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About Valeria SatjianPronounced Va/Leh/Ree/Yah, goes by Lera (leh-ra)
Description:
Valeria (Runs-with-Water) is exotically beautiful, tall and robust, standing at 5'10" and weighing 130 pounds. Her skin is olive-coloured, her eyes are golden-brown and hair is darkest brown, long with scattered braids (intertwined with a few, small sun/salt bleached shells). She has a tattoo of the rune Eanaw (The Endless Journey) inked on the skin above her heart and a tattoo of the ocean waves on her left shoulder. Backstory:
Basic Notes: Lived with the Shadde-Quah (The Axe Clan) in western Varisia, in the cliffs and vales of the Calphiak Mountains. ********************************************** Many of her quah spoke of her swimming before she could even walk. The quah elders had given her the name, “Runs-With-Water”. Her great grandmother had been Shaman then, and, took care of the diseased and wards against evil spirits. She began to teach Valeria from the age of five. It was of no surprise to any in her quah that she too took to the calling and was witch in her own right. The sea caves were her home and her quah protected the coastal Varisians from the western pirates. Her people did not trust such dishonourable criminals – and so Riddleport, the closest town, proved an on-going problem – and the quah did not venture to trade with the townsfolk. Loyalty and honour were esteemed by the Shoanti, especially the Shadde-Quah. One fateful day, Valeria and her sea otter, Zeni, were fishing alongside one of the furthest caves. They saw a group of tshamek (outsiders) - possibly smugglers or freebooters in their longboat coming to shore. Ever the curious pair, witch and familiar drew closer, trying to stay within the shadows of the cave. The tshamek met with one of her own, a young male, Bear Hand. Valeria quietly called Zeni to her and she stowed the small otter inside her shawl. The Wind must have carried her soft words, for Bear Hand’s eyes fell to her hiding place. She attempted to run and warn the quah, but the tshamek caught her even as she gave valiant struggle. Bear Hand bade the tshamek to take her with them, far from Varisia. His conceited smirk was burned into her mind. That was the start of her new journey – her endless journey. She was moved from ship to ship, travelling leagues too many to count. Valeria’s experience with the sea, fishing, diving and healing were her saving graces among the various tshamek. She told them her name was Lera and no more. Zeni would often hide, in her clothing - but many believed the creature was simply a pet and did not question it further. Secretly she practised her magic. Quietly, inside her heart, her need for justice against Bear Hand fuelled her. She wondered what had become of her quah – her family. Bear Hand had dishonoured them all with his deceit. He had brought shame to the Shadde-Quah. Her memories were intact and merciless. Then one night, a fierce storm hit the ship she was travelling on, and the anger of the storm cracked the hull and mast and the ship sunk in the great ocean. Lera survived and held onto a piece of the hull, bobbing in the open sea, Zeni safe within her shawl (although the sea otter could swim well enough). Her pack remained on her shoulders and cold iron sickle at her hip, however her crossbow and bolts and sundry clothing/items were lost beneath the great ocean.
Personality:
Valeria isn't a flighty chatterbox -- only speaks if she has something to say or knowledge to share. She gets along with people well enough and is most at peace by/on the sea. She hasn't many friends -- a few trusted companions in her tribe. Her closest friend is Zeni, her sea otter familiar, who is never far from her side. Valeria's golden-brown eyes are prone to look deeply and it can unnerve the recipients - lending to the mystical air about her. She is a serious sort of person, temperate of nature for the most part -- dependable, reliable, loyal when she is invested in someone or something. Valeria doesn't trust readily or easily. She holds strong opinions on certain subjects/matters and isn't one to be swayed, cajoled, seduced or intimidated in turning her back on what she considers right. She is proud like most of her tribe are known to be. Sea Witch:
Sea Witch A sea witch’s affinities are tied to the vast oceans and the rolling waves. Her magic concerns the moon, tides, water, and winds, and she is most at peace when she is upon or near the sea. Patron: A sea witch cannot choose a patron whose interests or theme opposes that of water (for example, earth or fire). Spells A sea witch replaces some of her patron spells with the following: 2nd—touch of the sea [APG], 4th—gust of wind, 6th—water breathing, 8th—control water, 10th—cloudkill, 12th—control winds, 14th—control weather, 16th—vortex [APG], 18th—tsunami [APG]. Know Direction (Sp) So long as she near a sizable body of water (at least a lake with a diameter of 1 mile or more), a sea witch may cast know direction at will as a spell-like ability. Sea Creature Empathy (Ex) A sea witch can influence the attitude of water-dwelling animals and animals that live along coasts and shores, including birds, as if using wild empathy. The sea witch uses her witch level as her druid level for this ability. If the sea witch has wild empathy from another class, her witch levels stack with the other class’s levels to determine her wild empathy bonus for these kinds of creatures.
Hexes: The following witch hexes complement the sea witch archetype: charm, flight, water lung [UM]. Major Hexes: The following major hexes complement the sea witch archetype: hag eye, hidden home [UM], weather control. Grand Hexes: The following grand hex complements the sea witch archetype: natural disaster. Heart of the Sea:
• Heart of the Sea: Humans born near the sea are always drawn to it. They gain a +2 racial bonus on Profession (sailor) and Swim checks, and these are always class skills for them. They can hold their breath twice as long as normal, and spellcasters gain a +4 racial bonus on concentration checks when attempting to cast spells underwater. This racial trait replaces skilled. Flight Hex:
Flight* (Su) The witch grows lighter as she gains power, eventually gaining the ability to fly. Effect: 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. *********************************************************************** Valeria Satjian
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Gear/Equipment:
Max Wealth at 1st: 180gp Starts with Explorer's Outfit (valued at 10gp, 8 lbs) Witch’s Kit (includes : backpack, bedroll, belt pouch, soap, 10 candles, 10 chalk, ink, ink pen, spell component pouch, 10 torches, 5 days trail rations, waterskin) 21 gp, 21 lbs Fishing Tackle (More than a mere fish hook, this set includes birch poles, silk line, sinkers, hooks, lures, and tackle box. It grants a +1 circumstance bonus on Survival checks when gathering food around bodies of water that contain fish.) Price: 20gp; Weight: 5 lb. Rope, Silk (50ft) 10gp, 5 lbs Cold Weather Gear – 8gp, 7 lbs Leather Armor 10gp, 15 lbs, +2 AC, no ACP Light Crossbow 35gp, 1d8/19-20x2/80ft, 4 lbs Bolts (20) 2gp, 2 lbs Cold Iron Sickle 12gp, 1d6/20x2, 2 lbs Money spent: 118gp out of 180gp. Carrying 61 lbs (medium load) The rest of the gear: TBA. Familiar's Stats:
Sea Otter Otters have long, slim bodies and relatively short limbs, with webbed paws. Most have sharp claws on their feet and all except the sea otter have long, muscular tails. Sea Otter CR 1/4
DEFENSE AC 16, touch 15, flat-footed 13 (+3 Dex, +2 size, +1 Natural Armor Bonus)
OFFENSE Speed 20 ft., swim 30 ft.
STATISTICS Str 3, Dex 16, Con 10, Int 2, Wis 13, Cha 5
SPECIAL ABILITIES Familiar The master of an otter familiar gains a +3 bonus on Swim checks. ECOLOGY Environment any water
Otters are curious and playful, and enjoy investigating new objects, sliding down wet rocks, and other simple games. * Stores ALL 0-Level spells and 3+4 additional(INT mod) 1st Level spells. Witch's Familiar:
Witch's Familiar (Ex) At 1st level, a witch forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Familiars also aid a witch by granting her skill bonuses, additional spells, and help with some types of magic. This functions like the wizard's arcane bond class feature, except as noted in the Witch's Familiar section. A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar. A witch's familiar begins play storing all of the 0-level witch spells plus three 1st level spells of the witch's choice. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each new witch level, she adds two new spells of any spell level or levels that she can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual. Familiar Ability Descriptions:
Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat. Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails. Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast). Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does. |