Witch

"Snake"'s page

998 posts. Alias of Javell DeLeon.


About "Snake"

"Snake"
Male Human (Chelaxian) Warlock 4
NG Medium Humanoid (human)
Init +2; Senses Perception +10 (+12 when familiar is within arm's reach)
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 30 (1d6+5+2+2+8con+3FC+4feat)
Fort +7 (+1base/+2con/+2feat/+2familiar)
Ref +3 (+1base/+2dex)
Will +6 (+4base/+2will)
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Offense
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Speed 30 ft.
Melee Mwk Morningstar +3 (1d8+1/x2)
Ranged Sling +3 (1d4+1/x2) 50'
Special Attacks hexes (evil eye, flight, healing)
Spell-Like Abilities (CL 3nd; concentration +6)
. . At will—feather fall (self only)
. . 1/day—levitate (self only)
Witch Spells Prepared (CL 2nd; concentration +5):
(3/3) 2nd - Bull's Strength, Cure Moderate Wounds, Mount, Communal
(4/4) 1st - Cure light wounds, Divine Favor, Enlarge person, Mage armor
(4/4) 0 (at will)—dancing lights, daze (DC 13), detect magic, stabilize

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Statistics
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Str 12, Dex 14, Con (13)14(+1@4th), Int 16, Wis 14, Cha 10
Base Atk +2; CMB +3; CMD 15
Feats Extra Hex(1st), Great Fortitude(Bonus feat), Toughness
Traits Looking for Work [Perception], Vagabond Child (urban) [Disable Device]
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Skills 20 skill points
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Disable Device +12: (+4rnk/+2dex/+3cs/+1trait/+2 w/mwk thieves tools)
Intimidate +4 (+1rnk/+0chr/+3cs)
Knowledge (arcana) +7: (+1rnk/+3int/+3cs)
Knowledge (history) +7: (+1rnk/+3int/+3cs)
Knowledge (planes) +7: (+1rnk/+3int/+3cs)
Linguistics +4: (+1rnk/+3int)
Perception +10: (+4rnk/+2wis/+3cs/+1trait) (+12 when familiar is within arm's reach)
Sense Motive +2: (+2wis) (+4 when familiar is within arm's reach)
Spellcraft +10: (+4rnk/+3int/+3cs)
Stealth +7: (+3rnk/+2dex/+2racial)
Survival +2: (+2wis) (+6 in urban and underground settings)
Swim +5: (+1str/+4racial)(per Flight hex)

Racial Modifiers +2 Stealth/Sleight of hand(per Alt race trait)
Languages Common, Elven, Halfling, Terran, Varisian
SQ +2 to fortitude saves, empathic link with familiar, heart of the slums, hexes (evil eye, flight, healing), patron spells (strength), share spells with familiar
Gear Daggers(x8), Gold Goblin key to the backdoor, Potion of protection from evil(x1), Punching dagger, Quarterstaff, Mwk. Morningstar, Backpack (1 @ 4 lbs), Sling, Bullets(x9), Mwk Thieves tools, Waterskin, 84g, 13s, *699g, 3s

The dagger and rapier they appear exceptionally well-made, chainmail also. He is wearing a cloak and carries a small vial in his belt, along with a pouch containing 35 gold coins and a key.

*130g for tanglefoot bag; 100g Mwk Thieves tools: 469g now left.

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Familiar Abilities
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+2 to Fortitude saves
Alertness You gain the Alertness feat while your familiar is within arm's reach.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (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.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch. A witch may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

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Special Abilities
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Evil Eye -2 (6 round(s)) (DC 15) (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.
Heart of the Slums: Humans who eke out a life in a city's teeming slums must be quick and clever. They gain a +2 racial bonus on Sleight of Hand and Stealth checks, and a +4 racial bonus on Survival checks in urban and underground settings. In addition, they may roll twice when saving against disease, taking the better roll. This racial trait replaces skilled.
Hex: 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.
Hex: 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.
Healing (1d8+4) (Su) Use cure light wounds once per day/person.
Tongues (Su): A witch with this hex can understand any spoken language for a number of minutes per day equal to her level, as comprehend languages. This duration does not need to be consecutive, but it must be spent in 1-minute increments. At 5th level, a witch can use this ability to speak any language, as per tongues.
Patron: Strength

Healing hex used on Oathday:

Dice:

[dice=Healing Hex]1d8+4[/dice]

[dice=Mwk. Morningstar]1d20+3[/dice]
[dice=Damage]1d8+1[/dice]

[dice=Sling]1d20+3[/dice]
[dice=Damage]1d4+1[/dice]

[dice=Disable Device]1d20+10[/dice]
[dice=Intimidate]1d20+4[/dice]
[dice=Knowledge (arcana)]1d20+7[/dice]
[dice=Knowledge (history)]1d20+7[/dice]
[dice=Knowledge (planes)]1d20+7[/dice]
[dice=Fly]1d20+2[/dice]
[dice=Perception]1d20+11[/dice]
[dice=Sense Motive]1d20+5[/dice]
[dice=Spellcraft]1d20+7[/dice]
[dice=Stealth]1d20+7[/dice]
[dice=Survival]1d20+2[/dice]
[dice=Swim]1d20+5[/dice]

[dice=Fort]1d20+5[/dice]
[dice=Ref]1d20+2[/dice]
[dice=Will]1d20+5[/dice]

Backstory:
"Ohhhh man. Where am I?" As he finds himself on the ground in a back alley, lying in a pool of blood, he grimaces at the pain coming from the back of his head while curious to the odd sensation on his face. Opening his eyes, he sees a small creature licking him. "What the...?!" He jerks his head back away from the creature, immediately grimacing at the pain as he reaches up with a hand, feeling something moist within his hair. "Guess that'd be my blood I'm laying in." Forcing himself to a seat against a wall, he sighs as he has no idea why he's here, or why he owns such a wound. "You know, I got a better question: Who am I? And who are you, my little friend?" He checks himself out for any other possible wounds. Noticing none but feeling a bit of soreness, he looks around at his surroundings. "I gotta get outta here. I'm thinkin' I can't knock my own self in the back of the head real nasty like, so I'm gonna wager I'm marked for death."

Forcing himself to stand, he notices a wide brimmed hat next to him and a homeless man asleep under a large jacket that seems to match the hat. "Hm. Best disguise myself if I'm gonna walk outta here." Bending, albeit sorely, and realizing he's a bit more sore than at first thought, he picks the hat up and carefully removes the trench coat from the homeless man. "Sorry, bub, but I'm gonna need this more than you." As he gathers up the coat and hat, he puts them on and then turns his attention to the little animal, carefully bending at the knees so as to get a closer view. "A mongoose, huh? This isn't your type of place." The mongoose just stares back at him as if awaiting something. The man looks at the furry animal through narrowed eyes as he stands back up. Taking several steps as he starts to walk away, he stops after a distance and turns back around, noticing the furry little creature only a few paces away. "Hm." For some odd reason, the tall man clicks his tongue and the mongoose moves toward the man, up his leg, and on to his shoulder. "Alright. Looks like it's you and me, friend. I got to give you a name, though. I'll think on it as we walk." He looks around as he steps out of the alley and notices no one. Pulling the brim of his hat down over his face a bit and folding the neck flaps up from the coat in an attempt to hide his identity better, "This place just isn't safe." Looking at the mongoose on his shoulder, "We gotta hide you, friend." He makes his way back to where he was to see if there is something he could use to keep the creature out of sight. Noticing a pack he didn't see at first, "That'll do." He grabs it, notices it's empty and looks to his friend. "In you go." The mongoose makes his way inside, his head peeking out a bit. A slight grin forms on the tall man, "I guess I wouldn't want to be completely buried in there either. Fair enough." Placing the backpack on, he grimaces again as the pain in the back of his head reminds him of his injury. Reaching back again with his hand, he places it directly on the wound, an odd feeling coming over him. "Hm. Let's see...," he says as he concentrates on the wound and a soothing warmth flows through him as the throbbing subsides greatly. Grinning wryly, "Alright. Let's go."

So the tall man and the mongoose make their way out of Roderic's Cove and hopefully far enough away from those trying to kill him... or so he thinks.

Description:
"Snake" is around 6'5" and 235lbs. He has blue eyes and his hair is a brownish-black and shoulder length that he wears in a ponytail quite often. He sports a normally trimmed beard but no mustache. He's a gruff looking fellow with a gruff voice but is surprisingly not an unpleasant sort. He also possesses a long black trench coat and a wide-brimmed hat to match.

FAMILIAR
Lucky
Mongoose
N Tiny magical beast (animal)
Init +2; Senses low-light vision, scent; Perception +6
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Defense
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AC 17, touch 14, flat-footed 14 (+2 Dex, +2 size, +3 natural)
hp 15 (1d8)
Fort +2 (+2base)
Ref +4 (+2base/+2dex)
Will +4 (+3base/+1wis)
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Offense
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Speed 20 ft., climb 20 ft.
Melee bite +5 (1d3-4)
Space 2 ft.; Reach 0 ft.
Special Attacks attach
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Statistics
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Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 5
Base Atk +1; CMB +1; CMD 7 (11 vs. trip)
Feats Weapon Finesse

Skills
Acrobatics +10 (+6 jump) (+2dex/+8rac) (-4 jump)
Climb +10 (+2dex/+8rac)
Escape Artist +3
Fly +6
Perception +6: (+2rnk/1wis/+3cs)
Stealth +20 (+3rnk/+2dex/+4rac/+8size/+3cs)

Racial Modifiers +8 Acrobatics, +8 Climb, +4 Stealth
SQ attach, improved evasion

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Special Abilities
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Attach (Ex) When a weasel hits with a bite attack, it automatically grapples its foe, inflicting automatic bite damage each round.
Climbing (20 feet) A creature with a climb speed has a +8 racial bonus on all Climb checks. The creature must make a Climb check to climb any wall or slope with a DC higher than 0, but it can always choose to take 10, even if rushed or threatened while climbing. If a creature with a climb speed chooses an accelerated climb (see above), it moves at double its climb speed (or at its land speed, whichever is slower) and makes a single Climb check at a –5 penalty. Such a creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.
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.

Spells:

Level 0: Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Guidance, Light, Mending, Message, Putrefy Food and Drink, Read Magic, Resistance, Spark, Stabilize, Touch of Fatigue

Level 1: Cause fear, Cure light wounds, Enlarge Person, Mage Armor, Obscuring Mist, Ray of Enfeeblement, Remove Sickness, Sleep

Level 2: Summon Monster II, Summon Swarm, Vomit Swarm

Witch Spells