About DomitianBasics:
HP: 7/7 AC:12 (10 +0 Armor, +2 Dex, +0 Misc)
Favored Class: Witch/Ranger Ability Scores
Base Atk Bonus: +0 Initiative: +4 (+2 DEX, +2 Trait) CMB:+0 (+0 BAB, +o STR, +0 Size Mod.)
Saving Throws +2 Save Vs. Enchantments Fort:+1 (+0 Base, +0 Ability, +1 Misc.) Ref:+4 (+0 Base, +2 Ability, +2 Misc.) Will:+4(+2 Base, +2 Ability, +0 Misc.) Speed: 30ft. Armored: 30ft. Spells/Day
Skills:
The witch's class skills are 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). Skill Ranks per Level: 2 + Int modifier. (Rank+Abil Mod+Misc)
Knowledge(Arcana): +7 (1+3+3) Knowledge(History): +7 (1+3+3) Knowledge(Nature): +7 (+1+3+3) Spellcraft: +6 (+1+2+3) Perception: +7 (+0+2+5) Familiar:
Fox: Master gains a +2 bonus on Reflex saves N Tiny animal Init +2; Senses low-light vision, scent; Perception +8 Defense AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size) hp 5 (1d8+1) Fort +3, Ref +4, Will +1 Offense Speed 40 ft. Melee bite +1 (1d3–1) Space 2-1/2 ft.; Reach 0 ft. Statistics Str 9, Dex 15, Con 13, Int 2, Wis 12, Cha 6 Base Atk +0; CMB +0; CMD 9 (13 vs. trip) Feats Skill Focus (Perception) Skills Acrobatics +2 (+10 jumping), Perception +8, Stealth +10, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent Foxes are small, doglike carnivores with narrow snouts and bushy tails. Arcane Bond Abilities: Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat. Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails. Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast). Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically 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. Weapons:
Light Mace +0Atk 1d6 Light Crossbow +2Atk 1d8
Cantrips:
Cantrips DC:13 Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
See invisibility,true seeing,a gem of seeing,or a robe of eyes likewise allows the user to see an invisible arcane mark. A read magic spell reveals the words, if any. The mark cannot be dispelled,but it can be removed by the caster or by an erase spell. If an arcane mark is placed on a living being, the effect gradually fades in about a month. Arcane mark must be cast on an object prior to casting instant summons on the same object (see that spell description for details). Bleed: Cause a stabilized creature to resume dying.
Dancing Lights: Creates torches or other lights.
You can only have one dancing lights spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent, it does not count against this limit. Dancing lights can be made permanent with a permanency spell. Daze: A single humanoid creature with 4 HD or less loses its next action.
Dazed Condition: The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to AC. Detect Magic: Detects all spells and magic items within 60 ft.
1st Round: Presence or absence of magical auras. 2nd Round: Number of different magical auras and the power of the most potent aura. 3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft). Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras. Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two. Spell or Object Aura Power Faint Moderate Strong Overwhelming Functioning spell (spell level) 3rd or lower 4th-6th 7th-9th 10th+ (deity-level) Magic item (caster level) 5th or lower 6th-11th 12th-20th 21st+ (artifact) Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power: Original Strength Duration of Lingering Aura Faint 1d6 rounds Moderate 1d6 minutes Strong 1d6x10 minutes Overwhelming 1d6 days Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Detect magic can be made permanent with a permanency spell. Detect Poison: Detects poison in one creature or small object.
Guidance: +1 on one attack roll, saving throw, or skill check.
Light: Object shines like a torch.
You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent (through permanency or a similar effect), it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or lower spell level. Mending: Makes minor repairs on an object.
Message: Whisper conversation at distance.
Putrefy Food and Drink: Makes food and water inedible.
Although potions and elixirs are unaffected by the normal use of the spell, you can instead choose to target a single such object with this spell, destroying it if it fails a Saving Throw. Read Magic: Read scrolls and spellbooks.
Read magic can be made permanent with a permanency spell. Resistance: Subject gains +1 on saving throws.
Resistance can be made permanent with a permanency spell. Spark: Ignites flammable objects.
Stabilize: Cause a dying creature to stabilize.
Touch of Fatigue: Touch attack fatigues target.
This spell has no effect on a creature that is already fatigued. Unlike with normal fatigue, the effect ends as soon as the spell's duration expires. Spells:
To learn or cast a spell, a witch must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a witch's spell is 10 + the spell level + the witch's Intelligence modifier. 1st Level DC:14 Burning Hands:1d4/level fire damage (max 5d4)
Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4).
Charm Person:
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5)
Diagnose Disease: Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
You determine whether a creature, object, or area carries any sort of disease or infestation (including molds, slimes, and similar hazards), or any exceptional or supernatural effects causing the sickened or nauseated effects. If there is disease present, you know what disease it is and its effects. If the target is a creature, you gain a +4 bonus on Heal checks to treat the creature’s disease. The spell can penetrate many barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Forced Quiet: Casting Time 1 standard action
Range medium (100 ft. + 10 ft./level)
With a gesture, you muffle sound around the target, making it unable to yell or otherwise make loud noises. This does not affect spellcasting by the target. The target can still use sonic effects, but the DC of these effects decreases by 2. The target gains a +2 bonus on saving throws against sonic effects. The target gains a +4 circumstance bonus on Stealth checks. Identify: Casting Time 1 standard action
Range 60 ft.
This spell functions as detect magic, except that it gives you a +10 enhancement bonus on Spellcraft checks made to identify the properties and command words of magic items in your possession. This spell does not allow you to identify artifacts. Ill Omen: Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
You afflict the target with bad luck. On the next d20 roll the target makes, it must roll twice and take the less favorable result. For every five caster levels you have, the target must roll twice on an additional d20 roll (to a maximum of five rolls at 20th level). A target who can speak and has at least one free hand and who is aware of the spell and its effects (such as from a Spellcraft check to identify the spell as it is cast) can negate one reroll by spending a move action to utter a brief prayer or good luck charm to appease the spirits of ill fortune. Interrogation:
Range touch
You question the target, backed up by the threat of magical pain. You may ask one question per two caster levels. The target can either answer the question or take 1d4 points of damage plus your Wisdom bonus. The target is not compelled to answer truthfully, but the threat of pain gives it a –4 penalty on Bluff checks to convince you when it is lying. Mage Armor: Gives subject +4 armor bonus
Unerring Weapon: Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
This spell causes a weapon to veer closer to vital areas, improving the result of a critical threat. This transmutation grants a +2 bonus on attack rolls to confirm critical hits plus 1 additional bonus point per four caster levels (maximum total bonus +7). If the spell is cast on projectiles, the effect ends on a specific projectile whenever that projectile is used to make an attack, regardless of whether the attack hits. For this spell, shuriken are considered projectiles. Unseen Servant: Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
An unseen servant is an invisible, mindless, shapeless force that performs simple tasks at your command. It can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. The servant can perform only one activity at a time, but it repeats the same activity over and over again if told to do so as long as you remain within range. It can open only normal doors, drawers, lids, and the like. It has an effective Strength score of 2 (so it can lift 20 pounds or drag 100 pounds). It can trigger traps and such, but it can exert only 20 pounds of force, which is not enough to activate certain pressure plates and other devices. It can't perform any task that requires a skill check with a DC higher than 10 or that requires a check using a skill that can't be used untrained. This servant cannot fly, climb, or even swim (though it can walk on water). Its base speed is 15 feet. The servant cannot attack in any way; it is never allowed an attack roll. It cannot be killed, but it dissipates if it takes 6 points of damage from area attacks. (It gets no saves against attacks.) If you attempt to send it beyond the spell's range (measured from your current position), the servant ceases to exist. Ear-Piercing Scream:
Sleep:
Hexes:
1. Misfortune: 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. 2.Healing: A witch can soothe the wounds of those she touches. 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.
Class Features/Abilities:
Weapon and Armor Proficiency: Witches are proficient with all simple weapons and no armor or shields. Racial Abilites:
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light. See Additional Rules. Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level. Elf Blood: Half-elves count as both elves and humans for any effect related to race. Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects. Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks. Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. See Classes for more information about favored classes. Traits:
1.Rostlander: You were raised in the south of Brevoy, a land of dense forests and rolling plains, of crystalline rivers and endless sapphire skies. You come from hearty stock and were raised with simple sensibilities of hard work winning well-deserved gains, the importance of charity and compassion, and the value of personal and familial honor. Yours is the country of the Aldori swordlords and the heroes who refused to bend before the armies of a violent conqueror. You care little for matters of politics and nobles or of deception and schemes. As you are thoroughly Brevic, the call for champions willing to expand your land’s influence into the Stolen Lands has inflamed your sense of patriotism and honor, and so you have joined an expedition to quest southward. Your hardy nature grants you a +1 trait bonus on all Fortitude saves. 2.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. Benefit: You gain a +2 trait bonus on Initiative checks. Feats:
1.Extra Hex: You have learned the secrets of a new hex. Prerequisite: Hex class feature. Benefit: You gain one additional hex. You must meet all of the prerequisites for this hex. Special: You can gain Extra Hex multiple times. 2.Skill Focus(Perception):
3.Alertness:
Equipment:
Backpack 2lbs. Bedroll 5lbs. Blanket, winter 3lbs. Candles x5 n/a Scroll case .5lbs. Flint and steel n/a Belt pouch .5lbs. Sewing needle + Thread n/a Waterskin 4lbs. Trail rations x5 1lb per. Spell component pouch 2 lbs. Cooking kit 2lbs. Travelers Outfit 5lbs. Cold Weather Outfit 7lbs. Light mace 4lbs. Light crossbow. 4lbs. Bolts(10) Total Weight: 35lbs. Encumbrance: Light: 33 lbs. or less Medium: 34–66 lbs. Heavy:67–100 lbs. Background: y
Domitian grew up in a small farm village in Rostland. His mother was an elf and served as the village midwife. His father was a farmer of fair success. His parents had met many years before his birth in the River Kingdoms. Domitian spent most of his days following his mother from one end of the village to the other, helping her cure the injuries and ailments of his neighbors. As he got older it became apparent that while gifted with the skills of a healer, there was something darker in Domitian. He befriended a wild fox with strange behavior. Often people would fear it was rabid. Domitian would often times sit in silence with this fox. Eyes locked for long periods of time as though they were sharing their thoughts. While this was not entirely unheard of, none of the local rangers and even a druid passing by could explain it. They claimed this behavior was different than what they experienced. That it was not the natural way of communicating with natures creatures. The fox itself was somewhat an enigma. Behavior that would seem to indicate a high level of intelligence and in the next moment as wild and feral as could be. This fox looked strange as well. While typical in size its colors seemed washed out and faded. Soon the other children of the village began to ostracize the boy. Teasing relentlessly and bullying him the boy commonly came home beaten and bloody. Not long after Domitian became the focal point of strange happenings. Eerie lights and noises, objects lighting on fire, people around him suddenly becoming exhausted or confused, and food suddenly turning bad. Rumors and gossiping spread like wildfire. It quickly overwhelmed his parents who had grown afraid of Domitian. At 18 years of age his parents disowned and striped him of his name. Domitian left home never to return. He headed south with hopes of discovering where his developing powers where coming from. Finding no answers in the River Kingdoms he spent a few years in Kyonin where he quickly earned the dislike of the haughty elven population. Domitian then returned to the River Kingdoms where for over several years he roamed the countryside helping to heal the sick and wounded. Recently Domitian began hearing rumors of expeditions setting off for the Stolen Lands. Thinking this a great opportunity get away from the "civilized" world that treated him so poorly, he has set off, heading north. Perhaps he may find some answers along the way. Languages:
Common Elven Goblin Abyssal Sylvan Coins/Gems:
GP:10 SP:8 CP:5 |