Idorii

Betha's page

132 posts. Alias of Itzi.


Race

Game Ended

About Betha

Basics:

Changeling gestalt ninja 3/witch 3
NE Medium humanoid (changeling - Green Hag)

Init +3; Senses darkvision 60 ft.; Perception +5 (+2 if familiar is within arms reach)

Defense:

AC 17, touch 13, flat-footed 14 (+3 armor, +3 Dex, +1 natural)
hp 21 (3d8+3)
Fort +1 (+1 base), Ref +7 (+4 base, +3 Dex), Will +4 (+4 base)

Offense:

Speed 30 ft.

Melee Masterwork katana +3 (1d8 18-20/x2) (slashing)

Melee Claws +2/+2 (1d4 20/x2) (bludgeoning/slashing)

Poisons

Bloodroot
DC 12 Fort
1 round onset, 1/round for 4 rounds
1 Con damage, 1 Wis damage, confusion for 1 round
one save required

Medium Spider Venom
DC 14 Fort
1/round for 4 rounds
1d2 Str damage
one save required

Special Attacks Sneak attack +1d6

Statistics:

Str 10, Dex 16, Con 10, Int 14, Wis 10, Cha 18
Base Atk +2; CMB +2; CMD 14
Languages Common, Elven, Infernal, Polyglot

Feats:

Alertness from familiar within arms reach
You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Level 1

Armor Proficiency (Light):
Skilled at wearing light armor.

Simple Weapon Proficiencies - All
Trained in the use of all basic weapons.

Exotic Weapon Proficiency: Katana

Level 3
Persuasive
You get a +2 bonus on Diplomacy and Intimidate skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Traits:

Amoral Mercenary
You have always looked after yourself first, and done whatever you need to do to survive. You’ve killed before, and you’ll kill again, but you don’t lose sleep over it. If it’s you or them, you invariably choose yourself. You follow no code, unless it’s doing whatever brings you to the top. Of course, sometimes you have to work with others, and that’s fine too, as long as the pay is right—whatever it takes to get the job done. With the current unrest in Cheliax, it’s starting to look like a good deal to work with House Thrune. You know Thrune rewards those who serve it well, and there’s no one else in Cheliax who can offer the power, prestige, and money that Thrune can.

You’ve got a keen eye for what makes a good arrangement and when to walk away from a bad deal. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is a class skill for you. In addition, as an immediate action once per day, you can shift your effective alignment so that you are considered neutral instead of evil for the purpose of good effects that target evil creatures (such as holy smite or a paladin’s smite evil ability). Your alignment does not actually change when you use this ability. You must be neutral evil to take this trait.

Charming
You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.

Changeling Abilities:

Hag Trait: Green Widow (Green Hag) (Ex)
+2 to Bluff vs those sexually attracted.

Darkvision 60'

Claws

Natural Armor: +1

Ninja Abilites:

Level 1

Poison Use
You do not risk poisoning yourself accidentally while poisoning a weapon.

Sneak Attack: +1d6
Attacks deal extra damage if flanking a foe or if foe is flat-footed.

Level 2

Ki Pool: 5 points
A ki pool equal to 1/2 ninja level + Cha modifier.

Ki Attack Speed
As a swift action, spend 1 ki to make one additional attack at best attack bonus when making a full attack.

Ki Jump: Running Start
As long as there is at least 1 point in ki pool, treat any Acrobatics skill check made to jump as if a running start.

Ki Movement
As a swift action, can spend 1 point to increase speed by 20 feet for 1 round.

Ki Stealth
As a swift action, can spend 1 point from ki pool for a +4 insight bonus on Stealth checks for 1 round.

Ninja Trick: Feather Fall
Spend 1 Ki to slow descent as if using feather fall.

Level 3
No Trace (Ex): +1

At 3rd level, a ninja learns to cover her tracks, remain hidden, and conceal her presence. The DC to track a ninja using the Survival skill increases by +1. In addition, her training gives her a +1 insight bonus on Disguise skill checks and on opposed Stealth checks whenever she is stationary and does not take any action for at least 1 round. Every three levels thereafter, the increase to Survival DCs and the bonuses on Disguise and opposed Stealth checks increase by 1.

Sneak Attack
+1d6 damage

Witch Abilities:

1st Level

Patron: Decadence

Hex: Charm DC 14 (Su)
A witch can charm an animal or humanoid creature within 30 feet by beckoning and speaking soothing words.

This improves the attitude of an animal or humanoid creature by 1 step, as if the witch had successfully used the Diplomacy skill. The effect lasts for a number of rounds equal to the Witch’s Intelligence modifier. A Will save negates this effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. At 8th level, this effect improves the attitude of the target creature by 2 steps. This is a mind-affecting charm effect.

Alertness
While a familiar is within arm’s reach, the master gains the Alertness feat.

Empathic Link with Familiar (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.

Familiar Bonus
+3 bonus on Climb checks.

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).

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.

2nd Level

Hex: Misfortune DC 14 (Su)
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.

Prepared Spells:

Concentration +4

0 Level Spells

Bleed DC 12
Detect Magic
Mending
Touch of Fatigue

1st Level Spells - 3 per day

Obsuring Mist
Reduce Person
Sleep

2nd Level Spells - 2 per day
Hold Person DC 15
Sickening Strikes DC 15

Coven Spells:

Skills:

Total skill ranks: 30 (24 ninja, +6 Int)

Adventuring Skills
------------------------

Acrobatics +8 (3 ranks, +3 Dex, +3 class skill, -1 ACP)
Bluff +10 (3 ranks, +4 Cha, +3 class skill) (+1 trait - Charming) (+2 green hag to those sexually attracted)
Climb +8 (3 ranks, +3 class skill, -1 ACP, +3 familiar)
Diplomacy +12 (3 ranks, +4 Cha, +3 class skill, +2 persuasive) (+1 trait - Charming)
Escape Artist +8 (3 ranks, +3 Dex, +3 class skill, -1 ACP)
Intimidate +11 (2 ranks, +4 Cha< +3 class skill, +2 persuasive)
Knowledge (arcana) +6 (1 rank, +2 Int, +3 class skill)
Knowledge (local) +7 (2 ranks, +2 Int, +3 class skill)
Perception +8 (3 ranks, +3 class skill, +2 familiar)
Sense Motive +9 (3 ranks, +3 class skill, +1 trait - Amoral Mercenary, +2 familiar)
Spellcraft +6 (1 rank, +2 Int, +3 class skill)
Stealth +8 (3 ranks, +3 Dex, +3 class skill, -1 ACP) (+1 if not action for one round)

Untrained Skills
------------------------

Disable Device -
Disguise +5 (+4 Cha, +1 no trace)
Fly +2 (+3 Dex, -1 ACP)
Heal +0
Ride +2 (+3 Dex, -1 ACP)
Survival +0
Swim -1 (-1 ACP)
Use Magic Device -

Background Skills
------------------------

Total skill ranks: 4 (4 ninja)

Appraise +2 (+2 Int)
Craft (alchemy) +6 (1 rank, +2 Int, +3 class skill)
Handle Animal -
Linguistics -
Perform (dance) +8 (1 rank, +4 Cha, +3 class skill)
Profession (courtesan) +5 (2 ranks, +3 class skill)
Sleight of Hand -

Gear:

Total Gear Value (including cash): 1,000 gp

Masterwork katana (350 gp, 6 lbs)
Studded leather armor (25 gp, 20 lbs)

Belt pouch (1 gp, 0.5 lbs)
[
121 gp
]

Belt pouch (1 gp, 0.5 lbs)
[
Bloodroot (100 gp) x2
Medium spider venom (150 gp) x2
]

Backpack (2 gp, 2 lbs)
[
Familiar (Ecstasy)
]

Familiar - Scarlet Spider (Ecstasy):

Ecstasy CR –
Scarlet spider
N Tiny magical beast (vermin)
Init +5; Senses darkvision 60 ft.; Perception +9
--------------------
Defense
--------------------
AC 19, touch 17, flat-footed 14 (+5 Dex, +2 natural, +2 size)
hp 7 (1d8)
Fort +2, Ref +8, Will +3
Defensive Abilities improved evasion; Immune mind-affecting effects
--------------------
Offense
--------------------
Speed 30 ft.
Melee bite +8 (1d3-4 plus poison)
Space 2½ ft.; Reach 0 ft.
Special Attacks poison
--------------------
Statistics
--------------------
Str 3, Dex 21, Con 10, Int 6, Wis 10, Cha 2
Base Atk +1; CMB +4; CMD 10 (22 vs. trip)
Feats Skill Focus (Stealth), Weapon Finesse
[b]Skills
Acrobatics +18, Bluff -2, Climb +18, Diplomacy -2, Escape Artist +7, Perception +9, Sense Motive +2, Spellcraft -1, Stealth +25; Racial Modifiers +8 Acrobatics, +8 Climb, +4 Perception, +4 Stealth
SQ empathic link
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Empathic Link (Su) You have an empathic link with your master.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison: Bite-injury (DC 11) (Ex) Bite—Injury; save Fort DC 11; freq 1/rd for 4 rds; effect 1 Str; cure 1 save.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.

Appearance:

Betha stands 5' 10" tall and weighs in at about 160 lbs. Her skin is almost an ebony color which makes her eyes even more striking - one is a pale green and the other a warm honey gold. Most of her hair is shaved with the exception of a kinky top-knot that falls to her shoulders. She has a wide smile that seems to show almost all of her sparklingly perfect teeth. That same smile drips suduction at whomever she points it towards.

The backs of her hands, as well as her forearms are covered with geometric traceries in an ash-gray color. The same pattern traces around her neck and then down between her breasts.

Since the cleansing of the Chitterwood, she has realized the need for physical protection and at times has been wearing a suit of stolen studded leather armor. Although she hates the bulky material, for now, practicality must hold sway.

Personality:

While Betha uses seduction to gain the things that she wants, that doesn't mean that she's immune to the draw of the flesh herself. She seeks to experience all the pleasures that life offers her and woe betide anyone that stands in the way of something she wants. She avoids direct confrontations, preferring to bide her time and allow the person to become complacent before striking.

Combat Macros:

[dice=Katana Attack]1d20+3[/dice]
[dice=Katana Damage]1d8[/dice]

[dice=Claw Attack]1d20+2[/dice]
[dice=Claw Damage]1d4[/dice]
[dice=Claw Attack]1d20+2[/dice]
[dice=Claw Damage]1d4[/dice]

[dice=Sneak Attack Damage]2d6[/dice]