Male Human Witch 5 | HP 32 | AC 14 (18 w/ Mage Armor) FF 12 T 14 | Saves F+2/R+4/W+3 | Init + 5 | Percep +6
About Tibideau Maroon LeClerc
Tibideau Maroon LeClerc was born the fourth son and last child of a noble Taldan family. A small, effeminate boy, Tibideau preferred to stay inside with his mother and older sister while his brothers roughhoused on the family's estate. Tibideau was uninterested in learning to duel or ride horses with the other noble boys, and his father worried that he would be weak and reflect poorly on the family.
The only notable event from his childhood occurred when he was 7 years old. His family hosted Professor Petros Lorrimor in their home when his lecture circuit brought him to Oppara. Professor Lorrimor did not pay much attention to the little boy until the end of his visit. On the night before his departure, Professor Lorrimor was bitten by an extremely venomous spider. The estate's doctor declared that unless someone found the spider, he would be unable to cure the Professor. While the entire staff ran around frantically, little Tibideau burst into the guest quarters with a tiny spider caught inside a jar. Professor Lorrimor survived and promised Tibideau a just reward at some unspecified moment in the future. Despite this promising event, Tibideau's father continued to doubt the young boy's abilities and later took out his fears with periodic beatings and outbursts of emotional abuse. By his late teenage years, his father's influence made Tibideau believe he would be a failure.
Tibideau completed the studies undertaken by all noble children, but failed to find a direction for his own life. His eldest brother learned his father's business as he was poised to inherit the estate and all the family's wealth. His second eldest brother became a priest of Aroden. His third eldest brother joined the military, while his older sister married the first son of a prominent noble family. However, during Tibideau's 19th year, great tragedy befell the LeClerc house. Within 10 months' time, the first son was crushed to death by an ornate and extremely heavy dining room table while supervising its unloading from a wagon. The second son died of a particularly virulent venereal disease. The third son died during a skirmish on the border with Qadira. The LeClerc house and its fortunes were in peril, and suddenly it fell on Tibideau to maintain the glory of his family.
Tibideau's father became convinced that his house was doomed to ruin if its future was left in Tibideau's hands. Tibideau had even more trouble finding direction in his life while reeling from the deaths of his brothers. His idleness made him unable to move away from home and his father's beatings became more frequent and more sadistic. Tibideau fell into a deep depression and lost his will to live. After a particularly brutal beating, Tibideau vowed that he would take his own life at the next opportunity. He fell into a hazy, troubled sleep while nursing his wounds and had a bizarre and life-changing dream.
He was knitting a pair of socks for Prince Stavian III and laughing hysterically. Suddenly, a plump, red-faced, glamorous 40-something woman wearing a glittering green dressing gown appeared directly in front of him. Tibideau let out a great squeal and nearly leapt into the air, flailing about and accidentally throwing his knitting into a great beef stew sitting about a meter to his left. "You've ruined Prince Stavian's socks!" he wailed, but the woman bid him to be calm. "I am your great-great-great-great-great Aunt Bernadette! You knit too much! Go on an adventure! Bonbon will come to you!" The woman instantly vanished and Tibideau woke up in a cold sweat. He was startled to see a tiny green turtle sitting on his bruised chest. He didn't know why, but he suddenly understood that he was to follow this turtle's guidance and become a witch. Only on this path could he begin to make up for the loss of his brothers.
The turtle became his familiar and Tibideau named him Bonbon in honor of his dream. Tibideau left his family's home the next day and moved into the center of Oppara. There, he lived a shabby chic life while honing his witchcraft. He came under the tutelage of a plump, red-faced witch named Frederique. Frederique was feared and admired among many as a great and powerful witch. After years of study and preparation, Tibideau is ready to begin his exploits and bring renown to his family name. He has not spoken to his father since his dream, but still hopes one day to prove him wrong.
Tibideau recently received a letter requesting his attendance at Professor Lorrimor's funeral in Caliphas. When he opened the letter, it took him by surprise. He had almost forgotten saving the Professor's life as a young boy. Saddened by his death, but intrigued by the mystery of the will, Tibideau made his way to Caliphas.
From his birth, Tibideau has enjoyed the material security that comes with great wealth and social privilege. His mother doted on him more than her four other children, and her attention has left Tibideau rather spoiled. He is generally lazy, entitled, and entirely uninterested in affairs that don't concern him. However, as the fourth son of the house, he always knew he would have to find his own way in the world. This knowledge leads him to always (reluctantly) do what needs to be done. Tibideau is well-read and sharp minded as a result of his noble education. The brutal abuse from his father led Tibideau to develop a deep self-loathing and, paradoxically, a strong narcissism. Being a constant victim has made Tibideau wary of authority figures and sympathetic to weak or injured creatures. He is prone to histrionics and moodiness, but his extravagant mannerisms and way of speaking make him an exciting companion.
Tibideau is small in stature and slight of build, at only 5'7" and 135 pounds. He is quite handsome, with prominent cheekbones, a perfect nose, luxurious brown hair, and deep brown eyes. His hair is usually done up in an elaborate ponytail or braid. He favors jewel-toned garments with gold accents, even for adventuring. Tibideau generally prefers to include sparkles somewhere in his outfit.
Class: Witch 5
N Medium Humanoid (Human)
Init +5; Senses; Perception +6
AC 14 (with Mage Armor 18), touch 14, flat-footed 12
HP 32 (4d6+6) (6 + 4 + 4 + 4 + 4 + 5 Con + 5 Favored class)
Fort +2, Ref +4, Will +3
Speed 30 ft.
Melee: Dagger 10ft -1 (1d4-2 19-20x2)
Ranged: Light Crossbow 80 ft +5 (1d8 19-20x2)
Space 5 ft., Reach 5 ft.
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.
Evil Eye (Su) DC 17: 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.
Flight (Su): 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.
Misfortune (Su) DC 19: 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.
Slumber (Su) DC 19: A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. 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.
Str 7, Dex 16, Con 13, Int 21, Wis 8, Cha 10
Base Atk +2; CMB 0; CMD 13
Ability Focus: Misfortune +2 to save DC
Ability Focus: Slumber +2 to save DC (Bonus)
Alertness: While a familiar is within arm's reach, the master gains the Alertness feat (+2 to Perception and Sense Motive checks)
Extra Hex: Slumber
Extra Hex: Flight
Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
Bleed: Cause a stabilized creature to resume dying.
Dancing Lights: Creates torches or other lights.
Daze: A single humanoid creature with 4 HD or less loses its next action.
Detect Magic: Detects all spells and magic items within 60 ft.
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.
Mending: Makes minor repairs on an object.
Message: Whisper conversation at distance.
Putrefy Food and Drink: Makes food and water inedible.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Spark: Ignites flammable objects.
Stabilize: Cause a dying creature to stabilize.
Touch of Fatigue: Touch attack fatigues target.
Bungle: Target takes a -20 penalty on its next attack roll or check.
Burning Hands: 1d4/level fire damage (max 5d4).
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
Detect Undead: You can detect the aura that surrounds undead creatures. The amount of information revealed depends on how long you study a particular area.
Ear-Piercing Scream: Deal 1d6 sonic damage per two caster levels and daze target.
Enlarge Person: Humanoid creature doubles in size.
Infernal Healing: Touch a creature with devils blood, giving it fast healing 1.
Lock Gaze: Compels the target to look only at you for the duration of the spell.
Mage Armor: Gives subject a +4 armor bonus.
Summon Monster 1: Summons extraplanar creature to fight for you.
Cure Moderate Wounds: Cures 2d8 damage + 1/level (max +10).
Glitterdust: Blinds creatures, outlines invisible creatures.
Summon Monster II