Conwrest Muralt

Ackuda's page

150 posts. Organized Play character for Capricornus.


Full Name

Ackuda

Race

Human

Classes/Levels

Witch 5 HP 31/31 | AC 12 (16) T 12 FF 10 | CMD 13 | F +3 R +4 W +5 | Init +11 | Perc +4 | SM +2

Gender

M

Alignment

CN

Languages

Taldane, Varisian, Protean, Draconic, Abyssal, Gnome, Osiriani, Thassilonian, Terran

Strength 8
Dexterity 14
Constitution 12
Intelligence 23
Wisdom 10
Charisma 8

About Ackuda

Background:
Ackuda the Fortunate, or Ackuda the Cursed.

Ackuda's fate seems to swing from one to the other. His story does not begin with something so mundane as birth, though it is likely it involved some instances of incredible good or bad luck. He was discovered as a toddler, alone. His family is assumed to have died in a mudslide. He was adopted by a Gnomish family that thought it might be an interesting experience to take in a human child. Indeed it was, but it was a fateful decision that may have doomed them. Ackuda brought good fortune to his new family, and for a time he was a blessing. He grew older and acquired an unfortunate tendency towards mischief from his adopted family, but also a brilliant mind that possessed an aptitude for arcane magic. He also inherited an odd way of looking at the world from his Gnomish peers. He saw caprice and randomness in everything, and the fey influence made him odd in comparison to most fellow humans. Ackuda became interested in fortune-telling. He gained a reputation for foretelling both fortune and misfortune. It was the latter he eventually brought to his family, as they were themselves killed in the unlikeliest series of events involving a lightning strike, a fire and a grain silo. Alone again, he became a vagabond, using his fortune telling talents to earn a meager living, he traveled from place to place. Initially welcomed because he brought good luck, that luck eventually soured and misfortune followed him. He learned to leave before the locals caught on that he was probably related to this bad luck. He also discovered that he was able to direct this luck and unluck to an extent, and he grew capricious, meting out rewards and punishments based on his whim. But as he continued, he found his life was not a good one, and he started to see his existence as a curse. He wanted to know more, and one night he found a deadly Greensting Scorpion in his bedroll. It luckily did not sting him, and he took this as a new lease on life and kept the creature. He saw his luck as a gift, but equally his unluck became a totem to him. He collected luck charms and tracked their effects. He sold ones he didn't think were powerful enough, gradually accumulating a hoard of otherwise worthless items. He became curious about his abilities, and by the time he finally reaches Kassen, he was tired of his meaningless life, and wanted to learn more and develop his powers.

Stat Block:
Ackuda
Male Human Witch 5
CN Medium Humanoid (Human)
Init: +11, Perception: +4
------------------------
Defense
------------------------
AC 12 (+2 Dex), touch 12, flat-footed 10
HP 31 (5d6+5 +2 favored class)
Fort +3, Ref +4, Will +5
------------------------
Offense
------------------------
Speed: 30ft
Melee: Dagger +1 (1d4-1, 19-20/x2), Quarterstaff +1 (1d6-1)
Ranged: Light Crossbow +4 (1d8), Dagger +4 (1d4-1, 19-20/x2)
------------------------
Statistics
------------------------
Str 8, Dex 14, Con 12, Int 23, Wis 10, Cha 8
Base Attack: +2, CMB +1, CMD 13
Feats: Extra Hex, Extra Hex, Improved Initiative, Accursed Hex
Traits: Adopted: Gnome - Rapscallion, Vagabond Child (Escape Artist)
Skills: Escape Artist 3 +10, Fly +7, Heal 4 +9, Knowledge: Arcana 4 +13, Knowledge: History 3 +12, Knowledge: Nature 3 +12, Knowledge: Planes 4 +13, Linguistics 4 +10, Perception 2 +4, Profession: Fortune 5 Teller +10, Sense Motive +2, Spellcraft 5 +14, Use Magic Device 3 +5

Gear and Coin:
1283gp 8sp
Witch's Kit (21/21), Backpack, Bedroll, Belt Pouch, 10 Candles, 10 Chalk, Flint & Steel, Ink, Inkpen, Iron Pot, Mess Kit, Soap, Spell Component Pouch, 10 Torches, 5 Trail Rations, Waterskin, Dagger (2/1), Light Crossbow (35/4), 10 Bolts (2/2), Quarterstaff (0/4), Potion of Cure Light Wounds (50/0), Dice (1s/0), MW Fortune Teller's Deck (1/1/2), Cold Weather Outfit, 2 Scrollcases, Spring-Loaded Wrist Sheath, 2x Whiskey, Hip Flask, Pearl of Power 1, Cloak of Resistance +1, Headband of Intellect +2 (Fly), Leeching Kit, Surgeon's Tools, Wayfinder, Cracked Dusty Rose Prism Ioun Stone, Oil of Daylight,

Expendables:

Acid Flask
Alchemist's Fire
Vermin Repellent
Pearl of Power 1
Healer's Kit (10)
Wand of Cure Light Wounds (39)
Potion of Cure Light Wounds (2)
Potion of Endure Elements
Oil of Daylight
Scroll of Obscuring Mist
Scroll of Mount
Scroll of Comprehend Languages
Scroll of Mage Armor (X)
Scroll of Detect Secret Doors (2)
Scroll of Enlarge Person (X)
Scroll of Glitterdust
Scroll of See Invisibility (X)
Scroll of Reduce Person
Scroll of Levitate
Antitoxin
Antiplague

Hexes:
Cackle
Fortune
Misfortune
Evil Eye
Slumber

DC is 1/2 level+ Int, presently 18

Spells:
Patron: Insanity
Spells Known:
Level 0: All
Level 1: Cure Light Wounds, Mage Armor, Reduce Person, Enlarge Person, Command, Ear Piercing Scream, Mount, Obscuring Mist, Memory Lapse, Comprehend Languages, Ray of Enfeeblement, Charm Person, Web Bolt
Level 2: Glitterdust, Vomit Swarm, Cure Moderate Wounds, Web, False Life, Summon Monster II, Hideous Laughter, Investigative Mind, Levitate, Perceive Cues
Level 3: Heroism, Dispel Magic

Spells Prepared:

Level 0: Read Magic, Detect Magic, Guidance, Dancing Lights
Level 1: Enlarge Person, Ray of Enfeeblement (DC 17), Command (DC 17), Ear-Piercing Scream (DC 17), Web Bolt
Level 2: Glitterdust (DC 18), Vomit Swarm, False Life, Summon Monster 2
Level 3: Heroism, Dispel Magic

Familiar:

N Tiny Magical Beast
Init +3; Senses darkvision 60 ft.; Perception +4

DEFENSE

AC 20, touch 15, flat-footed 17 (+3 Dex, +6 natural, +2 size)
hp 15 (5d8)
Fort +3, Ref +6, Will +4
Immune mind-affecting effects

OFFENSE

Speed: 30 ft.
Melee: sting +8 (1d2–4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks: poison (DC 10 Fort, Or Sickened, 1/round for 6 rounds, cure 1 save)

STATISTICS

Str 3, Dex 16, Con 10, Int 8, Wis 10, Cha 2
Base Atk +2; CMB +3; CMD 9 (21 vs. trip)
Feats: Weapon Finesse
Skills Climb +7, Perception +5, Stealth +15; Racial Modifiers: +4 Climb, +4 Perception, +4 Stealth
SQ: Alertness, Empathic Link, Improved Evasion, Share Spells, Store Spells, Deliver Touch Spells, Speak with Master

Benefit: +4 Initiative

PFS # 61161-4
Fame: 17
Prestige: 21

Chronicles:
1. We Be Goblins
2. First Steps Part 3 (DM Credit)
3. The Temple of Empyreal Enlightenment
4. The Quest for Perfection Part 1.
5. The Frostfur Captives
6. The Bloodcove Disguise Part 1. (DM Credit)
7. Song of the Sea Witch
8. The Midnight Mauler
9. In Wrath's Shadow
10. The Traitor's Lodge
11. Six Seconds to Midnight
12. Between the Lines

Boons:
Heidmarch's Boon: When you purchase a vanity or a Grand Lodge faction prestige award, reduce the Prestige Point Cost by 2 (minimum 1). When you use this boon, cross it off your chronicle sheet.

Twin Tomes: You may spend 1 Prestige Point to gain access to either the Celestial Song or Infernal Incantation while the Pathfinder Society researches their contents. Your time spent poring over the chosen book's pages grants you proficiency in either Celestial or Infernal. Due to the many parties in the Pathfinder Society vying for time with the tomes, you may only research one of the two books.

Thurl's Bane: As a free action, you can choose one outsider within line of sight that has the extraplanar subtype but no alignment subtype. You gain two of the following five bonuses against that creature for 1 minute: a +1 bonus on attack rolls against the creature, a bonus on damage rolls against that creature equal to 1/3 of your character level (rounded down), a +1 dodge bonus dodge bonus against that creature's attacks, a +1 bonus on saving throws against that creatures spells and abilities, or a +2 bonus on caster level checks to overcome that creature's spell resistance. If you have a familiar, animal companion, eidolon, or similar ally you acquired from a class feature, you may instead grant that ally these two bonuses using your character level. When you use this boon, cross it off your Chronicle Sheet.

Embeth Hound: The Embeth Travelers gift you with a loyal Embeth hound at no cost. An Embeth hound is a riding do who receives a +4 racial bonus on all Climb and Swim checks in place of a riding dog's typical +4 racial bonus on Acrobatics checks while jumping. An Embeth hound is trained for combat and additionally knows the Track trick. If the Embeth hound dies, cross this boon off your Chronicle sheet.

Henbane's Token: Inquisitor Henbane leaves you with a token of her favor. This enchanted flower from a henbane plant allows its wearer to step outside of the flow of time. As a purely mental move action, you can destroy the flower to disappear completely one round. While you are out of time, you cannot be affected by any new spells or effects, and any ongoing durations of spells or effects affecting you do not continue to progress. You also cannot take any actions while out of time. At the beginning of your next turn after disappearing from time, you reappear in the same square you left (or the closest open space if it is occupied). Once you expend the token's power, cross this boon off your Chronicle sheet.

Touched by Time: You have passed through time-distorting portals in Uringen, and residual magic from that experience clings to you. You may cast either Haste or Slow as a spell-like ability, using your character level as your caster level and Charisma as your key ability score. When you use this boon, cross it off your Chronicle sheet.

Inner Struggle: Your exposure to a mindscape has given you a unique way to fight off psychic magic. When you fail a saving throw against a mind-affecting compulsion effect, you can cross this boon off your Chronicle sheet in order to delay the effect and be stunned for until the end of your next turn instead as you retreat into your own personal mindscape to fight off this hostile magic. At the end of your turn, you can attempt a new saving throw against the effect to end it. If you succeed, the effect ends. If you fail the save, the original effect overpowers your mental defenses and resumes.