Lonicera

Zariya Ameerah's page

267 posts. Alias of oyzar.


Full Name

Zariya Ameerah

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=-------------------------------
Str: 8, Dex: 14, Con: 14, Int: 20, Wis: 10, Cha: 10

-------------------------=Traits=----------------------
Mediator: You receive a +1 trait bonus on Diplomacy checks. In addition, you receive a +1 trait bonus to the DC of any charm or compulsion effect that does not provide ongoing control and results in peaceful acts, such as calm emotions, sleep, or a suggestion to lay down arms.
Hermean Paragon: +2 init
Pragmatic Activator: You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.
----------------=Drawbacks=-----------------
Naive: You take a –2 penalty to AC against attacks with improvised weapons and a –2 penalty to CMD against dirty trick combat maneuvers.
----------------=Race Traits=-------------------
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
--------------=Feats=-----------------
Human: Extra Hex
1st: Extra Hex
3rd: Extra Hex
Mythic Feat: Mythic Spell Lore (Enlarge Person)

-=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)---------------
Appraise(Int)____+0{+0rank,+5Int}
^Craft (Int)____+0{+0rank,+5Int}
Handle Animal (Cha)____+0{+0rank,+0Cha}
Knowledge (Engineering)(Int)____+8{+2rank,+5Int}
Knowledge (Geography)(Int)____+6{+1rank,+5Int}
^Knowledge (History)(Int)____+9{+1rank,+5Int,+3class}
Knowledge (Nobility)(Int)____+6{+1rank,+5Int}
Linguistics(Int)____+6{+1rank,+5Int}
Perform(Cha)____+0{+0rank,+0Cha}
^Profession(Wis)____+0{+0rank,+0Wis}
Sleight of Hand*(Dex)____+0{+0rank,+2Dex}

ACP -0

*ACP applies to these skills
^In Class Skill Bonus +3
-=Non-Standard Skill Bonuses=-


---===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:
Slumber (Su):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.
Soothsayer: When the witch uses the evil eye hex, fortune hex, misfortune hex, protective luck or retribution major hex, she can choose to delay the effect. If she does so, the hex takes effect the next time the target makes a roll that could be affected by the hex (such as an ability check, attack roll, saving throw, or skill check) or is affected by an action that could be modified by the hex (such as being attacked when the hex would affect the target’s AC), whichever comes first (ignoring actions that are not in combat and actions that have no penalty for failure). The duration of the hex begins on the same round as the action that causes it to take effect.
Protective Luck: The witch can cause fate to twist so that it benefits a creature within 30 feet for 1 round. Whenever that creature is targeted by an effect that requires an attack roll, including weapon attacks, the attacker must roll twice and take the worse result. At 8th level and 16th level, the duration of this hex is extended by 1 round. A witch cannot use this ability on herself. Hexes that affect the fortune hex, such as cackle, also affect protective luck.
Cackle: A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, protective luck or misfortune hex caused by the witch has the duration of that hex extended by 1 round.

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.
You don’t need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can’t be greater than that of the highest-level arcane spell you can cast from that 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.
If it succeeds at this saving throw, it breaks free of the hex; otherwise, it’s affected as normal. You must have the hex class feature to select this ability.
Hard to Kill (Ex): Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.
Mythic Power (Su): Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

---===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.