![]()
![]()
![]() Truerepentance finally ready with my Spirit Medium Theme Half Elf Witch/Alchemist submission. I'm rather liking this character I have created and hope he looks interesting. Wasn't sure if when getting the free theme prestige class at level 7+ whether we needed to qualify for it so I have prepared to be qualified anyway (ranks in diplo/sense motive). Half-Elf Witch/Mindchemist 1
build progression:
STR 9 DEX 18 CON 14 INT 18+2 WIS 14 CHA 13 FEATS
M1 Mythic Eldrith Heritage
Equipment Calculation:
GOLD = 105gp or 180gp Character Sheet:
Andiel Male Half-Elf Witch/Mindchemist 1 NG Medium Humanoid(Human, Elf) Init +4; Senses Perception +8(+2 if familiar near) -------------------- Defense -------------------- 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 -------------------- Offense -------------------- Speed 30 ft. Melee Touch -1 Ranged Touch +4 Ranged Bomb +5 (1d6+5) Special Attacks Slumber Hex(DC 15) -------------------- Witch Spellcasting CL 1; Concentration +6; -------------------- 1st (3/day) Identify, Ill Omen, Whispering Lore 0th (3 slots) Daze, Detect Magic, Message -------------------- Alchemist Extracts CL 1; -------------------- 1st (3/day) Mage Armour, Crafter's Fortune, Cure Light Wounds -------------------- Statistics -------------------- 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 -------------------- Witch Special Abilities -------------------- 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. -------------------- Alchemist(Mindchemist) Special Abilities -------------------- 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 -------------------- Half-Elf Racial Traits -------------------- 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 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. -------------------- Familiar Sheet:
Singularity the Thrush N Diminutive animal Init +2; Senses low-light vision; Perception +9 -------------------- Defense -------------------- 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 -------------------- Offense -------------------- Speed 10ft,. fly 40 ft.(average) Melee bite -1 (1d2–5) Space 1 ft.; Reach[/b] 0 ft. -------------------- Statistics -------------------- 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 -------------------- Special Abilities -------------------- 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.
![]()
Male Half-Elf
![]() Perception: 1d20 + 5 ⇒ (7) + 5 = 12
![]()
Male Half-Elf
![]() Yea lol. 1000... That's going to take a while. Though I guess 50 a day is definitely achievable. 100 on a big day. So perhaps not that long after all. I actually wish it was maximised on me and not you guys since I'll be linked to you guys as much as possible, healing myself is going to be alot of the healing I do with channel going out when everyone needs it. So it's not that amazing really now that I think about it. But still worth it. ![]()
Male Half-Elf
![]() Andiel walks up to the edge of the water and Flow follows behind a good ten feet, hissing at the waves and running back to avoid getting wet. "Perhaps we could find a boat of some sort then." While the others get ready to swim she looks along the shore for anything that might help them get to the ship dry and also help carry anything found back, like a heavy chest or other difficult and rusty relic.
If she doesn't find anything or only finds a broken down canoo, raft or other primitive instrument she goes through her bag given by the elf. Pulling out a small token in shaped like a swan she cups it in her hand and while standing on the shore blows over it. The token seems to turn to dust and swirls around in front of her and out to the water. Slowly forming together in the shape of a swanboat the magical dust glints in the light. Andiel smiles and looks at Flow, nodding for him to follow. Reluctantly he does and they both board. "Hey, I think I have what we need right here. Keep your armour dry, salt water will ruin it. Maybe we can check out that other Island too." she says to the others. ![]()
Male Half-Elf
![]() I'm all for treasure. And I'm actually betting the main pirate base is probably out on that island. I only responded the best way I thought Andiel would respond IC. Gimlet's reason does actually make sense. They could have been anywhere, the elf didn't give use much help with that part. ![]()
Male Half-Elf
![]() We aren't at 22. We are probably a few miles past the bridge on the side of the road. "Why is it so important to go chasing pirates? We are meant to be finding the Elf's friends. There will be plenty of treasure when we bring them back, or when we find them. Probably both." First paladin I've ever seen that was after treasure :P ![]()
Male Half-Elf
![]() Andiel looks for a comfortable seat for her and Flow in one of the wagons and relaxes. Her spear propped in one corner and her bag under her seat. "It's really quite comfortable in here master dwarf. No need to yet. There will be plenty of that when we arrive at our destination." She gives him a small amused smile. ![]()
Male Half-Elf
![]() After having her fill and excusing herself Andiel retreated back to her room to sleep with her cat curled up beside her. Early the next morning she visited the witch again and told her she was going north not knowing how long it would be before she returned. Now back around the caravan with her breastplate on and new possessions over her shoulder she nods to her new traveling companions.
What's the coin toss for? Thought we knew the direction we needed to go... ![]()
Male Half-Elf
![]() "Andiel," she replies to Klor, "You're only the second of your kind I've had the pleasure of meeting. The first was also a smith that I bought a longspear from a year ago. He was a good armoursmith also." She moves to collect some food and drink before sitting nearby. She feeds little bits of the meat to Flow who does not seem too bothered about eating and prefers to play with it eventually losing it to the floor. "How long has it been since they went missing exactly?" she asks their host. ![]()
Male Half-Elf
![]() Andiel kept listening and watching the elf and the others in the room. After the other 8 hurriedly left she moved up to look over the map more closely. "Those other eight seemed to be a party of either friends or coleagues. I am here on my own and do not know any of these. My path is my own but this direction suits me. I will help find your friends." Flow scrambled himself out of her arms and onto the map table. "Leaving on the caravan I do not mind and will be nice. I have become accustomed to walking everywhere. I already have a room here and will stay tonight." She walks over to sign her name and Flow jumps off the map table to follow her. Andiel ![]()
Male Half-Elf
![]() GM/Eiliries:
Knowledge:Arcana(Pixies?)+scroll+guidance: 1d20 + 4 ⇒ (16) + 4 = 20 "Ok, let me see what I can get for you." As she reaches to take the bottle she almost drops it but just catches it at the last second then secured it in her satchel at her waist. "I'll take a first order scroll. Do you have any that will make them see me in a more favourable light? Hopefully it will give me an edge to catching this pixie essence you want." Tap Inner Beauty perhaps to help if I can diplomacy with the pixies, not sure what else might help. I have prot. from evil if they are evil, perhaps Prot. from Good if they are good. Just guessing what might help. If a helpful scroll is available Andiel retrieves 25gold from her coin purse and buys the scroll. "I will return." she assures the woman then adressed her familiar, "Flow, out," and they leave the magical hut. "Come, we need somewhere quiet." They walk through town and strangely enough end up standing in front of the Warlock's Lodge. Deciding that waiting here until the meeting time wasn't the worst idea she walks inside and asks to hire a room for the night, passing over the necessary coin and letting them know she is here for the meeting tonight. "Apologies about my pet, I hope he isn't against any of your policies, I simply can't leave him outside all alone." She picks him up and carries him to the room. Once inside he jumps out of her arms and onto the bed, settling comfortably into the pillow. She pulls out the scroll she purchased and places it on the bed. She unstraps her breastplate armour and pulls off the fur boots she wears. "Much better. Walking around town armoured up like that doesn't quite feel right. Now to business Flow. I am not sure if there is any library on magical creatures here but I'm sure capturing a few pixies won't be that hard." They wait in the room until it is time for the meeting. Walking to the meeting room she picks up Flow when she realises that it is quite crowded and stands waiting and watching, noting that there doesn't seem to be too many other women in the room. She wears her fur boots and plain explorer's outfit, no armour, looking rather ordinary in this sea of 'adventurers'. Looking over various people there. Seemed quite a few were here for the free food and drink. She would eat later, finding a spot not too far from the map table. When the Elf talks she listens turning her head to watch as some walk out on hearing about the deaths. Fair enough. The maps he spoke of stood out to her. She wondered what made his old maps so outdated. As others speak up she waits to see if the elf will answer him, raising one eyebrow at the strange voice that emanated from the hulking metal armour at least a foot taller than herself if not more. When she gets a chance to speak she asks, "Where were these friends of yours exploring?" ![]()
Male Half-Elf
![]() GM/Eiliries: If this is a shop what sort of wares are actually available? "An extraordinary dwelling this is," she says as she looks around at the things on display as much as the shack. She seems a bit taken aback when the woman speaks about her curse. Flow senses her discomfort and directs a quick hiss the witches way. "Easy," she tells that cat, "Most people are too scared or superstitious to say anything. And they are too ignorant to understand. How did you know it so quickly?" "What is the best way to catch these pixies?"
![]()
Male Half-Elf
![]() A slight breeze seems to swirl around Andiel as she walks through the town with her cat in tow a few steps behind her. Having the gray/silver cat following her earns her several strange looks from passersby. Where she had grown up there had not been much water so one of the first things she had done was to go and stare out over the vast expanse of water for a while. She kept wondering what types of people of creatures lived across it. As she walked back from the shore past several children playing games she smiled at them and wondered how different her life might have been if she had grown up with her real human parents. Her adopted parents had taken her to see the graves they had dug for them before she left to begin her nomadic life. She often prayed to Pharasma to give their souls mercy in their judgement. She saw one of the signs on a billboard. Trustworthy individuals. Pay. Free meal. "Well we could do with a good meal couldn't we Flow. I'll make sure they have fish for you too." The cat rubbed against her boots as if understanding her. They went towards the marketplace to gather information. She wanted to find out if the town had a local healer and perhaps purchase some salves and herbs or maybe offer to help for a while for a few coins. The meeting was tonight, she had plenty of time. ![]()
![]() HP: 1d8 ⇒ 4 Backstory:
Andiel was a strange girl, usually prefering to spend her days running through the trees than play with the other children. Her halfling foster parents found her lost in the swamps when she was just a child. Following her back to an abandoned cottage they found her parents had died of a strange sickness. They did not know how she had been spared but the kindly couple could not leave her to fend for herself anymore and took her home with them and adopted her. She didn't have too many friends growing up. They didn't like the strange games she wanted to play or the animals she seemed to befriend. She didn't care, all she needed was to have the wind in her hair and a stray cat she had tamed and named Flow by her side. She was always trying to be a good girl though and did anything that was asked of her.
Her journey into a strange underground lair one day would change her life forever. Inside she found an abandoned graveyard. As she passed over the graves she could sense that the graves were empty though the headstones showed various names she didn't recognise. Wondering why the graves would be empty and also how she knew this information she continued to the back of the caves. There was a small room built into the rock which held the crumbling records of the former occupants. As she opened a book covered in arcane runes the most central of which was a white Spiral, a horde of ghosts seemed to exit the pages, their smoky bodies made up of the tiny letters written inside the book. She screamed as they swirled around her, covering her head with her hands and folding herself into a ball on the ground begging them to stop. What seemed like an eternity later there was finally quiet. She got up and found the book empty where it was full before. When she dropped it the tome flew away from her and landed on the other side of the room. Scared the ghosts were still there she ran out and away from the underground cemetary, never to return. After that day she found herself cursed, the spirits had followed her, sometimes they whispered to her of Pharasma, of the book. Strange incidents would happen around her. The halflings of the village were scared and wanted her to leave though her adoptive parents insisted she could stay. FInally she gave in and decided to leave. She travelled, never staying in one place too long. The spirits sometimes guided her and Flow, though she really just felt one direction was 'right' to be going in. She used her talents to heal the sick, gaining her many gifts from those grateful before they too asked her to leave, secretly thinking her cursed and hoping those she had healed did not become so. Occasionally she was attacked even though she never threatened anyone. After the first time she lay in a ditch when thieves had robbed her she decided to arm herself and carry a longspear to ward off those preying on the weak. In one village she heard legends of an ancient dungeon. Wary to stay away she prepared to leave going in the opposite direction but got the feeling she was walking the wrong way. As soon as she faced towards the direction of the ancient legend the spirits seemed appeased. She decided to have a look around the area then. "Just a look," she told Flow, "we won't go inside I promise." Character sheet will be finished in a couple hours. Going Oracle of Life as a divine support character. ![]()
![]() 1. How would you introduce yourself to the crew of the airship?
2. Why should the crew of the airship take you onboard and share their plunder with you?
3. What does your character want to get out of flying on the airship?
![]()
![]() @Agash. What's up man. Now why did we both create clerics lol. @GM. Is my backstory detailed enough? I tried to keep it short enough but include all the main information.
Edit: And I just reread and realised that you said no Advanced characters so I will take that out. Just Vamp cleric 12. |