Adventurer

Anor's page

370 posts. Alias of Nevynxxx.


Full Name

Anor

Race

Human

Classes/Levels

Witch 1 AC 13 HP 8

Gender

Female

About Anor

Bio:
Anor grew up as a quiet child, who struggled to make many friends. Those she had though, she was fiercly loyal to. As a young girl she showed an aptitude with birds that brought her to the attention of the Novotnian family, and she spent many hours training with their falcons. It was here that her abilities started to show.

Anor grew too good with the birds, they understood her too well, and jelousys becan to flare. As Anor's abilities grew it became obvious that she was using magic, and she became shunned in the village.

As soon as she was old enough, Anor began to wander, travelling far with her dreams to guide her. Eventually she fell back towards her home, and recently Anor has been living in Darkmoon wood, travelling into the village only to buy supplies.

Anor will be known to anyone in the village as the wierd young witch that lives in the woods. She knows Laurel fairly well from her childhood. She still has family in the village, but most shun her.

STATS:
Anor
Female Human witch 2
TN Medium humanoid (human)
Init +9, Senses Perception +7
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DEFENSE
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AC 13, touch 13, flat-footed 10 (+3 Dex, )
hp 16 ((2d6)+4)
Fort +1, Ref +3, Will +5

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OFFENSE
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Speed 30 ft.
Ranged crossbow, light +4 (1d8/19-20)
Melee dagger +0 (1d4-1/19-20)
Ranged dagger (thrown) +4 (1d4-1/19-20)
Melee dagger (alchemical silver) +0 (1d4-2/19-20)
Ranged dagger (alchemical silver/thrown) +4 (1d4-2/19-20)

Prepared Spells
Witch (CL 2nd; concentration +6)
1st-charm person(DC 15), cure light wounds(DC 15)
0th-daze(DC 14), light, spark(DC 14)

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TACTICS
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STATISTICS
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Str 9, Dex 16, Con 13, Int 19, Wis 14, Cha 13,
Base Atk +1; CMB +0; CMD 13
Feats Extra Hex, Improved Initiative
Skills Heal +7, Knowledge (Local) +6, Knowledge (Nature) +9, Perception +7, Spellcraft +9, Stealth +5, Survival +4, Survival (Avoid becoming lost) +8,
Traits Reactionary, Starchild (Desna),
Languages Common, Draconic, Gnome, Orc, Sylvan
SQ bonus feat, cackle, cantrips, elements patron, hex, misfortune, skilled, slumber, witch's familiar, witch patron spells,
Combat Gear rations (trail/per day) (8), candle (10), torch (10),
Other Gear crossbow, light, outfit (traveler's), spell component pouch, spellbook (wizard's/blank), backpack, bolts, crossbow (10), dagger, dagger (alchemical silver), flint and steel, donkey, bedroll, chalk (1 piece) (10), ink (1 oz. vial), inkpen, pot (iron), soap (per lb.), waterskin (filled), 12.95 gp
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SPECIAL ABILITIES
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Bonus Feat Humans select one extra feat at 1st level.

Cackle (Su) The witch can cackle madly as a move action. This hex can be used only once per round. 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.

Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Elements Patron

Hex Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on Table 2-10. A witch cannot select an individual hex more than once. Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch's level + the witch's Intelligence modifier. Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is 15.

Misfortune (Su) For 1 rounds, 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.

Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Slumber (Su) If the creature fails a will save, it falls into a deep, magical sleep for 2 rounds. This hex can affect a creature of any HD.

Starchild (Desna) Desna sensed your love of travel and promised you would always be able to find your way home. You can automatically determine where true north is. You gain a +4 trait bonus on Survival checks to avoid becoming lost.

Witch's Familiar You form a close bond with a familiar, a creature that teaches you magic and helps to guide you along your path. Your familiar also aids you by granting you skill bonuses, additional spells, and help with some types of magic. These special abilities apply only when you and your familiar are within 1 mile of each other. The familiar stores all the spells that you know.

Witch Patron Spells At 1st level, when a witch gains her familiar, she must also select a patron. This patron is a vague and mysterious force, granting the witch power for reasons that she might not entirely understand. While these forces need not be named, they typically hold influence over one of the following forces. At 2nd level, and every two levels thereafter, a witch's patron adds new spells to a witch's list of spells known. These spells are also automatically added to the list of spells stored by the familiar. Spells marked with an asterisk (*) appear in Chapter 5 of this book. The spells gained depend upon the patron chosen. Each patron is listed by its theme. Its actual name is up to the GM and the witch to decide.

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Spellbook (Wizard's/Blank)
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Witch Spells
1st -burning hands, charm person, cure light wounds, enlarge person, mage armor, mount, summon monster i
0th -arcane mark, bleed, dancing lights, daze, detect magic, detect poison, guidance, light, mending, message, putrefy food and drink, read magic, resistance, spark, stabilize, touch of fatigue


STATS Lightning:
Lightning
Male Familiar Hawk animal 1
None Tiny animal/magical beast (familiar, augmented magical beast, familiarbase)
Init +3, Senses low-light vision; Perception +14
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DEFENSE
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AC 16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size )
hp 4 ((1d8))
Fort +2, Ref +5, Will +4

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OFFENSE
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Speed 10 ft. Fly 60 ft. (Average)
Melee talons +5/+5 (1d2-2)
Space 2.5 ft. Reach 0 ft.

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TEMP Bonuses
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STATISTICS
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Str 6, Dex 17, Con 11, Int 6, Wis 14, Cha 7,
Str -2, Dex +3, Con +0, Int -2, Wis +2, Cha -2,
Base Atk +0; CMB +1; CMD 9
Feats Weapon Finesse
Skills Heal +3, Knowledge (Local) -1, Knowledge (Nature) -1, Perception +14, Spellcraft -1, Stealth +15, Survival +3,
Communication Empathic Link,
SQ alertness, empathic link, improved evasion, low-light vision, share spells,
Combat Gear
Other Gear talons, 0.0 gp
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SPECIAL ABILITIES
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Alertness (Ex) While a familiar is within arm's reach, the master gains the Alertness feat.

Empathic Link (Su) The master has an empathic link with his familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Improved Evasion (Ex) When subjected to an attack that normally allows a Reflex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Mod Empathic Link

Mod Familiar ~ Alertness

Mod Improved Evasion

Mod Share Spells

Share Spells (Ex) The master may cast a spell with a target of "You" on her animal companion (as a spell with a range of touch) instead of on herself. A master may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.