Xir + Twink
  1. Characters

Xir + Twink

The Shadow Witch
PC

There's a special irony that comes when a hunter of the undead becomes afflicted by the very curse they seek to eradicate, and Xir is that contradiction made flesh. Inheriting some of her father's vampiric powers, she has taken up the family mantle; hunting down the undead, putting them to rest whether they like it or not.

Using the rituals of an ancient magical practice, she has made a pact with and incredibly powerful and otherworldly being named Mahathallah . Her familiar, Twink, mediates this pact, and imparts powers onto the young (by elven standards) witch. In exchange for her patronage, Mahathallah simply asked for a single favor. Xir knew full well the implications of owing a deific being undisclosed aid but took the deal, now plagued by dread of the day that debt is called in.

She's always watching, a shadow in Twink's eyes.

Title
The Shadow Witch

Type
PC

Race
Dhampir

Race
Elf

Families
Lacusta

Gender
NB

Hexes

Phase Familiar

Reaction; somaticTrigger Your familiar would take damage.
Range 60 feet; Targets your familiar

You draw upon your patron's power to momentarily shift your familiar from its solid, physical form into an ephemeral version of itself shaped of mist. Your familiar gains resistance 5 to all damage and is immune to precision damage. These apply only against the triggering damage.

Heightened (+1) Increase the resistance by 2.

Shroud of Night

1 Action; somatic
Range 30 feet; Targets 1 creature
Saving Throw Will; Duration sustained up to 1 minute

Drawing your hand in a sweeping gesture, you shroud the target in a veil of night. The target's eyes are blanketed in darkness. If you cast this hex on a willing ally (for instance, one with light blindness), the ally can choose which result it gets without rolling. Regardless of the outcome, the target is then temporarily immune for 1 minute.

Success The target is unaffected.
Failure The target is shrouded in murky darkness. Unless the target has darkvision, other creatures are concealed to it.

Unorganised

Diehard - Feat

It takes more to kill you than most. You die from the dying condition at dying 5, rather than dying 4.

Schooled In Secrets - Feat

You notice the signs and symbols that members of mystery cults and other secret societies use to declare their affiliation to fellow members. You can use Occultism in place of Diplomacy to Gather Information about such groups. If you belong to a secret cult, lodge, sect, or similar organization, you automatically recognize members of your group unless they are specifically attempting to conceal their presence from you.

Witch

Patron of Night - Witch's Patron

You weren't born with the power to cast spells, nor have you spent years in devotion to tomes, deities, or mystical secrets. Your power comes through a potent being that has chosen you as their vessel to carry forth some agenda in the world. This entity is typically mysterious and distant, revealing little of their identity and motivations, and they grant you spells and other magical powers through a familiar, which serves as a conduit for their power.

A patron might be a deity or demigod, a coven of powerful hags, a fey lord, an archdevil, or a similarly powerful entity, or perhaps multiple such figures working in tandem. As you gain more of your patron's power, you might learn more about who or what they are—certain combinations of themes and lessons suggest particular patrons or agendas—but patrons empower witches for their own secretive reasons, which they rarely reveal in full.

Your patron speaks from the shadows, granting you power over darkness and dreams.

Spell List occult
Patron Skill Occultism
Hex Cantrip Shroud of Night
Granted Spell Sleep

Familiar Language - Class Feat

You've learned to speak with your familiar and other creatures like it. You can ask questions of, receive answers from, and use the Diplomacy skill with creatures of the same family of animals as your familiar. For example, if your familiar were a cat, you could gain the effects of speak with animals for any felines (including leopards, lions, and tigers, among others). This ability doesn't make them more friendly than normal. If your familiar ever changes to a different creature, you can't use this ability for 1 week while you absorb your new familiar's language.

Special This feat has the trait corresponding to the tradition of spells you cast (occult).

Witch Spellcasting

Xir's Cantrips

Your familiar knows 10 Witch Cantrips. When you make your daily preparations, choose 5 from your repertoire that you can cast for the day.

Repertoire

Chill Touch

Light

Message

Mage Hand

Read The Air

Shield

Tame

Telekinetic Projectile

Warp Step

__________

Xir's Lvl 1 Spells - Witch Ability

Your familiar knows 7 first-level spells. During your daily preparations, you have 3 first-level spell slots to assign that you can then use during the day. When you rest for the day, you regain 3 level 1 spell slots, and can choose 3 new spells to prepare from your repertoire.

Repertoire

Animate Dead

Charm

Fear

Grim Tendrils

Magic Missile

Sleep

______________

______________

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Xir's Lvl 2 Spells - Witch Ability

Your familiar knows 2 second-level Witch spells. During your daily preparations, you have two second-level spell slots into which you can prepare spells from your repertoire.

Repertoire

Invisibility

Vomit Swarm

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Witch's Familiar

Twink the Nosoi Psychopomp - Familiar

Nosoi

Nosois, also known as scribe psychopomps, death's messengers, and yanakeion, are Psychopomps who serve as scribes and messengers for Pharasma. They record the deaths of every mortal and keep records of Pharasma's judgments on them.

Nosois have the bodies of masked songbirds, including whipoorwills, crows, and sparrows, and as such typically are about one foot long; however, they weigh between 10 and 15 pounds, much more than their  animalcounterparts. Many craft large decorative tails from various materials that trail trinkets behind them in flight.

A nosoi resembles a whippoorwill, sparrow, or other small bird wearing a heavy leather plague doctor’s mask. They are the clerks, messengers, and scribes of the Boneyard, witnessing judgments, directing souls, and generally performing the administrative grunt work that keeps the Boneyard functioning. Most nosois are particularly chatty and eager to discuss how important they consider their individual assignments to be.


Twink has the following abilities:

  • Darkvision - It has Darkvision
  • Flier - It has 25ft fly speed.
  • Manual Dexterity - It can use its feet to perform Manipulate actions.
  • Speech - It can speak every language you know.