Mametquil

Akvius Sirthos's page

142 posts. Organized Play character for gossamar4.


Full Name

Akvius Sirthos

Race

Tiefling

Classes/Levels

Witch/2: HP (8/14): AC (13/touch=13/flat=10): Saves (Fort=1/Ref=3/Will=2): Initiative +9: Perception +1: Sense Motive -1

Gender

Male

Size

medium

Languages

Common, Infernal, Draconic, Elven, Dwarven, Orc, Goblin

Occupation

Witch

Strength 10
Dexterity 16
Constitution 12
Intelligence 18
Wisdom 8
Charisma 13

About Akvius Sirthos

Background:

Offense:
Initiative = +9

Melee
Claw = +1 (1d4/20x2)
Dagger = +1 (1d4/19-20x2)

Ranged
Sling = +4 (1d4/x2)

Defense:
HP = 14

AC(Touch) = 13(13)

Fortitude = 1
Reflex = 3
Will = 2

CMD = 13

Witch Features:
Hexes

Cackle: 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: 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. DC = 15 will

Misfortune: 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. DC = 15 will

Patron: Time

Spells:
2/day

1st Level

Adhesive Spittle
Beguiling Gift
Cause Fear
Command
Cure Light Wounds
Ear Piercing Scream
Mage Armor
Obscuring Mist
Unseen Servant
Ventriloquism (2nd lvl patron)

Standard Prep

0-Level

Arcane Mark
Daze
Detect Magic
Read Magic

1-Level

Cause Fear
Obscuring Mist
Unseen Servant

Skills:
Bluff = 2 (1+1+0)
Craft = (4+0+3)
Diplomacy = 2 (1+1+0)
Fly = (3+0+3)
Heal = (-1+0+3)
Intimidate = 8 (4+1+3)
Knowledge (Arcana) = 8 (4+1+3)
Knowledge (History) = 8 (4+1+3)
Knowledge (Nature) = 8 (4+1+3)
Knowledge (Planes) = 8 (4+1+3)
Linguistics = 5 (4+1+0)
Perception = 1 (-1+2+0)
Profession = (-1+0+3)
Spellcraft = 8 (4+1+3)
Use Magic Device = 5 (1+1+3)

Feats:
Extra Hex (1st lvl): You gain one additional hex. You must meet all of the prerequisites for this hex. Cackle

Equipment:
Armor = none
Weapon = dagger
Weapon = sling

Magic Item = Wand of Cure Light Wounds (44 Charges)
Magic Item = Wand of Ill Omen (50 charges)

Backpack
--Bedroll
--Case (map/scroll)
--Chalk
--Ink Pen & Ink
--Paper
--Pouch, Belt
--Rations, Trail
--Rope, 50'
--Water skin

Traits:
Alternate Racial

Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.

Maw or Claw: Some tieflings take on the more bestial aspects of their fiendish ancestors. These tieflings exhibit either powerful, toothy maws or dangerous claws. The tiefling can choose a bite attack that deals 1d6 points of damage or two claws that each deal 1d4 points of damage. These attacks are primary natural attacks. This racial trait replaces the spell-like ability racial trait. Claws

PFS

Reactionary (Combat): You gain a +2 trait bonus on initiative checks.

Bruising Intellect (Social): Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.

PFS:
PFS# 8570-8

Completed Scenarios:

The Confirmation
In Service to Lore