Classes/Levels |
Human Witch 1 | HP: 7/7 | AC: 12, F: 10, T:12 | Fort: +3, Ref: +2, Will: +3 | Init: +2 | Perc: +7 Low Light Vision | Temporary: N/A |
About Aleece
Character Name: Aleece Farain
Character Race: Human
Alignment: Neutral Good
Deity: Jaidi
Current Moderator: AJM4885
Adventure: Ruins of Azlant: Strangers in a Strange Land
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Gender: Female
Age: 22
Height: 5' 4"
Weight: 110
Eyes: Brown
Hair: Brown (Cut really short)
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Character Level: 1
EXP Points Gained: 0
EXP Needed For Next Level:
Known Languages
Common, Ancient Azlanti, Aquan, Auran, Bonus from Trait: Azlanti
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Strength: 11 (1 point)
Dexterity: 14 (5 points)
Constitution: 12 (2 points)
Intelligence: 17 (7 points, +2 race)
Wisdom: 12 (2 points)
Charisma: 11 (1 point)
18 point build
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Hit Points: 7 (d6+1)
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Armor Class: 12 (Base: 10, Dex +2)
Flatfooted Armor Class : 10
Touch Armor Class: 12
Special Armor Class Notes: None
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Save vs. Fortitude: +3 (Base: +0, Con: +1, Familiar: +2)
Save vs. Reflex: +2 (Base: +0, Dex:+2)
Save vs. Will: +3 (Base: +2, Wis: +1)
Special Save Notes: None
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Initiative Modifier: +2
Base Attack Bonus: +0
Melee Attack Bonus: +0
Ranged Attack Bonus: +2
Special Combat Notes:
+1 to damage with dagger from River Rat trait.
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Weapons:
3 daggers d4 | 19-20/x2 | 10' | P or S
Underwater light crossbow
Crossbow bolts (40) d8 | 19-20/x2 | 80'/20' underwater | P
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Skills
Total skill points earned: 6/level (2 + Int(3) + Favored Class(1)) +2 Background Skills
Witch's class skills: Craft(Int), Fly(Dex), Heal(Wis), Intimidate(Cha), Knowledge(arcana)(history)(nature)(planes)(Int),
Profession(Wis), Spellcraft(Int), Use Magic Device(Cha)
From Racial Traits: Perception & Stealth
Trait-River Rat: Swim (+1)
From Azlanti Scholar: +1 to Knowledge (history), Knowledge (local), and Use Magic Device
Acrobatics: = +2 (Dex 2)
Escape Artist: = +2 (Dex 2)
Knowledge (arcana): = +7 (Int 3) 1 Ranks +3 [Class Skill]
Knowledge (local): = +5 (Int 3) 1 Ranks Azlanti Scholar +1
Knowledge (nature): = +7 (Int 3) 1 Ranks +3 [Class Skill]
Perception: = +7 (Wis 1) 1 Ranks +3 [Class Skill] Alertness +2
Ride: = +2 (Dex 2)
Sense Motive: = +3 (Wis 1) Alertness +2
Stealth: = +2 (Dex 2)
Survival: = +1 (Wis 1)
Swim: = +5 (Str 0) 1 Ranks +3 [Class Skill] River Rat +1
Use Magic Device: = +5 (Cha 0) 1 Ranks +3 [Class Skill] Azlanti Scholar +1
Background Skills
Appraise: = +3 (Int 3)
Artistry: = +3 (Int 3)
Craft (Jewelry): = +7 (Int 3) 1 Ranks +3 [Class Skill]
Knowledge (history): = +5 (Int 3) 1 Ranks +3 [Class Skill] Azlanti Scholar +1
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Feats & Traits:
1st Level: Extra Hex
Human Bonus: Extra Hex
From Familiar: Alertness
Traits:
Azlanti Scholar: You are familiar with an aspect of Azlanti lore. Maybe you first became enamored with this ancient culture after stumbling across a copy of the first volume of the Pathfinder Chronicles or after learning about Azlant in a university or another type of formal education. Perhaps your parents or guardians were scholars and you’ve grown up hearing about and reading about the ancient Azlanti. For years you dreamed about visiting the continent’s ruins and returning with a discovery that could propel your career. Due to this scholarly bent, the Bountiful Venture Company selected you to join the colony at Talmandor’s Bounty.
You gain a +1 trait bonus on Knowledge (history), Knowledge (local), and Use Magic Device checks, and one of these skills is a class skill for you. In addition, you gain Azlanti as a bonus language.
Region: River Rat: +1 damage with a dagger & +1 to Swim and Swim is a class skill
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Race: Human
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
**** Replace by Fey Magic traits: Skilled: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.
Languages: Humans begin play speaking Common and their ethnic language. Humans whose ethnic language is Common (or Taldane, in the case of Chelaxians or Taldans) do not receive an additional ethnic language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Favored Class Bonus: Add one spell from the witch spell list to the witch’s familiar. This spell must be at least one level below the highest spell level she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.
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Alternate Racial Trait
Fey Magic - Replaces Skilled
The character has a mystic connection to one terrain type, selected from the ranger's favored terrain list. (Water (above and below the surface)) The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user's character level. The DC for the spell-like abilities is equal to 10 + the spell's level + the user's Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid's resist nature's lure class feature and similar abilities.
Spells: Grasp, Know-Direction, Purify Food & Drink. 1st level: Endure Elements
A human can take it in place of skilled. A human who replaces skilled with fey magic also gains fey thoughts and low-light vision.
Fey Thoughts: Perception, Stealth
The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character.
Low-Light Vision
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Class: Witch
Patron: Wisdom
Patron Spells: 2nd — shield of faith, 4th — owl's wisdom, 6th — magic vestment, 8th — globe of invulnerability (lesser), 10th — dream, 12th — globe of invulnerability (greater), 14th — spell turning, 16th — protection from spells, 18th — mage's disjunction.
Familiar:
Giant Tardigrade
AC 17, touch 16, flat-footed 16 (+1 Dex, +2 natural, +4 size)
hp 7 (1d8+3) (or half mine)
Saving Throws: Fortitude +5 (Base+2, Con+3), Reflex +3 (Base+2, Dex+1), Will +2 (Base+2,Wis0)
Defensive Abilities hardy; Immune mind-affecting effects; Resist acid 2, cold 2, fire 2
Speed 20 ft., climb 20 ft., swim 20 ft.
Str 2, Dex 12, Con 17, Int 6, Wis 10, Cha 2
Skills:
Acrobatics: +1
Climb: +9
Perception:
Stealth:
Swim: +9
Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Hexes: Save Will DC (10 + 1/2 level(1) + INT(3))
Protective Luck (Su): The witch can cause fate to twist so that it benefits a creature within 30 feet for 1 round. Whenever that creature is targeted by an effect that requires an attack roll, including weapon attacks, the attacker must roll twice and take the worse result. At 8th level and 16th level, the duration of this hex is extended by 1 round. A witch cannot use this ability on herself. Hexes that affect the fortune hex, such as cackle, also affect protective luck.
Soothsayer (Su): The witch’s predictions become self-fulfilling prophecies. When the witch uses the evil eye hex, fortune hex, misfortune hex, or retribution major hex, she can choose to delay the effect. If she does so, the hex takes effect the next time the target makes a roll that could be affected by the hex (such as an ability check, attack roll, saving throw, or skill check) or is affected by an action that could be modified by the hex (such as being attacked when the hex would affect the target’s AC), whichever comes first (ignoring actions that are not in combat and actions that have no penalty for failure). The duration of the hex begins on the same round as the action that causes it to take effect. The hex is wasted if it is not triggered within 24 hours.
Water Lung (Su): An air-breathing target can breathe water or an aquatic target can breathe air. This lasts 1 minute. If the witch uses this hex on herself, she can maintain it while she sleeps, allowing her to safely sleep underwater.
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Equipment & Gear:
Weapons:
3 daggers: 3 lb, 6 GP
Underwater light crossbow: 70 GP, 8 lbs
Crossbow bolts(40) 4 GP, 4 lbs
Explorer's Outfit
Diving Suit: 10 GP, 2 lbs
Witch's kit: 21 GP, (21) 7 lbs
This kit includes a backpack, a bedroll, a belt pouch, candles (10), chalk (10), a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.
Minus the iron pot (4 lbs) and torches (1 lb ea) so weight is 7 lbs.
Whetstone: 2 CP, 1 lb
Waterproof bag: 5 SP, 1/2 lb
Underwater Goggles: 5 GP, /
Total weight carried:25.5
Weapons: 15 lbs
Equipment: 10.5
Carrying capacity : Light -> 38 lbs, Medium -> 76 lbs
Starting Gold: 180 GP
Weapons: 80 GP
Equipment: 36 GP, 5 SP, 2 CP
Remaining Gold: 6 Platinum, 3 Gold, 4 Silver, 8 Copper
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Movement: Base Speed: 30 ft.
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Spells Known: (6)
- Adhesive Spittle
- Cure Light Wounds
- Hermean Potential
- Identify
- Mage Armor
- Obscuring Mist
Magic:
Cantrips: 3: Dancing Lights, Daze, Guidance
Level 1:
- Cure Light Wounds
- Mage Armor
Save DC: 10 + Spell Level + INT(3)
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Character History :
I am the only child of a couple of self-styled rebels (without a cause). That wasn't necessarily a bad thing. They were both intelligent and well educated. Their families had money so they hadn't had to work hard, for anything. I was pretty much ignored while they searched for a cause worthy of their time and efforts. What did that mean for me? Well, I grew up without learning a trade. I wasn't pulled in to any social groups, gangs, or any of that. I did get some classical schooling, but pretty much just what I was interested in learning. My choices were varied.
Growing up in a port city helped me learn a few other things. I know how to swim for example. And I can breathe under water. Well, that second one came with 'Bug', my familiar. You see, I was swimming one day, around the docks. I asked one of the barnacle scrapers about his work. He wasn't interested in chatting with an eight year old girl and just said that I needed to learn to hold my breath for several minutes. I laughed and dove in, angling to pass under the boat. I didn't know about the anchor ropes of other obstructions underneath it. That mistake almost killed me, and I did end up with a number of cuts and scrapes, scars that I have to this day. And I picked up a passenger.
Bug is a "giant" tardigrade, a really small, slightly sentient, amphibious creature. He is also my familiar. He is a channel for another power though, my Patron. He (my Patron) sensed that I was in trouble and that without help I would drown. He (Bug) attached himself to me and my Patron forced himself into my brain. I was taught a witch's hex that let me breath the water. It was a shock to me, and to the men that rescued me. They thought they were recovering a body that they would have to deliver to my parents. When they pulled me out of the water I expelled the water from my lungs and thanked them. They didn't understand, but cleaned the cuts and scrapes I'd gotten from bumping against the hull. Then I went home to commune with my Patron and figure out this change to my life.
So how useful is learning about the Azlanti lands and civilization? Well, that's debatable. Most common folk would say not at all. Fortunately for me, the Bountiful Venture Company feels that it is worth.... something. Well, that, and some of my other skills. They're sending groups of people to establish colonies on the islands. I've been selected with the second group of colonists. As a witch I'm more of an adventurer than a colonist. But they want some adventurers to face the dangers before the 'regular folk' can set up their lives there.