Oh no! I was going over my original post and realized I botched my abilities roll: I forgot to discard the lowest! Without that mistake they're terrible rolls, 10 pt.-buy equivalent — so rerolling if that's OK. 4d6 ⇒ (2, 3, 4, 5) = 14 12
optional: 4d6 ⇒ (5, 5, 5, 2) = 17 15 12/11/16/15/10/11 my apologies for the screwup!
Just a heads-up for the next edition of the List: Shoann Haabo, Half-Orc Witch
(Kicking around Scarred Witch Doctor archetype vs. pet snake) background:
Even among pirates, the story of Captain Calais Haabo’s rise to power a quarter-century ago was a grim one. Marooned by the ship Stirge on the Cannibal Isles for some forgotten crime, he reappeared commanding a group of lacedons. Within an hour, Calais was the Stirge’s new Captain, with his old crewmates either drowned or devoured. Shoann was born some months later on the island where Calais had been left, daughter to the Orc necromancer Lum, Daughter of Dust. Lum often took lost or abandoned sailors as lovers or partners, rewarding her favorites with summoned or commanded minions, and raising the resulting offspring that showed magical prowess (and eating the rest). Shoann showed enough talent to avoid the cooking pot. But she proved incapable of the sort of magic Lum craved, and her mother eventually lost interest in her. She made her way off the island as her father arrived, entrancing a pirate crew to sail her away. Since then she's made her way around the Shackles as a sometimes-sailor, sometimes-soothsayer. She's avoided her father as much as possible -- neither of them really wants a conflict, though that hasn't stopped her from using his surname on occasion.
personality: Both mother and father issues. Her mother cast her out, obviously, so there’s some bitterness there and a desire to prove herself. Her father denies she’s his. He’s sought to tamp down rumors of exactly how he came to command the Stirge, and the existence of an enchantress daughter raises questions he doesn’t want to answer. Leans into the creepy-witch vibe, but it’s only partly sincere — she is her mother’s daughter when it comes to the dead, but she’s also aware how off-putting it is to others, which she feels gives her and advantage.
Rolling is fun! 4d6 ⇒ (1, 1, 5, 3) = 10
Reroll:
OK, going creepy pirate witch: Go to Shoann Haabo. Background: Even among pirates, the story of Captain Calais Haabo’s rise to power a quarter-century ago was a grim one. Marooned by the ship Stirge on the Cannibal Isles for some forgotten crime, he reappeared some weeks later commanding a group of lacedons. Within an hour, Calais was the Stirge’s new Captain, with his old crewmates either drowned or devoured. Shoann was born some months later on the island where Calais had been left, daughter to the Orc necromancer Lum, Daughter of Dust. Lum often took lost or abandoned sailors as lovers or partners, rewarding her favorites with summoned or commanded minions, and raising the resulting offspring that showed magical prowess (and eating the rest). Shoann showed enough talent to avoid the cooking pot. But she proved incapable of the sort of magic Lum craved, and her mother eventually lost interest in her. She made her way off the island as her father arrived, entrancing a pirate crew to sail her away. Since then she's made her way around the Shackles as a sometimes-sailor, sometimes-soothsayer. She's avoided her father as much as possible -- neither of them really wants a conflict, though that hasn't stopped her from using his surname on occasion.
Pfft, tourist.
The newcomers usually got taken, of course. Maybe 19 out of 20 of such "antiquities" were bogus or meaningless junk. And the 20th? Her gut twists. Some things should STAY buried, she thinks, but does not know why.
WIP for Veiled Safina, who would have many good arguments to seek fortune and adventure beyond the walls of the Necropolis — but she's listening to the one bad reason, the voice that whispers in her ears when no one else is around, the thought that itches every night before she drops to sleep. The thousand-years-dead crone had wanted to go to that place, but never made it. Now the veil she once wore has bound Safina to the same fate with ancient, unyielding threads. crunch:
About Veiled Safina M Human Witch (Ashifta), Level 1, Init +2, HP 8/8, Speed 30 AC -, Touch -, Flat-footed -, CMD 12, Fort +2, Ref +2, Will +3, CMB +0, Base Attack Bonus +0 Abilities Str 8, Dex 14, Con 14, Int 20, Wis 12, Cha 13 Conditions None Initiative +6, Senses Perception + 2
Hex: Misfortune Spells prepared:
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Feats Improved Initiative, Extra Hex
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Feats
Osirionologist (region): You gain a +1 trait bonus on Knowledge (history/engineering) checks, and Engineering is class skill for you. Can take Ancient Osiriani as one of your bonus languages. Clever Wordplay: Int. To Intimidate Languages: Common, Kelishite, Ancient Orision, Dwarven, Gnoll, Goblin, Ignan Patron (Time?) Feats
Osirionologist (region): You gain a +1 trait bonus on Knowledge (history/engineering) checks, and Engineering is class skill for you. Can take Ancient Osiriani as one of your bonus languages. Clever Wordplay: Int. To Intimidate Languages: Common, Kelishite, Ancient Orision, Dwarven, Gnoll, Goblin, Ignan Skills: Bluff +5, Intimidate +9, Know (arcana) +8, know (eng) +10, + Know (hist) +10, Know (nature) +9, Know (planes) +9, Perception +2, Spellcraft +9 Background Skills: Appraise +8, Sleight of Hand
background:
Who knows how long the veil had been there? A year? A cycle? A King’s Age? The old woman who wore it last was a dried-out husk when Safina found her, but that was no help – bodies could last nearly forever out here if left undisturbed. ‘Out here’ was a lot farther out than Safina had ever intended to go. She was barely more than a kid then, really too young for a caravan, but her older brother Coras had broken a leg in a fall the week before and she was a better lookout and haggler than any of her other siblings. She spotted the dwelling as the rest of the caravan was setting up camp for the evening in the shadow of a sandstone cliff. The spot had once been likely a ravine with high walls on both sides, but time or wind or magic or something had obliterated one side, and now the other wall, with no partner to shelter it, was rapidly decaying. A hole was visible two-thirds of the way up, half-collapsed but too regular a shape to be natural. Glancing at the others to see if she’d be missed, she slung a rope over her shoulder and clambered up the wall and squeezed through the entrance. She’d been in cliff-dwellings before; they were cool and comfortable but spartan, for no one wanted to haul heavy furniture up a cliff. That wasn’t the case here, though: The chamber was adorned with weathered tapestries, ornate (but empty, sadly) chests and all manner of curios. A table big enough for four chairs was overturned a deck of Harrow cards lay strewn around it. In the rear of the cave was bedroll, and on the bedroll was the body of a long-dead woman, and in the neck of the woman was a long, rusted knife. But it wasn’t the body or even the knife that Safina was looking at. It was the veil wrapped around the corpse. It was not pretty. It was not luxurious. It was black and tattered and looked every bit as old as everything else in the room — and then some. But Safina found she couldn’t avert her gaze from it. Even when she closed her eyes it was there, as if she was feeling it. She couldn’t describe the feeling, because as the youngest child of a poor family, it was unknown to her. It felt like power. Safina sat and watched the veil for a long time, dimly aware of screams and sounds of battle in the distance. Then she closed her eyes again, and when she opened them, they looked out from behind the veil.
personality/description:
Masked most of the time; The Veil considers itself her face at this point. Personality: Split between youthful, curious rapscallion and grouchy, know-it-all crone, depending on the veil's influence. Enemies: Qadiran military, who sees the veil as their property. role: Knowledges and a diverse spell list. Obviously a Witch's usual gimmicks aren't going to be super-useful in an adventure path with "Mummy" in the title, but that sort of opens up a lot of support hexes that often get overlooked. Depending on party composition, she'll be able to perform some decent healing/condition removal if needed. |