Shara Lechellsa

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

Western Empire 65,322<> Island of Bizantium <> Eastern Territory
Timiro Kingdom <> Wolfen Empire <> 2 Dragon Coins (5000 ea)

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)