Soraya Blacktip's page

248 posts. Alias of RobL8675309.

Full Name

Soraya Blacktip




Witch-4 | HP 28/28 | AC 13, FF 11, T 12 | F+3 R+3 W+4 CMD 14 | Init+1 Perception +4(+9 in darkness) (Owl Perception+11) | Active effects:







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

About Soraya Blacktip

Soraya Blacktip
F Human Witch-4
NG med humanoid (human)
Init+1 Perception+3/+6 in darkness
AC 13 FF:11 T:12 (+1Armor,+2Dex)
HP 28 (4d6+CON+FCB)
Fort: +3 {+1base,+1Con,+1trait}
Reflex: +3 {+1base,+2Dex}
Will: +4 {+4base,+0Wis}
CMD 14 {10 +2BAB + 0Str +2Dex}
Speed: 30 ft.
CMB: +2; {+2BAB +0Str}
Base Atk: +2;

-dagger +2 (1d4),19-20/x2, 10'
-quarterstaff +2 (1d6)

-sling +4 (1d4), 50'
-light crossbow +4 (1d8), 80'

Str: 10, Dex: 14, Con: 12, Int: 18, Wis: 10, Cha: 10

Pragmatic Activator(Magic)-INT to UMD
Rostlander(Regional)-+1 Fort


----------------=Race Traits=-------------------
Bonus Feat
Skilled-+1 skill/lvl

1) Fast-learner-gain +1HP AND +1 skill point with FCB
B) Extra Hex
3) Extra Hex

---------------=Skills=- (2 class +4 INT +1 FCB +1 Race/lvl)---------------
+2 background skills/lvl
^Craft:Alchemy (Int)____+11{+4rank,+4Int}
Disable Device____+0{+0rank,+2Dex}
Disguise (Cha)____+0{+0rank,+0Cha}
Escape Artist*(Dex)____+1{+0rank,+2Dex}
Handle Animal (Cha)____+0{+0rank,+0Cha}
^Knowledge (Arcana)(Int)____+10{+3rank,+4Int}
Knowledge (Dungeoneering)(Int)____+5{+1rank,+4Int}
Knowledge (Engineering)(Int)____+0{+0rank,+4Int}
Knowledge (Geography)(Int)____+5{+1rank,+4Int}
^Knowledge (History)(Int)____+9{+2rank,+4Int}
Knowledge (Local)(Int)____+5{+1rank,+4Int}
^Knowledge (Nature)(Int)____+9{+2rank,+4Int}
Knowledge (Nobility)(Int)____+0{+0rank,+4Int}
^Knowledge (Planes) (Int)____+9{+2rank,+4Int}
Knowledge (Religion) (Int)____+5{+1rank,+4Int}
Perception(Wis)____+4/+6/+9{+4rank,+0Wis,+2familiar} +3 in dark/shadow
Sense Motive(Wis)____+0/+2{+0rank,+0Wis,+2familiar}
Sleight of Hand*(Dex)____+0{+0rank,+2Dex}
Stealth* (Dex)____+4{+2rank,+2Dex}
Swim*(Str)____+0/+4{+0rank,+0Str} +4racial bonus w/hex
^Use Magic Device(Cha)____+9{+2rank,+4Int}

ACP -0
*=ACP applies to these skills
^=In Class Skill Bonus +3
-=Non-Standard Skill Bonuses=-
Alertness (from familiar) gives +2 Perception and +2 Sense Motive
Owl Familiar gives +3 Perception in darkness/shadow

-=Languages=- Common, Hallit, Sylvan, Draconic, Kelish, Iobarian

-------------------------------=CLASS ABILITIES=------------------------------
Prof: All simple WPs
Spells and Cantrips-DC 10+4INT+spell lvl
Patron: Agility- Bonus spells: Jump, Cat's Grace
Hexes: DC 10+ 1/2lvl +4INT
-1)Healing-as CLW(1d8+4)
-B)Slumber-DC 16
-2)Flight-feather fall@will, levitate 1/day
-3)Evil eye-DC16

Familiar-Lucias the Barn Owl, Perception+10, low-light vision


N Tiny magical beast, Init+3, low-light vision, Perception+10; Str6, Dex17, Con11, Int7, Wis15, Cha6, HP 14/14, AC17(T15, FF14), F+2 R+5 W+6; Melee:BAB+2, 2 talons +7(1d4-2); Feats:Weapon Finesse; Skills:F1y+7, Perception+11, Stealth+16; Alertness(master), improved evasion, share spells, empathic link, +3perception(master), deliver touch spells

Hex description:

Evil Eye-The target takes a –2 penalty on one of the following (witch’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch’s Intelligence modifier. A Will save reduces this to just 1 round.
This is a mind-affecting effect. At 8th level the penalty increases to –4.

Flight-At 1st level, the witch can use feather fall at will and gains a +4 racial bonus on Swim checks. At 3rd level, she can cast levitate once per day. At 5th level, she can fly, as per the spell, for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects the witch.

Healing-This acts as a cure light wounds spell, using the witch’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds.

Slumber-A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level.
This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Tongues-A witch with this hex can understand any spoken language for a number of minutes per day equal to her level, as comprehend languages. This duration does not need to be consecutive, but it must be spent in 1-minute increments. At 5th level, a witch can use this ability to speak any language, as per tongues.

-----------------------------=0th (at will)=--------------------------------
4: Dancing lights, Detect magic, Mending, Stabilize

Cantrips known:
Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Guidance, Light, Mending, Message, Putrefy Food, Read Magic, Resistance, Spark, Stabilize, Touch of Fatigue

------------------------------=1st (4/day)=------------------------------
4: Web Bolt[], Mage Armor[],CMW[][]
1st Lvl Spells Known:
Celestial Healing, CLW, Mage Armor, Mount, Diagnose Disease, Remove Sickness, Web Bolt, Shadow Trap, Ill Omen, Jump

-----------------------------=2nd (3/day)=---------------------------
3: Alter Self[], Glitterdust[], CMW[]
2nd Lvl Spells Known:
Alter Self, Glitterdust, Vomit Swarm, CMW,

-------------------------------=GEAR/POSSESSIONS=-------------------------- -----
Combat Gear dagger2/1, staff2/6, light xbow35/4, haramaki(3/1), sling, quiver(20) 1/3
Other Gear mw backpack 50/4{bell 1/-, twineX2 .02/1, candleX10 .1/-, journal 10/1, chalkX10 .1/-, charcoal .5/-, ink&pen 8.1/-}, belt pouch1/.5, spell pouch 5/2, falconry gauntlet10/1, traveling clothes 0/5, bandolier .5/-, hip flask 1/.5, chirurgeons kit 400/4{incl healer kit, brandy, CLW potion, smelling salts, alch. kindnessX2, antiplagueX2, antitoxinX2, bloodblockX2, soothe syrupX2}, alchemist's fire 20/1, caltrops 1/2, feather token(tree)

not carried: donkey 8/-, saddlebags 4/8, pack saddle 5/15, bedroll .1/5, blanketsX2 1/6, torchX5 .05/5, coffee, tea, bread, cheese, cold weather outfit 8/7, poncho .5/2, waterproof bag .5/.5, coffee pot 3/4, alchemy crafting kit 25/5, cooking kit 3/16, midwife kit 10/2, snakebite kit 20/.5, survival kit 5/4, vet kit 25/1, surgeons tools 20/5, alchemist's fireX2 40/2, lamp oilX3 .3/3, acid flaskX2 20/2, small cage w/lizards 2.2/5.5, caltrops 1/2, Winter clothes 8/7 =Light load

-=Carrying Capacity=-
Light 0-33(38) lb. Medium 34-67(76) lb. Heavy 68-100(115) lb. (w/mwpack)
-=Current Load Carried=- 35 lb. Light

-=Money=- 339.83 GP


1. Why is your character fleeing Galt? Are they from a neighboring nation? What attracts them to this expedition? Be specific!

I never knew my father. He died before I was born. My mother said he was a soldier, and blamed his death on all the ridiculous fighting over who controls what piece of land. But we made do. My mother, Eleanora, was a healer of some renown. I suppose one could call her a witch. She used the word herself on occassion. But to me, she was a doctor and apothecary. She taught me many of her skills as I grew.

We left Restov (in Brevoy) a several years ago and headed down the Sellen to Mivon, and finally on to Liberthane. Mother thought she would set up a new practice here. She figured that helping the soldiers constantly fighting with the River Kingdoms would be a gift to those poor women whose husbands' deaths left them alone. Where there are soldiers, there would always be need for a doctor. Perhaps I wasn't as gifted as she, but I was proficient and learned to be her assistant.

But Galt hasn't been kind to us. There was plenty of work, of course. Not too much in the way of payment, alas. But many of the locals distrusted our work since it wasn't related to any deity. Finally, my mother caught a fever and died. I think what really killed my mother though was despair. It seemed that no matter how many men she patched up, there were always more wounded, many who wouldn't make it. And there was the lack of trust. Anyway, without her, I had nothing to keep me there. So I'm moving on, hopefully to greener pastures.

2. In character, write your pitch to the noble as to why your character should be taken along. The rendezvous point is a secret, so you must convince the noble that your character is trustworthy.

All expeditions can use a good medic. I am quite proficient with both mundane and magical curing. I also speak several of the languages you may encounter on such an expedition. And I come cheap. Honestly, I have no home anymore. And I've seen too much of war to stay on any front lines. The locals don't seem to trust me any more than they did my mother. I guess, at some level, I'm looking for a home, maybe even a family. That certainly seems like something I'm more likely to find joining an expedition like this than staying here. I'd like to help you start a new town, one where I am judged for who I am and what I can contribute. I promise that I will work hard if you'll have me.

3. Long term goals
Eventually, I'd like to open my own apothecary shop. I enjoy my work as a chiurgeon, but I was always more interested in poultices and medicines than surgery. I expect a venture like this will keep me quite busy.
OOC:Soraya is a mixture of arcane magic and healing. Mostly she'd fill the role of healer and buffer at low levels, but she'll become pretty powerful as she levels.

---===Appearance and Personality===---:

Soraya is a very no-nonsense kind of person. She tends to be blunt, sometimes painfully so. She isn't trying to be offensive, she just doesn't see the point in dancing around a topic. If you got a problem, spill it. If you need something, let her know. Sometimes she feels like she gets along better with animals. They just aren't so judgemental.

Hair:reddish brown
Skin:olive tanned