LADY SHARA LECHELLSA
Azariel meets this witch, supposedly his mother, in Caer Itom. She originally appears to him as an old hag, but later looks like a young looking woman in her late 40’s or early 50’s.
The priest Donal tells Azariel that Lady Shara Lechellsa, of the Middle Kingdoms house of Lechellsa, was thought by many to be long dead. She actually is at least 1000 years old, and she survives through dark magic. Many of the civil wars fought between the Middle Kingdoms and the Western Empire are thought to be her doing.
She bears more than a passing resemblance to Azariel’s wife, Adriana in her younger form.
Picture by our own player AZ_RUNE.
Evil Witch of Apepi the Immortal Dragon
Name: Lady Shara Lechellsa
Rank 15th Level
OCC: Witch- Gift of Union Major Pact
Race: Human
Land of Origin: Western Empire-Middle Kingdoms
Citizenship: Western Empire
VITAL STATISTICS | ATTRIBUTES | SAVING THROWS | COMBAT BONUSES | |||||||
HT | 5’5" | IQ | 19 | +5% | Save vs Magic | +6 | Strike | +2 | ||
WT | 130 lbs | ME | 11 | Save vs Psionics | 0 | Parry | +3 | |||
PPE | 346 | MA | 17 | Save vs coma | +22% | Dodge | +3 | |||
Exp | PS | 20 | Save vs poison/disease | +6 | Roll | +5 | ||||
HP | 76 | PP | 13 | Save vs horror | +4 | Pull | +4 | |||
SDC | 127 | PE | 26 | Save vs possession | +30 | Initiative | +2 | |||
ISP | 90 | PB | 18/4 | Damage | +9 | |||||
Sex | F | SPD | 26 | Charm | 40% | Disarm | + | |||
Age | 1142 | Trust/Indimidate | 45% | |||||||
HTH: | Basic | Critical | 19,20 | Attacks | 7 | |||||
Alignment | Diabolic | Knockout | Behind | Perception | 0 | |||||
Gold |
Weapon Proficiencies | Level Acquired | Strike | Parry | Thrown | Range |
Dagger | 1 | +5 | +5 | +6 | 40’ |
Blunt | 1 | +5 | +5 | +3 | |
Weapons: | Damage | Notes |
Deringer | 3D6 | See Sheet |
Staff | 1D8 | |
Armor | SDC | Notes |
Cloak of Protection | AR 14 | SDC 100 |
Familiar: | Notes | |
Link | See Link |
Special Attacks: | Damage | Notes |
Body Flip | 1D6 |
Regeneration | |
Heal 3D6 HP or SDC/melee | Once/melee- does not spend attack |
Heal 2D6 HP or SDC | 3x day, requires attack |
Healing Ritual | As long as her head is not severed, and burned, Shara can come back to life through a ritual known by the Kaze family (passed down) |
Air Elemental Magic: | Spell Strength:15 |
Spell Casting | Lev Acquired | Level Spell | PPE Cost | Range | Duration | Save | Notes |
Cloud of Slumber | 1 | 1 | 4 | 90’ | 4 melee/lev | Standard | Creates a 20×20×20′ cloud Anyone in cloud falls into magic sleep. If dragged out of cloud wake in 1D4 melees |
Thunder Clap | 1 | 1 | 2 | 30’ | Instant/2 melees | Save HF10+ 1/2 levs | Fail to save lose init/2 melees & warlock + 1 s,p,d vs that person |
Breathe Without Air | 1 | 1 | 3 | Self or Touch | 12 melee/lev | None | All natural gases, h2o, etc |
Change Wind Direction | 2 | 2 | 6 | 300’ radius | 1 min/lev | None | 3x/melee Any direction |
Silence | 2 | 2 | 10 | 10’Diameter/lev | 5 melee/lev | None | Prowl 90% |
Levitate | 2 | 2 | 7 | 30’/lev high | 5 melee/lev | None | Straight up only |
Call Lightning | 3 | 3 | 10 | 150+ 50’/lev | Instant | None | Line of sight, outdoors or in 1D6/lev |
Wind Rush | 3 | 3 | 10 | 120’ | 1 melee | 18-20+ Magic | 60MPH Width single person to 20’ wide Fail save 2D6x10 yards away, 1 melee recover loses 1D6 belongings 1D8 melees recover belongings |
Semi-Impervious to Cold | 3 | 3 | 10 | Self or 2 by Touch | 5 min/lev | Std | Freezing water & magic cold do 1/2 dam, all normal cold no dam, no frostbite |
Handful of Lightning | 4 | 4 | 20 | 400+ 10’/lev | 1 melee/lev | Dodge nat 18-20, mod 24 | 3 bolts Use wp targeting bonus, must be line of sight, 6d6+2/lvl |
Globe of True Sunlight | 4 | 3 | 15 | 30’ | 3 min/lev | Dodge>18 | 12’/level illumination |
Invisibility | 4 | 4 | 20 | Self or 6’Area | 4 melee/lev | None | Up to 6’ diameter Cannot cast other spells, but can do everything else |
Breath of Life | 5 | 5 | 50 | Touch | Permanent | None | 70+ 1%/lev success must be dead less than 24 hours Gets back 1/2 HP |
Phantom | 5 | 5 | 30 | Next to Warlock | 15 min/lev | None | See Tranny Wiki |
Calm Storms | 5 | 4 | 20 | 1000’ radius/lev | 15 min/lev | None | Reduce wind speed 75%, Reduce waves 1/2, lighten skies, Slow rain to drizzle. |
Wall of Wind | 6 | 6 | 30 | 100’ | 5 min/lev | Special | 10’long 6’high/lev Must have PS Supernatural 16+ 1/lev to break through(even then 20% spd) 4D6 dam + lose 1 melee, then knocked 2D6x10 yards away |
Fly as the Eagle | 6 | 4 | 15 | Self or 2 Others by Touch | None | 30 min/lev | Fly up to 50 MPH + 1 parry, + 2 dodge in flight, + 2D6 dam swoop attack |
Electrical Field | 6 | 6 | 35 | 10’/lev 200’ away | 2 min/lev | None | 4D6 Damage 1-50% chance stun 2D6 melees Damage bypasses all armor except electrically resistant |
Cloak of Darkness | 6 | 2 | 10 | 5’/lev | 3 min/lev | None | Victims – 9 srike/parry/dodge Warlock & air elementals + 15%prowl & + 1 strike |
Mesmerism | 6 | 2 | 7 | 5’ | 1 min/lev | Std | Affects 2 people -4 init, -2 strike melee, -6 strike range, -20% skills, spd 1/2 |
Whirlwind | 7 | 5 | 30 | 300’ | 1 min/lev | None | 75 MPH winds 20’ diameter. Caught 1 melee, then end fly 40’ 4D6 Damage. Dazed 1D4 melees (attacks/bonuses 1/2) See notes |
Electro-Magnetism | 7 | 6 | 40 | 40’ area 300’ away | 1 min/lev | None | To remove object requires PS of 80 |
Ball Lightning-Thrown | 7 | 4 | 15 | 60’/level | 4 melees/lev | None | 3 Balls + 5 Strike 3D6 + 1/lev damage |
Ball Lightning-Field | 7 | 4 | 15 | 10’/level | 4 melees/lev | None | Balls placed in triangle 4’apart Anyone who touches or pass through suffer 3D6 + 1D6/lev damage |
Shoot Hay | 8 | 6 | 20 | 20’+ 15’/lev | Instant | Parry/Dodge as arrows | 2D4 shoots of hay at 300MPH shoot at target Damage 2D4/lev |
Wind Blast | 8 | 8 | 40 | 100’/level | Instant | Dodge if know coming | 2D6+ 1D6/level damage Then victim save for balance 18-20 keep balance (or skill) Fail tumble 2D6x10 yards |
Wind Cushion | 8 | 8 | 50 | 1000’ | 1 min/lev | None | Can cover area 40’+ 10’/lev as “eye” Protects 200+ 50 SDC/lev Anyone trying enter knocked 1D4x10yards & 3D6 dam |
Lightning Strike | 9 | 3 | 12 | Touch | 1d8 Minutes | Dodge | Charges arrow, spear, etc w/lightning. 1D6/lev. Range +50% Shield Parry still take 25% damage 1d6 arrows per cast |
Darkness | 9 | 3 | 10 | 5’/lev | 3 min/lev | None | 5’high/lev, PFRPG p.223 |
Creature of the Wind | 9 | 8 | 70 | Self | 1 melee/lev | None | Fly 500 mph, Turn invisible, 200 SDC See Notes |
Chain Lightning | 9 | 8 | 40 | 300’ | Instant | Special | Dodge Nat 20, modified 24 Each target 1/lev hit with 1D6/lev Bolt Outdoors, line of sight |
Ride the Lightning | 10 | 5 | 25 | Self | 1 minute/lev | None | 200 mph, Mage must know destination |
Fulmination | 10 | 10 | 75 | 600+50’/lev | Instant | Special | Massive bolt lightning. Dodge if sees coming- nat 20 or mod 24 10 pts dam/lev direct w/in 25’ half dam 25-50’ 1D4 All dam doubled if on water |
Tornado | 10 | 7 | 60 | 600’ away | 1 melee/lev | None | 100’ diameter. Center 120-180 mph wind See notes |
Electric Arc | 10 | 3 | 8 | 30’/lvl | 1 melee | Dodge | 2d4 damage +2s, one arc per action for the entire melee |
Whirling Wall | 11 | 6 | 35 | 10ft radius around self | 5min/lvl | xx | 4 plates / lvl, auto parry to inc phys atks, gets +1 per plate, plates break one per attacker, plates can be launched, see LoB p.86 |
Metamorphosis: Winged Animal | 11 | xx | 25 | Self or Other by Ritual | 20 min/lvl | None | Gets all inherent abilities and defenses of animal form, retains IQ, SDC, ability to speak, and memory |
Phantom Limbs | 11 | 11 | 35 | Self | 4 hrs/lvl | None | Sprouts ethereal “arms” of Air that can carry things, have SN PS, and can cast Wind Rush using their own 2 apm |
Fortune’s Frown | 12 | 3 | 6 | Range | (1d4) d20 rolls | -2 magic / curse | Target, if fails to save, suffers the following effects. LOSE all bonuses! target rolls a d20 (or skill roll, save, etc) it must roll two d20s and take the worse result. This effect lasts 1d4 rolls. |
Phantom Senses | 12 | 3 | 8 | 5ft / lvl | Always On (activates like 6th Sense) | None | This spell enables the warlock to be hyper-sensitive to the movements and fluctuations in the air-current surrounding him. It gives him a +5 bonus to Perception and a +3 bonus to Initiative. On a failed perception roll the warlock is jumpy or paranoid for no apparent reason. Also adds a +10% bonus to find hidden doors, traps, compartments, etc. |
Float in Air | 13 | 3 | 6 | 30’/lev | 5min/lev | None | Holds person/object 1’ off ground. Spd, attacks, combat 1/2 |
Cloud of Truth | 13 | 6 | 12 | 10’ | 1 min/lev | Std | The victim is encircled by a wispy, white cloud. When he lies the cloud turns gray and dark like a storm cloud. |
Riders on the Storm | 13 | 12 | 170 | Immediate | 1 hr/lev | None | This spell creates a translucent, specter-like horses and wagon-team composed of faint blue and white magical energy. The magical constructs obey every command — simple commands identical to those one might use on a normal horse. This phantasmal caravan can be hitched to any normal cargo wagons and imbue them with flight. Can travel as fast as 60mph but require additional preparation, bracing, straps, tie-downs, and successful mounted piloting rolls. Any cargo / wagon / caravan attached to a phantasmal mount will follow at a speed of 60mph and gets +1 to dodge for every 10mph over 20mph (normal cruising speed). |
Magic: | Spell Strength:16 |
Spell Casting | In Spell Book | Level Acquired | Level of Spell | PPE Cost | Range | Duration | Save | Notes |
Decipher Magic | Y | 4 | 1 | 4 | Self | 2 min/lev | None | Read runes, magic symbols, inscriptions at 94%. Not wards or circles. |
Sense Magic | Y | 4 | 1 | 4 | 120’ | 2 min/lev | None | Diameter, near (w/in 20’) or far. Tell Person/object enchanted, in process of invoking magic, or magic used in area. |
Cloud of Slumber | 4 | 1 | 4 | 90’ | 2 melee/lev | Std | 20′×20′×20′ cloud Anyone in cloud falls into magic sleep. If dragged out of cloud wake in 1D4 melees | |
Globe of Daylight | 4 | 1 | 2 | 30’ | 3 min/lev | None | Illuminates 12’/lev Max speed 12 | |
Tongues | 4 | 6 | 12 | Self or touch | 5 min/lev | None | All Spoken Languages at 94% | |
See the Invisible | Y | 4 | 1 | 4 | 200’ | 1 min/lev | None | See any force, object or creature that is invisible by spell or natural |
Concealment | 4 | 2 | 6 | 40’ | 5 min/lev | Std | 1 object/cast Smaller than 14"long, 6" width, weigh less than 14 lbs | |
Heavy Breathing | 4 | 2 | 5 | 60’ | 5 melee/lev | Std | 6’ radius up to 60’ away 60% chance fail save flee, else -2 strike, -1 parry/dodge | |
Mystic Alarm | 5 | 2 | 5 | 12’ | 1 year/lev | None | 1 object/cast Silent alarm in mage’s head, no matter where mage is | |
Turn Dead | 5 | 2 | 6 | 60’ | Instant | Std | 1D6/level 24 hours must stay away. Only skeletons, mummies, corpses that are animated like marionettes | |
See Aura | Y | 5 | 1 | 6 | 100’ | 1 melee | Special | Level xp=low-med-high, magic, psychic, high/low base PPE, possessed, serious illness, unusual abberation (IE Supernatural) but not type |
Armor of Ithan | 6 | 3 | 10 | Self or touch | 1 min/lev | None | 100+10/lev AR 18 Fire, lightning, cold 1/2 dam | |
Breathe Without Air | Y | 6 | 3 | 5 | Self or touch | 3 min/lev | None | Function w/out air |
Carpet of Adhesion | 6 | 3 | 10 | 30+10’/lev | 10 melee/lev | Special | 200 sq ft If save 2D6 melees | |
Shadow Meld | 6 | 4 | 10 | Self | 2 min/lev | None | See Notes | |
Circle of Flame | 6 | 5 | 10 | 10’ | 2 min/lev | None | 10’ around mage 5’ Tall 6D6 dam to any who pass through | |
Eyes of Thoth | Y | 6 | 5 | 8 | Self or Touch | 10 min/lev | None | Read and understand all languages, including runes |
Fly | Y | 6 | 5 | 15 | Touch | 6 min/lev | None | Not made of metal 1000’ 35 mph Max length/width 6’ Seated flight |
Words of Truth | Y | 6 | 6 | 15 | 5’ | 1 min/lev | Std | Compelled answer ?s truthfully. 2 ?s/melee Answer only caster Save each ? |
Call Lightning | 6 | 6 | 15 | 300’ | Instant | Dodge Nat 20 or mod 24 | 1D6/lev Must be in line of sight | |
Time Slip | 7 | 6 | 20 | Self | 7 seconds | None | See Notes | |
Fleet Feet | 7 | 6 | 20 | 20’ | 2 melee/lev | None | Self or Other w/in 20’ Doubles PP,Spd,& Attacks Negative moving so fast -2 Init, no save surprise, -20% Delicate skills | |
Multiple Image | 8 | 4 | 7 | Self | 1 min/lev | Special | Creates 3 images of mage. Iron pierces fakes. Save at -6 (strength +6) Mage +2 init, +2 dodge, +1 strike | |
Invisibility (Superior) | Y | 9 | 7 | 20 | Self or Up to 2 | 3 Mins/Lvl | None | Completely invisible, cannot be seen by any means other than see invis. No footprints, sound gives prowl at least 84%, See Invis = semi-transparent (still -2 to strike against), pops out of invis if start aggression toward person. |
Remove Curse | Y | 9 | 11 | 140 | 10’ | Instant | None | D20+5 as spell, D20+10 as ritual 4D4 minutes Must roll over curse power |
Heal Wounds | Y | 10 | 5 | 10 | 3’ | Instant | Std | 3D6 SDC & 1D6 HP |
Dispel Magic Barrier | Y | 10 | 7 | 20 | 100’ | Instant | Std | Dispels Magic/Psionic barriers of any kind except wards, circles, or weather |
Temple Leap (MG) | Y | 10 | 13 | 500 | Self/Touch | Instantaneous | Std if resisted | Notes: May take up to 2,000 pounds. Sometimes a diversion, sometimes a distraction, sometimes a lifesaving move, this spell, also known as Leap of Faith allows a wizard to move to the next nearest temple of the same faith (or pantheon, if applicable and the temple includes the caster’s deity). If there is no other temple on the plane then nothing happens. This spell is Self or Touch as the caster may decide to go himself or with others. |
Life of the Ancestors | 15 | 15 | 50 | Touch | Instant | None/std | Can take years off self, appearing younger. | |
OCC Skills | Base % | Bonus | Start | Current | Total % |
Language:Western | 98 | 1 | 15 | 98% | |
Language:Gobblely | 40+5 | 10 | 1 | 15 | 98% |
Language:Elven | 40+5 | 10 | 1 | 15 | 98% |
Literacy:Elven | 30+5 | 10 | 1 | 15 | 98% |
Lore: Demon/Monster | 25+5 | 20 | 1 | 15 | 98% |
Lore: Faerie | 25+5 | 10 | 1 | 15 | 98% |
WP Blunt | 1 | 15 | |||
WP Dagger | 1 | 15 | |||
HTH Basic | 1 | 15 | |||
OCC Related Skills | Base % | Bonus | Start | Current | Total % |
Wilderness Survival | 30+5 | 5 | 1 | 15 | 98% |
Use Recog Poison | 24/16+4 | 6 | 1 | 15 | 88% |
Lore Magic | 25+5 | 10 | 1 | 15 | 98% |
Recog Wards Runes Circle | 15+5 | 10 | 1 | 15 | 95% |
Recog Enchant | 10+5 | 10 | 1 | 15 | 90% |
Pick Locks | 25+5 | 6 | 1 | 15 | 98% |
Disguise | 25+5 | 5 | 1 | 15 | 98 |
Imitate Voice/Impersonation | 36/16/12/10+4 | 5 | 1 | 15 | 97/77/73/71% |
Forgery | 20+5 | 5 | 1 | 15 | 95% |
Ventriloquism | 16+4 | 6 | 1 | 15 | 78% |
Track Humanoids | 25+5 | 5 | 1 | 15 | 98% |
Holistic Chemistry | 30/20+5 | 1 | 15 | 98/90% | |
Use/Recog Poison | 24/16+4 | 10 | 1 | 15 | 90/82% |
Sign Language | 25+5 | 3 | 15 | 93% | |
Lore Religion | 30+5 | 10 | 3 | 15 | 98% |
Rope Works | 25+5 | 5 | 6 | 15 | 75% |
Running | 15 | 15 | |||
Secondary Skills | Base % | Start | Current | Total % |
Locate Secret Comp/Doors | 15+5 | 1 | 15 | 85% |
Surveillance | 35+5 | 1 | 15 | 98% |
Concealment | 20+4 | 3 | 15 | 68% |
Interrogation | 20+5 | 3 | 15 | 80% |
Botany | 25+5 | 6 | 15 | 70% |
Trap Construction | 20+5 | 6 | 15 | 65% |
Athletics | 15 | 15 | ||
Body Building | 15 | 15 |
Inventory | ||||
Name | Count | Location | Description | |
Winter Clothes | 1 | Backpack | Black, long sleeved, rough homespun, double layer, heavy | |
Summer Clothes | 1 | Worn | Black, long sleeved, rough homespun, airy | |
Cloak | 1 | Worn | Full, black, water-proofed | |
Boots | Pair | Worn | Black, Lion skin | |
Belt | 1 | Worn | Rope, tied | |
Blanket | 1 | Backpack | Hand woven, wool, geometric pattern | |
Backpack | 1 | Worn | Canvas, Wooden frame | |
Medium Sack 1 | 1 | Left Hip | Burlap | |
Medium Sack 2 | 1 | Right Hip | Burlap | |
Small Sack | 1 | Backpack | Burlap | |
Water Skin | 1 | Medium Sack 1 | Leather, Tooled, flower pattern | |
Food Rations | 7 days | Small Sack | Jerky | |
Tinder Box | 1 | Back Pack | ||
Magic Items to be placed in inventory:
Magic transformable belt to 2D6 Staff
Vanishing Cream
Magic Make-up Kit (2)