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Member
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Jasra the Witch
Quick stats
AP 11/11 - max(2d6)
Active effects:
- cast 3h into the day: Chain of Eyes
- cast 1h into the day the day: Greater Magic Weapon, Heart of Water, Overland Flight
- all day: Dragonsight, Greater Resistance, Mage Armor
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Initiative +13
HP 83/83
Resistance Fire 5 ; Immunity gases, inhaled poison ; Can breathe underwater.
Combat Options Back on your feet, Combat Reflexes, Mage Slayer ( mages can't cast defensively, +5 to Conc DC if the AoO hits), Spring Attack, Stand Still ( on an AoO, Ref save DC 10+dmg or the enemy can't move anymore ; no dmg is dealt), Vanguard Strike
Stance Thicket of Blades
Minor Shapeshift (CM 45) as a swift action, gain +2 dmg or +5ft to all speeds or +lvl tempHP for 4 rounds
Flaws: automatically fail all Fort saves to overcome the effects of low temperatures. +2 dmg from cold effects.
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Magic
CL 9, 12 for Transmutation
Dispel DC 24, 27
Concentration +18
Spell Options Autoquickened Haste, Spontaneous Divination, Swift Concentration skill trick
Spells remaining
0 Dancing Lights, Dancing Lights, Message, Message, Message, Prestidigitation
1 Enlarge Person, Grease, Karmic Aura (CM), Mage Armor, Mage Armor, Mighty Wallop (RotD), Protection from Evil, Ray of Clumsiness (SC), Wall of Smoke (SC) +1 recalled from Pearl
2 Chain of Eyes (SC), Cloud of Bewilderment (SC 48), Glitterdust, Glitterdust, Heroics (SC), Rope Trick, Web, Whirling Blade (SC)
3 Dimension Step (PHB2), Dragonskin (SC 73), Greater Magic Weapon, Haste, Haste, Haste, Heart of Water (CM), Slow
4 Celerity (PHB2), Greater Resistance (SC), Polymorph [CL 13], Stone Shape, Thunderlance (SC), Thunderlance (SC), Thunderlance (SC)
5 Dragonsight (SC 73) (duration x3), Overland Flight, Telekinesis, Transmute Rock to Mud, Wall of Stone, +1 free
Divinations0. Detect Magic, Detect Poison, Read Magic - Ancient Knowledge (MoE 94), Comprehend Languages, Guided Shot (SC), Identify, Instant Search (SC), Locate City (RoD), Master's Touch (SC), Scholar's Touch (RoD), Spontaneous Search (SC), True Casting (CM), True Strike
- Chain of Eyes (SC), Detect Thoughts, Locate Object, See Invisibility, Sentinel's Watch (PGtE p149), Spy Master's Coin (CS), Sure Strike (PHB2)
- Circle Dance (SC), Clairaudience/Clairvoyance, Devil's Eye (BoVD p92), Enduring Scrutiny (CM 103), Spellcaster's Bane (CM), Tongues, Unluck (SC)
- Alter FortuneXP (PHB2), Arcane Eye, Assay Spell Resistance (SC), Know Vulnerabilities (SC), Locate Creature, Scrying
- Contact Other Plane, Prying Eyes, Telepathic Bond
- 6 Probe Thoughts (SC), Scry Location (CS)
Knowledge
Collector of Stories skill trick (+5 competence 1/encounter)
Knowledge Devotion +1, >15 +2, >25 +3, >30 +4, >35 +5
Arcana +20 - constructs, dragons, magical beasts
Dungeoneering +18 - aberrations, oozes
Local +17 - humanoids
Nature +17 - animals, fey, giants, monstrous humanoids, plants, vermin
Psionics +10 - psionic creatures
Religion +17 - undead
The Planes +17 - elementals, outsiders
Architecture +10, Geography +10, History +10, Nobility +10
Languages : Common, Elven, Draconic, Ignan, Undercommon, Daelkyr, Abyssal
Stealth Hide +4; Move Silently +4
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Jasra the Witch, NE Fire Elf Wizardess 6/Swiftblade 6.
(C) Drew Baker
When the sword outwears its sheath,
And the soul wears out the breast,
And the heart must pause to breathe,
Then shall my pain know rest.
Stats
Str 16 (+3) [14 base + 2 item]
Dex 18 (+4) [14 base + 2 racial + 2 item]
Con 16 (+3) [16 base - 2 racial + 2 item]
Int 29 (+9) [18 base + 2 racial + 3 levels + 6 item]
Wis 10 (+0) [10 base]
Cha 06 (-2) [08 base - 2 racial]
HP 83 [4 + 5d4 (3,3,4,4,4) + 5d6 (4,4,5,4,4) + 1d6 (4) + 36]
Fort +14 [3 Con + 2 W + 2 SB + 3 resistance + 4 familiar]
Ref +15 [4 Dex + 2 W + 5 SB + 3 resistance + 1 dodge]
Will +14 [0 Wis + 5 W + 5 SB + 1 Mage Slayer + 3 resistance]
(+2 vs Enchantments) (-2 vs cold or water subtype)
BAB +9 [3 W + 6 SB]
Longsword, two-handed +17 / 1d8+5 (crit 19-20/x2) [BAB + 3 Str + 1 enh + 3 Discipline 1 Swift Surge]
Thunderlance, two-handed +19 / 3d6+13 (crit 20/x3) [BAB + 9 Int + 1 Swift Surge] (make dispel check vs force effects of level 1-3)
Longbow +14 / 1d8+3 [BAB + 4 Dex + 1 Swift Surge]
(+bonuses from Knowledge Devotion) (+2 competence to atk on AoOs) (+1d6 damage when moved 10')
AC 19 / Touch 15 / Flatfooted 14
[10 + 4 Dex + 4 armor + 1 dodge] (-2 vs AoOs) (+2 after moving 40ft)
Initiative +13 [4 Dex + 9 Int]
Speed land 40ft - fly (average) 50ft
Senses Superior low-light vision, Darkvision 120ft, Blindsense 60ft, Spot penalty for distance halved, Arcane Sight 120ft
Flaw 1 - Practiced Spellcaster: Wizard
Flaw 2 - Combat Reflexes
Bonus 1 - Stand Still (XPH) : on an AoO, Ref save DC 10+dmg or the enemy can't move anymore (no dmg dealt)
1 - Expeditious Dodge (RotW 150)
Wizard 1 - Mobility
3 - Craft Wondrous Items
6 - Knowledge Devotion (CC 60) : +1, >15 +2, >25 +3, >30 +4, >35 +5
9 - Mage Slayer (CA 61) : a threatened enemy can't cast defensively
Bonus 2 - Minor Shapeshift (CM 45) : as a swift action, gain +2 dmg or +5ft to all speeds or +lvl tempHP for 4 rounds
12 - Martial Stance: Thicket of Blades (ToB 61) : any mvmt in the threatened zone provokes
Flaw 1 - Hot-Blooded: automatically fail all Fort saves to overcome the effects of low temperatures. +2 dmg from cold effects.
Flaw 2 - Brash
Trait 1 - Cautious (UA)
Trait 2 - Spellgifted: Transmutation (UA)
Hot-blooded is to relate her to her Fire heritage. Brash and Cautious shape her attitude with regard to combat : if possible, she plans ahead and plots her moves carefully, but once it's started she just has to prevail. Spellgifted stems from her unusual devotion to transmutative magic.
Skill Points : 122 [2x9+4x6 classes + 5x10+6x5 Int]
Languages : Common, Elven (automatic); Draconic, Ignan, Undercommon, Daelkyr, Abyssal (Int bonus)
Skill tricks :
- Back on your feet
- Collector of Stories
- Swift Concentration
CL 9 (12 for Transmutation spells) - DC 19+level
Spells per day : 3+3 3+3+3 3+3+2 2+3+2+1 2+3+2 1+3+2
Spellbook
0 (all)
1 (10/12) Benign Transposition (SC), Endure Elements, Enlarge Person, Familiar Pocket (SC), Grease, Karmic Aura (CM), Mage Armor, Mighty Wallop (RotD), Protection From Evil, Ray of Clumsiness (SC), Shield, Wall of Smoke (SC)
2 (4/11) Alter Self%, Bear's Endurance%, Bull's Strength%, Cat's Grace%, Cloud of Bewilderment (SC 48), Fox's Cunning%, Glitterdust, Heroics (SC), Rope Trick, Web, Whirling Blade (SC)
3 (4/8) Dimension Step (PHB2), Dragonskin (SC 73), Greater Magic Weapon, Haste, Heart of Water (CM), Secret Page%, Shrink Item, Slow
4 (4/7) Celerity (PHB2), Dimension Door, Greater Resistance (SC), Heart of Earth (CM), Polymorph, Stone Shape, Thunderlance (SC)
5 (4/5) Dragonsight (SC 73), Overland Flight, Telekinesis, Transmute Rock to Mud, Wall of Stone
(Other ideas: Mighty Wallop (RotD), Great Thunderclap (SC), Solid Fog, Voice of the Dragon (SC), Cloudkill, Mass Fly (SC), Wall of Force, Unfettered Heroism (RoE))
Corrupt Spells
2 Vile Armor (<-> Luminous Armor)
3 Absorb Mind (BoVD 84), Love's Pain (BoVD 99)
2 Greater Vile Armor (<-> Greater Luminous Armor)
6 Consume Likeness (BoVD 89)
Options for Heroics
Close-Quarters Fighting (CW 97)
Elusive Target (CW 110)
Martial Stance (ToB): Martial Spirit, Iron Guard's Glare
Martial Study (ToB): Cloak of Deception, Shadow Jaunt ; Defensive Rebuke, Revitalizing Strike
Power Attack
The rest
Background
Jasra is not her real name - who she was remains a mystery to most - but as it has been her pseudonym for decades now it will suffice for the purpose of this story.
Jasra was born on Aerenal, a talented girl whom her preceptors oriented towards wizardry ; she was the only daughter of an old couple of elven soldiers.
[...]
The Fall
Crossing streets bathed in moonlight, Jasra was hastening towards Melodel's house. Melodel, who was older than her by 11 years or so, was one of her mentors and the object of a crush that she didn't even admit to herself. He had sent for her, and she was eager to learn why.
Spotting the well-lit windows of his study from afar, she broke into a half-run. She had never been one for too much physical exercise, but she wasn't herself lately - too many sleepless nights spent on her damnable magical research. Knocking on the door, she waited for the host to come open it, smoothing out her clothes and her expression.
Melodel invited her inside with a warm smile, barely arching an eyebrow at her flushed face, then he led the way to the study. Taking a pose, he announced in a vibrant voice : "My dear, I have got excellent news ! Extending your research, I got some results that I presented to the Council but a few days ago... and I got a prize for it ! And not a purely nominal one : it comes with an assorted promotion, extra funds, and no small amount of glory !"
Jasra was shocked, but his enthusiasm was contagious and she found herself grinning. At the same time, she felt uneasy - something in the way he looked at her... "Congratulations !" she exclaimed. The handsome elf replied with a mock bow. "But... what exactly was your contribution about ?" The wizard in her would not be silenced.
There - she had not imagined it, his eyes had shifted away from hers, a momentary unease flitting across his face. "We'll talk about that, naturally. Why don't you sit down, I'll get you a glass of nectar." He left the room. Instead of taking his suggestion, she wandered around the room, pausing here and there to take a look at the many wonderful books he possessed. One in particular grabbed her attention. Reaching for it, she sat down in a nearby armchair, opened it and started to flit through it.
It seemed to be on a similar topic as her research. In fact, it seemed too close. Most of what she read where her own ideas, expressed in his own words. He had sketched extensions here and there, extrapolated on the practicality of some rituals... but essentially the work was hers. A brilliant work about the toning down of dragon magic, to make it bearable by elven bodies and minds; precisely the kind of research with political value in addition to its academical interest. The occasion for the Council to reassert their independence from outside diktats. She had largely turned a deaf ear to those implications - as long as the might of Argonessen did not descend on her, she cared only about her work.
All this led to... Checking the front page and the foreword confirmed it - this was the folio he had submitted to the Council and had won him everything. Oh, he had appropriated it well - with a keener view to possible applications than she could have ever hoped to get herself. Yet, it remained pure and simple thieving ; more than that, since she had poured herself whole in this research.
Getting up, she pressed the grimoire to her chest and tightened her arms around it convulsively, walking in circles around the room, her mind emptied of rational thought. He came back not long after, a smile floating on his lips : "I'm sorry, I couldn't find the..." Noticing her expression, he started to ask : "Why are you...", the he spotted the volume she was holding. He paled, but to his credit did not flinch.
"Jasra" he began "let me explain it..." Four long strides brought her close to him, and seeing only blood, she raised the heavy tome and landed a blow. Once, twice, he lost balance and fell. He was stronger than her, if not by much, and could have defended... but he was just too dizzy or scared to do so. He curled into a ball. A deep breath on her side and she whacked him again. And again. Blood stained the book.
He wasn't moving anymore. At all. Dropping the book, she stumbled backward on a love seat. Drew a deep breath, than sprung back up. She couldn't take her eyes from the body lying at her feet. What have I done ?
Red stains on her hands too - blood. Suddenly, she had to flee, away from this room, away from herself. But she could only walk, so slowly that it seemed she would never cross the threshold of the door, never exit the street, never reach her own home. If people saw her, they ignored her and the madness in her eyes.
There's a blank here in her memory.
The morning after, she awakened feeling fresh, and cold. The memories of Melodel's demise came back to her, with sharp precision. She felt bad, but not so much about her crime than about her immediate future. And yet, she did nothing - she went on with business as usual.
Melodel was found the day after. Nobody had any reason to suspect her, so the Deathless initially explored fruitless theories. The numbness she felt receded, and she realized sooner or later a powerful diviner would be called on to solve the mystery.
And so she fled, carrying little : her precious spellshard, a few magical items she had crafted.
She learned the meaning of fear. They did not come after her right away, but once it was discovered she had left, they sent their wolves - both the animal and the elven kind - after her. She flew, she ran, relying on constant castings of speed charms (Expeditious Retreat and Haste) to give herself a small edge in speed.
Her nights were just as haunted as her days.
Eventually she made out it of Aerenal, disguising herself to mingle with humans and boarding a ship clandestinely.
*******
One question came back to haunt her years later. Why would Melodel flaunt his crime so ? He wasn't the smartest person, but he had proved that he had a decent amount of cunning. Was it to show off ? To appease his conscience ?
With time, she has come to regret her deed, in part because of what ensued for her, but mostly due to the callousness with which it was accomplished. If she were to face a similar situation today - an unlikely prospect - and felt a need for revenge, she would probably engineer the destruction of the Melodel at his own hands.
She also realized that her extensive knowledge of Dragon magic was another reason the Elves were so bent on retrieving her - that knowledge was neve rmeant to get out into the world.
*******
She was mercenary for a time, but she was always looking for a better opportunity, a job that would be less dangerous and more rewarding. When she came across a group of slavers and captured them, she had them explain all the tricks they knew, and cough up all their contacts before she dispatched them - that is how she got started in the business.
She has earned the "Witch" nickname not out of sorcerous prowess but because she has proven especially effective at negating other spellcasters. It's a skill that led the slavers to ask for her help once or twice in the past - even the dour Dalwann recognized that she was quite good at it.
She once thought about associating with the group, but she could never get along with Merla.
Personality
Deity: the Mockery
Moon: Lharvion
She projects the image of a cold and calculating thinker or combat machine. It is a good reputation to have in her line of work (it dissuades double-crossers and reassures clients), and she has found it an easy deceit to maintain over the years. In private, in particular with her associates whom she has known for long, she can actually be quite warm.
She can be a bit bossy when she considers her brains are what the situation requires, but she knows not to push others too much. She can be lavish with praise and is not especially greedy.
She is not overly arrogant, but she knows well what she is capable of. If she considers that someone slighted her, she will take measures to ensure it does not happen. She has not faced too many betrayals, because she makes it known that she always pays her debts - she has the cunning and the power to back that threat.
She tested all of her partners at some point or another - to make sure of their power and/or of their trustworthiness. She is dependent on them but that does not bother her : she recognises that dependency is a fact of life.
Note to the DM & other players : her low Charisma makes her not so likeable, I guess, but I see it as a problem of external perception more than a flaw in her personality.
Party role
She is an arcane gish and melee battlefield controller.
- She can provide utility spells (Rope Trick, all divinations spontaneously).
- In combat, she will always use Haste first to buff everybody, then Thunderlance (SC) to create a large (20' radius) threatened area. Combined with
1) Thicket of Blades: any movement provokes an AoO,
2) Standstill: the foe must make a Ref save DC 10+dmg to keep moving,
3) Mage Slayer: spellcasters can't cast defensively,
this creates a hard-to-escape "spiderweb". When she runs out of Thunderlances she can Enlarge herself.
But cover and total concealment negate AoOs, so there is some tactical potential here for the DM.
Against creatures with equal or greater reach, she'll resort to mobile fighting with Spring Attacks.
She will also use the usual battlefield control Conjuration spells to complement that.
- She is likely to go first (Init +13).
- The amount of damage she deals is decent if not great... It is a regular ~3d6+16 per hit with Thunderlance (which bypasses any DR). That way she doesn't overshadow the "strikers" (to use 4E-speak).
- She has high modifiers in all the Knowledge skills related to creatures. She has a good Spot modifier, Darkvision 120', Blindsense 60' and permanent Arcane Sight.
She can also learn secrets by eating people's brains (Absorb Mind spell). Yum !
- She is has mediocre AC, but has good saves & strong defences (50% miss chance when Hasted) ; her control of the battlefield should also make it harder for enemies to hit her. She can also buff her AC with spells (Shield, Dragonskin).
- She is deceivingly low on HP: she actually has a replenishable HP pool thanks to Minor Shapeshift (potentially +12 temporary HP per round, non-stacking).
Last edited by Omen_of_Peace : 08-11-09 at 02:42 AM.
Reason: hill giant fight, surprise round
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