Elf Witch (Hedge) 8| AC 14 (18) T 14 FF 15 | HP 42/42 | F +5 R +6 W +7; +2 v enchantments | Init +6 | Perc +7
About Asmythe
Asmythe
Male elf witch 8 (Pathfinder RPG Advanced Player's Guide 65)
CG Medium humanoid (elf)
Init +6; Senses low-light vision; Perception +7
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Defense
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AC 18, touch 14, flat-footed 15 (+4 armor, +1 deflection, +2 Dex, +1 dodge)
hp 42 (8d6+8)
Fort +5, Ref +6, Will +7; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Melee club +4 (1d6)
Ranged composite longbow +6 (1d8/×3)
Special Attacks hexes (cackle[APG], evil eye[APG], flight[APG], healing[APG], misfortune[APG], slumber[APG], tongues[APG])
Witch Spell-Like Abilities (CL 8th; concentration +14)
. . At will—feather fall (self only), fly (self only)
. . 1/day—levitate (self only) Witch Spells Prepared (CL 8th; concentration +14)
. . 4th—dimension door, restoration, restoration
. . 3rd—dispel magic, ice spears (DC 19), lightning bolt (DC 19), pugwampi's grace (DC 19)
. . 2nd—glitterdust (DC 18), lesser restoration, lesser restoration, see invisibility, vomit swarm[APG]
. . 1st—cure light wounds, ear-piercing scream[UM] (DC 17), enlarge person (DC 17), mage armor, mage armor, ray of enfeeblement (DC 17)
. . 0 (at will)—dancing lights, daze (DC 16), detect magic, read magic
. . Patron Healing
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Statistics
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Str 10, Dex 14, Con 12, Int 23, Wis 8, Cha 12
Base Atk +4; CMB +4; CMD 18
Feats Alertness, Dodge, Extra Hex[APG], Extra Hex[APG], Improved Initiative
Traits insider knowledge, seeker of brightness
Skills Appraise +11, Craft (alchemy) +11, Diplomacy +13, Fly +8, Heal +6, Knowledge (arcana) +16, Knowledge (engineering) +14, Knowledge (history) +15, Knowledge (local) +10, Knowledge (nature) +15, Knowledge (planes) +15, Linguistics +8, Perception +7, Perform (wind instruments) +5, Sense Motive +1, Spellcraft +12 (+14 to identify magic item properties), Swim +4, Use Magic Device +12; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Abyssal, Azlanti, Celestial, Common, Draconic, Elven, Goblin, Sylvan, Tien, Varisian
SQ elven magic, witch's familiar (raven named Enoch)
Combat Gear potion of fly (2), potion of invisibility (2), scroll of dimension door, scroll of paranoia, scroll of scare, scroll of whip of spiders (2), wand of comprehend languages (45 charges), wand of cure light wounds (30 charges), wand of lightning bolt (CL 6th, 20 charges), wand of remove blindness/deafness (10 charges), healer's kit; Other Gear arrows (20), club, composite longbow, cloak of resistance +2, handy haversack, headband of vast intelligence +2, ioun torch ioun stone[APG], ring of protection +1, belt pouch, blanket[APG], candle (4), canteen[UE], chalk (3), cold weather outfit, flint and steel, Flute, ink, inkpen, parchment (4), spell component pouch, tobacco, trail rations (6), twine (50')[APG], wooden holy symbol of Desna, 7,952 gp, 5 sp, 2 cp
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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.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evil Eye -4 (9 rounds, DC 20) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Familiar Bonus: +3 to Appraise checks You gain the Alertness feat while your familiar is within arm's reach.
Healing (2d8+8) (Su) Heal touched creature, but each target can only benefit once per 24 hrs.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Misfortune (2 rounds, DC 20) (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.
Slumber (8 rounds, DC 20) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg).
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Tongues (8 minutes/day) (Su) Understand spoken and speak any language, as tongues.
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.
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As he tells it, Asmyth was born in the Age of Dreams. He was a luminous being that feasted on celestial nectar every day. They would dance and sing and frolic in the heavens. The Age of Dreams was paradise without end. Except that it ended.
As he tells it, Asmyth was born in the Age of Fire and Thunder. It was a horrible time. There was clashing thunder and screams of pain. Teeth gnashed and flesh was torn. It rained blood. It was a time without hope. Except that Asmythe had hope.
As he tells it, Asmythe was born in the Age of Redemption. He is a being of flesh and spirit. He has felt pain and knows of love. He walks the land looking to redeem himself for his arrogance in the Age of Dreams. He seeks redemption for his sins in the Age of Fire and Thunder. It is a time of family. Except he has no family.
This is how he remembers it. Basically, he had a happy life until orcs raided his home. He was led to freedom by his totem. After a time of healing and learning, Asmythe started wandering the land. He doesn't remember who he is or where he came from. He met Koya when she saved him and they had a brief relationship that developed into an intimate friendship.
He doesn't realize it, but Asmythe is looking for a new family.
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Boons
0-02: One free Divination spell cast by a cleric of Asmodeus in Egorian, Cheliax's capital for outstanding service to the empire.
0-04: In Irrisen +2 circumstance bonus on diplomacy when mention Yagevna family and rescuing their daughter.
0-14: owe Grandmaster Torch a favor
43: +1 circumstance bonus on Cha based checks with Andorians
43: one time only succeed on a Cha based check with fey
45: +1 to Int or Cha rolls when in Absalom
6-17: turn in a bounty for your benefit when on the plane of fire
6-17: restore charges to timeworn gear
10-3: gain resist cold or endure elements
10-3: store spell as a tattoo for up to 24 hrs
10-3: +4 on checks v the Erutaki, the Varki, undead, magical beasts, or the Crown of the World
10-05: gain resistance 5 to acid, cold, and electricity for 1 hour
10-05: cross off for services in the city of Magnimar
10-05: gain a benefit for certain skill checks
06-20: various (see chronicle)
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