Descended from Divine
A white-haired beauty who commands strange powers.
Female Half-Elf White-Haired Bonded Witch 9 — Fighter 1/Mindchemist 6/Rogue 2
CG Medium Humanoid (Elf, Human)
Init + 6, Senses Low-Light Vision; Perception + 21
AC 24, touch 18, flat-footed 18 (+ 6 Armor, + 2 Deflection, + 6 Dex)
Hp 104 (1d10, 8d8 + 45 + 9)
Fort + 13 (+ 17 vs. Poison), Ref + 15, Will + 13 (+ 15 vs. Enchantments)
Defensive Abilities Evasion
Resistances None; Immunities Sleep Magic
Melee Hopeful Dawn + 16/+ 11 (1d6 + 6 + 1d6 fire; 18-20 x2) and/or Hair + 13/+ 8 (1d4 + 11; x2)
Ranged Bomb + 16 touch (3d6 + 11; x2)[Splash 14; DC 24] Alchemist’s Fire + 16 touch (1d6 + 11; x2)[Splash 12] Longbow + 15/+ 10 (1d8 + 0; x3)
Special Attacks Bombs (17/day; 3d6 + 11; DC 24), Channel Positive Energy (1/day; 5d6; DC 18), Sneak Attack (1d6), White Hair (15’, Constrict, Grab, Pull, Trip 1d4 + 11)
Cater Level 6th; SR Check + 6
2nd- Alchemical Allocation, Barkskin, Barkskin, Barkskin, Darkviison, Open
1st- Cure Light Wounds, Enlarge Person, Longshot, Shield, Shield, Shield, Targeted Bomb Admixture, Open, Open
Cater Level 9th; Concentration + 22; SR Check + 9
5th- Baleful Polymorph, Baleful Polymorph, Prying Eyes
4th- Arcane Eye, Black Tentacles, imension Door, Volcanic Storm
3rd- Dispel Magic, Fly, Haste, Heroism, Lightning Bolt
2nd- False Life, Fog Cloud, Glitterdust, Perceive Clues, See Invisibility, Silence, Web
1st- Burning Hands, Ear-Piercing Scream, Enlarge Person, Enlarge Person, Mage Armor, Mage Armor, Mage Armor, Ray of Enfeeblement
0 - Daze, Detect Magic, Light, Read Magic
Str 19, Dex 23, Con 20, Int 32, Wis 19, Cha 15
Base Attack + 9; CMB + 13 (+ 24 Grapple w/ Hair); CMD 31 (40 to escape grapple with Hair)
Traits Accelerated Drinker, Focused Mind
Feats Arcane Armor Training, Brew Potion, Combat Casting, Combat Reflexes, Greater Grapple, Improved Grapple, Improved Unarmed Strike, Master Alchemist, Skill Focus (Perception), Throw Anything, Weapon Focus (Scimitar)
Skills (ACP -0): Craft (Alchemy) + 36, Disable Device + 20, Heal + 8, Knowledge (Arcana) + 34, Knowledge (Dungeoneering) + 29, Knowledge (Engineering) + 28, Knowledge (Geography) + 26, Knowledge (History) + 28, Knowledge (Local) + 26, Knowledge (Nature) + 29, Knowledge (Nobility) + 23, Knowledge (Planes) + 34, Knowledge (Religion) + 31, Linguistics + 16, Perception + 21, Profession (Scavenger) + 16, Spellcraft + 23, Stealth + 18, Survival + 16
Languages Abyssal, Aklo, Aquan, Auran, Azlanti, Celestial, Common, Draconic, Dwarven, Elven, Giant, Gnome, Orc, Necril, Sylvan
SQ Alchemy (+ 6), Arcane Training, Bonded Item (Amulet), Cognatogen (60 Minutes), Discoveries (Dispelling Bomb, Enhance Potions 11/day, Infusion), Domain (Glory; Touch of Glory + 9 7/day; Divine Presence 9 rounds/day DC 18), Perfect Recall, Swift Alchemy, Swift Poisoning, Trapfinding (+1)
Combat Gear: Alchemist fire x3, holy water x3; Oil of Bless Weapon, Oil of Mage Armor, Potion of Acute Senses, Potion of Air Bubble, Potion of Ant Haul, Potion of Barkskin, Potion of Blur, Potion of Bull’s Strength, Potion of Cat’s Grace, Potion of Cure Light Wounds, Poiton of Cure Moderate Wounds, Potion of Delay Poison, Potion of Endure Elements, Potion of Enlarge Person, Potion of Greater Magic Fang, Potion of Levitate, Potion of Remove Sickness, Potion of Shield of Faith, Potion of Touch of the Sea; Scroll of Amplify Elixir, Scroll of Cure Serious Wounds, Scroll of Displacement, Scroll of Summon Monster III, Scroll of Water Breathing; Wand of Cure Light Wounds (CL 1st; 49 charges)
Armor: + 2 Mithral Chain Shirt; + 2 Ring of Protection
Weapons: Longbow, arrow x20; Hopeful Dawn (+ 1 Flaming Undead Bane Scimitar; Resist Fire 5; Intelligent)
Other Gear: Crystal Ball (w/ True Seeing), Golembane Scarab (Bonded Item), +2 Belt of Constitution, +3 Cloak of Resistance, + 4 Headband of Intelligence, Lesser Rod of Extend Spell, Rod of Enlarge Spell; bandoleer x2; spell component pouch, belt pouch (earplugs, antiplague, antitoxin, smokestick, soothe syrup, tindertwig x2); backpack (alchemy crafting kit, bedroll, blanket, candle x10, canteen, chalk x10, crowbar, flint & steel, grappling hook, grooming kit, ink & pen, mess kit, mirror, silk rope 50’, tent, masterwork thieves tools, trail rations x6, small, waterproof bag [formula book, paper x10, torch], whetstone)
Wealth: 4 cp, 7 sp, 50 gp, 0 pp; 360 gp in ink, 176 gp in crafting materials
2nd- Acute Senses, Alchemical Allocation, Barkskin, Blur, Bull’s Strength, Cat’s Grace, Cure Moderate Wounds, Darkvision, Eagle’s Splendor, False Life, Fox’s Cunning, Invisibility, Lesser Restoration, Owl’s Wisdom, Resist Energy, Spider Climb
1st- Ant Haul, Bomber’s Eye, Cure Light Wounds, Disguise Self, Endure Elements, Enlarge Person, Expeditious Retreat, Identify, Longshot, Shield, Targeted Bomb Admixture, Touch of the Sea, True Strike
Bear’s Endurance, Burst of Speed, Mnemonic Enhancer, Stonefist
1st- Shield of Faith, 2nd- Bless Weapon, 3rd- Searing Light, 4th- Holy Smite, 5th- Righteous Might
5th- Baleful Polymorph, Prying Eyes
4th- Arcane Eye, Black Tentacles, Dibilitating Portent, Dimension Door, Geb’s Hammer, Greater False Life, Secure Shelter, Threefold Aspect, Volcanic Storm
3rd- Ash Storm, Clairaudience/Clairvoyance, Countless Eyes, Dispel Magic, Fly, Haste, Heroism, Lightning Bolt, Remove Blindness/Deafness, Screech, Twilight Knife
2nd- Communal Mount, Delay Poison, False Life, Fog Cloud, Glitterdust, Levitate, Perceive Clues, See Invisibility, Silence, Spectral Hand, Staggering Fall, Touch of Idiocy, Web
1st- Air Bubble, Burning Hands, Charm Person, Comprehend Languages, Dancing Lantern, Diagnose Disease, Ear-Piercing Scream, Enlarge Person, Frostbite, Ill Omen, Mage Armor, Obscuring Mist, Ray of Enfeeblement, Remove Sickness, Sleep, Ventriloqusim
0- Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Guidance, Light, Mending, Message, Putrefy Food & Water, Read Magic, Resistance, Spark, Stabilize, Touch of Fatigue
Although imprisoned, the Rough Beast is not helpless and he never forgets. His servants still roam Golarion and even scour the outer planes. They search for the servants of the Dwanflower to destroy them – seeking to avenge their ravenous master upon the goddess who threw him into his current prison. These servants have grown adept at tracking and extinguishing the servants of the Everlight, but in her wisdom, she has found a way to hide some of her power in the most unlikely of places.- from The Birth of Light and Truth
After losing many of her divine servants to the ravening beasts of Rovagug, Sarenrae realized that it was their celestial nature that attracted the minions of the Rough Beast. So, the Dawnflower invested a small portion of her divinity in a mortal child, hoping to hide the babe long enough so that she might fulfill her destiny. To father this child, Sarenrae chose a powerful and noble elf named Nil. Then, although it pained her to so do, she left her newborn daughter with a coven of witches who revered the name of the Everlight above all others.
Nether has never known her parents. Even their names have been withheld from her. All she has been told is that her parents loved her enough to leave her with the Coven of the Sunrise for her own protection. She has been raised on a diet of magic, patience, and alertness.
Smarter than any mortal has a right to be, Nether mastered the arts of her coven a decade earlier than anyone had ever done before. To keep her agile mind busy, her adopted mother (Felisin) had her train with the coven’s alchemist (Pella) as well. Drawing her arcane powers from Time itself, Nether’s patience is boundless and this allows her to focus her vast intellect on any situation with an amazing combination of alacrity and tranquility.
Of course, Felisin knew her daughter’s origins, so she made sure to have Nether trained to protect herself. She has trained with Selv (the coven’s weapons mistress) as well as Minala (a scout and spy for the coven). These two strong women taught Nether the arts of self-defense and to always be alert. They drilled into her that “unknown forces” wanted her dead because of the deeds of her parents. Something about the constant arcane training, the indoctrinated paranoia, and her divine origins caused her hair to come alive – it acts as Nether’s bodyguard, but also obeys her will.
For twenty-two years, Nether lived and thrived in the Verduran Forest and in all this time, she has never developed an affinity for the woods. Instead, she has come to see the forest (and nature in general) as an opponent to be outwitted. She knows all too well the dangers the wild places of the world conceal, so she never lets her guard down and always stays alert.
Nether has never known a man. She knows of them, of course. She’s even seen one – a crafty ranger named Coltaine who was the only contact the coven ever really had with the world outside the forest. But she was never allowed to converse with the man. In fact, she doubts he even knows she lived with the coven. This gaping hole in her education has left her shy and suspicious of men in general, but also conflicted and curious as she battles with sexual urges she has never explored.
Four months ago, mortal servants of Rovagug were driven to attack the coven. The Blood-Eyes (a large tribe of orcs), driven by the unholy visions of their shaman, attacked the coven. Although the tribe was shattered in the process, the coven suffered terrible losses (Felisin and Selv among them). Realizing Nether’s secret had been compromised, they sent her from the forest.
Nether and Minala traveled to Cassomir (in Taldor), but they were forced to separate in the city. For the last three months, Nether has been on her own – fleeing an unknown foe, cut off from all she once knew, and surrounded by more people than she ever knew existed. She has taken it all in stride and now travels about the world not only to avoid those who might be after her, but to explore, to learn, and to hone her powers.
She still does not know she is the daughter of a goddess, but she does suspect that fate has something in store for her. She’s smart enough to see that huge outside forces are influencing her life.