Amwyr Yuseifah

Tsusoku's page

310 posts. Organized Play character for mechaedd.


Full Name

Tsusoku Shen

Race

Tien-Min

Classes/Levels

Witch (White Haired Witch) 6

Gender

Stats:
  • 14/46 HP
  • AC: 14, FF: 11, T: 13 CMD: 21
  • F: +3, R +4, W+3
  • Per: +0, SM: +0
  • Init +3
  • Size

    5' 9" : 155lbs

    Age

    61

    Special Abilities

    White Hair (Dragon Empires Gazeteer); Schizophrenia

    Alignment

    CG

    Deity

    Yog-Soggoth (as "Strength Patron")

    Location

    Absolom (Slums)

    Languages

    (Taldane, Tien)(Varisian, Kelish, Aklo, Skald)

    Occupation

    Basketweaver, Schizophrenic

    Homepage URL

    Chronicle Sheets!

    Strength 14
    Dexterity 16
    Constitution 14
    Intelligence 18
    Wisdom 11
    Charisma 7

    About Tsusoku

    Notable Personalities Absorbed:
    Jander, Cleric of Sarenrae
    Brick House, Heavy Armour Fighter
    Lutheril, crass Paladin of Iomedae

    Background and Appearance:
    As a lad, Tsusoku was a Rice Runner for the kraken-run nation of Wanshou. He did his job, biding his time and losing his sanity until the best moment to flee came. Some would say that time came too late.

    He DID escape, the details of which he cannot recall properly (much like everything else.) Late in his 50s, he finally escaped with only the rice on his back. The details got even more blurry the the farther in time he gets. All he knows is along the way, he met a crab. He can talk to that crab and it makes him strong with magic. He also ended up in the Pathfinder Society somehow. It was all a huge blur, really.

    Now, he's a proud Pathfinder. His animate, flowing locks reaching lengths of 6 to 7 feet in length at longest. Some of his beard is set in a single braid in the center, whereas the rest of his hair flows in every other direction. When he speaks, he does not only speak with his hands; He speaks with his hair, as well. This tends to put people off, but sometimes amuses children (which in return, amuses Tsusoku.)

    Racial Abilities:Dual Talent (Replaces Bonus Feat, Skilled, and original +2)
    Traits: Rice Runner, Ease of Faith
    Feats:1st: Defensive Combat Training 3rd: IUS 5th: Combat Reflexes
    Saves: Fort: 4 (2+2), Reflex: 5(3+2), Will: 4(0+5)
    Defenses: 14 AC (1 Armor, 3 Dex), CMD 21
    Statistics: +3 BAB, HP: 45 (28 from HD)(12 from Con)(6 from Fav class)

    Attacks and attack-like things:
  • Hair Attack: +7, 1d4+4 and Grab or Trip
  • Combat Maneuver with Hair: +7 (+9 for grapple) and Constrict (1d4+4) if it's grapple
  • Skills:
  • Acrobatics: 13 (6+3+3+1)
  • Craft (Baskets): 13(6+4+3)
  • Diplomacy 7 (5-2+3+1)
  • Kn(A): 12(5+4+3)
  • Kn(H): 12(5+4+3)
  • Kn(Na): 12(5+4+3)
  • Kn(Pl): 12(5+4+3)
  • Spellcraft: 12(5+4+3)
  • Mundane Gear:
    MW Harmonica, Bucket, MW Backpack, Marbles, Smoked Goggles, Flint and Steel, Hemp Rope with Grappling Hook, Magnifying Glass, MW Haramaki, Spell Component Pouch, Greatsword, Iomedae Symbol (Silver), Mock Armour, Tower Shield, Wolfsbane (4), Antitoxin, Scimitar, Heavy Mace, "Trusty Buddy" Adamantine Crowbar

    10913 gp


    Magical Gear:
    Spell-Storing Amulet of Mighty Fists (contains Vampiric Touch), Wayfinder, Cap of Human Guise, CLW Wand (33/50 Charges)

    Familiar powers: Alertness, improved evasion, share spells, empathic link, Deliver touch spells, Speak with master,

    Spells known:
    0th: ALL
    1st: Enlarge Person, CLW, Reduce Person, Ray of Enfeeblement, Mage Armour, Peacebond, Beguiling Gift, Youthful Appearance, Sleep, Vocal Alteration, Lock Gaze, Ill Omen, Command, Comp Languages, Divine Favour*
    2nd: Vomit Swarm, Touch of Idiocy, See Invis, CMW, Bull's Strength
    3rd: Vampiric Touch, Tongues, Pup Shape, Fly, Greater Magic Weapon*

    Spells Prepared:
    0th:4 Putrefy Food and Drink, Detect Magic, Read Magic, Spark
    1st: 4/day Comprehend Languages, Enlarge Person, Cure Light, Cure Light
    2nd: 4/day See Invis, Cure Mod, Touch of Idiocy, Cure Moderate Wounds
    3rd: 3/day Vampiric Touch, Tongues, Fly

    Things to add to next chronicle:
    80 gp for Courtier's outfit + jewelry (50)

    WHW:
    White Hair (Su): At 1st level, a white-haired witch gains the ability to use her hair as a weapon. This functions as a primary natural attack with a reach of 5 feet. The hair deals 1d4 points of damage (1d3 for a Small witch) plus the witch’s Intelligence modifier. In addition, whenever the hair strikes a foe, the witch can attempt to grapple that foe with her hair as a free action without provoking an attack of opportunity, using her Intelligence modifier in place of her Strength modifier when making the combat maneuver check. When a white-haired witch grapples a foe in this way, she does not gain the grappled condition.
    At 4th level and every four levels thereafter, a whitehaired witch’s hair adds 5 feet to its reach, to a maximum of 30 feet at 20th level. The hair cannot be sundered or attacked as a separate creature. In addition, a white-haired witch further improves her ability to control her hair as she progresses in level, gaining the following abilities.
    Constrict (Ex): At 2nd level, when the white-haired witch’s hair successfully grapples an opponent, it can begin constricting her victim as a free action, dealing damage equal to that of its attack.
    Trip (Ex): At 4th level, a white-haired witch who successfully strikes a foe with her hair can attempt a combat maneuver check to trip the creature as a free action.
    Pull (Ex): At 6th level, a white-haired witch who successfully strikes a foe with her hair can attempt a combat maneuver check to pull the creature 5 feet closer to her as a free action.
    Strangle (Ex): At 8th level, when the white-haired witch’s hair is grappling with an opponent, that creature is considered strangled, and cannot speak or cast spells with verbal components.
    This ability replaces hex.

    Rogue Talents: At 10th level, a white-haired witch learns a rogue talent, using her white-haired witch level in place of her rogue level. At 12th level and for every two levels thereafter, she gains an additional rogue talent. A whitehaired witch cannot select an individual rogue talent more than once, and can select from among the following: assault leader*, combat trick, finesse rogue, major magic, minor magic, positioning attack*, resiliency, surprise attack, and weapon training. At 18th level and 20th level, a white-haired witch can choose from among the following advanced rogue talents: another day*, defensive roll, improved evasion, opportunist, redirect attack*, slippery mind, and thoughtful reexamining*. This ability replaces
    major hex and grand hex.