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About Vianna of CreteVianna of Crete
Female Werebat-kin Skinwalker (Bloodmarked)
Base Atk +0; CMB -1; CMD 11--------------------
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MAGICAL RACIAL TRAITS Change Shape (Su, 5 RP): A skinwalker can change shape to and from a bestial form as a standard action. In bestial form, a skinwalker gains a +2 racial bonus to either Strength, Dexterity, or Constitution. While in this form, a skinwalker also takes on an animalistic feature that provides a special effect. Each time a skinwalker assumes bestial form, she can choose to gain one of the following features- -Bite attack that deals 1d6 points of damage
These benefits last until the skinwalker returns to her humanoid form as a swift action. A skinwalker must first return to her humanoid form before changing to bestial form again to change benefits. Different skinwalker heritages allow skinwalker characters to select from different sets of bestial features. Skill Modifiers+2 Fly,+2 Perception at night Protecting Veil: An Ashiftah’s veil is not merely a uniform, but a magical vestment imbued with power. Its ability to hold spells functions identically to a witch’s familiar. An Ashiftah must veil herself and commune with her patron each day to prepare her spells and cannot prepare spells not stored in the veil. This ability replaces familiar. Ghostwalk (Su): Starting at 2nd level, as a move action after using a hex, an ashiftah can become invisible as per vanishAPG and can then take a 5-foot step. Using ghostwalk doesn’t provoke attacks of opportunity. This ability replaces the hex gained at 2nd level. Deliver Touch Spells (Su): Starting at 3rd level, an ashiftah can use her veil to deliver touch spells. After casting a touch spell, as a full-round action, she can tear a strip from her veil and whisper to it, designating a target. She then releases the scrap of fabric, which drifts on the wind to the target and delivers the spell as a ranged touch attack. The target must be within 20 feet of the witch. The veil mends itself after the spell is delivered. Hexes Slumber (Su) Level 1 Effect: 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. Ward (Su) Celestial Agenda bonus Hex
Effect: The warded creature receives a +2 deflection bonus to AC and a +2 resistance bonus on saving throws. This ward lasts until the warded creature is hit or fails a saving throw. A witch knows when a warded creature is no longer protected. A witch can have only one ward active at a time. If the witch uses this ability again, the previous ward immediately ends. A witch cannot use this ability on herself. At 8th level and 16th level, the bonuses provided by this ward increase by +1. Witch Spells Known
Burning Hands
1st— Mage Armor Burning Hands
Feats Level 1 feat- Bat Shape
Prerequisite: Cha 13, werebat-kin. Benefit: You can take the form of a bat whose appearance is static and cannot be changed each time you assume this form. You gain a +10 racial bonus on Disguise checks to appear as a bat. Changing from werebat-kin to bat shape is a standard action. This ability otherwise functions as beast shape II, and your ability scores change accordingly. If you wear a bat pelt, you may choose to adopt a form resembling the bat whose skin you wear instead of your normal bat form. Traits Reactionary
Benefit: You gain a +2 trait bonus on initiative checks. Seeker
Benefits: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you. Reckless
Benefits: You gain a +1 bonus on Acrobatics checks, and Acrobatics is always a class skill for you. Skills
Acrobatics(dex)+2 /1b rank/+1 trait =+7
Languages Gear 157 gp,
WITCH'S KIT
Background:
Vianna was born in Hanossos, a middle sized town located in eastern Crete where Minoan customs and culture are still practiced. Vianna's family are the direct descendants of king Minos and Ariadne from the height of Cretan power. The family has fallen from royalty to aristocracy and it's power now is little more than being infuenctial in Hanossos. Vianna's mother Viadne preserves another Minoan tradition, that of the faceless maidens. In Minoan times female members of the royal family and their acolytes formed an extended coven of witches who acted as spies, enforcers and protectors for the royal family. A small remnant of the faceless maidens remains still serving the descendants of Minos. Vianna's father died of ilness when she was five and her memories of him are few. Viadne never remarried. Vianna was schooled in witchcraft, occult traditions and Minoan and Hellenistic culture by her mother and local tutors. Vianna was athletic from a young age and became an accomplished bull leaper. In her adolscence Vianna was sent to Aristotle's school to further her education. She despised the low status acccorded women in Athenian society and this lead to clashes with her teachers and fist fights with her fellow students. Vianna was removed from the famous school by her mother having been their for less than half a year. The school would probably have expelled her soon in any event. Vianna wantred to see the world. Viadne was concerned about the dangers but Vianna promised to be careful. Vianna travelled through most of Crete and the islands in the Hellenspont, then made her way to Alexandria and down the Nile into central Khem. From there she made her way through the Holy Land, viisiting Jerusalem and Jericho, before making her way to Phaeselis. The funds provided by her family ran out around the time she reached Alexandria and since then she has had to travel frugally, often walking, camping, hunting and taking whatever work she can find. Sometimes she has resorted to theft, always targetting the wealthy who would not suffer much from her actions. In Phaeselis Vianna found the cosmopolitan society to her liking. Initially she took whatever work she could find and occasionally resorted to theft. But she soon found her feet, her varied abilities, magic, stealth and manipulating fate made her an freelance employee with many uses. She is often employed by the noble houses of Pericles and Ambrosia though she takes work from many sources. She has friends in The Daughters of the Graeae and has learned from them, though Vianna is much more involved in the world than most of the obsessive Daughters. Vianna is a member of the Nizari, her rotten experience at the Aristotlean School has influenced her greatly and she is one of the more militant Nizari and will aid her sisters if she reasonably can. Vianna has formed a small group of Minoan Bull Leapers with some fellow Cretan ex-patriots. It consists of three young women and one male youth who perform bull leaping in much the way as was practiced in Minoan Crete. The performances are paid and are staged irregularly, typically around one a week, as part of other events. They have a following that is not very large but quite dedicated. Some Nizari and other women see it as an expression of female freedom and power, others as a chance to watch comely women performing topless, others enjoy the athleticism, spectacle and danger. Vianna lives as a lodger with a single working widow, Mela, in a modest dwelling. Vianna is friendly and protective of Mela's three children who are aged four, six and seven. Mela is fond of Vianna and is appreciative that her lodger sometimes acts as her children's baby sitter and tutor. Vianna does not think about this much, seeing this as being a friend.
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