Dexinis

Azmythe's page

210 posts. Alias of Dax Thura.


Classes/Levels

Witch (Hedge Witch) 2 | AC 13 (16) T 12 FF 11 (14) | HP 10/140 | Init.+6 | Perc.+6 | F +0, R+2, W+4

About Azmythe

Azmythe
Male elf witch (hedge witch) 2 (Pathfinder RPG Advanced Player's Guide 65, Pathfinder RPG Ultimate Magic 84)
CG Medium humanoid (elf)
Init +6; Senses low-light vision; Perception +6
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Defense
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AC 13, touch 12, flat-footed 11 (+1 armor, +2 Dex)
hp 10 (2d6)
Fort +0, Ref +2, Will +4; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Melee silver light mace +3 (1d6+1) or
. . unarmed strike +2 (1d3+1 nonlethal)
Ranged longbow +3 (1d8/×3)
Special Attacks hexes (healing[APG], slumber[APG])
Witch (Hedge Witch) Spells Prepared (CL 2nd; concentration +6)
. . 1st—ray of enfeeblement (DC 15), sleep (DC 15), sleep (DC 15)
. . 0 (at will)—daze (DC 14), detect magic, light, mending
. . Patron Healing
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Statistics
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Str 12, Dex 14, Con 10, Int 18, Wis 12, Cha 12
Base Atk +1; CMB +2; CMD 14
Feats Alertness, Improved Initiative
Traits frontier healer, talented
Skills Appraise +7, Diplomacy +3, Heal +9, Knowledge (arcana) +9, Knowledge (history) +8, Knowledge (nature) +9, Knowledge (planes) +8, Perception +6, Perform (sing) +7, Sense Motive +4, Sleight of Hand +3, Spellcraft +9 (+11 to identify magic item properties), Use Magic Device +6; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Celestial, Common, Draconic, Elven, Goblin, Sylvan
SQ elven magic, witch's familiar (raven named Enoch)
Combat Gear blunt arrows[APG] (10), potion of cure light wounds (2), scroll of lesser restoration, scroll of web, wand of cure light wounds (50 charges), wand of mage armor (10 charges), healer's kit, holy water (4), tanglefoot bag, thunderstone (2); Other Gear arrows (20), longbow, mithral light mace, bracers of armor +1, adventurer's sash, bedroll, belt pouch, candle (4), flint and steel, ink, inkpen, spell component pouch, trail rations, waterskin, wooden holy symbol of Pharasma, 530 gp, 4 sp, 2 cp
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Special Abilities
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Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 to Appraise checks You gain the Alertness feat while your familiar is within arm's reach.
Healing (1d8+2) (Su) Heal touched creature, but each target can only benefit once per 24 hrs.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Slumber (2 rounds, DC 15) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg).
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.
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Familiar Spells:
* Lvl 1- burning hands, cause fear, celestial healing, comprehend languages, cure light wounds, dancing lantern, inflict light wounds, mage armor, ray of enfeeblement, read weather, remove fear, sleep
* Cantrip- arcane mark, bleed, dancing lights, daze, detect magic, detect poison, guidance, light, mending, message, putrefy food & drink, read magic, resistance, spark, stabilize, touch of fatigue

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As he tells it, Azmyth was born in the Age of Dreams. He was a luminous being that feasted on celestial nectar every day. They would dance and sing and frolic in the heavens. The Age of Dreams was paradise without end. Except that it ended.
As he tells it, Azmyth was born in the Age of Fire and Thunder. It was a horrible time. There was clashing thunder and screams of pain. Teeth gnashed and flesh was torn. It rained blood. It was a time without hope. Except that Azmyth had hope.
As he tells it, Azmyth was born in the Age of Redemption. He is a being of flesh and spirit. He has felt pain and knows of love. He walks the land looking to redeem himself for his arrogance in the Age of Dreams. He seeks redemption for his sins in the Age of Fire and Thunder.
This is how he remembers it. He doesn't know who is was or where he came from. Basically, he had a happy life until his home was raided. He was led to safety by Enoch, his raven familiar. After a time of healing and learning, Azmyth started wandering the land until he eventually made his way to Phaendar, where his curative skill and abilities have made him him a welcome addition to the town.

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Dice:

Initiative: [dice]1d20+6[/dice]

Perception: [dice]1d20+3[/dice]

Diplomacy [dice]1d20+3[/dice]

Cure Light Wounds: [dice]1d8+1+1[/dice]

Daze (DC 14)

Lt. Mace: silver
to hit [dice]1d20+1[/dice] Damage [dice]d6+1[/dice]

Long Bow:
to hit [dice]1d20+2[/dice] Damage [dice]d8[/dice]