Alahazra

Xabala Kybwa'ka's page

48 posts. Alias of Dark Netwerk.


Race

HP 8/8 {effects: none} | AC 12 Tch 12 FF 10 | F +1, R +2, W +4 | Init +4 | low-light vision, perc +2

Gender

Wildborn Beast-Bonded Witch 1 |

About Xabala Kybwa'ka

Female Ekujae half-elf (wildborn) Witch (beast-bonded) 1
N humanoid (human and elf)

Init +4; Senses low-light vision, perception +2

==DEFENSE==
AC 12, touch 12, flat-footed 10 (+2 dex)
hp 8 (6 +1 Con +1 favored)
Fort +1 (+0 base +1 con), Ref +2 (+0 base +2 dex), Will +4 (+2 base +0 wis +2 race)
Defensive Abilities elven immunities (immune: sleep, +2 vs. enchantment)

==OFFENSE==
Spd 30/x4
Melee
Ranged
Blowgun +2 1d2 (P) {20'}
Ammunition: darts (10)

Offensive Abilities evil eye (DC 14; 7 rnds {1 on save}; -2 on one of AC, ability checks, attack rolls, saving throws, or skill checks)

==STATISTICS==
Str 8, Dex 14, Con 12, Int 19, Wis 10, Cha 12
Base Attack Bonus +0, CMB -1, CMD 11
Feats Extra Hex
Traits Boarded in Mwangi Expanse, Ekujae Reflexes
Languages Common, Elven, Polyglot, Aquan, Auran, Ignan, Terran
SQ healing hex, jungle affinity (+4 stealth & ignore natural difficult terrain in jungle)

Spells (DC 14 + spell level)
0th (unl): detect magic, daze, light
1st (2/d): cure light wounds, mage armor

Spells Known:

0th: arcane mark, bleed, dancing lights, daze, detect magic, detect poison, guidance, light, mending, message, putrefy food and drink, read magic, resistance, spark, stabilize, touch of fatigue
1st: blend, cause fear, charm person, cure light wounds, enlarge person, mage armor, whispering lore

Skills:
Skill points: 6 (2 +4 INT +1 campaign)/lvl

Acrobatics +5 (0 +2 DEX +3 familiar)
Appraise +4 (0 +4 INT)
Bluff +1 (0 +1 CHA)
Climb -1 (0 -1 STR)
Craft (alchemy) +8 (1 +4 INT +3 class)
Diplomacy +1 (0 +1 CHA)
Disguise +1 (0 +1 CHA)
Escape Artist +2 (0 +2 DEX)
Fly +2 (0 +2 DEX +0 class)
Heal +4 (1 +0 WIS +3 class)
Intimidate +1 (0 +1 CHA +0 class)
Knowledge (arcana) +8 (1 +4 INT +3 class)
Knowledge (history) +8 (1 +4 INT +3 class)
Knowledge (nature) +9 (1 +4 INT +3 class +1 trait)
Perception +2 (0 +0 WIS +2 race)
Perform +1 (0 +1 CHA)
Ride +2 (0 +2 DEX)
Sense Motive +0 (0 +0 WIS)
Spellcraft +8 (1 +4 INT +3 class)
Stealth +2/+6 (0 +2 DEX) {+4 racial in jungle}
Survival +0 (0 +0 WIS)
Swim -1 (0 -1 STR)
Use Magic Device +5 (1 +1 CHA +3 class)

Trained Only Skills (Untrained)
Disable Device []+[/] (0 +2 DEX)
Handle Animal []+[/] (0 +1 CHA)
Knowledge (dungeoneering) []+[/] (0 +4 INT)
Knowledge (engineering) []+[/] (0 +4 INT)
Knowledge (geography) []+[/] (0 +4 INT)
Knowledge (local) []+[/] (0 +4 INT)
Knowledge (nobility) []+[/] (0 +4 INT)
Knowledge (planes) []+[/] (0 +4 INT +0 class)
Knowledge (religion) []+[/] (0 +4 INT)
Linguistics []+[/] (0 + INT)
Profession () []+[/] (0 +0 WIS +0 class)
Sleight of Hand []+[/] (0 +2 DEX)


Equipment:

Encumbrance 26 lbs (30 lbs=light; 60 lbs=medium; 90 lbs=heavy)

_wt_ item

2.0 lbs (4.5 gp) Weapons
_1.0 Dagger (2 gp)
_1.0 Blowgun (2 gp)
__._ Blowgun darts [10] (5 sp)

0.0 lbs (60 gp) Clothing and Armor
__._ Hot Weather Outfit
__._ Jewelry (30 gp)
__._ Tattoos (30 gp)

22.5 lbs (71.61 gp) Other Gear
_4.0 mwk Backpack (50 gp)
_5.0 Bedroll (1 sp)
_0.5 Belt Pouch (1 gp)
__._ Chalk {10 pieces} (1 sp)
__._ Flint & Steel (1 gp)
__._ Ink {1 oz} (8 gp)
__._ Inkpen (1 sp)
_1.0 Mess Kit (2 sp)
__._ Parchment {8 pages} (1.6 gp)
_0.5 Scroll Case (1 gp)
_0.5 Soap (1 cp)
_2.0 Spell Component Pouch (5 gp)
_5.0 Trail Rations {5 days} (2.5 gp)
_4.0 Waterskin (1 gp)

Cash 13.89 gp

Feat descriptions:

EXTRA HEX
You have learned the secrets of a new hex.
Prerequisite: Hex class feature.
Benefit: You gain one additional hex. You must meet all of the prerequisites for this hex.
Special: You can gain Extra Hex multiple times.


Trait descriptions:

BOARDED IN MWANGI EXPANSE (campaign)
You boarded the Jenivere in the Mwangi Expanse, where you’ve lived or recently traveled through. You harbor no illusions regarding the deadliness of the jungles, the creatures that inhabit it, or the peoples that make their home therein. You gain Polyglot as a bonus language and receive a +1 trait bonus on all Knowledge (nature) checks regarding the jungle.

EKUJAE REFLEXES (race)
One of your parents was a member of the Ekujae tribe of the Mwangi Expanse, and you’ve inherited a portion of your elven parent’s quick reflexes. You gain a +2 trait bonus on Initiative checks.


Class Abilities:

TRANSFER FEATS
Whenever the beast-bonded witch is capable of learning a new feat, she may choose to instead have her familiar learn the feat as a bonus feat. The familiar must meet the prerequisites for any feats that it learns this way. If her familiar is lost or dies, the witch can reclaim the feat slots and select new feats for herself, or apply the slots toward her new familiar.

WEAPON AND ARMOR PROFICIENCY
Witches are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a witch’s gestures, which can cause her spells with somatic components to fail.

WITCH HEX (DC 14)
Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on Table: Witch. A witch cannot select an individual hex more than once.
Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch’s level + the witch’s Intelligence modifier. You have chosen the following Hexes:
Evil Eye (Su): The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. 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.
Healing (Su): A witch can soothe the wounds of those she touches. 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.

WITCH PATRON (Elements)
At 1st level, when a witch gains her familiar, she must also select a patron. This patron is a vague and mysterious force, granting the witch power for reasons that she might not entirely understand. While these forces need not be named, they typically hold influence over one of the following forces. At 2nd level, and every two levels thereafter, a witch’s patron adds new spells to a witch’s list of spells known. These spells are also automatically added to the list of spells stored by the familiar. The spells gained depend upon the patron chosen. Each patron is listed by its theme. Its actual name is up to the GM and the witch to decide.
2nd—shocking grasp, 4th—flaming sphere, 6th—fireball, 8th—wall of ice, 10th—flame strike, 12th—freezing sphere, 14th—vortex, 16th—fire storm, 18th—meteor swarm.

WITCH'S FAMILIAR (Monkey)
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.


Race Abilities:

DUAL MINDED
The mixed ancestry of some half-elves makes them resistant to mental attacks. Half-elves with this racial trait gain a +2 bonus on all Will saving throws. This racial trait replaces the adaptability racial trait.

ELVEN IMMUNITIES
Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

KEEN SENSES
Half-elves receive a +2 racial bonus on Perception checks.

LOW-LIGHT VISION
Half-elves can see twice as far as humans in conditions of dim light.

JUNGLE AFFINITY
Wildborn gain a +4 racial bonus on Stealth checks while within jungle terrain, and can move through natural difficult terrain at their normal speed while within jungle. This racial trait replaces the multitalented racial trait.


Bindi (Monkey Familiar):

MONKEY
N Tiny magical beast (valet familiar)
Init +2; Senses low-light vision; Perception +5
==DEFENSE==
AC 15, touch 14, flat-footed 13 (+2 Dex, +2 size, +1 natural)
hp 4 (1d8)
Fort +2, Ref +4, Will +1
Defensive Abilities improved evasion
==OFFENSE==
Speed 30 ft., climb 30 ft.
Melee bite +4 melee (1d3–4)
Space 2-1/2 ft., Reach 0 ft.
==STATISTICS==
Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 5
Base Atk +0; CMB +0; CMD 6
Feats Cooperative Crafting, Weapon Finesse
Skills Acrobatics +10, Climb +10, Craft* (alchemy) +2, Perception +5; Racial Modifiers +8 Acrobatics
* from master
SQ able assistant, empathic link, prestidigitation, share spells, teammate

Able Assistant (Ex): A valet’s master treats the valet as if it possessed the Cooperative Crafting feat and shared all Craft skills and item creation feats he possesses. This ability replaces Alertness.

Class Skills: A valet treats Craft, Perform, and Profession as class skills.

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.

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.

Prestidigitation (Sp): A valet can use prestidigitation once per hour.

Share Spells: The witch may cast a spell with a target of “You” on her familiar (as a touch spell) instead of on herself. A witch may cast spells on her familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Teammate (Ex): A valet is considered to have all the teamwork feats its master has.


Background:

Ntisi had fallen in love. Unfortunatley her love was an Ekujae elf who did not reciprocate her feelings but merely used her to sate his passions. As soon as she became pregnant by him, he fled back to his tribe, never to be seen again. Ntisi, left alone and pregnant, returned in shame to her own tribe, forced to go to the witch doctor !Kunat for help. After partaking on a vision quest, he agreed to help deliver the baby at a price that, as soon as the child came of age, Ntisi would forego all claim to the child, as they would become apprentice to !Kunat. Xabala was born shortly thereafter. The birth was difficult, but the infant girl and mother survived intact.

As Xabala grew, Ntisi found that she looked forward to the day the girl would come of age as every time she looked at the angular features and pointed ears of the child, reminded her of the shame of her misplaced love, fooled by a charming elf. Although Ntisi tried, !Kunat would not take the child early and insisted that Ntisi raise the child until the specified time. Part of the payment and punishment that Ntisi hadn't realized at the time. The child was well behaved and filled with curiosity, not a bad child at all, but Xabala grew under the shamed eye of her mother, and felt an outcast. Even others in the tribe would not welcome her, the other children being spirited away by their parents the moment it looked like they would play with her. The day could not come soon enough for both Ntisi and Xabala, but that day finally came, and Ntisi delivered Xabala to !Kunat, to become his apprentice.

At the start, it was hard. All Xabala was doing were menial and difficult tasks that !Kunat did not seem to want to bother with. Still, Xabala perservered until the time came that she was taken deeper into the jungle and, left alone with the herbal concoction that would begin her own vision quest. Drinking it down once !Kunat had left, Xabala quickly fell into a deep trance. The visions she had would be difficult to describe, but as the experience is a highly personal one, they are not something that is spoken of. Suffice it to say that she entered into a communion with a greater being, one of the Mwangi gods, perhaps, and her own animal spirit. When she awoke, Bindi, her animal spirit given flesh, and her connection to the other, was sitting on her stomach, looking at her, tail twitching. Xabala felt the connection there, a strong one, and together they found their way back to !Kunat's hut.

Over the next few years, Xabala and Bindi were inseparable and, when they were set to a task, almost seemed to act as one, the monkey, for example, passing over a needed tool without seeming to be asked. !Kunat was proud that Xabala had found an animal spirit that was tied so strongly to her own spirit. He realized that there was no more that he could teach her, Bindi and, through the moneky, Xabala's patron spirit were her teachers now. It was time for Xabala to move on.

!Kunat sent her away, to explore the world. As Xabala had never gotten close to the tribe, there was no sadness, although she would miss !Kunat as a daugter would miss her father. Out of the jungle and towards the shore, she boarded a ship named the Jeneviere bound for the colony of Sargava. There she would begin her adventure into new peoples and new experiences. Her real training would begin in earnest.


Personality:

Xabala has an inquisitive nature taking in new experiences with eyes wide open, hoping to learn so that she can improve herself. Her people may not want her, but she would learn much and return to them with full knowledge and ability, to replace !Kunat when we followed his spirit into the after.

Appearance:

Aside from her telltale pointed ears, and angular features, Xabala looks and dresses much like a typical Mwangi tribeswoman. Her 'career' as the tribal witch doctor is clear from the various fetishes and unusual jewelry she wears. Her monkey familiar tends to rest on her shoulder, its tail draped around her neck over her other shoulder, flicking restlessly.