Alchemist

Andruss Delsine's page

296 posts. Organized Play character for SirPeter.


Full Name

Andruss Delsine

Race

Wands:
cure light wounds - 37; endure elements - 50; ill omen - 47; mage armor - 46; magic missile - 41
Male Human (Taldan)

Classes/Levels

Witch 5 - Init +8 - AC 16 12 | touch 12| ff 14 10 - hp 29 - Fort +3, Ref +4, Will +6; Speed 30 ft.; Perception +6 (+8)*; Confidante 2/2

Size

M

Alignment

LN

Deity

Abadar

Languages

Azlanti, Common (Taldan), Draconic, Elven, Tien, Undercommon

Strength 7
Dexterity 14
Constitution 12
Intelligence 22
Wisdom 12
Charisma 12

About Andruss Delsine

ANDRUSS DELSINE
Male human (Taldan) witch 5
LN Medium humanoid (human)
XP: 12, PP: 11, Fame: 21
Init +8; Senses Perception +6 (+8)*
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 29 (5d6+7)
Fort +3, Ref +4, Will +6
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Offense
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Speed 30 ft.
Melee quarterstaff +0 (1d6-2)
Ranged light crossbow +4 (1d8/19-20)
Special Attacks hexes (cackle, evil eye, fortune, misfortune, slumber)
Witch Spells Prepared (CL 5th; concentration +11)
3rd— (2)
2nd— (4)
1st— (5)
0 (at will)— (4)
Patron Time
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Statistics
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Str 7, Dex 14, Con 12, Int 22, Wis 12, Cha 12
Base Atk +2; CMB +0; CMD 12
Feats Extra Hex[APG], Extra Hex[APG], Accursed Hex, Spell Focus (Necromancy)
Traits reactionary, trustworthy
Skills
Bluff +8 (+9 to fool others) 5 ranks, Cha (+1), silver tongued (+2)
Craft (calligraphy) +11 2 ranks, Int (+6), class (+3)
Diplomacy +10 4 ranks, Cha (+1), class (+3), silver tongued (+2)
Knowledge (arcana) +10 1 rank, Int (+6), class (+3)
Knowledge (dungeoneering) +7 1 rank, Int (+6)
Knowledge (history) +10 1 rank, Int (+6), class (+3)
Knowledge (local) +7 1 rank, Int (+6)
Knowledge (planes) +10 1 rank, Int (+6), class (+3)
Knowledge (nature) +10 1 rank, Int (+6), class (+3)
Knowledge (nobility) +8 2 ranks, Int (+6)
Knowledge (religion) +7 1 rank, Int (+6)
Intimidate +9 5 ranks**, Cha (+1), class (+3)
Perception +6 (+8)* 5 ranks, Wis (+1)
Sense Motive +6 (+8)* 5 ranks, Wis (+1)
Spellcraft +14 5 ranks, Int (+6), class (+3)
Use Magic Device +14 5 ranks, Int (+6), class (+3)
Languages Azlanti, Common (Taldan), Draconic, Elven, Tien, Undercommon
SQ silver tongued, witch's familiar (greensting scorpion named Paccolo)
Combat Gear acid (2), alchemist's fire (2), holy water, holy weapon balm, pearl of power (1st level spell), silver weapon blanch (2); Other Gear bandolier, cloak of resistance +1, cold iron crossbow bolts (10), crossbow bolts (19), familiar satchel (Paccolo is here!), headband of vast intelligence +2 (intimidate), light crossbow, quarterstaff, backpack, flint and steel, signet ring, soap, spell component pouch, sunrod (2), wrist sheath (spring loaded) x2, 2,051 gp, 4 sp, 9 cp

scrolls:
Blindness/Deafness; Comprehend Languages; Daze Monster; Hold person; Lipstitch.
scrolls (non-witch spells):
lesser restoration; remove paralysis (2)
wands:
cure light wounds, endure elements, ill omen, mage armor, magic missile
potions:
Darkvision; Invisibility; Lesser restoration
wrist sheath (spring loaded) #1 (L):
scroll of daze monster
wrist sheath (spring loaded) #2 (R):
holy weapon balm

* Bonus from Alertness (see Familiar below)
** Bonus from the headband of vast intelligence +2
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Special Abilities
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Accursed Hex When you target a creature with a hex that cannot target the same creature more than once per day, and that creature succeeds at its saving throw against the hex’s effect, you can target the creature with the same hex a second time before the end of your next turn. If the second attempt fails, you can make no further attempts to target that creature with the same hex for 1 day.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evil Eye -2 (9 rounds, DC 18) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Fortune 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.
Misfortune (1 round, DC 18) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Silver Tongued You can shift a creature's attitude by three steps with Diplomacy.
Slumber (5 rounds, Will DC 18) (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.
Spell Focus (Necromancy) Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select (necromancy).
Trustworthy +1 on Bluff checks to fool someone.
Familiar's Spells 0—Arcane Mark, Bleed (Will DC 15), Dancing Lights, Daze (Will DC 15), Detect Magic, Detect Poison, Guidance, Light, Mending, Message, Read Magic, Resistance, Stabilize, Touch of Fatigue (Fort DC 16); 1st—Command (Will DC 17), Cure Light Wounds, Ear-Piercing Scream (Fort DC 17), Enlarge Person (Fort DC 17), Ill Omen, Infernal Healing, Obscuring Mist, Remove Sickness, Snowball (Fort DC 17), Unprepared Combatant (Will DC 17), Ventriloquism (P) (Will DC 17, disbelief), Unseen Servant; 2nd-Glitterdust (Will DC 18), Mathematical Curse (Will DC 18), Silence (P) (Will DC 18), Spectral Hand, Vomit Swarm, Web (Ref DC 18); 3rd-Bestow Curse (Will DC 19), Sleet Storm
P Patron spells.

Paccolo (Familiar):

PACCOLO
Greensting scorpion (Pathfinder RPG Ultimate Magic 232)
N Tiny magical beast (vermin)
Init +3; Senses darkvision 60 ft.; Perception +8
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Defense
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AC 21, touch 15, flat-footed 18 (+3 Dex, +6 natural, +2 size)
hp 14
Fort +2, Ref +5, Will +0
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Offense
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Speed 30 ft.
Melee sting +7 (1d2-4 plus poison)
Space 2½ ft.; Reach 0 ft.
Special Attacks poison
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Statistics
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Str 3, Dex 16, Con 10, Int 7, Wis 10, Cha 2
Base Atk +2; CMB +3; CMD 10 (22 vs. trip)
Feats Dodge, Weapon Finesse
Skills Bluff -3, Climb +7, Diplomacy -3, Perception +8, Spellcraft -1, Stealth +19; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
SQ alertness, deliver touch spells, empathic link, improved evasion, share spells, speak with master, store spells
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Special Abilities
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Alertness (Ex) While a familiar is within arm's reach, the master gains the Alertness feat.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deliver Touch Spells (Su) If a witch is 3rd level or higher, her familiar can deliver touch spells or hexes for her. If the witch and the familiar are in contact at the time the witch casts a touch spell, she can designate her familiar as the “toucher.” The familiar can then deliver the touch spell just as the witch would. As usual, if the witch casts another spell before the touch is delivered, the touch spell dissipates. If the witch activates a hex, her familiar can be used to make the touch. She does not have to be in contact with the familiar to use this ability.
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) No damage on successful reflex save; half on failed save.
Poison Sting - Injury (DC 10) (Ex) Sting—Injury; save Fort DC 10; freq 1/rd for 6 rds; effect sicken for 1 rd; cure 1 save.
Share Spells The witch may cast a spell with a target of “You” on her familiar (as a touch spell) instead of on herself. A witch may cast spells on her familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Speak with Master (Ex) The familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
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.

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Chronicle Sheets and Faction Journal:

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Chronicle Sheets Boons:
Aggressive Researcher: You have proven your mettle in Absalom’s greatest libraries, and in the course of your research, you uncovered many facts that were not immediately relevant but might one day prove useful. You can cross this boon of your Chronicle sheet before attempting a Knowledge (arcana, history, or planes) check in order to treat your inal check result as if it were 25, even if you are not trained in the skill. Alternatively, you may instead gain a +5 bonus on the check.

Acquainted with Aslynn: The entity known as Aslynn knows who you are and what you did in the Forae Logos. Whether this is to your advantage or detriment is as yet unknown.

Blessing of Malikeen You gained a statuette of a yeti cradling a child that has absorbed psychic energy from Malikeen Heartsong, which you can discharge to protect yourself from the dangers of high mountains. You may activate the igurine as a standard action to gain the efects of the endure elements spell against cold only, and to treat your altitude zone as one category lower—that is, to treat a high peak zone as a low peak zone, and a low peak zone as a low pass altitude zone (Pathfinder RPG Core Rulebook 430). The beneits of this boon last until the end of the scenario. When you use this boon, cross if of your Chronicle Sheet. If Pathfinder Society Scenario #7–08: Karma Regained is the next scenario you play with this character, you may activate this boon during that scenario without crossing it of your Chronicle Sheet.

Confirmed Field Agent Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point. Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1).

Explore, Report, Cooperate You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.

Friend of Janira Gavix The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.

Impossible Feat: The extraordinary actions possible within a dream might not be possible while awake, but you nonetheless dream of performing a similarly spectacular deed. You may cross this boon of your Chronicle sheet before attempting a skill check, saving throw, or attack roll to add 1d6 to the result of your check. If you roll a 6, roll the six-sided die again and combine the results. You may repeat this process up to twice for a maximum additional bonus of +18.

Ley Line Scholar You attuned yourself to the ley line passing through the relics of Bakten’s former lives. This line travels through Amanandar, Jinin, Wanshou, and Zi Ha. Whenever you are within the borders of any of these countries, you gain a +1 bonus to your efective caster level for all spells and spell-like abilities.

Magic Boon As a standard action, you may recall one spell that you have already prepared and then cast that day. The spell is then prepared again, just as if it had not been cast. You may only use this ability once. On using this ability, check the box and line through this boon.

New Recruit (J. Dacilane) Your team of Pathinders sponsored J. to join the Pathinder Society. In exchange, she is eager to assist you on one of your future missions. You can direct J. to cast a spell from the spiritualist list (Pathfinder RPG Occult Adventures 76) as a standard action. The spell’s level can be up to one third of your character level (minimum 0). J.’s caster level is equal to your character level – 3 (minimum 2), and her Wisdom score is 17. J. is a noncombatant, and she is considered to be in your square for the purpose of determining the origin of her spell. When you use this boon, cross it of your Chronicle Sheet.

Spirits of the Past You can channel the spirit of one of Sharaheen’s past lives. If you do not have medium class levels, you can cross this boon of the Chronicle sheet to use the medium’s shared seance ability for a legend of your choice. If you are a medium, you form a particularly strong connection with one of the samsaran’s legendary incarnations. Record the name of one of the six medium legends. You can always choose to channel this spirit, regardless of your location. Additionally, you can check the box next to the legend’s name to increase your spirit bonus with that legend by 1 for 24 hours.

Twin Tomes You may spend 1 Prestige Point to gain access to either the Celestial Song or Infernal Incantation while the Pathfinder Society resarches their contents. Your time spent poring over the chosen book's pages grants you procifiency in either Celestial or Infernal. Due to the many parties in the Pathfinder Society vying for time with the tomes, you may only research one of the two books.


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Faction Journal Boons:
CONFIDANTE Twice per adventure, you can call upon your contacts, either allowing you to attempt a Knowledge check as though you had a number of ranks in that skill equal to your number of ranks in Diplomacy or gain you a +2 bonus on the check. Calling in a favor takes 1 minute, and when not in an urban environment requires two uses of this ability.