Alita Alimaria

Alita is the daughter of a noble human soldier and an elven woman. They loved each other, but her mother's people disapproved of the match, going so far as to turn their backs on her, so she went to live with her husband in a human settlement. Alita was raised an only child, harassed and tormented by other children because of her heritage. When she was old enough to understand what the taunts and jibes meant, she began to fight back. Her father took the girl under his wing and taught her how to fight with her fists, then later with a dagger, as well as when to stand her ground and when to run away. As she grew older, he taught her more fighting techniques, including how to use the sword and the bow.

When Alita was thirteen, her father was killed in a war in a foreign nation; her mother, heartbroken and unable to take care of the unruly teenager, sent her to her father's parents, then returned to her forest home. Alita's grandfather was an old ranger himself, and he taught her woodscraft and the ways of the forest; to her surprise and delight, she showed amazing aptitude with the bow. When Alita was seventeen, she set off on her own to make her way in the world, eventually ending up in the wilds. There she survived and thrived, living by her wits and her skills. As well, she began to display inborn magical ability. With her magic and wilderness skills, she began hiring herself out as a wilderness guide and sometime bounty hunter.

The combination of arcane magic and her ability with the bow led her along the path of the Arcane Archer and she eventually became more specialized as a Magehunter. Now, she hunts down spellcasters for money, using her formidable prowess with the bow, coupled with her abilities and spells, to take down even the most powerful from afar. Unlike many other arcane casters, she put her name only to her signature spells. Several friends have copies of her other spells, but she guards her "arrow" spells jealously.

Alita is only 5'6", but she often seems much taller because of her bearing and personality. She has long, dark red hair in a multitude of small braids, steel grey eyes, and a lean, rangy figure. She speaks in a low husky voice, partially due to damaged vocal chords, and bears magical burn scars down her right arm and part of the right side of her chest, the result of a backlash of magical power. She also bears several tattoos, including a black starburst around her left eye and a colorful snake coiled down her left forearm. She is a rough-and-tumble sort, often found hanging around in taverns with mercenaries and fellow bounty hunters, laughing along their bawdy jokes and downing an ale or three with them. In battle, she relies on her bow and spells to wear down her opponents from a distance, but if forced into melee combat, she is no slouch. She usually carries at least three magic weapons as well as numerous magical protections and is never far from her bow, which is known to have several powerful enchantments on it.

Alita's mage sigil is three white arrows, the first and third point up, and the middle point down, on a field of green.




Alita's Spells

Alita's Flare Shot. Fired arrow provides light in 100-ft. radius.

Alita's Penetrating Shot. Arrow pierces magical protections up to 3rd level.

Alita's Penetrating Shot, Greater. Arrow pierces magical protections up to 5th level.

Alita's Prismatic Bow. Bow fires arrows with different effects.

Alita's Seeking Arrow. Next arrow fired seeks out its target.

Alita's Stunning Arrow. Arrow deals 2d6 nonlethal damage, stuns target for 1d4 rounds.

Antimagic Ward. Ward prevents passage of spells, magic items, or summoned creatures, 1 minute/level.

Fill the Quiver. Creates ten arrows.

Forceleech. Drains the energy from a force effect and redirects it as magic missiles.

Heartseeker. Increases a ranged weapon's crit multiplier by one.

Know the Path. Traces target's path on a map.

Mage Shield. Cuts off arcane spellcaster’s access to his source of power, 10 minutes/level.

Spellshatter. Dispels active spell effects on the target and deals damage.

Stowaway. Caster piggybacks on another's teleportation spell.


Alita's Flare Shot
Evocation [Light]
Level: Rgr 1, Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Arrow touched
Duration: 1 minute
Saving Throw: None
Spell Resistance: No

When this spell is cast, the affected arrow must be fired within 3 rounds. It flies 50 feet into the air and explodes in a bright flash that provides light equivalent to a daylight spell in a 100-foot radius for 1 minute, after which it winks out. If it strikes a solid surface (a ceiling, flying creature, etc.) before reaching 50 feet, it explodes in a harmless shower of glitter and the spell is wasted.

Material Component: The arrow, which is consumed when the spell takes effect.

Alita's Greater Penetrating Shot
Abjuration
Level: Wiz 7

As Alita's penetrating shot, except that the arrow can penetrate any protective spells or effects of up to 5th level.

Alita's Penetrating Shot
Abjuration
Level: Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One arrow/3 levels touched
Duration: 1 round/level (see below)
Saving Throw: None
Spell Resistance: No

This spell enables the arrow touched to punch through any protective spells or effects of up to 3rd level. The arrow pierces the protection as if it were not there, suffering no ill effects that it otherwise would from contacting the barrier. In addition, spells that provide a bonus to Armor Class, like mage armor, do not count when calculating the attack bonus for the shot. The caster can touch up to one arrow per three caster levels, one per round as a free action; they must be fired the same round they are touched. The arrows do not pierce solid barriers like walls of ice or walls of force.

Alita's Prismatic Bow
Evocation
Level: Wiz 7
Components: V, S, M
Casting Time: 1 standard action
Range: 0 ft.
Effect: Prismatic bow
Duration: 1 round/level (D)
Saving Throw: See below
Spell Resistance: Yes

A bow formed of shimmering, intertwined, multicolored beams of light forms in the caster's hands. The bow is treated as a longbow for purposes of range and specialization; it can fire only seven shots, however. Each shot corresponds to a different color, as the prismatic spray spell; the shots are ranged touch attacks. The caster need only draw back the string and think of the color to be fired, and an arrow of that color appears in the bow. Firing an arrow is a standard action that does not provoke attacks of opportunity, and the caster can use any bonuses she gains with normal bows (like Weapon Focus) with this bow. The arrows do no damage on their own – they are considered magical effects, not weapons, for purposes of damage reduction. Once the arrow has been fired, that color disappears from the bow, until all seven colors are gone. The caster can dismiss the prismatic bow at any time; if she lets go of it for any reason, it also disappears.

The colors have the following effects:


Color Effect
Red 4d8 points fire damage
Orange 5d8 points acid damage
Yellow 6d8 points electricity damage
Green Poison (strong neurotoxin, primary effect 1d6 Con damage, secondary effect death)
Blue Turned to stone (Fort negates)
Indigo Insane, as insanity spell (Will negates)
Violet Greater dispel magic (affects target only)

All saving throws use the spell's DC.

Material Components: A miniature bow carved from ash with a spun crystal string (100 gp), and a fine crystal prism worth 50 gp.

Alita's Seeking Arrow
Transmutation
Level: Asn 2, Rgr 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One arrow
Duration: 3 rounds (see below)
Saving Throw: None
Spell Resistance: No

Upon casting this spell, the caster must touch an arrow and then choose a target, who must be within sight. The arrow must then be fired within the next three rounds or the magic dissipates and is lost. When the arrow is fired, it locks onto the target, chasing it to the maximum range of the bow, even if the target is no longer visible to the shooter. If the target teleports or otherwise moves beyond the range of the bow, the arrow goes to maximum range and then falls to the ground. It otherwise deals normal damage.

Arrows with additional enchantments (including some of the other arrow spells listed here) can be affected by this spell.

Alita's Stunning Arrow
Evocation [Electricity]
Level: Rgr 3, Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Arrow touched
Duration: 3 rounds (see below)
Saving Throw: None or Fort negates
Spell Resistance: No or Yes

Alita's stunning arrow imbues the arrow with an electrical charge that discharges if it hits a living target, dealing 2d6 points of nonlethal damage and stunning the target for 1 round. A successful Fort save negates the stunning, but not the damage. The arrow can be fired up to three rounds after the spell is cast; after that, the spell dissipates. Creatures that are immune to electricity or stunning are not affected by this spell, though they still take damage from the arrow itself.

Before the arrow has been fired, small bolts of electricity play about its length, crackling faintly; anyone touching it receives a mild shock (no damage).

Antimagic Ward
Abjuration
Level: Wiz 7
Components: V, S, M
Casting Time: 1 standard action
Range: 0 ft.
Area: Hemisphere, 5 ft. +1 ft./level diameter
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: No

This spell creates an invisible barrier that prevents the passage of magic - including spells, items, summoned creatures, constructs, and incorporeal beings. It blocks line of effect for spells. The barrier works both ways, but nonmagical items can pass freely through the barrier. Even beings under the effect of a spell of any kind are denied access. The barrier merely prevents passage, however - anyone inside the warded area can still use spells, items, etc. as normal. Epic spells/items/effects are not affected by an antimagic ward.

Material Component: A clear, hollow glass or crystal globe, 1 inch in diameter, worth 50 gp.

Fill the Quiver
Conjuration (Creation)
Level: Rgr 1
Components: V, S, M
Casting Time: 1 standard action
Range: 0 ft.
Effect: 10 arrows
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Upon casting this spell, 10 arrows appear in the ranger's quiver. The arrows are permanent, nonmagical, and otherwise normal in every way. The heads are steel by default, though the caster can make them stone, bone, or another material (but not silver, cold iron, or another rare metal) at his whim.

Material Component: An arrowhead or a bit of fletching.

Forceleech
Evocation [Force]
Level: Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Touched force effect
Duration: Instantaneous (see below)
Saving Throw: None (see below)
Spell Resistance: No

Upon casting this spell, the caster must touch a magical force effect – a wall of force, hand spell, etc. If she makes a successful opposed caster level check, the energy of the spell is instantly leeched away and the spell is dispelled; the energy is stored in the caster's hand, and she can redirect it as a number of magic missiles equal to the spell's level anytime within one round per spell level. (For instance, if Alita drained the energy from a wall of force, she would gain five magic missiles, which she could fire off any time up to five rounds later.) Doing so is the same as casting the magic missile spell (including the maximum of five missiles per casting), which the caster need not know or even have prepared, and uses the caster's level, not that of the original force effect. If the energy is not redirected, it dissipates harmlessly and is wasted. Instantaneous spell effects cannot be leeched. This spell cannot be used again if the caster still has force energy from a previous casting stored up - all stored force energy must be used first.

Heartseeker
Transmutation
Level: Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 melee weapon or up to 50 projectiles, all of which must be together at the time of casting
Duration: 10 minutes/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

This spell enhances a weapon's aim and balance, enhancing the chances that it will strike true. When placed on a ranged weapon or projectile (including spears, hand axes, and shuriken), it increases the weapon's critical multiplier by one.

Know the Path
Divination
Level: Wiz 4
Components: V, S, F
Casting Time: 1 minute
Range: See text
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

In order to cast this spell, the caster must have a map of the area - the more precise the better (see below). The caster recalls in her mind a person or group of people (or creatures) she has seen within the last hour per level (either firsthand or through a scrying spell). When the spell is completed, several things will be indicated on the map: first, a glowing red dot appears, indicating where the target(s) of the spell were at the time the caster glimpsed them. Secondly, a glowing red line traces the path the target(s) took to reach their present location.

This spell has no effect on creatures who are shielded from detection and location magics; the line for a target that falls under the effect of such a spell or effect sometime during the last hour per level would vanish at that point and not reappear. Likewise, if the target leaves the caster's plane of existence, the line ends; if the target is immune to location or detection, or is not on the same plane when the spell is cast, the spell fails. If the target teleports, the line breaks where it vanished and resumes where the target reappears, if the location is still on the map.

It should be noted that while the caster could use a large-scale map, there is a certain margin of error – a dot placed on the map is not to scale, and thus could be anywhere within a large area (DM's discretion as to actual size of the area and margin of error).

Focus: A map.

Mage Shield
Abjuration
Level: Wiz 7
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes

This spell creates a barrier between the target and his source of magical power – in effect, the target cannot cast spells for one minutes per caster level. He does not lose any prepared spells; if he tries to cast one, nothing happens, though the spell stays in his memory.

A mage shield affects only those who use arcane spells – bards, sorcerers, and wizards. It does not affect the use of magic items, nor does it affect spell-like abilities or spells cast upon the victim, either before or after the shield takes effect.

Spellshatter
Abjuration
Level: Wiz 7
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell is similar to dispel magic, except that it can only be cast on a specific creature. The caster must make a caster level check for each beneficial spell affecting the target (bull's strength, stoneskin, fire shield, etc.), as if she were attempting to dispel them. A successful caster level check (1d20 + caster level, max +15) means the spell is dispelled, and the target takes 1d4 points of damage per spell level as the energy grounds out through his body. The caster can dispel up to one spell per three caster levels.

Stowaway
Conjuration (Teleportation)
Level: Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell must be cast in the same round as the target casts any spell with the Teleportation subschool. The caster "piggybacks" - that is, she teleports to the same place as the target, arriving the same distance away as when she cast the spell, unless she would appear in solid matter, in which case she appears in the nearest open space (though not necessarily the nearest "safe" space – if the nearest open space is over a 100-foot drop, the caster will fall). If there is no open space within range large enough for both the target and the caster, the caster is shunted into the Astral Plane. This spell has no effect if the caster is under the effects of spells like dimensional anchor or is in an area that prevents teleportation (dimensional lock, for example).

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