Rusalka

Jirin Tupel's page

391 posts. Alias of Macharius.


Race

AC 15, Touch 14, Flat 11; Fort +5, Ref +8, Will +6

Gender

HP 45/54; Per +11, Trap +1;

Age

Female Human Rgr 1 / Witch 7

Alignment

CG

Deity

Andoletta

Languages

Common, Dwarven, Gnoll, Goblin, Orc

Strength 12
Dexterity 18
Constitution 12
Intelligence 22
Wisdom 12
Charisma 9

About Jirin Tupel

Init +4; Senses Perception +11, Trapfinding +1

Hero Points: 1

Defense:

CMD 18
AC 15, touch 14, flat-footed 11 (+1 armor, +4 Dex)
hp 54 (1d10+7d6+8)
Fort +5, Ref +8, Will +6 +2 Trait bonus vs Fear

Offense:

Speed 30 ft.
Base Atk +4; CMB +5;
Melee Dagger +5 (1d4+1/19-20/x2), Handaxe +5 (1d6+1/x3)
Ranged Masterwork Ironwood Longbow, Composite (Str +1) +8 (1d8+1/x3) Rapidshot +6/+6 1d8+1 +1 Attack, +1 Damage if within 30'
Special Qualities Evil Eye (DC 19), Feather Fall (At Will), Levitate (1/day), Detect Magic (at will), Prestidigitation (at will), Detect Secret Doors (1/day), True Strike (1/day)
Witch Spells Prepared (CL 7, +5 melee touch, +8 ranged touch):
3 (3/day) Dispel Magic, Heroism, Stinking Cloud (DC 19)
2 (4/day) Cure Moderate Wounds, Hold Person (DC 18), Hold Person (DC 17), Web (DC 18)
1 (5/day) Burning Hands (DC 17), Cure Light Wounds, Ray of Enfeeblement (DC 17), Mage Armor, Shield of Faith
0 (4/day) Daze (DC 16), Dancing Lights, Guidance, Resistance

Ring of Spell Storing, Minor - Lightning Bolt (DC 18)

Feats:

1-Point-Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

1-Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

3-Extra Hex: You gain one additional hex. You must meet all of the prerequisites for this hex.

5-Rapid Shot: When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using Rapid Shot.

7-Spell Penetration: You gain a +2 bonus to Caster Level checks when rolling to overcome a creature's spell resistance.

Traits:

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

Sacred Touch (Faith): As a standard action, you may automatically stabilize a dying creature merely by touching it.

Vagabond Child (Urban) (Disable Device): Select one of the following skills: Disable Device, Escape Artist, or Sleight of Hand. You gain a +1 trait bonus on that skill, and it is always a class skill for you.

Skills:
  • Acrobatics +5 (1 rank, +4 Dex)
  • Appraise +5 (+5 Int)
  • Bluff -1 (-1 Cha)
  • *Climb +9 (5 ranks, +1 Str, +3 Class)
  • Diplomacy -1 (-1 Cha)
  • *Disable Device +16 (8 ranks, +4 Dex, +3 Class, +1 Trait)
  • Disguise -1 (-1 Cha)
  • Escape Artist +4 (+4 Dex)
  • *Fly +4 (+4 Dex)
  • *Handle Animal +3 (1 rank, -1 Cha, +3 Class)
  • *Heal +5 (1 rank, +1 Wis, +3 Class)
  • *Intimidate -1 (-1 Cha)
  • *Knowledge (arcana) +16 (8 ranks, +5 Int, +3 Class)
  • *Knowledge (geography) +9 (1 rank, +5 Int, +3 Class)
  • *Knowledge (nature) +13 (5 ranks, +5 Int, +3 Class)
  • *Perception +11 (7 ranks, +1 Wis, +3 Class)
  • *Ride +4 (+4 Dex)
  • Sense Motive +1 (+1 Wis)
  • Spellcraft +16 (8 ranks, +5 Int, +3 Class)
  • *Stealth +12 (+15) (5 ranks, +4 Dex, +3 Class) +3 if familiar is within arm's reach
  • *Survival +8 (4 ranks, +1 Wis, +3 Class)
  • *Swim +13 (5 ranks, +1 Str, +3 Class, +4 Race)
    *Class Skills

Equipment:
Magic Items
  • Armor
  • Belts - Belt of Incredible Dexterity +2
  • Body
  • Chest
  • Eyes
  • Feet
  • Hands
  • Head
  • Headband - Headband of Vast Intellect +2
  • Neck
  • Ring 1 - Ring of Spell Storing, Minor
  • Ring 2
  • Shield
  • Shoulders - Cloak of the Hedge Wizard (divination)
  • Wrist - Bracers of Armor +1

Combat Gear
  • Arrows, 60
  • Dagger
  • Handaxe
  • Masterwork Ironwood Longbow, Composite (Str +1)

Other Gear
  • Backpack, Masterwork (12 @ 28.5 lbs)
  • Bedroll
  • Blanket
  • Bracers of Armor +1
  • Fishing net, 25 sq. ft.
  • Flint and steel
  • Pot, iron carried by Kelkzar
  • Pouch, belt (7 @ 15.08 lbs)
  • Rations, trail (per day) (3)
  • Rope, hempen (50 ft.) carried by Kelkzar
  • Sack (empty)
  • Saw
  • Spell component pouch
  • Thieves' tools, masterwork
  • Torch (3)
  • Twine (50')
  • Waterskin
  • Whetstone
  • Whistle, Signal

Current Loot carried: periapt of health, scroll of mage armor

Tracked Resources:
Arrows - 20
Hero Points - 2
Dagger - 1
Rations, trail (per day) - 3
Torch - 3

Animal Companion, Hairy:

N Tiny Magical Beast (animal)
Init +2; Senses low-light vision, scent; Perception +9
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 14 (+2 Dex, +2 size, +2 natural)
hp 18 (1d8-1)
Fort +2, Ref +5, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Melee Bite (Cat) +7 (1d3-4/x2)or Claw x2 (Cat) +7 x2 (1d2-4/x2)
Space 2 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 3, Dex 15, Con 8, Int 7, Wis 12, Cha 7
Base Atk +3; CMB +3; CMD 9 (13 vs. Trip)
Feats Weapon Finesse
Skills Acrobatics +6, Climb +14, Disable Device +5, Fly +6, Handle Animal -1, Heal +2, Perception +9, Stealth +22, Survival +5, Swim +10
Languages
SQ hero points, improved evasion
--------------------
Special Abilities
--------------------
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Racial Traits:

+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

Bonus Feat: Humans select one extra feat at 1st level.

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

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Class Features:

Ranger (Trapper)

Class Skills: A trapper adds Disable Device to her list of class skills in addition to the normal ranger class skills.

Favored Enemy (Ex) (Animals): At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks.

Trapfinding: A trapper adds 1/2 her ranger level on Perception skill checks made to locate traps and on Disable Device skill checks (minimum +1). A trapper can use Disable Device to disarm magic traps.

Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Witch

Weapon and Armor Proficiency: Witches are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a witch's gestures, which can cause her spells with somatic components to fail.

Spells: A witch casts arcane spells drawn from the witch spell list. A witch must choose and prepare her spells ahead of time.

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.

A witch can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 2–10. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table 1–3 of the Pathfinder RPG Core Rulebook).

A witch may know any number of spells. She must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour communing with her familiar. While communing, the witch decides which spells to prepare.

Cantrips: Witches can prepare a number of cantrips, or 0-level spells, each day, as noted on Table 2–10 under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Cantrips prepared using other spell slots, due to metamagic feats for example, are expended normally.

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.

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

Healing (Su): 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.

Flight (Su): The witch grows lighter as she gains power, eventually gaining the ability to fly. 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.

Fortune (Su): 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.

Ward (Su): A witch can use this hex to place a protective ward over one creature. The warded creature receives a +2 deflection bonus to AC and a +2 resistance bonus on saving throws. This ward lasts until the warded creature is hit or fails a saving throw. A witch knows when a warded creature is no longer protected. A witch can have only one ward active at a time. If the witch uses this ability again, the previous ward immediately ends. A witch cannot use this ability on herself. At 8th level and 16th level, the bonuses provided by this ward increase by +1.

Patron Wisdom

Witch's Familiar (Ex): At 1st level, a witch forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Familiars also aid a witch by granting her skill bonuses, additional spells, and help with some types of magic. This functions like the wizard's arcane bond class feature, except as noted in the Witch's Familiar section.

A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar. A witch's familiar begins play storing all of the 0-level witch spells plus three 1st-level spells of the witch's choice. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each new witch level, she adds two new spells of any spell level or levels that she can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual (see sidebar).

Cat +3 to Stealth checks, and you gain the Alertness feat while your familiar is within arm's reach.

Familiar Spells Known:

Level 0:
All

Level 1:
Bungle
Burning Hands
Cause Fear
Cure Light Wounds
Ear-Piercing Scream
Forced Quiet
Mage Armor
Obscuring Mist
Ray of Enfeeblement
Patron Bonus-Shield of Faith

Level 2:
Cure Moderate Wounds
Hold Person
Patron Bonus-Owl's Wisdom
Steal Breath
Web

Level 3:
Dispel Magic
Heroism
Lightning Bolt
Patron Bonus-Magic Vestment
Stinking Cloud

Background:

Jirin grew up with her family in a small village north of the Mush Fens and southwest of Nybor. While in her teens, Jirin's father was injuring and partially crippled during a lumber accident, and as a result she had to take up some of his duties to bring money into their small household. Her quick wit and keen observation lent well to the trapping business, in which her traps were excellently constructed so that losses would be as little as possible.

Late one evening, the village was attacked and as many of the village folk were killed as captured. When Jirin was returning from checking her lines, she to was also taken. Jirin and the handful of other survivors were given soup to eat and wine to drink, shortly after which everyone became nauseous and began writhing in agony before at last dying... only to turn into horrible creatures. The villagers had no idea, but the food they'd been given contained some kind of worms in it.

Jirin awoke some time later. The cultists were taking her somewhere, and when it became apparent she'd woken asked her questions on how she'd survived. Despite her complete bewilderment to everything that had happened, the attackers didn't accept her word that she didn't know how she'd - apparently - survived 'the impossible' and as a result they were now bringing her to their home base to extract the truth, with whispered references to someone called the Faceless One.

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