Zyindra
Zyindra | ||||||||||||||||||||||
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Contents
Background
Born prematurely while her parent's trading caravan was leaving the small Emerald Shire village of Woodsedge, along the road bordering the sea-fronted Emerald Forest, the eastern foothills of the Ruby Mountains, towards the Amazonite tribal lands and the Free City of Peridot, Zyindra was exceptional from the beginning. As her mother struggled with the premature birth in the back of her parent's covered wagon, nearby in the scrub brush, a young vixen was also giving birth, to a single kit. Born within moments of each other, the human girl's first cry was the first sound that kit ever heard, and as her eyes opened, glowing with golden green hue, that same light was reflected in the kit's eyes.
Startled and more than a bit terrified by what they had seen of their daughter, her parents abandoned her on the road, expecting the elements to claim the unnatural and freakish child and wanting nothing to do with her. They were never seen again. The child, however, was soon discovered by halflings of Woodsedge, and the warm, caring, community-centered people of that village took her in gladly, not only saving her life but giving her the best young life they could.
Young Zyindra wanted for very little. She was an open, happy child, given often to wandering around the village, trying to 'help' the people and the animals she encountered. It was not long before the toddler would encounter a young fox at the outskirts of the village, and she could often be found struggling to hold him and carry him, or giggling wildly while chasing after him as best her little feet could carry her. Bright and inquisitive, she always did all she could to learn about all of the people in the village, their tasks, and the world around them, including the languages and stories of visitors.
Zyindra's natural, inborn talent for magic was learned by her long hours spent with Sabbath, the fox she befriended in those tenderly young years. She would often exhibit tiny hints of her talents, but never anything so strong that she frightened her 'foster family' - namely, the entire village of Woodsedge.
Not wanting to be a burden to the halflings of Woodsedge, Zyindra realized she would never truly belong as a part of the village long term, given her differences. By the time she had reached puberty, she had already outgrown her 'foster family' physically, and she refused to ask for custom bed and clothing for her increasing height. Instead, she chose to leave the town. Zyindra's demonstration of talent with healing and care for the sick would lead her eventually to apprentice herself to the masters of the Cult of John the Barber, a sect of the Church of Emerald focused on learning the arts of healing by studying the body, believing as much in scientific study of anatomy, physiology and (crude) biochemistry as in faith. Here the crude beginnings of poultice and herbal tea making she had learned in the village grew to a fascination with the mysteries of alchemy in their fullest extent, and she learned ever more about healing the sick. She also began to learn more about magic beyond just what she studied from her communions with Sabbath, who accompanied her to the Cult and remained ever with her, never far from his mistress. Sabbath was her one truest friend, the touch of comfort and the familiar as she left the village for the wide world beyond.
After several years with the Cult of John the Barber, Zyindra left, finding no call within herself to the Faith of Emerald, despite her deep and profound calling to heal and help others. She began then to wander from town to town, village to village, city and land without seeming end. As comfortable in the wilds as in the villages, she helped all those that she could in her journeys. She pursued the quiet, sometimes lonely path of the witch, learning all she could along the way. Her innate curiosity and urge to help others would lead her to often lend aid to others, aiding the sick or injured, and trying to solve various small mysteries as she encountered them along her travels, where the answers might help those she found in need.
Zyindra's many journeys took her all over Krystallos, until she eventually reached Borderpoint. As always, she sought out those who might be in need of her assistance, and found Hannah, an elven healer and cleric of Emerald so ancient she actually had wrinkles! Zyindra knew she could learn much from one with such life experience, so she quick ingratiated herself with Hannah, and stayed close, finding a place to stay with Hannah in return for her efforts. But Zyindra's attempt at another quiet time in her journeys was interrupted with the Festival of Dina. The celebration held throughout Crystallos related to the Diamond Icon responsible for the founding of Diamond City held special meaning that year for Borderpoint, as it included the opening of the newly completed temple, replacing the one burned down five years previously. Yet the celebration was interrupted by the attack of goblins. Zyindra found herself compelled to lend her aid, as did others, fighting to stop the goblins and save those who were hurt.
Character Sheet
Attributes
STR 12 (+1) • DEX 15 (+2) • CON 13 (+1) • INT 18 (+4) • WIS 17 (+3) • CHA 12 (+1)
Hit Points 7 • Initiative +2 • Speed 30 ft (land) • Inspiration Points: 4
Defenses & Attacks
Armor Class 12 • Touch 12 • Flat-Footed 10 • CMD 13 • Flat-Footed CMD 11
- Armor: XYZ • AC Bonus +0 • Max DEX NA • Armor Check Penalty 0 • Spell Failure 0%
Fortitude Save +1 • Reflex Save +2 (+4 w/ fox) • Will Save +5
Base Attack Bonus +0 • Melee Attack +1 • Ranged Attack +2 • CMB +1
- Spellstaff • Attack Bonus +4 • Damage 1d6 • Crit 19-20/x2 • Range 60 ft • Type Blunt
Skills
- Craft (Alchemy) +14
- Diplomacy +1 (+2 for gathering information)
- Heal +8
- Knowledge (Arcana) +8
- Knowledge (History) +8
- Knowledge (Local) +9
- Knowledge (Nature) +8
- Perception +3 (+5 when within arm's length of your familiar)
- Sense Motive +3 (+5 when within arm's length of your familiar)
- Spellcraft +8
- Use Magic Device +5
Languages: Amethystish, Emeraldish, Sapphirish, Rubbish, Jadenese, Amazonite
Proficiencies
- Weapons: Simple Weapons
- Armor/Shields: None
Traits, Drawbacks and Feats
- Adopted (Trait): You were raised by Halflings and gain a Halfling trait at first level (you picked Well-Informed).
- Alchemical Adept (Trait): You gain a +2 trait bonus on all Craft (alchemy) checks. You never ruin raw materials upon failure unless you roll a natural 1.
- Caretaker (Trait): You gain a +1 trait bonus on Heal checks and Heal is always a class skill for you.
- Well-Informed (Trait): You gain a +1 trait bonus on Diplomacy to gather information and on Knowledge (local) checks. Knowledge (local) is always a class skill for you.
- Attached (Drawback): Whenever your familiar is in threatened, in danger, or in someone else's possession you suffer a -1 penalty on Will saves and a -2 penalty on saves vs fear effects. If your familiar is ever lost or killed, exchange this drawback for the Doubt drawback.
- Alertness (Class Feature Feat): When within arm's length of your familiar you gain +2 on Perception and Sense Motive checks.
- Brew Potion (Class Feature Feat): You can create a potion of any 3rd level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if the base price is 250 gp or less or one day for each 1,000 gp in the base price. When you create a potion you set the caster level, which must be sufficient to cast the spell in question. The cost in raw materials is one half the base price.
- Amateur Investigator (Feat): You gain an Inspiration Pool equal to your INT modifier. You can spend 1 Inspiration Point as a free action to add 1d6 to the result of a Knowledge, Linguistics or Spellcraft check so long as you are trained in the skill. You may spend the point even if you are taking 10 or 20 on the check. You spend the point after the check is rolled but before the results are revealed. You can only spend an Inspiration Point once per day per skill. Your Inspiration Pool refreshes each morning.
- Extra Hex (Feat): Gain 1 extra hex class power. You chose Healing Touch.
Racial Abilities
- +1 Skill Point per level
- +1 Feat at 1st level
- +2 to any attribute at 1st level
Class Abilities
- Spells: You can cast arcane spells. You must choose and prepare your spells ahead of time. To know/cast a spell you must have an INT score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against your spells is 10 + the spell's level + your INT modifier. You must prepare your spells ahead of time by getting 8 hours of sleep and communing with your familiar for 1 hour. See the Witch's Familiar trait for the number of spells your familiar has stored for you to pick from when preparing. Currently you can prepare/cast 2 1st level spells per day.
- Cantrips: You can prepare 0 level spells as described above. Prepared 0 level spells can be cast an unlimited number of times each day (though no more than once per round). You can currently prepare 3 cantrips each day.
- Hex: You have learned magical tricks called hexes that grant you power. Unless otherwise noted, a hex is a standard action and does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 your witch level + your INT modifier.
- Cauldron (Ex): You receive Brew Potion as a bonus feat and a +4 insight bonus on Craft (alchemy) checks.
- Healing (Su): You can soothe wounds by touch. This acts as a Cure Light Wounds spell using your witch level. Once a creature has benefited from your Healing hex it cannot benefit from it again for 24 hours. At 5th level the hex upgrades and acts as a Cure Moderate Wounds spell.
- Witch's Familiar: You have formed a close bond with a familiar, an animal that guides you and teaches you magic. At 1st level, your familiar stores all possible 0 level spells plus 3 + your INT modifier 1st level spells. At each new witch level, your familiar can store two new spells of any spell level which you can cast from the Witch spell list. It is also possible to teach your familiar new spells from a scroll (assuming the spell is on the Witch spell list). Your familiar may also learn spells from another familiar. In addition, due to your familiar you gain the following benefits:
- While the familiar is within arm's length you gain the Alertness feat.
- You may cast spells with a target of "You" on your familiar as a touch spell.
- You share an empathic link with your familiar that extends to a 1 mile radius. Only general emotions can be shared.
- Your familiar gives you a special ability (+2 bonus on Reflex saves).
Equipent
Item | Weight | Location |
---|---|---|
Dagger | 1 lb | Belt, left |
Quarterstaff | 4 lbs | Held, left |
Alchemy Crafting Kit | 5 lbs | backpack |
backpack | 2 lbs | Worn, both shoulders |
bedrol | 5 lbs | Tied beneath the backpack |
belt pouch | 0.5 lbs | Belt, right |
flint & steel | belt pouch | |
ink | backpack | |
pen | backpack | |
iron pot (cauldron) | 5 lbs | backpack |
mess kit | 1 lbs | inside iron pot |
soap | backpack | |
5 torches | 5 lbs | backpack |
5 days rations | backpack | |
waterskin | 4 lbs | left shoulder |
Formula Book | 3 lbs | backpack |
Healer's Kit (stocked herself) | 1 lbs | backpack |
Midwife's Kit (stocked herself) | 2 lbs | backpack |
Surgeon's Tools (case embossed with Icon for John the Barber) | 5 lbs | healer's kit |
Spell Component Pouch | 2 lbs | waist |
Explorer's Outfit | 8 lbs | backpack |
10 Candles | backpack | |
10 Chalk | backpack | |
Chalkboard | 2 lbs | backpack |
iron skillet | 2 lbs | inside iron pot |
ladle | 1 lbs | inside iron pot |
skewer | inside iron pot | |
wooden cutting board | 1 lbs | backpack |
cutting knife | 1 lbs | inside iron pot |
iron tripod for the pot | 1 lb | backpack |
packet of tinder | belt pouch | |
selection of seasonings | belt pouch | |
50 foot of rope | 10 lbs | tied around backpack |
Sack | 0.5 lbs | right shoulder |
Shaving Kit | 0.5 lbs | backpack |
Sealing Wax | 1 lb | backpack |
Antidote Kit (stocked herself) | 3 lbs | Healer's kit |
1gp, 18sp | belt pouch |
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