms and sailing to distant lands; more than that, you do not know.

The person who possesses this crystal gains a +5 to all Spellcraft Rolls to Identify Magical Items automatically.

You can cast Far Sight once a day; however, the person using this ability must make a Willpower Roll of 25+1 per minute the spell is used. Failure to succeed in the roll means the user will be considered Fatigued until you rest for 8 hours.

The crystal itself allows you to perform Contact Other Plane once a week.

Use of this power grants the user must Roll on the Taint Effect; the DC = 20 + current Taint Point Level (note; each failure gains another Taint Point).

It also allows you to cast Vision.

Use of this power grants the user must Roll on the Taint Effect; the DC = 20 + current Taint Point Level (note; each failure gains another Taint Point).

You may attempt this power once a day.

NOTE: This item causes you to be both intrigued at its powers and somewhat intimidated/afraid. The power it holds is extremely great, far greater than anything you have encountered before and only have heard of in legends…

Civilised:

Savages and nomads eventually gather together to cultivate
the land, build great cities, develop trade, and study medicine,
mathematics and languages. In the civilized lands dwell noble
knights, wise kings, and learned sages — as well as greedy
merchants and cunning thieves.
Civilized people have the following cultural traits:
Ability Adjustment:+2 to one ability score:
Civilized characters get a +2 bonus to one ability score of their
choice at creation to represent their versatile nature.
Educated: Gain 1 extra feat and 4 extra skill points
at 1st level, and 1 extra skill point at each additional level.
Frail: Civilized people have a -2 penalty to saving
throws against poison and disease.

Yar-Ammonite:

Also known as the «kingdom of tombs», Yar-Ammon is a land covered with desert and haunted by ancient sorceries. The silent streets and broad ceremonial avenues of black-templed Amenti is an awesome sight to behold. The papyrus used by the scribes and sorcerers of Yar-Ammon is harvested from the inland marshes of Fakhuum.

Appearance: Tall and slender, with bronze skin, dark hair and black eyes. The nobles and priests wear golden pectorals and masks carved with beastly visages, while commoners dress in simple garments of white linen.

Religion: Yar-Ammon is well known for its large pantheon of beast-headed were-gods. The land is littered with giant statues and weathered sphinxes carved in their image. But the ancient practices of the beast-cults were outlawed a generation ago, when the royal house of Amenti established the cult of Zothur, the First One. Yet, there are many among the common folk who still follow the old ways.

Culture: Children of an old culture steeped deeply in sorcerous mysteries, Yar-Ammonites are a mixture of Civilized, Decadent and Enlightened people.

Language: Yar-Ammonite, plus Khazistani as a bonus language.

Racial Traits: +2 racial modifier to Intelligence; +2 racial bonus to Knowledge (arcana) and Perception skills; Stonecunning (+2 racial bonus on Perception checks to notice unusual stonework, detect unusual stonework within 10 feet with Perception check even if not actively searching, use the Perception skill to find stonework traps as a rogue can, and intuit depth underground).


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Special Abilities
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Bouda's Eye (-2 penalty to 2 rolls, 8 rounds, DC 16) (Su) Your gaze can bestow ill fortune on your enemies. (Will partial)

Healing (1d8+3) (Su) Heal touched creature, but each target can only benefit once per 24 hrs.

Slumber (3 round, DC 16) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg).

Cackle (Su)

Effect: 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.

Fortune (Su)

Effect: The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made. At 8th level and 16th level, the duration of this hex is extended by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.

Misfortune (Su)

Effect: 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.

Carefully Hidden
You gain a +1 trait bonus to Will saves and a +2 trait bonus to saving throws versus divination effects.

Fetish You keep your spells in a fetish.

Spells Known:

Spells

Cantrips Known [i.e. in Fetish]

Arcane Mark
Bleed
Cleansing Ray
Dancing Lights
Daze
Deepen Shadow
Guidance
Light
Mending
Message
Putrefy Food and Drink
Read Magic
Resistance
Spark
Stabilise
Touch of Fatigue

Level 1 Spells Known [i.e. in Fetish]

Adhesive Spittle
Charm Person
Hex Vulnerability
Mage Armour
Mudball
Obscuring Mist
Ear Piercing Scream
Summon Minor Monster

Level 2 Spells Known [i.e. in Fetish]
Euphoric Cloud
Glitterdust
Detect Thoughts
Web
Summon Monster II

Hebrew Words to Signify Spells:

Cantrips

Arcane Mark Fana Marcáil
Bleed Fola
Cleansing Ray Glanadh Gha
Dancing Lights Soilse Damhsa
Daze Ag Tosú
Deepen Shadow Domhain Scáth
Guidance Treoir
Light Solas
Mending Modhnú
Message Teachtaireacht
Putrefy Food and Drink Bia agus Dí Rothlach
Read Magic Léigh Draíocht
Resistance Friotaíocht
Spark Dóiteáin
Stabilise Cobhsaíocht
Touch of Fatigue Tuiscint ar Tuirse

Level 1 Spells

Adhesive Spittle Greamaitheacha
Charm Person Cairdeas Duine
Hex Vulnerability Heics Leochaileacht
Mage Armour Cailleach Sciath
Mudball Láibe Liathróid
Obscuring Mist Breathnú Ceo
Ear Piercing Scream Cluas Peataí Grá
Summon Minor Monster Achoimre Mionstíle

Level 2 Spells

Glitterdust Gimel Lamed
Euphoric Cloud
Detect Thoughts
Web

Hexes

Heal Sláinte
Slumber Codladh
Bouda Eye Cailleach
Fortune Hon Atek

The tale of She Who Knows:

Issus, her birth name she now refuses to use, was the daughter of Hathor who was a younger cousin of the High King of Amenti who banned to worship of the beast headed gods and replaced it with the worship of the Star Gods. Hathor had been High Priest of the cults of one of those beast-headed gods and had opposed the policy. Hathor eventually converted to the new state religion, officially anyway, but he had lost his position and much of his prestige and power.

Hathor has four children, Issus being the third born. She has two elder sisters and a sickly younger brother. The prodigiously intelligent and confident young Issus was a favourite of her father and two were specially close. Issus has absorbed Hathor's religious convictions, which never really changed, and much of his resentment of the new religion and the current leadership of the royal house of Amenti. In her teenage years Issus began to take a hand in her families mercantile endeavors. This lead her to travel widely within Yar Ammon and rarely beyond accompanying trade caravans. On one of her many visits to Khadis Issus made contact with and quickly joined the cult of the Red Spinx, worshiping at the immense idol of the god in the city and with the half-men who came to Khadis after dark for this purpose.

Issus went into the desert with some of the half-men following one such religious... rite in order to witness some of the shrines to the Red Sphinx in the surrounding desert. What happened in the succeeding days is not clear even to Issus. Issus was in the desert seven days and seven nights. While there she received prophetic visions, knowledge and purpose from the Red Sphinx. Her mission is to assume leadership of the cult of the Red Sphinx and restore the cult to the size and power it had in past ages. She is to unite the cults of the beast headed gods and restore them to their rightful place as the state religion of Yar-Ammon.

What else was revealed by the Red Sphinx to She Who Knows is known only to those two. She Who Knows has hinted that revelations included some at least of the brain blasting secrets older than mankind known to the god. Events immediately following She Who Knows emergence from the desert perhaps confirm this, at least this is what She Who Knows and her modest number of followers believe.

Where the teen-aged Yar-Ammonite merchant Issus entered the desert what emerged was She Who Knows, prophetess and witch. She now had her witch abilities and her fetish, an ancient fossilised claw that does not appear to be from any known beast and is, very strangely, crimson in colour. The fossil is obviously connected to the Red Sphinx in some way, probably being part of an avatar of the god that walked the earth in an earlier eon. She Who Knows wears it as a necklace and will not show it to any not of the faith.

She Who Knows stumbled into Khadis from the desert not long after dawn, severely dehydrated and sunburned, her clothes ruined and bloodstained, her skin scratched and bruised. Her knife and the skin around her mouth were also bloodstained. For several days She Who Knows raved in a number of languages, some unknown to anyone who heard and seemed unsuited to human vocal equipment. Those nursing her back to health found her speech extremely disturbing. Some refused to return to her care and one elderly woman who had shown motherly concern for She Who Knows plucked her own eyes out and then hung herself.

What to make of this was a source of puzzlement and conflict in the cult. Many saw these events as indicative of holiness, including all of the half men. Others, headed by a middle aged, bearded acolyte named Hotep were scornful, saying she Who Knows was mad or a fraud. This could have lead to a violent schism in the small illegal cult, had not the god the Red Sphinx intervened. The god's judgement was made clear when Hotep and his followers decided to blind and then hang themselves. Some in the cult observed that Hotep and his followers all showed signs of torture, puzzling in a suicide, and that She Who Knows had been absent without explanation for 36 hours before the discovery of the corpses. But no questions were asked.

However, the city watch and representatives of the royal house of Amenti were asking questions, many and insistent, about murder and illegal cult activity. At this point She Who Knows received a divine revelation that the god's followers should become invisible. The cult members either remained strictly hidden or fled Khadis. She Who Knows fled into the desert, survived with the help of the half-men and later joined a caravan, eventually finding her way back to Amenti.

There she returned to her family, briefly. The only people she has told of the events in Khadis are those in her family to whom she is closest, her father and oldest sister. Both were delighted with She Who Knows new status but very wary of the possible implications. Hathor advised going abroad and cultivating powerful allies and spreading her religion there. This is what She Who Knows did.

She Who Knows eldest sister Sang has become a fanatical convert, this being a focus for her own hatred of the current order in Yar-Ammon. She works stealthily and patiently towards the return of the true religion. Hathor has told She Who Knows that he stands with his two daughters and he has always been a believer. While Hathor loves his daughters and is loyal to them, he is eaten by doubt. Secretly, he is jealous he had not been the one to receive his god's revelations and worries that while his two fanatical daughters may lead his family to glory, it is perhaps more likely they will lead his family to ruin.

Since leaving Amenti, She Who Knows has taken passage with trade caravans for the longer journeys. Being a spell caster, healer and canny merchant she has found it easy to find employment. She traveled first into Khazistan where her attempts to spread her faith have not totally failed, but the number of converts are small. Her route has been from Amenti to Khazabad, Yul-Bazzir and then to Dipur via the Yirlat Oasis, finally leading her into the Kharjah Pass as she moves from Khazistan to Susrah.