Thorn's End Guard

Andiel's page

53 posts. Alias of True Repentance.


Full Name

Andiel

Race

Half-Elf

Gender

Male

Size

Medium

Alignment

Lawful Neutral

Location

RHC

Occupation

Constable

Strength 12
Dexterity 18
Constitution 14
Intelligence 20
Wisdom 14
Charisma 13

About Andiel

Half-Elf Witch/Mindchemist 1

STR 9
DEX 18
CON 14
INT 18+2
WIS 14
CHA 13

FEATS
1 Skill Focus(Knowledge:Engineering)
1 Accursed Hex
3 Eldritch Heritage(Impossible Bloodline)
5 Improved Familiar(Inevitable, Arbiter)
7 Leadership
9 Witch Knife
11 Split Hex
13 Spell Focus(Illusion)
15 Spell Penetration
17 Greater Spell Focus(Illusion)
19 Greater Spell Penetration

M1 Mythic Eldrith Heritage
M3 Mythic Witch Knife
M5 Mythic Accursed Hex
M7 Mythic Spell Focus(Illusion)
M9 Mythic Spell Penetration

Equipment Calculation:

GOLD = 105gp or 180gp

Character Sheet:

AndielMale Half-Elf Witch/Mindchemist 1
NG Medium Humanoid(Human, Elf)
Init +4; Senses Perception +8(+2 if familiar near)
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Defense
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AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 11 (1d8+3)
Fort +4, Ref +6, Will +4(+2 against enchantment spells and effects)
Defensive Abilities Elven Immunities
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Offense
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Speed 30 ft.
Melee Touch -1
Ranged Touch +4
Ranged Bomb +5 (1d6+5)
Special Attacks Slumber Hex(DC 15)
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Witch Spellcasting CL 1; Concentration +6;
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1st (3/day) Identify, Ill Omen, Whispering Lore
0th (3 slots) Daze, Detect Magic, Message
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Alchemist Extracts CL 1;
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1st (3/day) Mage Armour, Crafter's Fortune, Cure Light Wounds
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Statistics
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Str 9, Dex 18, Con 14, Int 20, Wis 14, Cha 13
Base Atk +0; CMB -1; CMD 13
Feats Unfinished Business(Theme Feat), Brew Potion, Throw Anything, Skill Focus(Knowledge Engineering), Accursed Hex, Alertness
Traits Secret Knowledge(Engineering), Cosmopolitan(Linguistics), Conspiracy Hunter(Sense Motive)
Drawback Overprotective
Skills(10/level = 10) 1 Craft(Alchemy) +10, 0 Craft(Engineering) +5, 1 Diplomacy +5, 1 Knowledge(arcana) +9, 1 Knowledge(engineering) +15, 1 Linguistics +10, 1 Perception +8, 1 Profession(RHC) +6, 1 Sense Motive +9, 1 Spellcraft +9, 1 Use Magic Device +5
Languages = 9 Common, Elven, Primordial, Dwarven, Draconic, Sylvan, Giant, Goblin, Celestial
SQ
Combat Gear
Other Gear
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Witch Special Abilities
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Favoured Class Bonus(1 HP) 1hp or 1 skill point per level or 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.
Weapon and Armour Proficiency Witches are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a witch's gestures, which can cause her spells with somatic components to fail.
Spells A witch casts arcane spells drawn from the witch spell list. A witch must choose and prepare her spells ahead of time. To learn or cast a spell, a witch must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a witch's spell is 10 + the spell level + the witch's Intelligence modifier. A witch can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Witch. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells). A witch may know any number of spells. She must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour communing with her familiar. While communing, the witch decides which spells to prepare.
Cantrips Witches can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Witch under “Spells per 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.
Hex Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on Table: Witch. A witch cannot select an individual hex more than once. Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch's level + the witch's Intelligence modifier.
Patron Spells: Trickery 2nd—animate rope, 4th—mirror image, 6th—major image, 8th—hallucinatory terrain, 10th—mirage arcana, 12th—mislead 14th—reverse gravity, 16th—screen, 18th—time stop.
Witch's Familiar 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.
Cantrips Known Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Guidance, Light, Mending, Message, Putrefy Food and Drink, Read Magic, Resistance, Spark, Stabilize, Touch of Fatigue
1st Level Spells Known (8) Command, Mount, Enlarge Person, Identify, Ill Omen, Obscuring Mist, Ray of Sickening, Whispering Lore
Slumber(Su) A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
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Alchemist(Mindchemist) Special Abilities
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Favoured Class Bonus(1 SP) 1hp or 1 skill point per level or add +1 foot to the range increment of the alchemist's thrown splash weapons (including the alchemist's bombs).
Weapon and Armour Profiency Alchemists are proficient with all simple weapons and bombs. They are also proficient with light armor, but not with shields.
Alchemy When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.
Bomb(Su) 1d6 An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier.
Brew Potion(Ex) At 1st level, alchemists receive Brew Potion as a bonus feat.
Cognatogen(Su) At 1st level, a mindchemist learns how to create a cognatogen, as per the cognatogen discovery. This ability replaces the mutagen class ability (a mindchemist cannot create mutagens unless he selects mutagen as a discovery).
Throw Anything All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.
1st Level Formulae Known (7) Mage Armour, Comprehend Languages, Crafter's Fortune, Cure Light Wounds, Expeditious Retreat, Endure Elements, True Strike
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Half-Elf Racial Traits
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Unfinished Business Once per day you may use speak with dead as a spell-like ability with a caster level equal to your character level. When using the spell in this manner, you must use it in the area where your target died and it must be used within a day of the creature’s death. You do not require a complete body as the ability speaks with the spirit and needs no corporeal connection. Once per combat, as a standard action that provokes attacks of opportunity, you conjure forth a spirit from a creature that died within the last five minutes and within three miles of your current location. The spirit appears in a space you choose within 25 ft. of you, and performs a standard action of your choice. Any attack it makes count as having the ghost touch weapon property.
Elven Immunities Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Adaptability Half-elves receive Skill Focus as a bonus feat at 1st level.
Keen Senses Half-elves receive a +2 racial bonus on Perception checks.
Low-Light Vision[/b] Half-elves can see twice as far as humans in conditions of dim light.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Multitalented Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
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Familiar Sheet:

Singularity the Thrush
N Diminutive animal
Init +2; Senses low-light vision; Perception +9
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Defense
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AC 17, touch 16, flat-footed 15 (+2 Dex, +4 Size, +1 Natural)
hp 5 (half master's hp)
Fort +0, Ref +4, Will +4
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Offense
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Speed 10ft,. fly 40 ft.(average)
Melee bite -1 (1d2–5)
Space 1 ft.; Reach[/b] 0 ft.
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Statistics
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Str 1, Dex 15, Con 6, Int 6, Wis 15, Cha 6
Base Atk +0; CMB -2; CMD 3
Feats Skill Focus(Perception)
Skills Fly +12, 1 Perception +9
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Special Abilities
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Familiar The master of a Thrush familiar gains a +3 bonus on Diplomacy checks.
Alertness(Ex) While a familiar is within arm's reach, the master gains the Alertness feat.
Empathic Link(Su) The master has an empathic link with her familiar to a 1 mile distance. The master can communicate emphatically 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 her familiar does.
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).
Store Spells Starting at 1st level, a witch’s familiar stores all of the spells that the witch knows. This does not allow the familiar to cast these spells or use spell-trigger or spell completion magic items. Starting at 2nd level, and every two levels thereafter, a witch’s familiar adds new bonus spells to the witch’s spell list based on her patron. These spells are automatically stored by the familiar and can be prepared as normal once they are gained.

Backstory:

Andiel enjoyed working for the RHC. Every case he put his mind to was almost like a drug to him. Any problem he saw before him was one that must be solved. The pieces of every challenge pulled apart, analysed and compartmentalised inside his head. That was the way his head understood things. That was the way he thought the world should be. When it wasn't, things went wrong and people like him and the others at the RHC were there to make things right. Sometimes he wondered if he was able to go back in time perhaps he could have fixed his parents. They wouldn't have split and gone their own ways leaving him with nothing. It was something he tried to not think about. Some problems he would never be able to fix and dwelling on these only served to frustrate him no end. The past was the past and enough things in the here and now needed doing. Too many things. He wished he had a thousand like him, all helping to make the world work right. Every country at peace, no wars, profitable trade, that would be a perfect world. Well he would have to do it one criminal at a time. Even though it was petty criminals he was normally sent to deal with. Small issues. Not the thing he dreamed about doing when he signed up. But he didn't have the experience yet, that would come with time.

Risur had always been his home. Very rarely had Andiel ever been out of Flint at all. Flint was his world and his small apartment holds all the small comforts he needs to relax every now and then. In his spare time he experiments with magic, alchemy and mechanical devices, ever watched by his pet thrush he called Singularity or Sing for short, who recently he had formed a much closer connection to. One day he hopes to unite the three forces that he sees control the world. Alchemy comes from the ingredients the natural world gives, machines from the intelligence of humans and other beings and magic is the hidden force of the universe. He thinks that if he can master all three he could acomplish anything he wanted. If a device could harmonise the three, order would follow. Or so he hopes. He keeps his magic secret for now. He discovered the gift one morning only 6 months ago after waking up from a rather vivid dream of an alien people and landscape. He did not realise it was the Dreaming but has begun to suspect. If people even thought he was connected to the fey they might look at him strange and the last thing he wanted was to be connected to them. But he could not stop himself from learning, experimenting, trying to make sense of it all and how it worked. Fey or not, magic was a part of the world and he had to, no, needed to understand it.

His best friend Yessa was the only one whom he had told. Of course it is a bit hard to hide it from someone who lives in the same appartment and shares the same bed. She doesn't understand why he makes a big deal about it and would be happy if he acted normally. She admired his work ethic, she thought much the same way, it was why they got along so well ever since they were children. But she did not have the same obsession he did with analyzing and trying to make everything make sense. He found it quite frustrating when she would help him solve a case and he could not understand how she came to the correct conclusion. He found she was right about these feelings she had most of the time. Sometimes he suspected she had some magic inside her also. He had no way of finding out who her parent's were, they had died before he knew her so if they were wizards or common thieves he would never know. Some things couldn't be known. But Risur he knew, Flint he know, the RHC he knew and Yessa he thought he knew. There were a lot of things he needed to know and everyday was another learning experience for him. Even if it went badly.