Zaisha

Zaisha Azima – Bandit Witch

Bio

Age: 12

Height: 4’11”

Likes: Dancing, Bubbly Drinks, Life Sciences

Dislikes: Guns

Dreams: Move to the Overcity with her mother

Secret: Prays to the Goddess Valistae every night for her mother to be happy and hopeful again

Zaisha’s father served as a soldier in the Goddess Valistae’s army but lost his life in the final battle of the war six years ago. Her mother has never recovered from the loss, falling deep into depression and relying on Zaisha’s care to make it through daily life. Unable to afford schooling, Zaisha turned to theft to support herself and her mother. She met Thera Foreman after a failed attempt at stealing food within the crime lord Carmine Fiore’s territory. Thera offered Zaisha a role in her gang in exchange for forgiving the theft. For the past several years, Zaisha has been working as a thief and delivery girl for Thera. She’s become close friends with the other gang members, most of them orphans from St. Emilia’s. Zaisha usually avoided the fights that Thera and the others often found themselves in, but recently she realized that she could use magic. Since then, she’s been reinventing herself as a Bandit Witch and joining the others when they need to defend territory.

Appearance

Light brown skin with light patches of dark blue scales around her wrists, elbows, knees, and ankles; medium length black hair; dark blue eyes; round ears; thin dark blue horns that curve backwards; thin dark blue scaled tail with white under-scales.

Wears a short navy blue military-style jacket unbuttoned with sleeves rolled up past the elbow over a black dress ending around the knee, a silver silken sash around the waist with a grey and blue canvas bag attached, plain dark blue woolen leggings, and modified oversized black combat boots (double layer of socks).

Witchy Ways

Reaction triggered when you take damage. You may avoid the triggering instance and take no damage. Once you’ve used this ability, it becomes unavailable until you complete a Short or Long Rest.

Limit Break: Safety Dance

You gain priority in Initiative Order. Heal yourself to max HP and gain temporary HP equal to your Intelligence Score. Your movement does not provoke opportunity attacks until the end of your next turn. You may move up to your speed and repeat once for each of your allies that have already used their Limit Break in the last 24 hours.