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Demon-Spawn

'Countess' Victoria's page

1,341 posts. Alias of Nik Beattie.


Full Name

Victoria

Race

Tiefling (Succubi)

Classes/Levels

Witch 8

Gender

Female

Size

M

Age

21

Alignment

LN

Occupation

'Countess'

Strength 9
Dexterity 12
Constitution 12
Intelligence 18
Wisdom 15
Charisma 20

About 'Countess' Victoria

Female Teifling 7 (Witch) LN
Init +1; Darkvision 60 ft; Perception +15
--------------------
DEFENSE
--------------------
AC 14, touch 11, flat-footed 10. (+1 Dex, +3 Armour)
AF% 15
hp 57 (8d6+8con+6fc)
CMD 14
F 3/R 3/W 8 (+2 Vs Spider Poison)
(+2 v Fear)
DR 5 v Fire/Cold/Elec
DR 1/-

--------------------
OFFENSE
--------------------
Spd 30'
BAB 4
CMB 3
Melee - Dagger (+1 Defender): +4 (1d4)
Ranged - Lt Crossbow: +5 (1d8)(CI Bolt)

--------------------
STATISTICS
--------------------

SKILLS:

Acrobatics: 1
Appraise: 5
Bluff: 17/18*
Diplomacy: 16/17* **
Disguise: 5
Fly: 5
Heal: 6
Intimidate: 14/15*
Knowledge (Arcana): 8
Knowledge (History): 8
Knowledge (Local): 5
Knowledge (Nature): 8
Knowledge (Nobility): 5
Knowledge (Planes): 8
Knowledge (Religion): 5
Perception: 13/15 (inc Familiar Alertness)
Profession (Courtesan): 6
Sense Motive: 10/12 (inc Familiar Alertness)
Spellcraft: 12
Stealth: 3
Swim: 3 (inc Flight)
Use Magic Device: 10

*When well dressed.
** +2 on diplomacy checks made to influence evil outsiders

Languages Common (Taldane), Varisian, Abyssal, Infernal, Sylvan, Boreal, Goblin.

SPELLS:

DC: 0/14 ,1/15, 2/16, 3/17, 4/18

SPELLS
L0 - 4/-
L1 - 5/day
L2 - 4/day
L3 - 4/day
L4 - 3/day

L0
Detect Magic
Detect Posion
Resistance
Touch of Fatigue

L1
Cure Light Wounds x 3
Hypnotism

L2
Cure Moderate Wounds x 2
Vomit Swarm

L3
Suggestion
Clairvoyance

L4
Divination
Geas (lesser)

Special/Class
Shadow:
2nd— Silent Image
4th- Darkness
6th - Deeper Darkness
8th - Shadow Conjuration

Special/Race
Spell-Like Ability (caster level 1): 1/day—Darkness

RACIAL:

Darkvision 60'

Skilled: +2 Racial bonus on Bluff and Stealth checks

Spell-Like Ability (caster level 1): 1/day—darkness
Fiendish Resistance: cold resistance 5, electricity resistance 5, and fire resistance5"

TRAITS:

Princess [Diplomacy]: +1 Trait bonus on Diplomacy and Intimidate checks. Diplomacy is always a class skill

Fashionable [Bluff]: +1 Trait bonus on Bluff, Diplomacy, and Sense Motive checks if wearing clothing/jewelry worth 80+ gp; Bluff is always a class skill

Courageous: You gain a +2 trait bonus on saving throws against fear effects.

Special
A fiendish mother's boon: +1 CHA, Damage Reduction 1/-, +2 on diplomacy checks made to influence evil outsiders"

FEATS:

Cosmopolitan: Gain two languages of your choice. In addition, choose two Intelligence-, Wisdom-, or Charisma-based skills )Those skills always count as class skills for you.
*Sense Motive, Perception.
Infernal & Varisian

Extra Hex 1

Extra Hex 2

Improved Familiar

CLASS:

Witch Spells: Casts arcane spells from witch spell list; must choose and prepare spells in advance by getting 8 hrs of sleep and spending 1 hr communing w/ familiar; Intelligence is primary ability for bonus spells and DC: 1st level: (DC 14): 2 spells per day

Cantrips: 3 cantrips per day (DC 14), cast like any other spell, but do not expend any slots and may be used again

Hex: Gain 1 hex (unless noted otherwise, each hex requires a Standard Action to use and any required save is DC 18)

Cackle (Su): 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.

Charm (Su): Improve attitude of Animal or Humanoid w/in 30' by 2 steps for 4 rnds (Will save negs; mind-affecting effect); cannot target same creature w/ this hex again for 1 day

Fortune (Su): The witch can grant a creature within 30 feet a bit of good luck for 2 rounds. 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. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.

Flight (Su): Can use feather fall at will and gain a +4 on Swim checks. You can cast levitate once per day. You can fly, as per the spell, for 8 mintes per day. (PFAPG 66).

Healing (Su): A witch can soothe the wounds of those she touches. This acts as a cure modeate wounds spell (2d8+8), using the witch’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours.

Slumber (Su): A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep (8 rounds). 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.

Misfortune(Su): The witch can cause a creature within 30 feet to suffer grave misfortune for 2 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. 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.

• WITCH HEX: You have chosen the following Hexes: Flight, Healing,
Fortune, Misfortune, Slumber, Charm, Cackle. (DC 18).

Familiar: Creature teaches you magic and also grants skill bonuses, additional spells, and help w/ some types of magic; stores all of spells known and must commune w/ familiar each day to prepare spells; begins storing all of 0-level witch spells plus 6 1st-level spells

GEAR:

Clothing 80
Dress Jewellery 20
Dagger, Cold Iron 4
Crossbow, Light 35
Bolts, Cold Iron (20) 4
Potion of Healing (1d8+3)

Masterwork Studded Leather Armour.
+1 Dagger of defending
Cloak of Arachnida

Travellers Outfit 1
Backpack 2
50' Silk rope 10
Bedroll 0.1
Flint & Steel 1
Sack 0.1
Water Skin 1
Rations (4day) 2
2 Sunrods 4
Healers Kit 50
Antitoxin 50

9511GP

Crossbow is her 'toy' for occasional 'pheasant hunting'.
Left in her room - not carted about.

Familiar:

Naga the Viper

N Tiny animal
Init +3; Senses low-light vision, scent; Perception +10

DEFENSE
AC 18, touch 15, flat-footed 15 (+3 Dex, +3 natural, +2 size)
hp 15 (Effective HD = 5)
Fort +1, Ref +5, Will +6

OFFENSE
Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +6 (1d2–2 plus poison)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 4, Dex 17, Con 8, Int 8, Wis 13, Cha 2
Base Atk +1; CMB +2; CMD 9 (can't be tripped)
Feats Weapon Finesse
Skills Climb +11, Perception +12, Sense Motive +6, Stealth +15, Swim +11; Racial
Modifiers +4 Perception, +4 Stealth

SPECIAL ABILITIES
Poison (Ex)
Bite—injury; save Fort DC 9; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.

Known Spells:

0.
All Cantrips

1st
Charm Person
Cure Light Wounds
Enlarge Person
Hypnotism
Identify
Mage Armour
Mount
Obscuring Mist

2nd
Cure Moderate Wounds
Death Knell
Enthrall
Feast of Ashes
Fog Cloud
Summon Monster II
Vomit Swarm

3rd
Clairvoyance/Clairaudience
Speak with dead
Spit Venom
Suggestion
Vampiric Touch

4th
Confusion
Divination
Geas (lesser)
Scrying

Naga 'the Viper'

LE Tiny outsider (devil, evil, extraplanar, lawful)
Init +3; Senses darkvision 60 ft., detect good, detect magic, see in darkness; Perception +7

DEFENSE
AC 17, touch 16, flat-footed 13 (+3 Dex, +1 dodge, +1 natural, +2 size)
hp 25 ; fast healing 2
Fort +3, Ref +6, Will +7
DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10
Evasion

OFFENSE
Speed 20 ft., fly 50 ft. (perfect)
Melee sting +8 (1d4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.

Spell-Like Abilities (CL 6th)
Constant—detect good, detect magic
At will—invisibility (self only)
1/day—augury, suggestion (DC 15)
1/week—commune (6 questions, CL 12th)

STATISTICS
Str 10, Dex 17, Con 10, Int 13, Wis 12, Cha 14
Base Atk +3; CMB +4; CMD 15
Feats Dodge, Weapon Finesse
Skills Acrobatics +9, Bluff +12, Fly +21, Knowledge (arcana) +7, Knowledge (planes) +7, Perception +11, Spellcraft +9, Stealth +11
Languages Common, Infernal
SQ change shape (boar, giant spider, rat, or raven, beast shape I)

SPECIAL ABILITIES
Sting - +8 (1d4+Poison)
Poison (Ex)
Sting—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. The save DC is Constitution-based, and includes a +2 racial bonus.
Known Spells:
0.
All Cantrips
1st
Charm Person
Cure Light Wounds
Enlarge Person
Hypnotism
Identify
Mage Armour
Mount
Obscuring Mist
2nd
Cure Moderate Wounds
Death Knell
Enthrall
Feast of Ashes
Fog Cloud
Summon Monster II
Vomit Swarm
3rd
Clairvoyance/Clairaudience
Speak with dead
Spit Venom
Suggestion
Vampiric Touch
4th
Divination
Geas (lesser)

‘Victoria’ – Elegant, charming, infernal.

Introducing herself simply as Victoria, some claim that her cultured manner and refined, sophisticated tastes point to a noble bloodline, however her dubious ‘breeding’ hints that this may have been the reason she has been sent away from her homelands to study – and thus she has been nicknamed ‘Countess Victoria’ by many.

Victoria has done little to confirm or deny these rumours, only giving a smirk or conspiratorial smile when it is mentioned, and the rumours have hardly been damaging.

The truth is slightly less captivating, Victoria is indeed from a refined lineage, but that ancestral root and its wealth have long since faded into obscurity in the former capital of Ardeal; the estates overgrown, and the mansion beginning to crumble.
Victoria was sent away to study by her family, that is true – the wider family saw her ‘family gifts’ of the Arcane as being inherently strong enough to develop into a powerful asset fit to restore the family to their former grandeur, but her father sent her away as ‘she continually reminded him of her mother...’ although it is clear to all that rather than resent her mother, he pines for her endlessly.

Unclaimed & party assets:

Cash
526gp
7sp

Mundane
holy symbol of Norgorber
holy symbol of Nethys
about 2 dozen rations, a 15m rope and 10 torches.
Masterwork Half Plate, Armour spiked (donated: Harl)

Magic
23 Arrows +2
Wand CLW 49 (on Vic)
Wand CLW 50

- Cloak of Resistence +1 (Held by Johenric)
- Scimitar +1
- Ring of swimming
- Bracers of Armor +1
- Wand of Chill Touch (15 charges left) (Issued Johenric)

The rapier is a: Huntsman Rapier of Humanbane

Boots are: Sprinting acrobat's Boots (HELD SOLARIC)
granting the wearer a bonus of +3 (competence) to all acrobatic checks, a +1 Enhancement bonus to dexterity and 5ft additional movement.

Ring is: Ring of Feather Falling

Eye patch is: Eye Patch of X-Ray Vision

Functions like the ring of the same name.

Found Spellbook
Level I

Alarm
Shield
Protection from Chaos
Endure Elements

Level II
Book Ward
Protection from Arrows



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