About Ashlana MoranStats:
Str: 14 | +2 12, +2 racial
Dex: 11 | +0 11 Con: 14 | +2 14 Int: 15 | +2 15 Wis: 10 | 0 10 Cha: 14 | +2 14 20 point buy: 12 (2), 11 (1), 14 (5), 15 (7), 10 (0), 14 (5) ______________
Heavy Mace:
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HP: 9 (1d6 + 2 con + 1 FC bonus)
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BAB: 0
Speed: 30ft Skills:
Tot | Mod | Rank | Misc
_0_= _0_ + ___ + ___ Acrobatics _2_= _2_ + ___ + ___ Appraise _2_= _2_ + ___ + ___ Bluff _6_= _2_ + _1_ + _3_ Craft (Alchemy) _2_= _2_ + ___ + ___ Climb _8_= _2_ + _1_ + _5_ Diplomacy +3 class skill, +2 Best Friend _2_= _2_ + ___ + ___ Disguise _0_= _0_ + ___ + ___ Escape Artist _0_= _0_ + ___ + ___ Fly _2_= _2_ + ___ + ___ Handle Animal _0_= _0_ + ___ + ___ Heal _2_= _2_ + ___ + ___ Intimidate _6_= _2_ + _1_ + _3_ Knowledge (Arcana) +3 class skill _7_= _2_ + _1_ + _4_ Knowledge (Local) +3 class skill, +1 Friend In Every Town _0_= _0_ + ___ + ___ Perception _6_= _2_ + _1_ + _3_ Performance (fortune teller) +3 class skill _0_= _0_ + ___ + ___ Ride _-1_= _2_ + ___ + ___ Sense Motive _8_= _2_ + _1_ + _5_ Spellcraft +3 class skill, +2 Theoretical Magician _0_= _0_ + ___ + ___ Stealth _0_= _0_ + ___ + ___ Survival _2_= _2_ + ___ + ___ Swim _6_= _2_ + _1_ + _3_ Use Magic Device +3 class skill (2 + 2 int +1 racial +2 background skills) =7 TOTAL Class Skills: Craft, Fly, Heal, Intimidate, Knowledge (arcana), Knowledge (history), Knowledge (nature), Knowledge (planes), Profession, Spellcraft, and Use Magic Device. Features and Traits:
RACIAL
+2 to One Ability Score: STR Bonus Feat: Humans select one extra feat at 1st level. Skilled: Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level. CLASS
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. In addition, she receives bonus spells per day if she has a high Intelligence score. 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 2–10 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 2–10. 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. Spell Deck: Each cartomancer carries a special harrow deck that allows her to communicate with her patron. Its ability to hold spells functions identically to the way a witch’s spells are granted by her familiar. The cartomancer must consult her harrow deck each day to prepare her spells and cannot prepare spells that are not stored in the deck. The spell deck cannot be used for this purpose if any cards are missing. This ability replaces the witch’s familiar. Patron Spells (Ancestors): 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. Each patron is listed by its theme. Its actual name is up to the GM and the witch to decide. TRAITS
Friend In Every Town: You have no problem making friends and learning information from them wherever you go. You gain a +1 trait bonus on all Knowledge (local) checks and Diplomacy checks. One of these skills (Knowledge, Local) is always a class skill for you. Best Friend: You are best friends with one of the NPCs; you’ve grown up together, and while your friend has had a much more exciting life than you so far, you hope one day to follow in your friend’s footsteps and see the world—or perhaps even become an adventurer yourself. You’ve picked up a lot from your friend, but particularly his or her skill in interacting with others. If Ameiko is your best friend, you gain a +2 trait bonus on Diplomacy checks. If Sandru is your best friend, you gain a +2 trait bonus on Bluff checks. Whichever skill you gain a trait bonus on, that skill is always considered a class skill for you. In addition, in situations where your best friend is in danger, you gain a +1 trait bonus on all attack rolls against foes that threaten your friend. NPC Choices: Ameiko, Sandru. Feats:
Extra Hex: You gain one additional hex. You must meet the prerequisites for this hex. If you are a shaman, it must be a hex granted by your spirit rather than one from a wandering spirit.
Improved Initiative: +4 to initiative Spells:
Cantrips (All known, 3 prepared, DC 12)
Known: ALL
1st Level Spells (5 known [3 + int mod], 2 prepared, DC 13) Known: Cure Light Wounds
Prepared: Ray of Enfeeblement, Cure Light Wounds Hexes:
Misfortune: The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
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. Equipment:
Heavy Mace 8lbs|12gp
Caltrops (2) 4lbs|2gp Hip Flask 1lbs|1gp Rope (50 ft) 10lbs|1gp Scroll Box 1lbs|5gp Artisan's Outfit 4lbs|1gp Spell Deck (Harrowed Deck) Vermin repellent, 1 cont. Witch's Kit (backpack,bedroll, a belt pouch, candles (10), chalk (10), a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin) 21lbs|21gp 49lbs 47 gp Light 58 lbs Medium 116 lbs Heavy 175 lbs
Ashlana Moran:
BACKGROUND:
Ashlana has lived in Sandpoint her entire life. She was a loner for most of her childhood, preferring to stay shut in with a book than playing or socializing with the other children. Magic was a particular obsession of hers, something she loved to read about and study, though she never dreamed she would develop a talent for it. That changed shortly after her twentieth birthday when her father was killed during a scouting mission outside of Sandpoint. He had given her a harrowed card deck based on her interest in magic, although no power began to manifest for her until after his death. Ashlana found it difficult to be around her mother after this, and began spending more time out in town, exploring her sudden abilities and meeting people she vaguely knew of but had never truly met in earnest. This was how Ashlana met Ameiko. Ameiko helped foster Ashlana's growing desire to leave Sandpoint in search of something more. Ashlana was supportive, though jealous, when the opportunity for adventure came to her friend, and has spent more than a lot of time pestering Ameiko at the Rusty Dragon for details about what happened, in between convincing other patrons to give her their coin as well in exchange for "fortunes". PERSONALITY: It still requires effort for Ashlana to come out of her shell when around people who aren't Ameiko. The young woman is frequently reserved, though not quite withdrawn, and will become much more engaged when a topic comes up that she is passionate about. Ashlana is known to be kind and friendly to those who do know her, however, and she is a fierce and loyal friend to those who deserve it. APPEARANCE: Ashlana is on the shorter side, standing at about five feet and four inches tall, and slightly rounder than average from a life mostly spent indoors with her books. She is twenty-six years old, has red, shoulder-length hair that normally hangs free, and hazel colored eyes. Ashlana is typically dressed in a mixture of dark greens and browns when she goes out into town, favoring a bright red accent that changes every day. Advancement Plot:
3rd: Extra Hex feat to take Cauldron Hex, granting Brew Potion feat and +4 to Craft Alchemy.
4th: Take Evil Eye Hex 5th: Extra Hex feat to take Fortune Hex. After that, take Accursed Hex, Amplified Hex, and Split Hex at 7, 9, and 11 respectively. |