Aedalis Omathi
Male Human (Taldan) Witch 4
NG Medium Humanoid (human)
Init +5; Senses Perception +7
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Defense
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AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 30 (4d6+12)
Fort +6, Ref +4, Will +7
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Offense
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Speed 20 ft.
Melee Dagger +1 (1d4-1/19-20/x2)
Ranged Light crossbow +3 (1d8/19-20/x2)
Special Attacks hexes (cackle, evil eye [dc 18], fortune, healing, misfortune [dc 18], scar [6 at a time] [dc 18])
Witch Spells Prepared (CL 4th; concentration +12):
2nd (4/day)—summon monster ii, summon monster ii, false life (Cast), spectral hand
1st (5/day)—dancing lantern, mage armor (Cast x2), chill touch (DC 17), chill touch (DC 17), chill touch (DC 17)
0 (at will)—stabilize, detect magic, touch of fatigue (DC 16), guidance
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Statistics
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Str 8, Dex 12, Con 14, Int 23, Wis 12, Cha 7
Base Atk +2; CMB +1; CMD 12
Feats Extra Hex, Extra Hex, Extra Hex
Traits Boarded in the Shackles (Fortitude Save), Desperate Focus
Skills Acrobatics -2 (-6 jump), Climb -4, Escape Artist -2, Fly +5, Knowledge (arcana) +13, Knowledge (history) +13, Knowledge (nature) +13, Knowledge (planes) +13, Linguistics +10, Perception +7, Ride -2, Sense Motive +3, Spellcraft +15, Stealth -2, Swim +1, Use Magic Device +5
Languages Abyssal, Aklo, Azlanti, Celestial, Common, Draconic, Elven, Infernal, Polyglot, Terran, Undercommon
SQ +4 to initiative checks, deliver touch spells through familiar, empathic link with familiar, patron spells (time), share spells with familiar
Combat Gear Pearl of power (1st level) (1/day), Potion of cure light wounds, Wand of cure light wounds, Smokestick, Sunrod (4); Other Gear Crossbow bolts (10), Dagger, Light crossbow, Cloak of resistance +2, Headband of vast intelligence +2 (Fly), Ring of swimming, Backpack, masterwork (1 @ 3 lbs), Barbed vest, Blanket, winter, Bullseye lantern, waterproof, Flint and steel, Waterproof bag (7 @ 11 lbs), Waterskin, Wrist sheath, spring loaded (1 @ 0.5 lbs), 100 GP, 1 SP
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Special Abilities
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+4 to Initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Barbed vest Those injuring you with an unarmed or natural attack must make a DC 15 Ref save or take 1 damage.
Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evil Eye -2 (9 round(s)) (DC 18) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Fortune (1 round(s)) (Su) Ally in 30 ft can roll 2d20 for an attack, save, ability, or skill check (and take higher) once/rd.
Healing (1d8+4) (Su) Use cure light wounds once per day/person.
Misfortune (1 rd) (DC 18) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Scar (6 at a time) (DC 18) (Su) This hex curses a single target touched with horrible scars of the witch's choosing, whether something as simple as a single letter on the target's forehead or blotchy, burnlike scars on his body. The target may make a Will save to resist this hex. T
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
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Tilsini
Male Dinosaur, Compsognathus
N Tiny Magical Beast ((animal))
Init +6; Senses low-light vision, scent; Perception +7
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Defense
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AC 17, touch 14, flat-footed 15 (+2 Dex, +2 size, +3 natural)
hp 15 (1d8+2)
Fort +4, Ref +4, Will +4
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Offense
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Speed 40 ft., swimming (20 feet)
Melee Bite (Dinosaur, Compsognathus) +3 (1d3-1/x2)
Space 2.5 ft.; Reach 0 ft.
Special Attacks poison (dc 12)
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Statistics
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Str 8, Dex 15, Con 14, Int 7, Wis 11, Cha 5
Base Atk +2; CMB +2; CMD 11
Feats Improved Initiative
Skills Acrobatics +2 (+6 jump), Fly +6, Linguistics +2, Perception +7, Spellcraft +2, Stealth +10, Swim +10, Use Magic Device +1
Languages SQ improved evasion
Other Gear You have no money!
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Special Abilities
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Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison (DC 12) (Ex) Poison—Injury; save Fort DC 12; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Swimming (20 feet) You have a Swim speed.
Last Updated 10/07/2013 after being put on trial.
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Spellbook (Familiar)
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Managed on HeroLab.
Aedalis' Journal:
Aedalis wakes up after a restful nights sleep and spends an hour basking in the dawn light with Tilsini, his tiny dinosaur friend watching him intently as he memorises incantations, chants and says his morning prayers. He doesn't isolate himself, but does this openly near the remains of the previous night's fire; wishing a fine morning to anyone who greets him.
Once his morning rituals are complete, Aedalis eyes the straggles on his beard critically but ignores the diskemptness of his appearance for now. Instead he takes a piece of parchment Tragershen lent him and begins to slowly write a new journal. He had lost his current one in the shipwreck... but last year's was stored safely along with the others in Eleder and truth be told, little of note had happened while performing the task his patron had demanded of him. Quill resting comfortably in his weathered right hand, Aedalis begin to write...
The Twenty-Fifth Journal of Aedalis Omathi, on the 18th of Lamashan, on the isle of Smugglers Shiv...
Along with the only other survivor, a Varisian harrow-reader known as Mihai, Tilsini and I survived the journey to Eleder. Well, almost. After a nigh-unspeakable trial, we found ourselves to be shipwrecked upon Smuggler's Shiv. I had never before been so glad for the gift of the returned strength of my youth from my patron; ordinarily I found it to be of little consequence in my academic pursuits, but all the obscure languages I have mastered, all the magical power Tilsini and I have accumulated and all the essays on Planar Transcendence I have burned into my mind were moot; of no consequence when my only chance for survival was to cling to a piece of driftwood for days on end. Had I not stumbled upon the strange, obscured being I now call Master within the Statis Fields of the Bandu Hills in Sargava, I would now merely be food for the fishes. When I examine and evaluate my decision from this day on, I suspect I shall feel far more justified in making the pact that I made that fateful day- and even more so, in not sharing that particular finding with the Pathfinder expedition I had been assigned to...
To look at it on most maps of Garundi, Smugglers Shiv is a mere stones throw away from the shore of my home, Sargava. Looking out at the horizon this morning, faced with the brutal currents that give the island a reputation as a place to abandon hope, Sargava never seemed further away. There is still hope, however, and hope beyond the twists of time and fate that my Patron may be able to bend in my favor. Mihai and I have been taken in by what appears to be a well adapted group of survivors from another shipwreck; a group that includes many of those talented in the art of arcane and divine magic. Their initial mistrust of us was tempered by loss; it is my understanding that they recently lost one of their number and had little time for friendly greetings to newcomers. Nevertheless, we were given food and shelter- an environment we used to recuperate and now I have already lent my knowledge to their cause on more than one occasion.
I doubt there is a mind to equal my own among them (initial evidence suggests the Elf may be holding back his own intellect in a cautionary manner though), but their number includes several exceptional individuals. It is my belief that with these new-found allies having taken us in, our chances of escape from Smuggler's Shiv are good. It has thus far been my privilege to accompany them and lend an older man's mind to temper their passion with reason; and to twist the threads of fate in their favor at every turn I am capable of. With the Elf's occasionally helpful assistance, I made several noteworthy discoveries within the ruins (after ascertaining the nature of the rap that thwarted us single-handedly), that I shall record in detail when I have made further study. That does remind me, must thank Tragershen (the Elf) for this parchment i'm writing on. And ask for more; I seem to have run out of room...
Custom Items:
Aura faint abjuration, transmutation; CL 5th
Slot Shoulders; Price 3,500 gp Weight 1lb
Description
This beautifully made cloak has several powers and is a potent aid to all spellcasters and particularly to those who prepare spells (clerics, druids, rangers, paladins, witches, and wizards). Once per day on command, a Cloak of the Magi enables the possessor to recall any one spell that she had prepared and then cast that day. The spell is then prepared again, just as if it had not been cast. The spell must be of 1st level. The cloak also grants the wearer magic protection in the form of a +1 resistance bonus on all saving throws . Last, the cloak grants a +2 Circumstance bonus to Spellcraft checks.
Construction
Requirements Craft Wondrous Item, creator must be able to cast spells of the spell level to be recalled, resistance, spellcaster must have at least 5 ranks in Spellcraft ; Cost 1750 gp