Witch

Andrezi Zingari's page

5 posts. Alias of dathom.


Full Name

Andrezi Zingari

Race

Half-elf

Classes/Levels

Witch / 1

Gender

Male

Age

35

Alignment

CG

Deity

Desna

Location

Sandpoint

Languages

Common, Elven, Varisian, Goblin, Orc, Halfling, Dwarven

Strength 10
Dexterity 14
Constitution 12
Intelligence 18
Wisdom 9
Charisma 12

About Andrezi Zingari

Height: 5'9"
Weight: 165 lbs
Eyes: Brown
Hair: brown
Skin: light, olive-tinted skin

Durability:
Hit Points: 7
Initiative: +2
Armor Check Penalty: -0
Speed: 30 feet
Armor Class: 12 (10 + 2 Dex)
Touch: 12
Flat-footed: 10

Saves:
Fortitude: +1 0 +1 Con)
Reflex: +4 (0 +2 Dex +2 Familiar)
Will: +3 (2 -1 Wis +2 Dual Minded)

Situational Bonuses: +2 vs enchantment spells and effects.

Combat:
Base Attack Bonus: +0
Melee Attack Bonus: +0 (0 BAB+ 0 Str)
Range Attack Bonus: +2 (0 BAB+ 2 Dex)
Combat Maneuver Bonus: +0 (0 BAB+ 0 Str) CM DC: 13 (10+ 0 Base + 0 Str + 2 Dex)

Dagger: +0/ +2 Melee/ Ranged (1d4; 19-20/x2; P; 10 ft)
L. Mace: +0 Melee (1d4; 20/x2; B)
Dart: +2 ranged (1d4; x2; 20ft; P)

Feats:

Spoiler:
Skill Focus (Use Magic Device): +3 to Use Magic Device checks.
Extra Hex: Gain an additional Hex
xxx:
xxx:

Traits:

Spoiler:
Family Ties: You gain a +1 trait bonus on Knowledge (local) checks and Knowledge (local) is always a class skill for you. In addition, you begin play able to speak and read Varisian.
Fast Talker: +1 to Bluff checks and bluff is a class skill

Other Special Abilities and Special Qualities:

Racial Abilities:

+2 to Intelligence
Favored Class (Witch)
Low Light Vision:Can see twice as far as humans in dim-light conditions.
Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Wary: +1 to Bluff and Sense Motive Checks
Arcane Training: Half-elves occasionally seek tutoring to help them master the magic in their blood. Half-elves with this racial trait have only one Favored Class and it must be an arcane spellcasting class. They can use spell trigger and spell completion items for their Favored Class as if 1 level higher (or as a 1st-level character if they have no levels in that class). This racial trait replaces the multitalented racial trait.
Dual Minded: +2 to Will Saves

Class Abilities:

Witch's Familiar:
Adnisylvani (meaning “Luck of the Woods” in Varisian)
Fox N Tiny animal Init +2; Senses low-light vision, scent; Perception +8
DEFENSE
AC 15, touch 14, flat-footed 13 (+2 Dex, +2 size, +1 nat)
hp 3
Fort +3, Ref +4, Will +3
OFFENSE
Speed 40 ft.
Melee bite +2 (1d3-1)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 9, Dex 15, Con 13, Int 6, Wis 12, Cha 6
Base Atk +0; CMB +0; CMD 9 (13 vs. trip)
Feats Skill Focus (Perception)
Alertness, empathic link, improved evasion, share spells, store spells
Skills Acrobatics +2 (+10 when jumping), Perception +8, Stealth +10, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent

Patron(Ancestors): 2nd—bless, 4th—aid, 6th—prayer, 8th—blessing of fervor, 10th—commune, 12th—greater heroism, 14th—refuge, 16th—euphoric tranquility, 18th—weird.

Evil Eye Hex (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.

Fortune Hex (Su): The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made. At 8th level and 16th level, the duration of this hex is extended by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.

Spells:

Concentration:1d20 +1 level +4 stat

Spells Known:
Cantrips :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: Burning Hands, Web Bolt, Mage Armor, --Ear Piercing Scream, --Ill Omen, Enlarge Person, Peacebound

-- means it has been memorized for the day

Skills: Skillpoints gained/level (6) 2+4(int)

Spoiler:
Acrobatics: +2 (0 ranks; ; +2 Dex; -0 armor)
Appraise: +4 (0 ranks; +0 trained; +4 Int)
*Bluff: +7 (1 ranks; +3 trained; +1 Cha; +2 misc bonus)
Climb: +0 (0 ranks; +0 trained; +0 Str; -0 armor)
*Craft (Tattoo): +8 (1 ranks; +3 trained; +4 Int)
Diplomacy: +1 (0 ranks; +0 trained; +1 Cha)
Disguise: +1 (0 ranks; +0 trained; +1 Cha)
Escape Artist: +2 (0 ranks; +0 trained; +2 Dex; -0 armor)
*Fly: N/A (0 ranks; +0 trained; +2 Dex; -0 armor)
*Heal: +0 (0 ranks; +0 trained; -1 Wis)
*Intimidate: +1 (0 ranks; +0 trained; +1 Cha)
*Know (arcana): +8 (1 ranks; +3 trained; +4 Int)
*Know (local): +9 (1 ranks; +3 trained; +4 Int; +1 trait)
*Know (history): +8 (1 ranks; +3 trained; +4 Int)
*Know (nature): +8 (1 ranks; +3 trained; +4 Int)
*Know (planes): N/A (0 ranks; +0 trained; +4 Int)
Linguistics: +4 (0 ranks; +0 trained; +4 Int)
Perform (): +1 (0 ranks; +0 trained; +1 Cha)
Perception: +1 (0 ranks; +0 trained; -1 Wis; +2 Familiar)
*Profession (): +0 (0 ranks; +0 trained; -1 Wis)
Ride: +2 (0 ranks; +0 trained; +2 Dex; -0 armor)
Sense Motive: +1 (0 ranks; +0 trained; -1 Wis; +2 Familiar)
Stealth: +2 (0 ranks; +0 trained; +2 Dex; -0 armor)
*Spellcraft: +8 (1 ranks; +3 trained; +4 Int)
Survival: +1 (0 ranks; +0 trained; -1 Wis)
Swim: +0 (0 ranks; +0 trained; +0 Str; -0 armor)
*Use Magic: +0 (0 ranks; +0 trained; +1 Cha; +3 trait)

Carrying Capacity:
Light Load: 0 lbs - 33 lbs (38 lbs with MW pack)
Medium Load: 34 lbs - 66 lbs
Heavy Load: 67 lbs - 100 lbs
Lift Over Head: 100 lbs
Lift Off Ground: 200 lbs
Push or Drag: 500 lbs

Carried Possessions (30 lbs):

Spoiler:

Backpack: 2 lbs; 2gp (16 lbs):
Bedroll: 1 sp; 5 lbs
parchment (10); 2 gp
Inkpen; 1 gp
ink; 8 gp
Waterskin: 1 gp; 4 lbs
2 days trail rations: 1gp; 2 lbs
Alchemist Fire: 20gp; 1lb

Sheathed or Worn (12 lbs):
Traveler's Outfit 5 lb
4 darts: 2gp; 2 lbs
Dagger: 1 lbs; 2 gp
scroll case: .5lbs; 1gp
Spell component Pouch: 2 lbs; 5 gp
Belt pouch: .5 lbs; 1 gp
Tattoo: 1sp
Silver bangle: 7sp
Pocketed Scarf 8gp; .5 lb
Artisan’s Tools: 5gp; 5 lbs
Wide-brimmed hat: 3sp; .5 lbs

Pouch with Coins:
CP:
SP: 8
GP: 4
PP:
Gems: 30 gp amethyst

Character Description

Spoiler:

Appearance: Andrezi, weighing in at 165 pounds and standing at 5'8", is rather average for a half-elf. However, his olive tinted skin identifies him as being of Varisian descent and he is missing half of his left ear, giving his face an uneven look. When asked about his left ear by fellow Sczarni, Andrezi relates a story of a confidence scheme gone wrong and how his nimbleness cost him part of his ear instead of his throat. For non-Varisians who ask, he relates a random tale that changes with the telling, ranging from an accident with a knife as a child to dodging a giant's blade during his travels. Decked out in brightly colored clothing in blues and oranges, a silver bangle hangs from his left wrist and a hand-sized tattoo can be seen peeking out from the opening of his loose jerkin. Additional tattoos of butterflies and seven-pointed stars grace his right upper arm and side but are normally covered by his jerkin and vest. Draped around his neck is an elegantly made kapenia that depicts the scene of a Varisian man breaking the bonds that held him before dashing off into the unknown forests surrounding the city of his captors. A dagger is tucked into a bright orange sash that is wrapped around his waist and a few darts are tucked among the folds of his clothing. A fox’s head can be seen peeking out of a satchel that rests as Andrezi’s hip. The fox has the orange and red colorings of its kind, but its gaze holds an unusual intelligence.

Story/Background: Born to a Varisian fortune teller living among the Shingles of Korvosa, Andrezi was accepted among the Varisian's there despite his unique ancestry. Gifted with a keen intellect, Andrezi listened attentively to the stories his mother told him of Varisian lore and drew from them truths that he could use in his everyday life. It was this woman that he turned to for guidance as he grew. Divining her son's future, she saw him doing incredible things, not just for the Varisian people, but for Varisia as a whole. Hoping to continue the fortune telling traditions of her family, and foster a desire to accomplish good, Andrezi's mother even attempted to teach the half-elf the ways of the Harrowing. However, even with his brilliance, the ancestors refused to give the young Andrezi insight into the meaning of the cards he laid out. None-the-less, Desna and Andrezi's ancestors spoke to the boy in other ways, presenting paths that the boy would take that would lead him to Sandpoint.

While accepted into the Varisian fold, being the only half-elf in the clan made for a lonely existence and seeing that her son had no gift for harrowing, Andrezi's mother encouraged him to apply his intelligence to other pursuits. Passing him along to an old Varisian mystic who had been friends with the Zindari's for many years, he learned about traditional Varisian tattooing and magic. Though his elven blood and intelligence helped him to understand the principles taught to him, he lacked the discipline to memorize the arcane words and syllables. However, during his apprenticeship, he became close friends with the old woman's grandson Zandu.

As the years past, the two boys fell in with the local Sczarni, which offered male role-models that the boys began looking up to. It was around that time, with Andrezi at the age of 28, that Andrezi’s mother passed from old age. This caused Andrezi to spend even more time with Zandu and his Sczarni family. Through what the Szcarni taught the two men, Andrezi and Zandu refined and polished their skill with words and began helping the Sczarni in their various confidence schemes. However, Andrezi didn't always agree with Szcarni methods, which led to personal conflict and doubt as the half-elf battled with doing what he thought was right and helping those he considered to be his family. This personal conflict soon created tension with Zandu as the two friends began disagreeing. This disagreement never had the chance to grow beyond the occasional argument however, as a botched scheme resulted in grabbing the attention of a regiment of Hellknights. With many of the local Szcarni either arrested or on the run, and his own friend Zandu disappearing in the chaos of the raid, Andrezi managed to escape arrest and joined a Varisian caravan leaving the city. Having heard Zandu speak of Jubrayl Vhiski of Sandpoint, Andrezi was determined to make his way there and see how he might start anew.

Only one or two days out from Korvosa's walls, the caravan had stopped to make camp for the evening. While helping with the duties, Andrezi spotted a small fox staring at him in the shadow of a nearby tree. Fixated by the fox, Andrezi drew the notice of other Varisians as they whispered about the good fortune that falls on those who receive a fox’s stare. Miraculously, the fox entered the camp and sat at Andrezi's feet. Surprised by the fox's actions Andrezi wasn't sure what to do. However, seeing this as a sign from Desna, he accepted the fox’s presence and allowed it to accompany him. After a few days traveling with the fox, Andrezi noticed that the connection between the fox and him grew. Soon after he not only could sense what the fox was feeling, but Andrezi found himself tapping into strange abilities that the fox helped him unlock. Andrezi kept to himself and simply practiced his new talents as the caravan continued on its journey.

Arriving in Sandpoint and still uncertain of the true nature of this newfound power, Andrezi parted ways from the caravan and sought out Jubrayl Vhiski at the Feetbag. Once he met up with the man, Andrezi spent the next several years in a life of confidence schemes in the smaller town, and did his best to make friends outside of the Sczarni. Though it was difficult, in the years that followed, he was able to make friends with Varisians outside of the Szcarni circle and even a few people Desnan worshipers.

Personality: Average in appearance, he makes up for his lack of poise and confidence with clever wordplay that masks the uncertainty that he sometimes feels. This has helped Andrezi to speak as colorfully as he dresses and has led to no small amount of confusion for non-Varisians who have dealt with the man. Some of his favorite phrases include “the trip is long; we shall shorten the road” before assisting in a traveling song and “Silver and gold are the same with eyes closed” when passing along advice to his family and friends. Andrezi is want to spin tales that boast of accomplishments he has yet to achieve and isn't fully confident in his own abilities. Born to a Varisian mother, Andrezi holds firmly to the traditions, customs and beliefs of his people and is an avid Desnan. That being said, Andrezi continues to wonder who his father is, only knowing the he was a Forsaken elf who had headed northwest after his short stint in Korvosa. However, he had long given up the desire to search for the man, figuring he had headed north to meet with the Meirani elves. None-the-less, this has given him a soft spot for other half-breeds and those who do not know their parents.

Though he considers the Sczarni to be his family, a part of him fiercely holds to doing good and he respects people who are willing to bend and break the law to help those in need. His time with the Sczarni has marred the young half-elf however, and he often finds himself debating over whether he should do what he knows is right or what he can to serve the interests of his Sczarni family. Andrezi's has a caring heart which causes him to defend those he trusts and has caused many troubles of the heart. But his Sczarni upbringing has given him a fancy for silver, gold and jewels. Andrezi has traveled with his familiar for only a short time, so he still speaks to the fox like he would a pet, something that usually earns him a nip from the rascal fox.

Adnisylvani’s personality is quite the opposite from his master’s. A confident fox, he is prone to boastful displays that draw attention to his presence. Where Andrezi spins tales that boast of accomplishments he has yet to achieve and only boast when he accomplishes something he didn't think he would be able to, his fox familiar is confident in its own skills and lets others know about through action. Not able to speak, he generally uses these displays to be the center of attention and point out interesting facts or sighting to Andrezi. A physical embodiment of Andrezi’s ancestors the fox can be seen running about gleefully during a celebration but has also been a wise advisor and guide for Andrezi as he learns to tap in to his new powers. While Adnisylvani understands the nature of his master’s patron, he hasn’t done anything to show that patron’s intent to the young half-elf.

Hit Points Summary and Favored Class Bonus:

Spoiler:

Character Level 1: 1d6+Con, 6+1 = 8, 8 HP total +1 skill point
Character Level xxx: 1dxxx+xxx, xxx+xxx = xxx, xxx HP total
Character Level xxx: 1dxxx+xxx, xxx+xxx = xxx, xxx HP total
Character Level xxx: 1dxxx+xxx, xxx+xxx = xxx, xxx HP total
Character Level xxx: 1dxxx+xxx, xxx+xxx = xxx, xxx HP total
Character Level xxx: 1dxxx+xxx, xxx+xxx = xxx, xxx HP total
Character Level xxx: 1dxxx+xxx, xxx+xxx = xxx, xxx HP total
Character Level xxx: 1dxxx+xxx, xxx+xxx = xxx, xxx HP total
Character Level xxx: 1dxxx+xxx, xxx+xxx = xxx, xxx HP total