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Lion Blade

S. W.'s page

245 posts. Alias of sunshadow21.


Full Name

Samuel Windwalker

Race

Elf

Classes/Levels

Witch 2

Gender

male

Special Abilities

low light vision

Alignment

neutral/neutral good

Deity

Desna, Nethys

Location

Katapesh

Languages

common, draconic, elven, gnoll, kelish, sylvan

Strength 1
Dexterity 3
Constitution 0
Intelligence 3
Wisdom 2
Charisma -1

About S. W.

physical description:
142 years old, 6' 1" tall, 127 lb, dark red hair with gold tint, tanned, toughened skin, black eyes; sturdy build; walks with a limp, left leg was injured as a child and never fully recovered

personality:
Having grown up around other races with shorter lifespans, Samuel is never entirely comfortable in social situations, especially when stressed. He usually is quiet, but can talk a long time if you get him started on stories from his past. His clothes tend to be practical, and usually a little beat up, although he maintains a good set of clothes that he wears when not on the road. Tends to always want to be doing something, and is very curious about the world around him.

background:
Born and raised by gypsies, Samuel has never known the settled life, and it was not surprising to those who knew him that he eventually found himself in Absalom training to become a Pathfinder.
His training was initially that of a wizard until one day when out in the field, a hedgehog told him he had a hole in his boots. Rather startled, he replied back reflexively that he would get the hole fixed, which made his companions even more startled than he was. Fortunately one of them had heard of this kind of thing before, so the matter was very quickly settled, with Spike, so named by Samuel, coming home with the elf, and providing advice on enduring the road ever since.

His training recently completed, his first orders were to go to Katapesh and aid the Society in their efforts their. Accordingly he found himself in Solku when Garavel raised the call for assistance, and the opportunity to explore the mysteries of Kelmarane and it's surrounding ruins is too good to pass up.

key stats:
STR 12 DEX 16 (14 +2) CON 11 (13 -2) INT 17 (15 +2) WIS 14 CHA 8

HP = 7 (2d6(6,1)+0) Speed = 30' Initiative = +3 = 3(Dex)

Fort: +1 = 0(base) + 0(Con) + 1(trait)
Refl: +3 = 0(base) + 3(Dex)
Will: +7 = 3(base) + 2(Wis) + 2(familiar)
**+2 vs enchantment effects
**Immune to magic sleep

AC: 13 = 10 + 3(Dex)
Flat: 10 Touch: 13

CMD: 15 = 10 + 1(BAB) + 1(Str) + 3(Dex) Flat CMD: 11

BAB: +1
Melee: +2 = 1(BAB) + 1(Str)
Morningstar 1d8+1 damage, x2 crit, Bludgeoning & Piercing
Longsword 1d8+1 damage, 19-20/x2 crit, Slashing
Dagger 1d4 damage, 19-20/x2 crit, Piercing/Slashing
Unarmed 1d3 nonlethal damage, x2 crit, Bludgeoning
Ranged: +4 = 1(BAB) + 3(Dex)
Light Crossbow 1d8 damage, 19-20/x2 crit, 80 ft range, Piercing; 20 bolts
Dagger 1d4 damage, 19-20/x2 crit, 10 ft range, Piercing/Slashing
CMB: +2 = 1(BAB) + 1(Str)

racial abilities, class abilities, traits, feats:
Racial Abilities
Elven Immunities
Elven Magic
Keen Senses
Elven Weapon Familiarity

Favored Class: Witch(+2 skill point)
Class Abilities
Simple Weapon Proficiencies
Spells
Familiar: Hedgehog (+2 Will saves)
Patron: Endurance
Hex: Cauldron
Hex: Healing

Traits
Forlorn
Seeking Knowledge

Feats
bonus: Brew Potion
1st lvl: Breadth of Experience

skills:
Witch: 12 = 2(base)+3(Int)/lvl+2(Favored Class)
*=class skill #=armor/encumbrance penalty applies
Acrobatics# 3 = 3(Dex)
Appraise 3 = 3(Int)
Bluff -1 = -1(Cha)
Climb# 1 = 1(Str)
Craft (alchemy)* 11 = 3(Int)+1(ranks)+3(csb)+4(insight)
Diplomacy -1 = -1(Cha)
Disguise -1 = -1(Cha)
Escape Artist# 3 = 3(Dex)
Fly*# 3 = 3(Dex)
Handle Animal -1 = -1(Cha)
Heal* 7 = 2(Wis)+2(ranks)+3(csb)
Intimidate* -1 = -1(Cha)
Know (arcana)* 10 = 3(Int)+2(ranks)+3(csb)+2(feat)
Know (history)* 10 = 3(Int)+2(ranks)+3(csb)+2(feat)
Know (nature)*
Know (planes)* 10 = 3(Int)+2(ranks)+3(csb)+2(feat)
Know (untrained) 5 = 3(Int)+2(feat)
Linguistics 4 = 3(Int)+1(ranks)
Perception 4 = 2(Wis)+2(racial)
**+2 when Spike is at arm's length
Perform -1 = -1(Cha)
Profession (untrained)* 4 = 2(Wis)+2(feat)
Ride# 3 = 3(Dex)
Sense Motive 2 = 2(Wis)
**+2 when Spike is at arm's length
Spellcraft* 8 = 3(Int)+2(ranks)+3(csb)
**+2 to identify items
Stealth# 3 = 3(Dex)
Survival 2 = 2(Wis)
**+2 to avoid getting lost
Swim# 0 = 0(Str)
Use Magic Device*

spells:
Tongues Hex - Comprehend Language 2 min/day (in 1 min increments)

CL = 2; Concentration Check = +5
Spell Resistance Check = +2

*=memorized
Cantrips 4/day(DC 13)
bleed, dancing lights, daze, detect magic*, detect poison, guidance*, light, mending, message, putrefy food and drink, read magic, resistance, spark, stabilize*, touch of fatigue, x

1st level 3/day(DC 14)
comprehend languages, cure light wounds*, enlarge person*, mage armor*, mount, ray of enfeeblement, unseen servant

Spike, hedgehog familiar:
Diminutive animal
Init +3; Senses low-light vision; Perception +1

DEFENSE
AC 19, touch 17, flat-footed 16 (+3 Dex, +2 natural, +4 size)
hp 3
Fort +0(2(base)-2(Con),
Ref +5(2(base)+3(Dex)); improved evasion
Will +3(2(master's base)+1(Wis))
CMD 14 (+4 vs. trip)

OFFENSE
Base Atk +0
CMB –1

STATISTICS
Str 1, Dex 16, Con 6, Int 6, Wis 12, Cha 7
Speed 20 ft.
Space 1 ft.; Reach 0 ft.

Feats Athletic

Skills
Climb 5 = 3(Dex)+2(feat)
Stealth 19 = 3(Dex)+16(Size)
Swim 5 = 3(Dex)+2(feat)

SPECIAL ABILITIES
Spiny Defense (Ex) As a move action, a hedgehog can roll itself up into a spiny ball. While rolled up, it gains a +1 enhancement bonus to its existing natural armor, and any creature attempting to grapple the hedgehog takes 1d3 damage on making a grapple check. While rolled up, a hedgehog cannot take any action other than leaving this state. The hedgehog can leave this state as a move action.

Grants Alertness to master when at arm's reach
Empathic Link
Share Spells
Store Spells

money and equipment:
platinum:
gold:
silver: 8
copper: 8
gems, jewelry:
-----
Adventurer's outfit with lots of pockets
Waterskin (1 gp, 4 lb)
Wayfinder (cast light (CL 5) as standard action, aids in not getting lost, can hold one ioun stone) (loaner, promised to pay back the 500 gp)

Dagger (2 gp, 1 lb)
Light Crossbow & bolts (37 gp, 6 lb)
Morningstar (8 gp, 6 lb)
Longsword (15 gp, 4 lb)

Masterwork Backpack (50 gp, 4 lb)
*Winter Blanket (5 sp, 3 lb)
*Clay Mug (2 cp, 1 lb)
*Rations (3) (1 gp, 5 sp, 3 lb)
*Silk Rope, 50 ft (10 gp, 5 lb)

Adventurer's Sash (bandolier with 6 pouches(can be fully secured(requires move action to open or close) or left unfastened) and a satchel) (Seeker of Secrets, 20 gp, 3 lb)
*Acid Flask (2) (20 gp, 2 lb)

Spell Component Pouch (5 gp, 2 lb)

Belt Pouch 1 (1 gp, 0.5 lb)
*Flint & Steel (1 gp)
*Rations (2) (1 gp, 2 lb)

Belt Pouch 2 (1 gp, 0.5 lb)
*Chalk (10) (1 sp)
*Charcoal (5 sticks) (5 gp)
----------
light: 43 (50 w/backpack)
medium: 86 (100 w/backpack)
heavy: 130 (150 w/backpack)
lift over head: 130 (150 w/backpack)
lift off ground: 260 (300 w/backpack)
drag: 650 (750 w/backpack)

armor & weapons: 17
other gear: 30


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