Pathfinder - Carrion Crown
Azlanti Voodoo Swamp Witch (Retired)
Iaome’s first memories are violent one’s, being savagely ripped from her mother’s womb by rough hands and hanging upside down with a great deal of gruff nasty noise around her.
A tale her mother has told her as she grew up is of that first breath that Iaome took, and how a spirit interceded and stopped time to allow Iaome and her mother to escape. That spirit visited Iaome’s mother on many occasions as Iaome grew, to check on its “investment”.
From a very early age Iaome knew she was destined to work within the world under the patronage of a non-earthly being.
Her mother escaped the clutches of the mysterious group who would have killed her and stolen me, to another town, however she was shunned there and at every town she went.
Eventually she settled in a swamp on the edge of a small village that tolerated her presence.
Growing up in a swamp Iaome learned how to survive quickly and under the strange Patron’s tutelage she learned the ancient ways of the Witch and learned from her mother what her bloodline meant.
At around 10 years of age, Iaome came across a small flying lizard like creature on one of her meanderings within the swamp. She immediately got an impression from this creature that it was a friend and would be with her for ever. She did not however realise how true her initial thoughts were.
The strange spirit stopped calling on Iaome after the flying lizard turned up, however Iaome got the impression that the lizard was connected with the spirit and would continue her education in the ways of the witch. Her mother earned their living by selling herbal remedies in the village, the villagers all thought she was a witch and treated her with thinly veiled contempt, until one winter a sickness struck the village, and Iaome’s familiar impressed upon Iaome that her mother should visit the village with her herbal kit.
The two went to the village and found the entire village bed ridden by some malaise. Iaome’s mother recognised the illness from her youth in the mountains and prepared a broth for all. The village was spared any death and the villagers now treated Iaome and her mother as a friend.
Several years later a stranger came to town asking to see the young Azlanti child, this news reached Iaome’s mother and she was terrified, it was men looking for Azlanti blood lines that nearly ended Iaome and her mother’s life at Iaome’s birth.
In the midst of hurriedly packing the stranger appeared at their little huts door step. Stating peace, he only asked to talk with Iaome.
He turned out to be a member of a special society who explored and reported about the world for all manner of mysterious artefacts, happenings, creatures and places to a central knowledge repository. He has been looking for someone to train to take his place. He said he had been looking for her since he heard about her birth in the remote mountain village.
Iaome’s mother distrusted the man, however Iaome’s familiar empathically indicated he was to be trusted and that Iaome should take him up on his offer.
For many years the man came and went, teaching when he was there and giving Iaome books to read when he was not. Iaome’s witch studies also continued, she spent more and more time in the deep swamp.
Many years past, Iaome’s mother passed away and Iaome took up her mother’s trade, she had the knowledge and skills to help the village so she continued that role.
The Pathfinder society man returned after a long absence, he had aged far more than he should have given the intervening years, he was ill and collapsed into the small bed in her hut upon arrival.
Iaome did what she could but did not have the power to help the man. He spent several days unconscious, and when he finally awoke he urgently wanted to convey all his knowledge to Iaome.
Iaome was desperate to help the man; she turned to her familiar, for she had learnt that through that flying lizard her patron the mysterious spirit was watching and guiding, she implored the spirit to help her heal this man.
The familiar started scratching in the dirt the only way he could assist this man, she must give up her youth in order for him to live, she will give her years to him, as he had suffered an attack that had aged him prematurely and he was just dying of old age.
Iaome in her innocence agreed to the bargain. That very night she carried out the night long ritual, following the instructions as the familiar drew them for her.
Great magic’s were wrought that night, and in the morning the pathfinder man was whole and hearty and young again, however she was old.
Her familiar started talking to her at this point something it had never done before, it told her to fear not as she was far from death of old age, as her patron was the master of time and she had a long journey yet to travel along the pathways of time in its service.
Iaome had no recollection of the magic that was used that night the memory was wiped from her mind by her patron.
The pathfinder man left her soon after, stating that he owed her his life and would see to it that she was admitted into the society as soon as possible, he would also see to it that she was afforded ‘honours’ due her sacrifice.
A year later a messenger found her deep in the swamp, and gave her a package, he saluted her and said fair well pathfinder.
The package was from the man, it contained several magical items a letter a certificate a small book and an ornate ring.
The letter was from the man explaining the items and there use as well as welcoming Iaome into the fold, into the society. The certificate decreed Iaome’s membership into the society as well as her ‘rank’.
The letter explained that the ring was the society’s membership identification, all members are known and introduce themselves by the wearing of the ring, it is a low level magical device that is keyed to one user only, and it will dissolve in the hands of another. The book contained the tenants of the society, how she will be treated by society members and how she should treat society members in turn, it stated that she is free to do as she will as long as she reports interesting facts back to the society on a regular basis, and that at time to time the society will ask that she investigate something for them.
Many more years past, Iaome’s power grew; she had been training a young village orphan girl in the arts of herbalism and alchemy and healing to take over from her, as her patron was pushing her to move out into the world.
The time came for her to leave her swamp and she travelled visiting many places learning many things, she found she had a knack for languages and she travelled and learnt all manner of strange tongues.
One day whilst traveling through a swamp near the lake of “dread”, a pathfinder messenger found her, the missive asked that she watch a small town for they believed a unique item would soon find its way there namely a place called Illmarsh. How the society knew she was where she was always confounded her, but the missive found her right outside the very town they wanted her to watch.
There, Iaome came across a group of individuals who appeared to be battle what initially appeared to be clerics of Gozreh. It would later to be found to be a ruse, where the clerics were worshipers of Dagon, an undersea god long forgotten amongst men. Their investigation led them to an abandoned mansion in the swamp surrounding Illmarsh. There it was discovered that the cultist were involved in the worshiping of something far more sinister than Dagon, but that of Yog-Shoggoth, an elder evil from the Dark Tapastry.
Further investigation revealed that the cultist had conducted a deal with that of strange, alien creatures beneath the waves of Lake Encarthen who were attempting to strengthen the bond between this world and that of the Dark Tapestry in order to summon their god. Iaome, with the assistance of her newly found companions, managed to foil the creatures’ plans, but not at great cost. During the ordeal, Iaome became fused with her familiar, brutalised and deformed.
After Iaome and her companions returned to Illmarsh, she decided that she would retired from adventuring and parted way with her new friends at the Havenguard Lunatic Asylum where she introduced her friends to Dr. Trice.
Female Human (Azlanti) Witch 10
NG Medium Humanoid (human)
Hero Points 1
Init +4; Senses Perception +18
AC 16, touch 10, flat-footed 16 (+4 armor, +2 natural)
hp 32 (10d6-10)
Fort +5 (+2 Resistance bonus vs. poison and disease), Ref +6, Will +15; +2 to avoid being tripped
Speed 35 ft.
Melee Agile alpenstock +1 (1d6-4/x2) and
Unarmed strike +1 (1d3-4/x2)
Special Attacks hexes (agony [dc 24], cackle, evil eye [dc 24], flight, major healing, misfortune [dc 24], retribution [dc 24], slumber [dc 24], waxen image [9 uses] [dc 26])
Spell-Like Abilities Feather Fall (self only) (At will), Fly (self only) (10 minutes/day), Levitate (self only) (1/day)
Witch Spells Prepared (CL 10):
5 (4/day) Waves of Fatigue, Baleful Polymorph (DC 24), Feeblemind (DC 24), Magic Jar (DC 24)
4 (5/day) Cure Serious Wounds, Threefold Aspect, Dimension Door, Confusion (DC 23), Debilitating Portent
3 (5/day) Sleet Storm, Summon Monster III, Ray of Exhaustion (DC 22), Haste, Stinking Cloud (DC 22)
2 (6/day) Vomit Swarm, Hold Person (DC 21), Blindness/Deafness (DC 21), Web (DC 21), Glitterdust (DC 21), Lipstitch (DC 21)
1 (7/day) Unnatural Lust (DC 20), Mage Armor, Cause Fear (DC 20), Ray of Enfeeblement (DC 20), Ill Omen, Obscuring Mist, Ear-Piercing Scream (DC 20)
0 (at will) Resistance, Putrefy Food and Drink (DC 19), Touch of Fatigue (DC 19), Detect Magic
Str 2, Dex 10, Con 8, Int 28, Wis 18, Cha 14
Base Atk +4;5; CMB +4;1; CMD 11 (13 vs. Trip)
Feats Ability Focus (Waxen Image), Accursed Hex, Extra Hex, Extra Hex, Extra Hex, Split Hex
Traits Azlanti Inheritor (Azlanti), Chance Savior, Reactionary
Skills Appraise +10, Craft (alchemy) +13, Fly +11, Handle Animal +10, Heal +10, Intimidate +15, Knowledge (arcana) +20, Knowledge (dungeoneering) +10, Knowledge (history) +14, Knowledge (local) +10, Knowledge (nature) +15, Knowledge (planes) +13, Knowledge (religion) +10, Linguistics +16, Perception +18, Perform (wind instruments) +5, Profession (Herbalist/) +10, Profession (soothsayer) +10, Ride +10, Sense Motive +18, Spellcraft +22, Survival +8, Swim +0, Use Magic Device +10
Languages Aboleth, Abyssal, Aquan, Auran, Azlanti, Celestial, Common, Daemonic, Draconic, Dwarven, Elven, Giant, Gnoll, Goblin, Infernal, Orc, Undercommon
SQ +2 initiative, +8 witch’s familiar’s spells, deliver touch spells through familiar, empathic link with familiar, hero points, patron spells (time), share spells with familiar, speak with animals, speak with familiar
Combat Gear Wand of Barkskin, Wand of fox’s cunning, Wayfinder, vanishing (1 @ 0 lbs); Other Gear Agile alpenstock, Bag of everlasting dung, Boots of the mire, Cloak of resistance +3, Handy haversack (1 @ 0 lbs), Heavyload belt, Ioun stone (scarlet and blue sphere) (Ride), Ring of sustenance, Harrow deck, Silent whistle, Spell component pouch, Small Silver Cresent – rune engraved , Smokey (Black) Quartz Crystal – 6-sided prism endi, 1 SP, 13655 GP of Valuables
+2 Initiative You gain the Alertness feat while your familiar is within arm’s reach.
Add one spell from the witch spell list to the witch’s familiar. This spell must be at least one level below the highest spell level she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.
Accursed Hex Target a creature with a hex a second time that day if it made its save the first time
Agile alpenstock +2 to saving throws to avoid being tripped.
Agony (10 rounds) (DC 24) (Su) Foe in 60 ft is nauseated for duration (Fort neg). Resave each roundd, if fail initially.
Azlanti Inheritor (Azlanti) +1 bonus to Knowledge (history) and +2 to some Appraise checks
Boots of the mire +2 to resist poison or disease, ignore movement penalties in swamps.
Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Chance Savior Fate smiled on you and Professor Lorrimor one day in the not so distant past. Through a matter of pure chance, you were in a position to save the late scholar’s life and did so. His gratitude was effusive, and he promised that he would never forget you.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evil Eye -4 (12 round(s)) (DC 24) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Heavyload belt This wide leather is held together with two strands of oxen skin threaded through holes on each end. The belt’s wearer is affected as though subject to a permanent ant haul spell (Advanced Player’s Guide). Construction Requirements Craft Wondrous Item, ant haul; Cost 1,000 gp
Major Healing (3d8+10) (Su) Use cure serious wounds once per day/person.
Misfortune (2 rds) (DC 24) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Retribution (9 round(s)) (DC 24) (Su) Foe in 60 ft suffers half the melee damage it deals, ignoring resist, for duration (Will neg).
Ring of sustenance Immune to hunger and thirst, and only sleep two hours a night.
Share Spells with Familiar Can cast spells with a target of “You” on the familiar with a range of touch.
Slumber (10 rds) (DC 24) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg).
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak With Familiar (Ex) You can communicate verbally with your familiar.
Split Hex A targeted hex can affect two creatures
Wand of Barkskin Add this item to create a wand of a chosen spell.
Waxen Image (9 uses) (DC 26) (Su) As a full rd action, create wax figure used to force to specific actions (Will neg).
N Tiny Magical Beast ((animal))
Init +3; Senses low-light vision, scent; Perception +15
AC 20, touch 15, flat-footed 17 (+3 Dex, +2 size, +5 natural)
hp 16 (1d8)
Fort +3, Ref +8, Will +9
Speed 10 ft., flight (40 feet, good)
Melee Bite (Rhamphorhynchus) +5 (1d3-2/x2) and
Unarmed strike +5 (1-2/x2)
Space 2.5 ft.; Reach 2.5 ft.
Special Attacks sudden swoop
Str 6, Dex 17, Con 11, Int 10, Wis 14, Cha 11
Base Atk 5; CMB 4 Perception for Blindsense +4 to Perception checks while using blindsense.
Blindsense (40 feet) (Ex) Sense things and creatures without seeing them.
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Flight (70 feet, Good) You can fly!
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.