Tornulis

Alizah Opal's page

No posts. Alias of El Gambinator.


Full Name

Allizsah Opal

Race

Tiefling

Classes/Levels

Unidentified Spellcaster 16

Gender

Female

Size

Medium

Age

74

Alignment

Chaotic Neutral

Deity

Nethys

Languages

Common,Abyssal,Draconic,Elven,Orc,Dwarven

Strength 10
Dexterity 16
Constitution 12
Intelligence 32
Wisdom 12
Charisma 10

About Alizah Opal

-2 To all Wis Shit
Alizsah Opal
Chaotic Neutral Tiefling
Unidentified Spellcaster
Init +3; Darkvision 60ft, auras, etc.; Perception +16 No need for food or drinks
DEFENSE
AC 16, Touch 17, flat footed 11 (+0 armor, +0 shield +3 Dex, +0 natural, +3 deflection, +0 dodge, +0 insight +0 luck +0 sacred +0 profane)
hp 90(16d6 +16 Con +16 FCB)
Fort +9, Ref +11, Will +14
Defensive Abilities: Resist Fire 5, Resist Cold 5, Resist Electricity 5
OFFENSE
Speed 30 ft.; Fly 40ft (Broom of Flying)
+2 Dagger +9/+4 (1d4+2/19-20*2)
10ft. range
+4 Hand Crossbow +15/+10 (1d4+4/19-20*2) 30ft. reach
Space 5ft.; Reach 5ft.
STATISTICS
Str 10, Dex 16, Con 12, Int 32, Wis 12, Cha 10 [20 Point Buy]
Bonuses
Str +0, Dex +3, Con +1, Int +11, Wis +1, Cha +0
Without Items, Enhancements and Stuff
Str 10, Dex 16, Con 12, Int 18, Wis 11, Cha 10 [20 Point Buy]
Base Attack +8/+3; CMB +7; CMD 20

Class Abilities:

Unidentified Spellcaster
- Cantrips: Witches can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. Cantrips prepared using other spell slots, due to metamagic feats for example, are expended normally.
- Witch’s Familiar(Viper): At 1st level, a witch forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Familiars also aid a witch by granting her skill bonuses, additional spells, and help with some types of magic. This functions like the wizard's arcane bond class feature, except as noted in the Witch's Familiar section.

A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar. A witch's familiar begins play storing all of the 0-level witch spells plus three 1st level spells of the witch's choice. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each new witch level, she adds two new spells of any spell level or levels that she can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual.


Feats:

FEATS
1st Level: Eschew Materials
3rd Level: Brew Potion
5th Level: Spell Penetration
7th Level: Selective Spell
9th Level: Skill Focus(Bluff)
11th Level: Split Hex
13th Level: Greater Spell Penetration
15th Level : Maximize Spell

Class Skills:

Bluff (Cha), Craft (Int), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points Total: 7 Per Level
Bluff +31 (16 Ranks +0 Cha +3 Trained+3 Familiar+2 Racial Trait+1 Trait +6 Skill Focus)
Stealth +21 (16 ranks +3 Dex +2 Racial Trait)
Spellcraft +29 (16 ranks +10 Int +3 Trained)
Perception +17 (16 Ranks +1 Wis)
Fly +22 (16 Ranks +3 Dex +3 Trained)
Knowledge (Arcana)+29 (16 Ranks +10 Int +3 Trained)
Use Magic Device +19 (16 Ranks +0 Cha +3 Trained)
Appraise +26 (16 Ranks + 10 Int)
Knowledge (Planes) +29 (16 Ranks +10 Int +3 Dex)
Knowledge (Nature) +29 (16 Ranks +10 Int +3 Dex)
Ride +9 (6 Ranks +3 Dex)

Traits:

1st : Fast Talker
You had a knack for getting yourself into trouble as a child, and as a result developed a silver tongue at an early age. You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.
2nd: Focused Mind
Your childhood was dominated either by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.

Racial Traits:

-Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
- Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks.
- 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.
- Spell-like ability: Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level.

Gear:

Combat Gear
- +2 Dagger
- +4 Hand Crossbow
- Wand of Cure M Wounds (50 Charges)
Other Gear
- Broom of Flying: This broom is able to fly through the air as if affected by an overland flight spell (+4 on Fly skill checks) for up to 9 hours per day (split up as its owner desires). The broom can carry 200 pounds and fly at a speed of 40 feet, or up to 400 pounds at a speed at 30 feet. In addition, the broom can travel alone to any destination named by the owner as long as she has a good idea of the location and layout of that destination. It flies to its owner from as far away as 300 yards when she speaks the command word. The broom of flying has a speed of 40 feet when it has no rider.
- Amulet of Ragnarok (2/day as a standard action, create a 20ft radius sphere of stone. After 1 round, the sphere collapses either killing, maiming, or dealing 30d6 bludgeoning/adaptive damage. DR and elemental resistances don’t apply, but immunities do)
- Cloak of Resistance +3
- Ring of Deflection +3
- Wand Of Cure Moderate Wounds(44)(2d8+3)
- Estus Flask(recover half hp lost)
- MoonDoggo Belt
- Death Card (demon blood to activate, full name, Save DC 30 Will, Curse: Lower Max HP, Weaken Physical STR, chance to kill)
- Headband of Vast Intelligence +6
- Book Of Clear Mind +5 (used)
- Clear Spindle Ioun Stone
- Cackling Vest
- 5 Doom Flowers
- Insta-orgasm manga
- Cloak of Clear Mind(Jeff item)
- Amulet of nat armor +3 (non used)
Survival Gear
stuff from kits and other stuff
Money
0 CP
0 SP
17 654 GP
0 PP

Spells:

Concentration bonus +27 (Caster Level + Int Modifier)
SR bypass bonus +20 (Caster Level + Spell Penetration(+4)
Save DC : (10 + Spell Level + Int Modifier)
Witch’s Spell List+ shocking grasp, flaming sphere, fireball, wall of ice, flame strike
0th ∞/day, DC 21: Known spells
Detect Magic
Detect Poison
Arcane Mark
Light
Resistence
Message

- 1st 6/day, DC 22: Known spells
Shocking Grasp
Cure Light Wounds(2)
Hex Vulnerabilities
Inflict Light Wounds
Ill Omen

- 2nd 5/day, DC 23: Known spells
Flaming Sphere(2)
Aggressive ThunderCloud
Zone of Truth
Blood Armor

- 3rd 5/day, DC 24: Known spells
Bestow Curse
Fireball(2)
Vampire Touch
Ice Spears

- 4th 5/day, DC 25: Known spells
Wall of Ice
Cure Serious Wounds
Ice Storm

- 5th 5/day, DC 26: Known spells
Cure Critical Wounds
Hostile Juxtaposition(2)
Suffocation(2)

- 6th 3/day, DC 27: Known spells
Slay Living
Flesh to Stone
Maximized Ice Spears

7th 3/Day, DC 28:
Heal
Artifier's Curse
Insanity

8th Level 1/Day, DC 29:
Nine Lives
Death Clutch


Hexes:

Save DC : 29 (10+ ½ Level + Int Modifier)
Retibution
Disguise
Healing
Scar
Evil Eye
Cackle ( swift 2/day)
Steal Voice
Delicious Fright
Waxen Image

3 reputation points