Chivane

Amadeen Irian's page

1,276 posts. Alias of Decimus Observet.


Full Name

Amadeen Irian

Race

| HP: 50/50 | AC: 18 (15 Tch, 14 Fl) | CMB: +3, CMD: 16 | F +5, R +8, W +9 | Init: +10 | Per +12, SM +9, Stl +15, Darkvision 60ft

Classes/Levels

| Speed 30ft | Spells: 1st 4/6, 2nd 5/5, 3rd 2/4, 4th 1/3 | Active conditions: mage armour if combat obviously near

Gender

Female CN Elf Witch 8

Size

Medium, 6' height, 108lb weight.

Age

134

Special Abilities

Hexes, Spells, Various Elven Racial Traits

Alignment

CN with CG leanings

Deity

Calistria, barely

Location

River Kingdoms

Languages

Azlanti, Common, Draconic, Elven, Gnome, Goblin, Orc, Sylvan

Strength 9
Dexterity 18
Constitution 12
Intelligence 23
Wisdom 12
Charisma 14

About Amadeen Irian

Amadeen Irian - Elf (River Kingdoms) - Witch 8

Hexes:

Cackle
Effect: A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.

http://www.d20pfsrd.com/classes/base-classes/witch/hexes-3rd-party-publishe rs/hexes/common-hexes/hex-cackle-su/

Evil Eye
The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see.

Effect: The target takes a –2 penalty on one of the following (witch’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch’s Intelligence modifier. A Will save reduces this to just 1 round.

This is a mind-affecting effect. At 8th level the penalty increases to –4.
Errata

Can I use the evil eye hex more than once on a target?

Yes. As long as you apply a different penalty with each use of the hex (AC, ability checks, attack rolls, saving throws, or skill checks), you can have multiple penalties on the same target. Applying the same hex penalty to a target just resets the duration to the most recent use of the hex.

Example: On round 1, you hex the target’s AC. On round 2, you hex the target’s attack rolls, so the target now has two evil eye hexes on it. On round 3, you hex the target’s saving throws, so it now has three evil eye hexes on it. On round 4, you hex its AC again, resetting the duration of the AC-hex (which does not add an additional –2 penalty to its AC). The same thing would happen if two witches were using evil eye on the same target–as long as each evil eye hex applied a penalty to a different thing, they’d all apply.

This doesn’t violate the general rule for stacking penalties–each evil eye effect is basically a different source, even though they stem from the evil eye hex (the evil eye hex is much like 5 separate weak hexes under a common umbrella). In the same way that multiple castings of bestow curse on the same target should stack as long as they do different things (penalize Strength, penalize Dex, penalize attack rolls, take no action, and so on), multiple uses of the evil eye hex stack as long as they’re targeting different game statistics.

http://www.d20pfsrd.com/classes/base-classes/witch/hexes-3rd-party-publishe rs/hexes/common-hexes/hex-evil-eye-su/

Flight

The witch grows lighter as she gains power, eventually gaining the ability to fly.

Effect: At 1st level, the witch can use feather fall at will and gains a +4 racial bonus on Swim checks. At 3rd level, she can cast levitate once per day. At 5th level, she can fly, as per the spell, for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects the witch.
Errata

Can a witch with the flight hex use her feather fall and levitate abilities on other creatures?

No. All aspects of the flight hex affect only the witch (though she can carry objects or creatures as part of her weight allowance as described in those spell effects). (The 2nd printing of the APG includes this updated information.)

Fortune
Effect: The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made. At 8th level and 16th level, the duration of this hex is extended by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.

http://www.d20pfsrd.com/classes/base-classes/witch/hexes/hexes/common-hexes /hex-fortune-su/

Healing* (Su)
A witch can soothe the wounds of those she touches.

Effect: This acts as a cure light wounds spell, using the witch’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds.

https://www.d20pfsrd.com/classes/base-classes/witch/hexes/hexes/common-hexe s/hex-healing-su/

Misfortune
Effect: The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

http://www.d20pfsrd.com/classes/base-classes/witch/hexes-3rd-party-publishe rs/hexes/common-hexes/hex-misfortune-su/

Protective Luck (Su)
The witch can cause fate to twist so that it benefits a creature within 30 feet for 1 round. Whenever that creature is targeted by an effect that requires an attack roll, including weapon attacks, the attacker must roll twice and take the worse result.

At 8th level and 16th level, the duration of this hex is extended by 1 round. A witch cannot use this ability on herself. Hexes that affect the fortune hex, such as cackle, also affect protective luck.

Slumber (Su)
Effect: A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level.

This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Attributes and other Personal Data:

Str 9
Dex 14 +2 +2 = 18
Con 14 -2 = 12
Int 17 +2 +2 +2 = 23
Wis 12
Cha 14

BAB +4

HP 50

4+1+1 = 6 per level

+5 Fort = +2 Base +1 Con +2 resistance
+8 Reflex = +2 Base +4 Dex +2 resistance
+9 Will = +6 Base +1 Will +2 resistance

AC 17 = 10 +4 Dex +2 armour +1 deflection +1 natural

Witch Spell DC = 10 + Spell Level +6 Int

Concentration Check = 13 (Caster Level +6 Int -1 trait)

6' height

108lb weight

134 age

Racial Traits:

+2 Dex, +2 Int, -2 Con

Blended View (2 RP): Prerequisite(s): low-light vision. Half-drow whose non-drow parent had low-light vision might be blessed with a legacy of versatile senses. Characters with this trait keep their low-light vision but also gain darkvision to a distance of 60 feet. Elves can take this trait in place of keen senses. Source PPC:BoS

Dreamspeaker: A few elves have the ability to tap into the power of sleep, dreams, and prescient reverie. Elves with this racial trait add +1 to the saving throw DCs of spells of the divination school and sleep effects they cast. In addition, elves with Charisma scores of 15 or higher may use dream once per day as a spell-like ability (caster level is equal to the elf's character level). This racial trait replaces elven immunities.

Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Fey Thoughts (1 RP): Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. This trait replaces racial weapon familiarity. Source HotW - Additional class skills: Perception, Stealth

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

Skills
Witch class skills: Craft (Int), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha)

Additional class skills: Diplomacy (cha), Perception (wis), Stealth (dex)

Adventuring Skills

3 Bluff = +0 rank +0* class +2 Cha +1 trait
14 Diplomacy = +8 Rank +3 Class +2 Cha +1 trait
14 Intimidate = +8 Rank +3 Class +2 Cha +1 trait
15 Knowledge (arcana) = +6 Rank +3 Class +6 Int
7 Knowledge (dungeoneering) = +1 Rank +6 Int
11 Knowledge (local) = +2 Rank +3 Class +6 Int
15 Knowledge (nature) = +6 Rank +3 Class +6 Int
12 Knowledge (planes) = +3 Rank +3 Class +6 Int
7 Knowledge (religion) = +1 Rank +6 Int
12 Perception = +8 Rank +3 Class +1 Wis
9 Sense Motive = +8 Rank +1 Wis
17 Spellcraft = +8 Rank +3 Class +6 Int
15 Stealth = +8 Rank +3 Class +4 Dex
6 Use Magic Device = +1 Rank +3 Class +2 Cha
Swim = +4 racial

Background Skills

2 Perform (singer) = +1 Rank +1 Wis
7 Knowledge (engineering) = +1 Rank +6 Int
10 Knowledge (geography) = +4 Rank +6 Int
10 Knowledge (history) = +1 Rank +3 Class +6 Int
14 Knowledge (nobility) = +8 Rank +6 Int
8 Linguistics (Azlant)= +2 Rank +6 Int

Languages

Azlant, Common, Draconic, Elven, Gnome, Goblin, Orc, Sylvan

Feats:
1: Extra Hex (Cackle)
1: Extra Hex (Evil Eye)
3: Antagonise
5: Extra Hex (Flight)
6: Protective Luck
7: Nation Builder
8: Healing

Witch Class Features:

Patron: Deception

Hexes (All supernatural abilities): Cackle, Evil Eye, Flight, Fortune, Healing, Misfortune, Protective Luck, Slumber

Hex Save DC: 20
(21 for slumber)

Familiar: Kailu, the Greensting Scorpion (Bestiary IV)

A greensting scorpion familiar grants a +4 bonus on Initiative checks so long as the familiar is within 1 mile of the spellcaster.

N Tiny vermin
Init +3; Senses darkvision 60 ft.; Perception +4

DEFENSE

AC 20, touch 15, flat-footed 17 (+3 Dex, +3 natural +2 Bonus, +2 size)
HP 10
Fort +2, Ref +3, Will +0
Or use master's saves if they are higher.

OFFENSE

Speed 30 ft.
Melee sting +5 (1d2–4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks poison

STATISTICS

Str 3, Dex 16, Con 10, Int 8, Wis 10, Cha 2
Base Atk +0; CMB +1; CMD 7 (19 vs. trip)
Feats Weapon FinesseB
Skills Climb +7, Perception +4, Stealth +15; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth

SPECIAL ABILITIES

Alertness, deliver touch spells, empathic link, improved evasion, share spells, speak with master, store spells

Poison (Ex)

Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. The save DC is Constitution-based.

Spell List:

Level 1
Charm Person
Cure Light Wounds
Ear-Piercing Scream
Fumbletongue
Ill Omen
Mage Armor
Mud Ball
Sleep
Ventriloquism (patron)
Web Bolt

Level 2
Cure Moderate Wounds
Glitterdust
Invisibility (patron)
Vomit Swarm
Web

Level 3
Bestow Curse
Blink (patron)
Dispel Magic
Gloomblind Bolts
Screech

Level 4
Black Tentacles
Confusion (patron)
Crushing Despair
Debilitating Portent
Dimension Door

Currently Memorised Spells:

0th 4
Detect Magic
Guidance
Read Magic
Stabilise

1th 6
Ear-Piercing Scream
Fumbletongue
Mage Armor
Ill Omen
Ventriloquism
Web Bolt

2nd 5
Glitterdust x 2
Invisibility
Vomit Swarm
Web

3rd 4
Blink
Dispel Magic
Gloomblind Bolts
Screech

4th 3
Black Tentacles
Crushing Despair
Dimension Door

Traits:
Extremely Fashionable (equipment trait)

You really know how to make a good impression when you’re dressed well.

Benefit: Whenever you are wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar your overall look), you gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. One of these skills (your choice) is a class skill for you.

Additional Class Skill: Diplomacy

http://www.d20pfsrd.com/traits/equipment-traits/extremely-fashionable/

Finding Haleen (campaign trait)

See http://www.pathfindercommunity.net/traits/campaign-traits/legacy-of-fire-tr aits/finding-haleen for lengthy description.

Benefit: This class is always a favored class to you, and your dedication to it is such that every time you take a level in the class, you gain +1 hit point and 1 additional skill point over and above what you would normally gain. If multiple PCs take this trait, they should be siblings who were both protected and raised by Haleen.

Warrior of Old (Elf) (race traits)

As a child, you put in long hours on combat drills, and though time has made this training a dim memory, you still have a knack for quickly responding to trouble.

Benefit: You gain a +2 trait bonus on initiative checks.

http://www.d20pfsrd.com/traits/race-traits/warrior-of-old/


Extremely Fashionable - Diplomacy (equipment trait), Finding Haleen (campaign trait), Warrior of Old (Elf) (race trait)

Drawback:
Occult Bargain

You draw magical power from a source who insists that its identity remains secret.

Effect(s): You take a –1 penalty on concentration checks, and you must invoke the entity’s name by word or text each day or be unable to regain spell slots that day. You must be able to cast 0-level and 1st-level spells as a class feature to select this drawback.

http://www.d20pfsrd.com/traits/drawbacks/occult-bargain/


Occult Bargain

Gear:

Wand of Cure Light Wounds 18 Charges (in spring load)

Explorer's Outfit

Stormlure
A stormlure is usually fashioned from pieces of creatures known for their affinity to air—the feathers of birds, the shells of flying insects, and the scales of a dragon. When activated, stormlures call to the wind, causing a tempestuous gale. Once per day on command, the wearer of a stormlure is surrounding by swirling winds for 1 minute, granting a 50% miss chance against all ranged attacks, including rays and other ranged spells that require a roll to hit. This wind does not hinder the wearer of the stormlure in any way. At any one time during this duration, as a swift action, the wearer can cause the air around her to fill with crackling lightning, dealing 4d6 points of electricity damage to all creatures adjacent to her. A DC 14 Reflex save halves this damage.

Ring of Sustenance 2500
Masterwork Silver Dagger 322
Masterwork Cold Iron Dagger 304
Masterwork Light Crossbow 335
Silken ceremonial armor 30
Handy Haversack 2000
Wand of CLW (0 charges)

belt pouch
spell component pouch
Satchel, familiar 25
Sling 0
Weapon Cord 0.1
Wrist Sheath, spring-loaded 5
Signal Whistle 0.8
Tindertwig 1

In Backpack:

bedroll 19

candles
chalk
flint and steel
ink
inkpen
iron pot
mess kit
soap

torches
trail rations
waterskin

Bell 1
Charcoal 0.5
Fishhook 0.1
Parchment 0.2
Sewing Needle 0.5

Oil 0.1
String/Twine 50' 0.01

Combat Tactics (work in progress):

Between decent stealth and high initiative, and later on illusion spells from her Deception patron, Amadeen has a few ways to act before enemies do and start debuffing them.

Sample:

Before Combat
If the environment isn't totally hostile, take off backpack and stow it as safely as possible. With all the gear and low strength, it'll weigh her down otherwise
Cast Mage Armour
Get within 30ft of first target enemy
Knowledge checks to gather information on any visible enemies

Round 1
Evil Eye Hex as a standard action against a foe.

If successful, start cackling as a move action (Cackle Hex) to extend the duration of Misfortune.

If not, use move action to get into a better position / cover.

Round 2
Misfortune Hex as a standard action against a foe.

If successful, or if there is another hex active, start cackling as a move action (Cackle Hex) to extend the duration of Misfortune.

If not, use move action to get into a better position / cover.

Round 3 onwards
If a hex such as Evil Eye or Misfortune is active on an enemy, use a move action to Cackle and top up its duration. If not, use those move actions for positioning.

Standard action for additional Evil Eyes, or Misfortune on additional enemies, casting spells, or sling/dagger attack.

Background:
Amadeen Irian was orphaned at a very young age, and barely remembers her parents. She has forgotten - or has chosen to forget - that one of her parents had drow blood. The orphan was found by one Haleen, a hermit elf who normally kept apart from other elves for unknown reasons. But Haleen took pity on Amadeen, raised and trained her in the wilds of the River Kingdoms with a view that Amadeen should be ready for danger. This may have been inspired by Amadeen's unusual abilities, at least some a gift of her unusual heritage, and some latent magical ability which Haleen did not have the ability to train. After many years, one day the swashbuckling Haleen suddenly left on some personal matter.

Amadeen has kept hoping to find her again, and has been wandering since. A mysterious patron, Alaric, saw Amadeen's potential and granted her power in exchange for quiet words of thanks. The word "witch" has been used to describe Amadeen and she bears the title with pride. She uncovered a talent for befuddling and striking at the minds of her foes. And an impressive sense of style.

Over the years since, Amadeen wandered widely, met many peoples, and indulged her whims as she saw fit. When she bothers with thinking about the gods, she most often invokes Calistria. But she is only cruel to those she sees as deserving, generally the evil or ignorant. Her abilities mainly focus on crippling enemies in combat, softening them up until they run or surrender. Or they are hacked down should they prove truly insistent.

She has finally heard a solid lead on the fate of Haleen. An elf matching the description of her old mentor was seen heading into the wilds of the Stolen Lands. Amadeen is determined to not let this chance slip between her fingers, and seized upon an opportunity she has heard of to explore the Stolen Lands with allies...

Personality Traits:

1. Primary Traits

Primary Motivator: Hedonism

Emotional Disposition: Joyful

Moodiness: Labile

Outlook: Optimistic

Integrity: Unscrupulous

Impulsiveness: Spontaneous

Boldness: Intrepid

Agreeableness: Agreeable

Interactivity: Reserved

Conformity: Heterodox

2. Secondary Traits

Sense of humour: Gleeful

Favourite topics of conversation: Humourous Observations

Group Affiliations: Randomly Sympathetic to Oppressed

Religion and spirituality: Calistria, mostly

Adherence: Casual adherent

Tolerance: Tolerant

Religious Demeanor:

Expression of beliefs: Occasional

Converting others: Casual

Attitude: Irreverent

Religious association: Solitary

Quirks, Habits, and Oddities: Expressive Lips

Hobbies and Enjoyments: Singing

Description:
Amadeen stands a slender six feet tall. She favours outfits lighter in material and darker in shade. An observant onlooker will notice that her stormy sea blue irises surround white pupils. Her hair is black with obvious hints of red and less obvious hints of purple. Her mouth is usually curled into a smile, which degenerates into a smirk if her mood worsens. Hers is a face used to laughter, more gleeful than malicious.