About Zariya Ameerah---===Statistics===---:
Female Human Witch (Ashiftah) 3 | Archmage 1
N Medium Humanoid (Human) Init +4; Senses Perception +3 -------------------------------=DEFENSE=------------------------------- AC: 10, Touch: 10, Flat-Footed: 10 (+0 armor, +2Dex, +0 shield,+0 NA) HP: 22 {+3d6,+2*3Con,+3FC} Fort: +3, {+1Base,+2Con} Reflex: +3, {+1Base,+2Dex} Will: +3,{+3Base,+0Wis} CMD 10 {+ Base -1Str +2Dex + size} -------------------------------=OFFENSE=------------------------------- Speed: 30 ft. CMB: +0; {+ Base -1Str + size + misc} Base Atk: +0; Melee:+0{+1Base,-1Str} Ranged:+3{+1Base,+2Dex} --Melee:+0 --Ranged:+3 -------------------------------=STATISTICS=-------------------------------
-------------------------=Traits=----------------------
-=Languages=- Common ---===Skills===---:
---------------=Adventuring Skills=- (21 points; 2*3 class, 5*3 INT)--------------- Acrobatics*(Dex)____+0{+0rank,+2Dex} Bluff(Cha)____+0{+0rank,+0Cha} Climb*(Str)____+0{+0rank,-1Str} Diplomacy(Cha)____+1{+0rank,+0Cha,+1trait} Disable Device*(Dex)____+0{+0rank,+2Dex} Disguise (Cha)____+0{+0rank,+0Cha} Escape Artist*(Dex)____+0{+0rank,+2Dex} ^Fly*(Dex)____+0{+0rank,+2Dex} ^Heal(Wis)____+0{+0rank,+0Wis} ^Intimidate(Cha)____+0{+0rank,+0Cha} ^Knowledge (Arcana)(Int)____+11{+3rank,+5Int,+3class} Knowledge (Dungeoneering)(Int)____+6{+1rank,+5Int} Knowledge (Local)(Int)____+6{+1rank,+5Int} ^Knowledge (Nature)(Int)____+11{+3rank,+5Int,+3class} ^Knowledge (Planes) (Int)____+11{+3rank,+5Int,+3class} Knowledge (Religion) (Int)____+6{+1rank,+5Int} Perception(Wis)____+3{+3rank,+0Wis} Ride*(Dex)____+0{+0rank,+2Dex} Sense Motive(Wis)____+0{+0rank,+0Wis} ^Spellcraft(Int)____+11{+3rank,+5Int,+3class} Stealth*(Dex)____+0{+0rank,+2Dex} Survival(Wis)____+0{+0rank,+0Wis} Swim*(Str)____+0{+0rank,-1Str} ^Use Magic Device(Int)____+11{+3rank,+5Int,+3class} ---------------=Background Skills=- (6 points)---------------
ACP -0 *ACP applies to these skills
---===Special Abilities===---:
-------------------------------=SPECIAL/CLASS ABILITIES=------------------------------- 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. 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. 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. Patron Spells: 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. Time: 2nd — ventriloquism, 4th — silence, 6th — haste, 8th — threefold aspect, 10th — teleport, 12th — disintegrate, 14th — expend, 16th — temporal stasis, 18th — time stop. Hexes:
Wild Arcana (Su): As a standard action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of your arcane class spell lists and must be of a level that you can cast with that arcane spellcasting class.
Mythic Hexes (Su): Your hexes are more effective against non-mythic targets. When you use a hex that requires a saving throw against a non-mythic target, that target is automatically affected for 1 round (which doesn’t count toward the hex’s duration) and can’t attempt a saving throw to resist the hex. On your turn the next round, the creature attempts its saving throw as normal.
---===Spells===---:
-------------------------------=Spells=------------------------------- -----------------------------=0th (at will)=-------------------------------- Prepared: Detect Magic, Message, Guidance, Dancing Light ------------------------------=1st (4/day)=------------------------------ Prepared: Enlarge Person, Enlarge Person, Charm Person, Web Bolt Known: Enlarge Person[m], Reduce Person, Mage Armor, Ventriloquism, Ill Omen, Command, Charm Person, Cure Light Wounds, Lucky Number, Whispering Lore, Shadow Trap, Reduce Person, Web Bolt ------------------------------=2nd (2/day)=------------------------------ Prepared: Euphoric Cloud, Glitterdust Known: Web, Tears to Wine, Glitterdust, Blindness/Deafness, Blood Transcription, Euphoric Cloud, False Life, Levitate, See Invisibility, ------------------------------=3rd (0/day)=------------------------------ Known: Heroism ---===Gear/Possessions===---:
-------------------------------=GEAR/POSSESSIONS=-------------------------- ----- Paid for spells added to veil: 2 1st level (10 GP) 7 2nd level (140 GP) 1 3rd level (45 GP) Wand of Cure Light Wounds (750 GP) -=Money=- 55 GP 0 SP 0 CP
---===Background===---:
Zariya Ameerah had a unique upbringing. As the 12th child of hierophant-emperor Kalithas and witch-queen Xeerie she didn’t have many duties or responsibilities to grow into. She also had everything she wanted at her disposal and was taught by the best teachers. Zariya was sort of Xeerie’s favorite growing up. She got a lot of attention from her mother compared to most of her other siblings. Naturally she started learning her mother’s magic. Xeerie didn’t do anything manually if she could use magic so there were many opportunities for Zariya to learn. Zariya liked the hexes and spells she learnt from her mother, but there was one aspect she did not like. Xeerie had no qualms about sacrificing people to become more powerful. She would sometimes cook people alive or even more twisted rituals to extract the magic out of the more magical elves and gnomes living in the bordering countries. She tried to stay away from her mother when she was doing such things and instead buried herself in her study-books. One of Zariya’s nurses, a half-elf called Keya had from early age told her that the sacrifice and torture her parents were preforming was evil. This had greatly influenced the young princess, to the point that she had a different view than most of the rest of her family. Zariya’s father wasn’t any better when it came to ruthlessly exploiting people. He held grand rituals in front of thousands of people where he sacrificed victims in gruesome fashion. Kalithas worshipped the twisted Zon-Kuthon and the god of torture had in turn granted Kalithas great power for giving him so many sacrifices and for gathering so many followers to his cause. Of course Zariya wasn’t the only one who didn’t like the brutal traditions of her parents and people. The neighbouring elves and gnomes managed to forge an alliance with the dwarves further east and the goblins of the southern swamps. Together they invaded, looking to abolish the worship of Zon-Kuthon and eliminate witchcraft. Zariya got some experience fighting the invaders, but it was a losing battle. The enemies were simply too many and the combinations of the protective runes from the dwarves, the crazy inventions from the goblins, the sinister illusions from the gnomes and the powerful magic of the elves was too much. Thankfully Zariya’s abilities were well developed for protecting herself and getting out of trouble alive, so she managed to retreat back to the capital together with her family. There she bore witness to a grand ritual performed by both her mother and father in tandem. Using a mass of sacrifices, they were able to conjure up a powerful ritual, though Zariya never learned what for. Before they could finish, her old nurse Keya, revealed her true form, that of a spy and powerful magic user in her own right. By throwing in a special artifact into the pool of blood, she was able to disrupt the ritual. The resulting explosion caused a wave of power to well forth, hitting Zariya among others straight on. A rift opened soon after, sucking her in to hurl her across the planes to end up who knows where….
---===Appearance and Personality===---:
picture Eyes: green Hair: Brown Skin: Dark Height: 5’ 7” Weight: 120 lbs Zariya is a slender and beautiful young girl, often wearing a veil and pretty covering dresses. She’s dark skinned with beautiful green eyes. She enjoys studying magic and gaining power, but not in the extreme ways that her parents did. The young witch has seen first hand what happens if you are willing to sacrifice anyone and anything to get more power.
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