Harrowed Summoning

Aped's page

2 posts. Alias of chuffster.


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Here's my submission. A friendly, charismatic witch from the deserts of Katapesh. Or, if you prefer, an open face sand witch.

Background:
Aped was a perfectly ordinary slave until the day a thrush flew up and started talking to him. After that, he was a slave with a secret. He could have used his powers to escape, but he would hardly know where to go. Instead he did his best to ease the burden of slavery on himself and his companions while keeping a low profile.

The chance for freedom that this expedition presents was enough for Aped to throw caution to the wind and reveal his supernatural abilities. If he fails here he'll be a slave who is known to do magic... he has to succeed.

Crunch:
Aped
Human (Keleshite) witch (hex channeler) 1
CN Medium humanoid (human)
Init +2; Senses Perception +1
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Defense
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AC 13, touch 12, flat-footed 11 (+1 armor, +2 Dex)
hp 8 (1d6+2)
Fort +2, Ref +2, Will +1
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Offense
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Speed 30 ft.
Melee dagger +0 (1d4/19-20)
Ranged light crossbow +2 (1d8/19-20)
Special Attacks hexes (cackle[APG], fortune[APG])
Witch (Hex Channeler) Spells Prepared (CL 1st; concentration +3)
. . 1st—adhesive spittle[ACG] (DC 13), mage armor
. . 0 (at will)—daze (DC 12), detect magic, guidance
. . Patron Deception
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Statistics
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Str 10, Dex 14, Con 12, Int 14, Wis 8, Cha 18
Base Atk +0; CMB +0; CMD 12
Feats Additional Traits, Alertness, Extra Hex[APG]
Traits earning your freedom, freedom fighter, sacred conduit, unpredictable
Skills Bluff +11, Diplomacy +15, Knowledge (nature) +6, Perception +1, Sense Motive +1, Spellcraft +6
Languages Common, Gnome, Kelish, Osiriani
SQ silver tongued, witch's familiar (thrush named Wesheb)
Other Gear haramaki[UC], crossbow bolts (10), dagger, light crossbow, 139 gp
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Special Abilities
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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.
Familiar Bonus: +3 bonus on Diplomacy You gain the Alertness feat while your familiar is within arm's reach.
Fortune (1 round) (Su) Ally in 30 ft can roll 2d20 for an attack, save, ability, or skill check (and take higher) once/rd.
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.
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.

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Wesheb
Male thrush (Pathfinder RPG Ultimate Magic)
CN Diminutive magical beast (animal)
Init +2; Senses low-light vision; Perception +5
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Defense
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AC 17, touch 16, flat-footed 15 (+2 Dex, +1 natural, +4 size)
hp 4 (1d8-2)
Fort +0, Ref +4, Will +4
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Offense
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Speed 10 ft., fly 40 ft. (average)
Melee bite -1 (1d2-5)
Space 1 ft.; Reach 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)
[b]Skills
Acrobatics +2 (-6 to jump), Bluff -1, Diplomacy -1, Fly +12, Perception +5, Spellcraft -1
Languages Kelish
SQ improved evasion
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Special Abilities
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Flight (40 feet, Average) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.


This looks like a lot of fun. I thought it might be neat for the group dynamic to have one guy who starts out as a skeptic towards all the superstitions and bogeymen. So, an empiricist investigator...

Background:
Keyon grew up on the outskirts of society in Rahadoum. His parents were half orcs who fled Cheliax for fear of being victimized by a local religious cult. Despite being treated as freaks and outcasts in Rahadoum, they were always grateful to be living in a nation free from religion. They raised Keyon to feel that same gratitude.

As he grew older, Keyon's unassuming appearance and surprisingly quick wit proved useful to the Pure Legion. Religious agitators often assume that half orcs will be easy to recruit due to their poor treatment by mainstream society. Keyon worked as an undercover informant, allowing himself to be recruited so that he could gather information and pass it on to the Pure Legion.

It was during one such mission that he rescued Professor Lorrimor. The cult Keyon was infiltrating was more aggressive than most and hoped to gain the favor of their god--not to mention worldwide notoriety--by sacrificing a prominent scholar. Keyon was assigned to guard the professor before the ritual began and was able to sneak him out of the compound.

Personality and Appearance:
From a distance, Keyon looks like a mess. His hair is unkempt, his beard matted, his skull misshapen, and his clothes mismatched. His left foot drags behind him as he walks, supported by a cane. A close observer might notice that underneath the clothes is a well-maintained set of armor and that a sharp blade is hidden in the cane.

Keyon generally prefers to listen rather than talk. People often assume that half orcs are unthinking followers, and Keyon is happy to play along with those prejudices. When he does speak he prefers to appeal to logic (or rather, common sense) rather than emotion.

Crunch:
Keyon
Half-orc investigator (empiricist) 1
LN Medium humanoid (human, orc)
Init +4; Senses darkvision 60 ft.; Perception +4
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Defense
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AC 15, touch 12, flat-footed 13 (+2 Dex)
hp 10 (1d8+2)
Fort +1, Ref +4, Will +3
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Offense
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Speed 30 ft.
Melee sword cane +2 (1d6+2)
Ranged shortbow +2 (1d6/×3)
Investigator (Empiricist) Extracts Prepared (CL 1st; concentration +5)
. . 1st—heightened awareness[ACG], true strike
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Statistics
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Str 14, Dex 14, Con 12, Int 18, Wis 12, Cha 7
Base Atk +0; CMB +2; CMD 14
Feats Elongated Cranium[OA]
Traits chance savior, promising peacemaker, student of philosophy
Skills Acrobatics +0, Appraise +4, Bluff +3 (+3 vs. other humanoids, +4 to feign ignorance, +9 to lie (as a result of using Int instead of Cha)), Climb +0, Diplomacy +3 (+3 vs. other humanoids, +5 vs. orcs, half-orcs, and humans, +9 to persuade others but not to gather information (as a result of using Int instead of Cha)), Disable Device +5, Disguise -5, Escape Artist +0, Fly +0, Heal -2, Intimidate -5, Knowledge (arcana) +10, Knowledge (dungeoneering) +10, Knowledge (local) +10 (+12 on checks involving orcs, half-orcs, and humans), Knowledge (religion) +10, Perception +4, Ride +0, Sense Motive +6 (+6 vs. other humanoids, +4 to intercept secret messages), Stealth +6, Survival -2, Swim +0; Racial Modifiers +2 Bluff, +2 Diplomacy, +2 Sense Motive
Languages Abyssal, Common, Draconic, Gnoll, Goblin, Orc
SQ alchemy (alchemy crafting +1), inspiration (4/day), meticulous, orc blood, overlooked mastermind, trapfinding +1
Other Gear wooden armor[APG], arrows (20), shortbow, sword cane[APG], investigator starting formula book, 9 gp
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Special Abilities
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Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Darkvision (60 feet) You can see in the dark (black and white only).
Inspiration (+1d6, 4/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Meticulous -2 on all untrained skill checks
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Overlooked Mastermind Additional +2 racial bonus to Bluff, Diplo, and Sense Mot. vs humanoids.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.