Selaxasp

Arlena Fashaen's page

64 posts. Alias of Pancakes.


Full Name

Arlena Fashaen

Race

Tiefling

Classes/Levels

Witch 2; HP 24; AC 19 | CMD 22 | TAC 17 | FAC 12; F +5|R +7|W +8; Init +9; Perc +11, Darkvision

Gender

Female

Size

M

Age

68

Alignment

NG

Deity

Desna

Languages

Abyssal, Common, Draconic, Dwarven, Elven, Gnome, Infernal, Orc

Strength 20
Dexterity 24
Constitution 20
Intelligence 24
Wisdom 21
Charisma 19

About Arlena Fashaen

Arlena Fashaen
Female Tiefling witch 2 (VMC Cleric)
NG Medium outsider (native)
Init +9, Senses darkvision (60 ft.); Perception +11

Backstory:

Like so many others tiefling births, Arlena's was marked by tragedy. Her mother, a well beloved priestess of Desna, did not survive giving birth to her and her twin sister Melissa. The whole town blamed her father for their mother's death, accusing him of bringing this curse upon her, probably in exchange for some forbidden knowledge.

Her father took them away shortly after. As long as she can remember, they were always on the move, never staying long in a specific town in fear that someone might notice the girls heritage. Their father's craft was extremely helpful in hiding their appearances when needed. Arlena did her best to learn his skills and help him where she could, dreaming of one day helping him find a cure that would purge the demonic taint from their blood.

But her blood brought about yet another painful moment: her father grew old too quickly compared to the sisters, and ended up dying shortly after they reached adulthood. Her sister's mood darkened overnight, and all that Arlena found in the morning was a hastily scribbled letter, with the words "I'm going to join the battle and ensure our kind will never suffer from this again". Horrified at the thought of her sister joining the demon's army, Arlena took the only keepsake they had of her dead mother, an amulet with holy symbol of Desna, and set forth to find her sister.

But she overestimated her ability to track her sister into the Worldwound, and quickly found herself with no way back into civilization. At the edge of despair, she gripped her mother's amulet and prayed to Desna for help. As if answering her prayers, a mysterious Desnan woman appeared and guided her to safety.

Since that day, Arlena has been doing her best to support the war effort. She hopes that by putting an end to it, she might be able to save her sister and redeem tieflings in the eyes of the world.

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DEFENSE
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AC 19, touch 17, flat-footed 12 ( +7 Dex, +2 nat)
hp 24 ((6 + 5 con + 1 fcb x2)
Fort +5, Ref +7, Will +8
Resistances cold 5, electricity 5, fire 5,
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OFFENSE
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Speed 30 ft.
Melee Cestus +8 (1d4+5 19-20), Mwk Cold Iron Longspear +7 (1d8+7 /x3), Dagger +8 (1d4+5 19-20),

Ranged Sling +8 (1d4+5 ),
Special Attacks Darkness 1/day
Hexes Cackle, Protective Luck, Soothsayer, Slumber (DC 18)

Prepared Spells (CL 2; (4/4/0/0/0/0/0/0/0/0), concentration +9)
1st (4/day)- Ear-Piercing Scream (DC 18), Mage Armor (DC 18), Burning Hands x2
0th (at will)- Daze (DC 17), Detect Magic (DC 17), Light (DC 17), Touch of Fatigue (DC 17),

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STATISTICS
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Str 20, Dex 24, Con 20, Int 24, Wis 21, Cha 19,
Looks 16
Base Atk +1; CMB +1; CMD 23
Feats Extra Hex x2, spell focus (conjuration)
Skills Bluff +6; Craft (alchemy) +12; Diplomacy +13; Heal +10; Intimidate +8; Knowledge (arcana) +12; Knowledge (dungeoneering) +8; Knowledge (geography) +8; Knowledge (history) +11; Knowledge (local) +8; Knowledge (nature) +11; Knowledge (planes) +12; Knowledge
(religion) +9; Perception +11; Sense Motive +10; Spellcraft +13; Use Magic Device +10;

Traits Chance Encounter, Clever Wordplay (Diplomacy), Persecuted Expatriate (Perception), Reactionary
Drawback Self-doubting
Languages Abyssal, Common, Draconic, Dwarven, Elven, Gnome, Halfling, Infernal, Orc
SQ darkness 1/day, darkvision, fiendish language, fiendish resistance, prehensile tail, skilled
Equipment: Bullet(s), sling (10); Acid (3 flask); 5x Rations, trail; Backpack, common; Bandolier; Holy
symbol (Desna), silver; Outfit, Traveler's; Rope, silk (50 ft.); Satchel, familiar; Spell-component pouch; Waterskin; 5,91gp
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Spells on Familiar
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Witch Spells
0th Level: Bleed; Dancing Lights; Daze; Detect Fiendish Presence; Detect Magic; Grasp; Guidance; Light; Mending; Message; Putrefy Food and Drink; Read Magic;
Resistance; Spark; Stabilize; Touch of Fatigue;

1st Level Burning Hands; Charm Person; Ear-Piercing Scream; Enlarge Person; Ill Omen; Mage Armor; Obscuring Mist; Ray of Enfeeblement; Sleep; Touch of Blindness
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SPECIAL ABILITIES
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Spoiler:

Bonus Class skill Sense Motive
Traits
Chance Encounter You always tended to get in over your head as a child, but your biggest youthful misadventure was the time you “accidentally” found yourself behind enemy lines in the Worldwound. You probably never would have made it back home to Kenabres if not for the help of a mysterious woman who helped you trick your way through a group of cultists. The woman never told you her name, but you remember her beauty and a deep sense of sadness she seemed to carry with her. Her skill with the bow was impressive as well, but the thing you remember most about her was the symbol of Desna she wore—she often held onto it without seeming to realize it, as if the connection to the goddess was something she clung to in a sense of need, as someone might clutch at a rope while dangling over a vast pit. She left your side a few moments before you were picked up by a patrol of crusaders, who finished the job of escorting you back to safety, and you’ve never seen her again. Ever since, you’ve just been lucky when it comes to trickery. Once per day, if you fail an Acrobatics, Bluff, Disguise, Sleight of Hand, or Stealth check, you may immediately reroll that check as a free action. You must take the second result, even if it is worse. Associated Mythic Path: Trickster. Multiple Characters: You and other characters were all saved by the same mysterious woman in your childhood. This could have been the same event, or she could have saved you on separate occasions—the discovery that someone else was saved by the mysterious stranger has resulted in a long friendship (or perhaps friendly rivalry) with the others she rescued.

Clever Wordplay (Diplomacy) Your cunning and logic are more than a match for another’s confidence and poise. Choose one Charisma-based skill. You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier.

Persecuted Expatriate (Perception) You were born in a nation that persecuted you for your heritage. Although you were under terrible duress, you escaped either with the aid of family or by your own cunning. You gain a +1 bonus on one skill depending on your fiendish heritage: asura (Knowledge [local]), daemon (Sleight of Hand), demodand (Intimidate), demon (Perception), devil (Sense Motive), div (Diplomacy), kyton (Escape Artist), oni (Disguise), qlippoth (Survival), or rakshasa (Sense Motive). That skill is always a class skill for you.

Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on initiative checks.

Drawback: Self-Doubting Your ever-present fear of failure causes a downward spiral. The first time each day that you fail a Will saving throw or skill check, you take a –2 penalty on the next Will saving throw or skill check of that kind.

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Background: Arcane Student: +1 competence bonus to Spellcraft and Use Magic Device, bonus feat: Spell Focus (conjuration). 3d4x10 = 120gp

Racial
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Darkvision

Fiendish Language (Ex) Tieflings speak either Abyssal or Infernal. Abyssal

Fiendish Resistance (Ex) Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.

Prehensile Tail Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.

Resistance to Cold (Ex) You may ignore 5 points of Cold damage each time you take cold damage.

Resistance to Electricity (Ex) You may ignore 5 points of Electricity damage each time you take electricity damage.

Resistance to Fire (Ex) You may ignore 5 points of Fire damage each time you take fire damage.

Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks. Tieflings of specific bloodlines (see below) gain a +2 bonus on different skill checks as indicated.
Spell-Like Ability: Tieflings can use darkness once per day as a spell-like ability (with a caster level equal to the tiefling’s character level). Tieflings of specific bloodlines (see below) gain different spell-like abilities.

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Class and Feats

Cackle A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.

Deity: At 1st level, she must select a deity within one alignment step of her own. She gains the cleric's aura, bonus languages, code of conduct, and restriction from casting spells of opposed alignments. She also gains the cleric's spontaneous casting ability, which she can use with any prepared casting classes that have the appropriate spells on their spell lists.

Patron: Fate At 1st level, when a witch gains her familiar, she must also select a patron. This patron is a vague and mysterious force, granting the witch power for reasons that she might not entirely understand. While these forces need not be named, they typically hold influence over one of the following forces. At 2nd level, and every two levels thereafter, a witch's patron adds new spells to a witch's list of spells known. These spells are also automatically added to the list of spells stored by the familiar. The spells gained depend upon the patron chosen. 2nd — doom, 4th — anticipate peril, 6th — helping hand, 8th — blessing of fervor, 10th — greater forbid action, 12th — contingency, 14th — jolting portent, 16th — maze, 18th — wish.

Protecctive Luck The witch can cause fate to twist so that it benefits a creature within 30 feet for 1 round. Whenever that creature is targeted by an effect that requires an attack roll, including weapon attacks, the attacker must roll twice and take the worse result. At 8th level and 16th level, the duration of this hex is extended by 1 round. A witch cannot use this ability on herself. Hexes that affect the fortune hexAPG, such as cackleAPG, also affect protective luck.

Soothsayer: : The witch’s predictions become selffulfilling prophecies. When the witch uses the evil eye hex, fortune hex, misfortune hex, or retribution major hex, she can choose to delay the effect. If she does so, the hex takes effect the next time the target makes a roll that could be affected by the hex (such as an ability check, attack roll, saving throw, or skill check) or is affected by an action that could be modified by the hex (such as being attacked when the hex would affect the target’s AC), whichever comes first (ignoring actions that are not in combat and actions that have no penalty for failure). The duration of the hex begins on the same round as the action that causes it to take effect. The hex is wasted if it is not triggered within 24 hours.

Slumber: 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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FAMILIAR STATS
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Spoiler:

LIRA (EMISSARY)

Neutral Good Diminutive vermin

Init 1; Senses darkvision 60 ft.; Perception +2

DEFENSE

AC 16, touch 15, flat-footed 15

hp 6

Fort -1, Ref +3, Will +3

Immune mind-affecting effects; SR 0;

OFFENSE

Speed 5 ft. Fly: 30 (average)

Space 1 ft.; Reach 0 ft.;

STATISTICS

Str 1, Dex 13, Con 4, Int 6, Wis 12, Cha 7,

Base Atk +0; CMB -3; CMD 2

Skills Use Magic Device-1, Sense Motive+5, Swim+1, Knowledge (nature)-1, Craft (a)-1, Knowledge (religion)+2, Diplomacy-1, Knowledge (planes)-1, Heal+5, Knowledge (geography)-1, Spellcraft-1, Climb+1, Stealth+13, Perception+2, Knowledge (arcana)-1

SQ Guidance (at will)

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Race Options:

Tiefling
Racial Traits
Defense Racial Traits
Fiendish Resistance 3 RP
Feat and Skill Racial Traits
Beguiling Liar (+4 Bluff)
Senses Racial Traits
Darkvision 60ft
Other Racial Traits
Darkness spell like ability
Prehensile Tail
Template:Advanced (+4 all stats, +2 Natural AC)