They dreamed of creating a mind powerful enough to use as a weapon...but they were wrong. They created a mind powerful enough to realize it didn't have to be a weapon.
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Story:
Zaijka had never known her father - he'd ceased to be useful after she was conceived, and living on an orc witch's whim rarely lasted long. Durra had hoped the union of human cleverness and adaptability with orc strength and ferocity would create a leader who could lead Belkzen to the dominance it could only dream of. But mere birth was not enough. Zaijka had to be the best, and so she was subjected from birth to a never-ending succession of magical enhancements (tortures, Zaijka would have told anyone had they listened). And worst of all, the pictures - the lines etched into her skin, first stationary, then dancing and undulating of their own accord. They pantomimed the stories Durra told of conquest, of might and cunning, and the raven flying over all.
The raven began to appear to Zaijka in half-waking dreams when true sleep was driven away by pain. It whispered secrets into her ear, words of power that could warm her pitiful blankets or fortify her against her mother's ministrations. It taught her its lessons of survival, of taking what it needed from what others refused, of working together to succeed where one alone would not. And it soothed her with stories of a world where such secrets were bought with study, not the suffering that was her entire world. The road will not be without its own troubles, the raven murmured, but those at least are trials of your own choosing. Watch and wait - you have my spirit, and what does a raven know better than when to seize opportunity?
The dust storm was an exercise in endurance, Durra had thought - but Zaijka was more concerned with the dust that concealed her form. Fortunately, Zev had kept himself a secret in the lines that now danced and flitted over the scars on Zaijka's skin, and no one bothers to tie a ten-year-old's hands too tightly. It would be hours before the storm abated, before her "training" had run its course and they would discover a pile of rope sitting next to a stunted tree. Putting as many miles as possible between herself and "home", that was what mattered.
Had I imagined a savior, Zaijka mused as she sipped her flask of astringent herbal tea, he certainly would not have been carrying so many books. But the strange man had been her savior that night, when her magic had dragged her toward the motes of light dancing in the air beneath a stone ledge. He had given her a drink from his skin of wine to wet her throat enough for her to rasp out words a few at a time. He had listened to her tale of suffering in the name of power, and set a calming hand on her shoulder when words gave way to tears. And he had nodded with pride when she conjured a dog to flush a rabbit from its hole, and an eagle to catch it for their meal. Such kindness was more than Zaijka had ever known. And the city he had shown her the way to, the tiny tenement apartment at the back of a butcher's shop - these were gifts from the gods themselves. Never could the young half-orc have imagined anything so glorious.
But now Master Hunclay's letters had stopped. The landlord had berated her daily about the rent stopping, until she'd finally accepted that it wasn't coming and sold some of her scrolls to pay the back sum. And buy a horse - because there was no way her benefactor would give up on her so callously. His letters had continued ever since he had found her nine years before. Questions about her magic and how it was developing, tips for authors to read to further her knowledge, inquiries about what kinds of magical reagents were available in Kaer Maga's thriving black market. Something must have happened, she decided, and she had to find out why. Belhaim, where his letters had been postmarked from for years, was as good a place as any to start.
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Zaijka Raven-born
Female half-orc sorcerer (tattooed sorcerer, wildblooded) 5 (Pathfinder Campaign Setting: Inner Sea Magic, Pathfinder RPG Ultimate Magic 70)
CG Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +7
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Defense
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AC 15, touch 13, flat-footed 13 (+1 armor, +1 deflection, +2 Dex, +1 shield)
hp 37 (5d6+15)
Fort +5, Ref +5, Will +7
Defensive Abilities sacred tattoo[APG]
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee mwk falchion +5 (2d4+3/18-20) or
quarterstaff +4 (1d6+3)
Ranged light crossbow +4 (1d8/19-20)
Spell-Like Abilities (CL 5th; concentration +4)
3/day—acid splash
Sorcerer (Tattooed Sorcerer, Wildblooded) Spells Known (CL 5th; concentration +8)
2nd (5/day)—hideous laughter (DC 15), invisibility, summon monster II
1st (7/day)—enlarge person (DC 14), grease, identify, mage armor, summon monster I, unseen servant, web bolt[ARG] (DC 14)
0 (at will)—acid splash, detect magic, light, mending, message, open/close (DC 13), prestidigitation, read magic, resistance
Bloodline Sage
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Statistics
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Str 14, Dex 14, Con 14, Int 17, Wis 12, Cha 8
Base Atk +2; CMB +4; CMD 17
Feats Diehard, Endurance, Extend Spell, Toughness, Varisian Tattoo[ISWG]
Traits bruising intellect, pragmatic activator
Skills Acrobatics -1 (-5 to jump), Appraise +11 (+13 for small or highly detailed items when using a magnifying glass), Knowledge (arcana) +13, Knowledge (local) +11, Linguistics +8, Perception +7, Spellcraft +13, Use Magic Device +11
Languages Abyssal, Aklo, Auran, Celestial, Common, Draconic, Giant, Goblin, Infernal, Orc
SQ bloodline tattoos, familiar tattoo, metamagic adept (1/day), orc blood
Combat Gear scroll of alarm, scroll of alarm, scroll of comprehend languages (2), scroll of detect secret doors, scroll of endure elements, scroll of endure elements, scroll of endure elements, scroll of endure elements, scroll of glitterdust (CL 4th), scroll of identify (2), scroll of mount (CL 2nd), scroll of rope trick, scroll of silent image, scroll of silent image, scroll of ventriloquism, wand of lightning bolt (1 charges), wand of mage armor (CL 2nd, 16 charges), acid (2), thunderstone; Other Gear mwk haramaki[UC], mithral buckler, crossbow bolts (10), light crossbow, mwk falchion, quarterstaff, ioun torch ioun stone[APG], animal harness[APG], backpack, bedroll, belt pouch, bit and bridle, candle (5), chalk (5), flint and steel, journal[UE], magnifying glass, mess kit[UE], military saddle, scroll box[UE], silk rope (50 ft.), spell component pouch, trail rations (5), waterskin, light horse, 11 gp
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Special Abilities
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Bloodline Tattoos (Ex) Bloodline spells are cast at +1 caster level.
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Diehard You are stable and can choose how to act when at negative Hp.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Familiar Bonus: +3 to Appraise checks You gain the Alertness feat while your familiar is within arm's reach.
Familiar Tattoo (Su) A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to
Metamagic Adept (1/day) (Ex) Apply a metamagic feat without increasing the casting time of the spell.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Sacred Tattoo +1 to all saves.
Sage When a spell level is increased by a metamagic feat, it gains +1 DC.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Varisian Tattoo (Conjuration) Spells from chosen school gain +1 caster level.
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Zev CR –
Male raven (sage) (Pathfinder RPG Bestiary 133)
N Tiny magical beast (animal)
Init +2; Senses low-light vision; Perception +9
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Defense
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AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 18 (1d8-1)
Fort +1, Ref +4, Will +6
Defensive Abilities improved evasion
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Offense
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Speed 10 ft., fly 40 ft. (average)
Melee bite +6 (1d3-4)
Space 2 ft.; Reach 0 ft.
Special Attacks deliver touch spells
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Statistics
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Str 2, Dex 15, Con 8, Int 10, Wis 15, Cha 7
Base Atk +2; CMB +2; CMD 8
Feats Skill Focus (Perception), Weapon Finesse[B]
Skills Acrobatics +2 (-6 to jump), Diplomacy -1, Fly +6, Knowledge (arcana) +7, Knowledge (dungeoneering) +6, Knowledge (local) +6, Knowledge (nature) +7, Knowledge (planes) +6, Knowledge (religion) +7, Perception +9, Sense Motive +3
Languages speak with master
SQ empathic link, sage’s knowledge +2
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Special Abilities
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Deliver Touch Spells (Su) Deliever master's touch spells.
Empathic Link (Su) You have an empathic link with your master.
Fly (40 feet, Average) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Sage’s Knowledge +2 (Ex) Attempt all Knowledge checks untrainted and gain bonus on all Knowledge checks.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Speak with Master (Ex) You can communicate verbally with your master.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.