| Full Name |
Zenda |
| Race |
Dhampir (Ajibachana) |
| Classes/Levels |
Witch 1 |
| Gender |
F |
| Size |
M |
| Age |
19 |
| Special Abilities |
Hexes, Comp Languages |
| Location |
Diamond Lake |
| Languages |
Common, Dwarven |
| Occupation |
Healer |
| Strength |
10 |
| Dexterity |
16 |
| Constitution |
14 |
| Intelligence |
19 |
| Wisdom |
10 |
| Charisma |
10 |
About Zenda Fulgurate
STR 10 / DEX 16 / CON 14 / INT 19 / WIS 10 / CHA 10
AC 13, HP: 8
Skills: Arcana+8, Spellcraft +8
Spells: Animate Rope, Mage Armor. Cantrips: mage hand, open/close, and prestidigitation
Patron: Vengeance
Vetala-Born (Ajibachana)
With skin like faded brass, ajibachanas reveal their undead taint through their unnatural agility and childlike trains of thought.
Ancestry Vetala
Ability Modifiers: +2 Dex, +2 Int, –2 Wis
Alternate Skill Modifiers: Escape Artist, Use Magic Device
Alternate Spell-Like Ability: Ajibachanas gain comprehend languages as a spell-like ability.
Alternate Weakness: Ajibachanas take a -1 penalty to their caster level whenever they are in an area affected by consecrate, hallow, or a similar spell that makes an area holy.
Weapon Proficiency
A tatterdemalion is proficient with bolas, nets, and whips.
This alters the witch’s weapon proficiencies.
Cantrips
A tatterdemalion must choose mage hand, open/close, and prestidigitation as her prepared cantrips at 1st level, and they require a piece of cloth, string, rope, or other woven material (including clothing) as a focus. Any action she takes with these cantrips must involve the focus. Starting at 2nd level, she can choose any cantrip for her remaining cantrip.
This alters the witch’s cantrips.
Dancing Strings (Su)
A tatterdemalion adds animate rope to her class spell list and spells her familiar knows. She can control her clothing and cloth, rope, or woven fabric she wears in a manner otherwise identical to the prehensile hair hex.
This alters spells and replaces the hex gained at 1st level.
1st level Feat: Life-Dominant Soul
You gain unusual resiliency from your mortal heritage.
Prerequisite: Dhampir
Benefit: You are healed by channeled positive energy used to heal living creatures and channeled negative energy used to heal undead, but both only heal half the normal amount. You still take damage from positive energy used to harm undead, such as that from channeled energy and lay on hands.