Name: The Witch
Origin: Path of Exile
Appearance: The waiflike
witch hardly cuts an imposing figure. Her sickly-pale skin is stretched over a narrow and bony frame almost bereft of muscle tone, and her dark hair hangs loosely down past her shoulders like a mass of wet seaweed. She dresses herself in patched-together robes adorned with a mess of salvaged talismans—charms and trinkets, polished bones and glistening gemstones, each worn smooth by her touch. If anything stands out, though, it’s her eyes: their striking blue color seems to shine with an unnatural intensity, the clearest hint of the nightmarish powers hidden behind her sallow features.
Personality:She can be affable enough when she wants to be, if one can overlook her disaffected manner and occasional snark. Make no mistake, though: the Witch is a mistrustful ally at best, driven only by her hunger for power, her thirst for vengeance, and her twisted fascination with the macabre. Proud of her craft, she carefully amasses knowledge and strength without sacrificing her sense of self, and disdains those who lose sight of their goals or become fixated to the point of insanity. The world has taught her that any weakness or mistake will be harshly punished, but she also knows that so long as she survives she can continue to learn and grow—until one day, no one can stand against her.
Background: Fiercely intelligent even from a young age, the Witch’s burgeoning curiosity soon led her down a dark path into forbidden texts and the study of dangerous thaumaturgy. Her talents in this field proved to be exceptional, but her growing power was met with fear and persecution by the deeply religious people of Oriath. Seeking to wipe her out, a mob set fire to her home and burned her family alive. In turn, the Witch wrought bloody revenge upon their children, an act that ended with her clapped in chains and exiled to the cursed continent of Wraeclast.
Luckily for her, a storm wrecked her prison ship before it could reach the coast, and she washed ashore half-drowned but free. Eluding monsters, cannibals, and the undead, she soon began to accumulate strength, find allies among the locals, and slaughter her way across the continent from bottom to top. Her path eventually led her all the way back home, where she joined hands with a rebel faction to overthrow the ruling theocracy and strike down the god that had been controlling it from behind the scenes.
Her trials would not end there, however. The collateral damage of her previous rampage had unleashed a whole pantheon of other gods previously sealed away, all of them hungry for a slice of human civilization. After a blistering early defeat that left her cursing her own arrogance, the Witch rose to this challenge as well, and battled god after god until they could finally be sealed away once more. At last, a fragile peace returned to the lands, and no one remained to oppose her…
…Which only left her free to cause even
more trouble. Before long she’d left her own world behind and set out across a wide atlas of dreamlands and alternate dimensions, indirectly setting off a chaotic war with the entire universe on the line.
In the Now: Torn from her old existence, the Witch currently doesn’t remember more than flashes of her life before the World of Light. Currently she blends in with the diverse people of Meridi-at-han, hunting monsters and dinosaurs in the wilds around the city and selling parts stripped from their bodies.
Job: Witch
Specialty: Elemental and dark magic attacks, area buffs/curses, and swarms of summoned minions.
Inventory: Wand, circlet, spirit shield, miscellaneous clothing, several scrolls and gemstones.
Lv: 2
EXP: 0/20
Abilities: - Wand – The Witch’s wand is a weapon in itself. With a flick of her wrist, she can fire off swift-flying kinetic energy projectiles without expending any of her own mana.
- Fireball – Unleashes a flaming projectile that violently explodes on impact, damaging nearby enemies and lighting things on fire.
- Freezing Pulse – launches a crescent-shaped wave of ice magic that travels in a straight line and pierces through all solid targets. The projectile dissipates as it goes, growing steadily less powerful until it vanishes entirely. Targets pierced take cold damage, are left wholly or partially chilled/slowed, and have a 25% chance to be frozen solid for 3 seconds if struck at close range.
- Raise Zombie – A spell that consumes a creature’s corpse to create an animate flesh construct, which follows the Witch around and autonomously attacks anything openly hostile to her. Zombies are extremely durable and surprisingly fast, and require no mana to keep going after the initial spell is cast. However, the Witch can only keep around ten of them active at a time, unless her capabilities are somehow being boosted.
Skills: - Energy Shield - The Witch’s tremendous will surrounds her with a shimmering barrier against physical and magical attacks, a barrier that must first be pierced before she becomes vulnerable. If she goes two seconds without taking damage to her shield, it will rapidly regenerate to full strength.
- Crafting – The Witch is adept at modifying and enchanting pieces of gear, clothing, and equipment to maximize their beneficial effects.
Weaknesses:- Squishy caster – The Witch is a pure spellcaster, and her physical specs are pretty unimpressive as a result. She’s not very strong, not naturally swift nor agile, and not particularly durable once you get past her barrier. Her tactics in a close-quarters fight are pretty much limited to casting her spells at point-blank range and hoping for the best.
- Mana pool – The Witch’s spells draw from a limited pool of Mana, which refills itself at a steady pace. If she casts too many powerful abilities in quick succession, she can end up briefly spent until her pool recovers.
- Gear-reliant – Much of the Witch’s power comes from her equipment and clothing, which she modifies to maximize her strength. If she’s disarmed, it can severely hinder her ability to retaliate.
Spirits: Rapport: