About Zszdiirajss Maeettndar
CE Female Half-Elf Witch (Bonded Witch, White-Haired Witch) 15 (Favored Class)
Medium Humanoid (Human, Elf)
Age 22, Height 5’ 8”, Weight 140 lbs
Init +4; Senses Perception +0, Darkvision 60’
Senses Modifiers: Light blindness
AC 24 (+4 Dex, +3 Deflection, +1 Insight, +6 Shield), 18 touch, 16 flat-footed
AC Modifiers +4 force armor bonus when Mage Armor is active (not included)
hp 109 (15d6+19)
Fort +13, Ref +16, Will +16
Save Modifiers: Cloak of Resistance +5; +1 Pale Green Prism Ioun Stone; +1 Luckstone; immune to sleep and +2 vs enchantments Elven Immunities (not included); +4 morale bonus when Greater Heroism is active (not included)
Special defenses: Medium Fortification, Resiliency, Spells (not included)
Spd 30 ft.
Melee Hair +21 (1d4+17, 20’ reach). +3 Returning Human Bane Dagger +12/+7 (1d4+3, 19-20 x2) vs humans +14/+9 (1d4++2d6+3, 19-20 x2)
Melee Modifiers Pale Green Prism Iousn Stone, Weapon Focus Hair, Amulet of Mighty Fists +2, +4 morale bonus when Greater Heroism is active (not included)
Special Melee Attacks Hair, Hair Grapple, Hair Constrict, Hair Trip, Hair Pull, Hair Strangle, Combat Reflexes
Ranged +3 Returning Human Bane Dagger +15 (1d4+3, 19-20 x2, 10’ range inc) vs. humans +17 (1d4++2d6+3, 19-20 x2, 10’ range inc)
Ranged Modifiers Pale Green Prism Ioun Stone
Special Ranged Attacks Spells
Str 10 (-1), Dex 18 (+4), Con 12 (+1), Int 31 (+10), Wis 10 (+0), Cha 18 (+4)
Ability Modifiers: Headband of Vast Intelligence +6 Int; Profane Gift +2 Int; Rod of Splendor +4 Cha; Belt of Physical Might +2 Con and Dex
Ability Check Modifiers: +1 to all checks Pale Green Prism Ioun Stone; +1 to all checks Luckstone; +3 to CHA checks circlet
Carrying Capacity: Up to 100 lbs light, up to 200 lbs med, up to 300 lbs heavy, drag 5x max
Carrying Capacity Modifiers: +8 to Str for carrying capacity Muleback Cloak
Base Atk +7/+2
CMB +10 (+15 Grapple); CMD 26 (30 Grapple)
CMB/Hair +23 (+28 Grapple); CMD/Hair 36 (40 Grapple)
CMB/CMD Modifiers +2 CMB/CMD Wayfinder and Ioun Stone, +1 CMB Pale Green Prism Ioun Stone, +3 CMD Ring of Protection, +1 CMB/Hair Weapon Focus, +2 CMB/Hair Amulet of Mighty Fists, +4 CMB/CMD grappling Improved and Greater Grapple, +1 CMB grapple Armbands of Brawling
Feats Pass for Human, Weapon Focus (Hair), Improved Unarmed Strike, Improved Grapple, Combat Reflexes, Leadership, Greater Grapple, Spell Penetration, Greater Spell Penetration
Traits Conspiracy Hunter (Bluff), Augmented Disguise
Skills Bluff +29 (15 ranks), Diplomacy +24 (15 ranks), Disguise +28 (15 ranks), Escape Artist +7 (0 ranks), Fly +20 (11 ranks), Intimidate +16 (4 ranks), Know Arcana +30 (15 ranks), Know Dungeoneering +27 (15 ranks), Know Engineering +27 (15 ranks), Know History +30 (15 ranks), Know Planes +30 (15 ranks), Sense Motive +18 (15 ranks), Perform +9 (0 ranks), Spellcraft +30 (15 ranks), Stealth +21 (15 ranks)
Skill Modifiers +1 all skills pale green prism ioun stone, +1 all skills luckstone, +3 CHA skills circlet, +1 Bluff Conspiracy Hunter, +1 Bluff Wary, +1 Sense Motive Wary, +1 Escape Artist The Imprisonment of Marcos Trom, +2 Disguise Augmented Disguise, +2 Disguise Disguise Kit, +10 Disguise as human Pass for Human (not included), +4 morale bonus when Greater Heroism is active (not included)
Languages Common, Elven, Halfling, Undercommon, Abyssal, Infernal, Aklo, Polyglot, Draconic, Drow Sign Language, Azlanti, Orc
Weapons - +3 returning human bane dagger
- Iron Lash (+2 unholy cold iron bastard sword; Once per day, the wieder can target a finger of death with a range of 60 feet, dealing 150 points of damage. If the target succeeds at a DC 20 Fortitude saving throw, the attack instead deals 3d6+15 points of damage. This is a death effect.)
Belt - Belt of Physical Perfection (+2 Strength, +2 Constitution, +2 Dexterity)
Chest - Quick Runner's Shirt
Feet - Boots of Teleportation
Head - Circlet of Persuasion
Headband - Headband of Vast Intelligence +6 (Know History, Know Planes, Know Engineering)
Neck - Amulet of Mighty Fists +2
Ring - Ring of Wizardry I
Ring - Ring of Protection +3
Shield - +5 Medium Fortification Light Mithral Shield
Shoulders - Muleback Cloak of Resistance +5
Wrist - Armbands of Brawling
Other - Bonded Wand, Bisby's Wayfinder with Dusty Rose Prism Ioun Stone (adds additional +2 insight bonus to CMB and CMD), Pale Green Prism Ioun Stone, Luckstone, Rod of Splendor, Bag of Holding Type IV, Wand of Magic Missile (CL7, 26 charges), Golem Control Ring, Metamgic Rod of Extend Spell, Potion of Cure Moderate Wounds, Potion of Cure Serious Wounds, Potion of Cure Light Wounds, Potion of Lesser Restoration, Lyre of Building, Scroll of Resurrection, Wand of Restoration (12 charges), 2 Wands of Enervation (15 charges each)
Masterwork Dagger, Spell Component Pouch, 4 MW Disguise Kits, 5 Superior Locks (in townhouse)
Townhouse in Scripa (20,000 gp purchase price, large lead-and-iron-plated sub-basement living area, normal floor for guests and business, multi-level warded maze behind first barred door with superior lock, 4 more such doors within maze covered by silent image, as are 7 other doors, "Leave and go home" suggestion at chokepoint beyond 1st door; Guarded by Giant Venus Flytrap with extra mouth, +2 HD, and improved natural attack; Clay Golem with +1 Ring of Protection; and 2 Black Puddings)
Coin 39,240.4 gp
Conspiracy Hunter: +1 to Bluff, Class Skill
Augmented Disguise: +2 to Disguise when costumed appropriately
The Imprisonment of Marcos Trom: +1 bonus on Escape Artist checks and a +2 bonus on concentration checks
Drow Blooded: Darkvision 60’ and light blindness (blinded for 1 round if exposed to bright light, dazzled as long as they remain in areas of bright light)
Drow Magic: Cast selected spells 1x/day, with character level as caster level
Dancing Lights: Create torches or other lights
Darkness: Object radiates darkness that drops illumination level one step
Faerie Fire: Targets in 5’ radius burst shed light as candles, get -20 on stealth, do not get benefits of concealment
Elf Blood: Counts as both human and elven for effects related to race
Elven Immunities: Immune to sleep effects, +2 on saves vs. enchantments
Wary: +1 Racial Bonus on Bluff and Sense Motive checks
Combat Reflexes: Can make 4 (1+DEX) Attacks of Opportunity per round; can make Attacks of Opportunity when flatfooted
Greater Grapple Grapple: +2 to grapple CMB and CMD; can maintain a grapple as move action (this allows for multiple attempts to grapple in a single round; only one check per round needs to succeed to maintain)
Improved Grapple: +2 to grapple CMB and CMD; grapple attempts do not provoke AoOs
Improved Unarmed Strike: Always considered armed, unarmed strikes can do deadly damage
Leadership: Gain cohort and additional benefits
Pass for Human: +10 on Disguise checks to look Human, can take 10 on checks in human-settled areas; most people will assume humanity in such areas unless given reason to think otherwise
Weapon Focus (Hair): +1 to attack with Hair
Spell Penetration: +2 to overcome Spell Resistance
Greater Spell Penetration: +2 to overcome Spell Resistance
Class skills: Bluff (trait), Craft, Fly, Heal, Intimidate, Know Arcana, Know History, Know Nature, Know Planes, Profession, Spellcraft, Use Magic Device
Proficiencies: Simple Weapons
Combat Trick: Gain Greater Grapple as a feat
Minor Magic: Cast prestidigitation 3x/day as a spell-like ability
Resiliency: Once per day, can gain temporary hit points equal to witch level for one minute, as an immediate action when brought to below 0 hit points. This ability can be used to prevent death.
White Hair: Use hair as a weapon. Primary natural attack with reach of 5’ + (lev/4)x5’. Current reach 20’. Uses Intelligence modifier instead of Strength modifier in calculations. Whenever hair strikes a foe, can make CMB attempt to grapple. If attack hits, can make trip attempt as swift action, or attempt CMB check to pull foe 5’ closer as swift action. If grapple is successful, opponent is strangled (target cannot speak or cast spells with verbal components). If grapple check is successful, can constrict dealing damage equal to attack as swift action. White Haired Witch does not gain grappled condition while grappling with hair. Hair cannot be sundered or attacked as a separate creature.
Bonded Wand: Masterwork quality wand. Bonded wand serves as a vessel for spells and a conduit for communication with patron. Witch must commune with her bonded item each day to prepare spells. The bonded item stores all of the spells that the bonded witch knows, and the bonded witch cannot prepare spells that are not stored within it.
Must be wielded to have effect; if not wielded must make concentration check or lose any spell attempted, DC 20 + the spell's level. Additional magic qualities can be added to wand with appropriate item creation feat. All qualities work only for witch who owns it. Will lose additional wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. If a bonded object is damaged, it is restored to full hit points the next time the witch prepares spells. If the object of a bond is lost or destroyed, it can be replaced after 1 week in a special 8 hour ritual that costs 200 gp per witch level plus the cost of the masterwork item. Existing magic item as can be designated bonded item in this way.
Bonded item can also be used to cast one selected spell per day; this spell cannot be further modified by metagmagic or any other ability. Available spells to choose from depend on level –
Magic Missile: 5 missiles do 1d4+1 force damage
Knock: Open stuck, barred, locked, or magically locked doors
Fireball: Explosion does 10d6 fire damage in 20’ radius burst
Restoration: Cures all temporary ability damage, all points permanently drained from a single ability score, fatigue or exhaustion, temporary negative levels; with 1,000 gp diamond dust, cures a permanent negative level once a week for a given target.
Maximized scorching ray: Up to 3 rays do 24 points of fire damage; all targets must be within 30' of each other.
Mass Bull's Strength: Grant +4 enhancement bonus to Strength to 12 (level) creatures no two of whom are more than 30' apart
16th-empowered and maximized fireball
18th-empowered and maximized fire shield.
Enchantment Patron Spells: Add following spells to spell list at appropriate levels - 2nd-unnatural lust, 4th-calm emotions, 6th-unadulterated loathing, 8th-overwhelming grief, 10th-dominate person, 12th-geas, 14th-euphoric tranquility, 16th-demand, 18th-dominate monster
Spells and Cantrips:
DC 20+Spell level (10+INT+Spell level)
Concentration: +27 (lev+INT+2 Marcus Trom)
Overcome SR: +19 (lev+2 Spell Penetration)
Spells per day/Spells Prepared:
Cantrips (4 per day):
Detect Magic: Detect presence, then number, then location and power of spells and magic items within 60’
Guidance: +1 competence bonus on attack roll, saving throw, or skill check
Mending: Make minor repairs on an object
Message: Whisper conversation at a distance
1st Level (11 per day):
Charm Person: Make one humanoid believe it is your ally. Will save negates.
Chill Touch: Up to 15 (level) touch attacks channel negative energy that deals 1d6 damage and one point of Strength damage. Fort save negates Strength damage. Undead creatures instead flee as if panicked for 1d4 rounds + 15 rounds (level); Will save negates this effect on undead.
Cure Light Wounds: Heal living or harm undead 1d8+5 hit points. Undead Will save for half.
Detect Secret Doors: Detect presence, then number and location, then mechanism or trigger of secret doors within 60'.
Ear Piercing Scream: Daze target for one round and deal 5d6 sonic damage. Fort save to avoid daze and take half damage.
Enlarge Person: Increase target’s size by one category, also +2 Str, -2 Dex
Ill Omen: Target rolls twice for checks and attacks and uses worst roll, for 4 rolls (lev/5+1). Will negates.
Mage Armor: Provides +4 armor bonus.
Ray of Enfeeblement: Ray causes Strength penalty of 1d6+5, down to minimum of 1. Fort save for half.
Remove Sickness: Grant +4 morale to saves against disease, nausea, or sickening effects, or suppress such effects for duration of spell.
Unnatural Lust: Compel target to kiss or caress another subject. Will negates, +4 to save if not normal target of lust.
2nd Level (7 per day):
Blindness/Deafness: Blind or deafen target. Fort save negates.
Calm Emotions: Creatures affected cannot take violent actions or do anything destructive. Suppresses morale bonuses granted by spells, bard's inspire courage, barbarian's rage, all fear effects. Removes the confused condition. Any aggressive action against or damage dealt to one calmed creature breaks the spell on all. Will negates.
Detect Thoughts: Detect surface thoughts (on 3rd rd of effects). Will save negates.
False Life: Gain 1d10+10 temp hp.
Hold Person: Paralyze one humanoid. Will save negates, can make new save as full round action on turn.
See Invisible: See invisible creatures or objects
Vomit Swarm: Produce a spider, wasp, or army ant swarm.
3rd Level (6 per day):
Bestow Curse: Touch attack can cause -6 decrease to an ability score (minimum 1); -4 penalty on attack rolls, saves, ability checks, and skill checks; or each turn, the target has a 50% chance to act normally - otherwise, it takes no action. Will negates.
Dispel Magic: Cancel one magical spell or effect. Can also use as counterspell.
Lightning Bolt: 120' line effect does 10d6 electricity damage, Reflex for half.
Spit Venom: Ranged touch attack causes blindness for one round, and Fort save each round vs. poison 1d2 Con damage for 6 rounds.
Unadulerated Loathing: Stay 60’ away from another or become nauseated. Will negates.
Vampiric Touch: Touch attack on living creature deals 7d6 damage (lev/2). Gain temporary hit points equal to the damage you deal.
4th Level (6 per day):
Charm Monster: Make one creature believe it is your ally. Will save negates.
Death Ward: +4 to saves against death spells and death effects. Can save even if saves not normally allowed. Immune to energy drain and negative energy effects. Suppresses effects of negative levels already gained.
Communal Tongues: Speak and understand any language.
Confusion: Causes creatures in a 15' radius burst to gain confused condition. Will save negates.
Greater False Life: Gain 2d10+15 (lev, max +20) temp hp.
Overwhelming Grief: Opponent takes no actions, takes a –2 penalty to Armor Class, and loses Dex bonus (if any). Will negates, new save each round.
5th Level (6 per day):
Baleful Polymorph: Change subject to small or smaller animal with no more than 1 HD. Fort save to resist change. Will save to retain personality. +4 on save if change would be fatal due to circumstances.
Dominate Person: Control the actions of any humanoid creature through a telepathic link; by concentrating fully on the spell as standard action, receive sensory input as interpreted by the mind of the subject. Self-destructive orders ignored, subject forced to take actions against their nature receives a new saving throw with a +2 bonus. Will negates.
Overland Flight: Fly at speed of 40’, add 1/2 caster level to Fly skill checks. Can charge but not run, can hustle over long distances without penalty.
Prying Eyes: Create 1d4+15 (level) eyes. See with 120' with normal vision. Fine constructs with 1 hp, AC 18, 30' fly speed, +16 Stealth, Perception +15. Specify instructions in a command of no more than 25 words. Eyes must return to your hand to report findings.
Teleport: Travel up to 100 miles per caster level. Bring along up to 5 (lev/3) medium creatures or equivalent. Chance of mishap, dependent on familiarity with location.
6th Level (5 per day):
Cone of Cold
Flesh to Stone: Target turned into inanimate statue. Fort save negates.
Greater Dispel Magic: Dispel up to 3 spells (lev/4) on a single target, one spell on everything in a 20' radius, and curses. Can also use as counterspell with +4 bonus.
Greater Heroism: Grants +4 morale bonus on attack rolls, saves, and skill checks, immunity to fear effects, and 15 temp hit points (level, max 20).
Guards and Wards: Create a number of magical wards and effects to guard a living space.
7th Level (3 per day):
Harm: Touch attack deals 150 points of negative energy damage. Cannot reduce hp to less than 1. Acts like Heal on undead. Will save for 1/2 damage.
8th Level (2 per day):
Moment of Prescience (x2):
Cantrips: Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Guidance, Light, Mending, Message, Putrefy Food and Drink, Read Magic, Resistance, Stabilize, Touch of Fatigue
1st Level: Bungle, Charm Person, Chill Touch, Cure Light Wounds, Detect Secret Doors, Ear Piercing Scream, Enlarge Person, Ill Omen, Mage Armor, Ray of Enfeeblement, Remove Sickness, Unnatural Lust
2nd Level: Blindness/Deafness, Calm Emotions, Detect Thoughts, False Life, Hold Person, See Invisible, Vomit Swarm
3rd Level: Bestow Curse, Dispel Magic, Fly, Lightning Bolt, Reckless Infatuation, Spit Venom, Strangling Hair, Unadulerated Loathing, Vampiric Touch
4th Level: Charm Monster, Communal Tongues, Confusion, Death Ward, Dimension Door, Greater False Life, Overwhelming Grief
5th Level: Baleful Polymorph, Dominate Person, Feeblemind, Hold Monster, Overland Flight, Prying Eyes, Teleport
6th Level: Cone of Cold, Flesh to Stone, Geas, Greater Dispel Magic, Greater Heroism, Guards and Wards, Vengeful Outrage
7th Level: Chain Lightning, Greater Teleport, Harm, Heal, Euphoric Tranquility, Waves of Exhaustion
8th Level: Clone, Moment of Prescience
Joriavah, Succubus cleric of Nocticula
Equipment given: Scroll of Breath of Life, Ring of Feather Fall, +2 Ring of Protection, +1 glamoured studded leather armor, +1 Cloak of Resistance, +1 frost hand crossbow, Amulet of Mighty Fists +1, Headband of Alluring Charisma +2, Belt of Physical Might +2 Con and Dex, Bracelet of Friends, +2 Light Mithral Shield
Charmed with Charm Monster, recast 6 times every 9th day and 6 times every 10th day (total of 12 castings)
Zszdiirajss Maeettndar was born and bred to be a double agent and infiltrate the surface world. However, as is all too often the case for double agents, her training to fake the affable, pleasant manner of the loathed humans became more reality than trickery. She is currently rather enjoying the surface world, poking around uncovering mysteries and making friends. While she assures her contacts below that she has totally infiltrated a revolutionary group in Cheliax as a first step towards plunging that nation back into bloody civil war, she isn’t really trying that hard.
A pretty human woman with dark skin. Although her hair is white, she seems quite young, perhaps early 20s or late teens. She wears a white fringed dress. Both her hair and her dress seem to be in constant, subtle motion, even when there is no wind.
Cloak of Resistance +1, 500 gp
Amulet of mighty fists +1, 2,500 gp
Ring of feather fall, 1,100 gp
Anklet, 225 gp
Ring of Protection +2, 4,000 gp
Wayfinder with dusty rose prism, 2,750 gp
Ring of Protection +3, 9,000 gp
Ring of Wizardry I, 10,000 gp
Rod of Splendor, 12,500 gp
Bag of Holding Type IV, 5,000 gp
wand of magic missile, 1,522 gp
belt of mighty constitution +2, 2,000 gp
Masterwork Dagger, 151 gp
Boots of Teleportation, 24,500 gp
Amulet of Mighty Fists +2, 8,000 gp
+3 returning human bane dagger, 25,151 gp
Belt of physical perfection +2, 8,000 gp
Bracelet of friends, 2,375 gp
2 Wands of Enervation, 7,300 gp
Total: 126,574 gp
Mage Armor (+4 AC)
Extended See Invisible
Extended Death Ward (+4 to saves against death spells and death effects; can save even if saves not normally allowed; immune to energy drain and negative energy effects)
Greater False Life
Extended Greater Heroism (+4 to attack rolls, saves, and skill checks; immunity to fear effects)
Moment of Prescience
Guards and Wards
Ear Piercing Scream
Flesh to Stone