A young man with a thin, wiry frame and angular features looks as though he might pounce or flee at any moment. He has the air of one used to hard living, but a shrewd brow that suggests intelligence. His sharp eyes - one blue, one brown - and slightly ashen complexion give him an aura of other-worldliness.
Alexei Lugard
Level 2 Changeling Witch
Neutral Good
AC 12 (Flat Footed 10, Touch 12)
CMB +1, CMD 13
Fort +3, Ref +2, Will +2
Resistance: Cold 5
Spell Resistance: 7
Speed 30 ft, Initiative +2
HP 16 (Max 16)
BAB +1
Crossbow +3 1d6
Dagger +3 1d4
Touch attacks +3
Race and Class Abilities:
Darkvision 60’
Hag Magic: Some changelings develop a gift for spellcasting instead of their mothers’ overtly fearsome traits. A changeling with this trait displays one or more stark white streaks in her hair as a child. The DCs of any saving throws against enchantment spells she casts increase by 1, and if her Charisma score is 11 or higher, she also gains the following spell-like abilities, usable once per day each: dancing lights, detect magic, disguise self, and pass without trace. The caster level of these spell-like abilities is equal to the changeling’s character level. The DC for these spell-like abilities is equal to 10 + the spell’s level + the changeling’s Charisma modifier.
Paternal Heritage (Aasimar): Gain resistance 5 to cold.
Patron Theme: Occult
Familiar: Rat (+2 Fortitude Save)
DC 14
Healing: This acts as a cure light wounds spell, using the witch’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds.
Evil Eye (Su): 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.
(At 4th:) Flight: At 1st level, the witch can use feather fall at will and gains a +4 racial bonus on Swim checks. At 3rd level, she can cast levitate once per day. At 5th level, she can fly, as per the spell, for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects the witch.
Gear:
Backpack
Bedroll
Spell component pouch
Familiar satchel
Belt pouch
Candles (10)
Chalk (10)
Flint and steel
Ink
Inkpen
Iron pot
Mess kit
Soap
Lantern
Lantern oil (10)
Waterskin
Trail rations (10 days)
2 bottles of vodka
Light crossbow
Dagger
2 vials acid
2 vials alchemist's fire
Iron Wish-Ring of Jedza
25 gp
Background
Raised in a war-torn province near the town of Minsk, much of the circumstances of Alexei's birth remain a mystery. A foundling abandoned in a tiny village, he was reared by a local wise woman on the edge of an ancient forest. The folk of that region are no stranger to hardship, and it was a difficult life - periods of famine alternating with a series of invasions as various political powers fought over that unremarkable territory on the border of so many powerful empires.
Alexei did not learn the truth of his parentage until adolescence, through the efforts of the wise woman. Alexei is the offspring of a strange an unnatural coupling between a hag and an aasimar. This mix of heritage created a tension within him, constantly pulled between darkness and light.
The wise woman trained Alexei in the ways of the witch and urged him to always seek the light. In the manner of her forebears, Alexei gained the patronage of the ancestral spirits of the forest and took on his familiar, the rat Mily.
In 1812, the region saw the most recent of its many wars as the armies of Napoleon occupied the territory. The townsfolk prepared to weather this as they had so often in the past, but an angel of death came to Alexei's tiny village. A vampire in service of Dracula took advantage of the chaos and masqueraded as a French officer. He took many lives in his thirst for blood, including Alexei's guardian. Since then, Alexei has sought out Dracula and his vampiric brethren, both to avenge his lost guardian and to protect the innocent.
Loot Goals:
Familiar:
Mily, a rat
N Tiny animal
Init +2; Senses low-light vision, scent; Perception +1
DEFENSE
AC 15, touch 14, flat-footed 13 (+2 Dex, +2 size, +1 natural armor)
hp 8
Fort +3, Ref +4, Will +3
OFFENSE
Speed 15 ft., climb 15 ft., swim 15 ft.
Melee bite +4 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 2, Dex 15, Con 11, Int 6, Wis 13, Cha 2
Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
Feats Weapon Finesse
Skills Climb +10, Stealth +18, Swim +10; Racial Modifiers +4 Stealth
Special qualities: Alertness, empathic link, improved evasion, share spells, store spells