Jamus Hainard

BioboostedArmor's page

Organized Play Member. 10 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


About BioboostedArmor

Shea, Elven Alley Witch:

Appearance

Age: 159
Height: 6’1”
Weight: 134 lbs
Eyes: Gray
Hair: Platinum Blonde

Sheadiyenhi “Shea” Dahlallvyl
NG Female Elven Witch (Alley Witch) 9
Init +11; Senses low-light vision; Perception +13

--------------------
Defense
--------------------

AC 20, Touch 14, Flat-Footed 17 ( +3 Dex, +4 Armor, +1 shield, +1 natural armor, +1 Deflect)
HP 56 (9d6+18)
Fort +6 Ref +8, Will +10
Defensive Abilities Elven Immunities

--------------------
Offense
--------------------

Speed 30 ft.
Melee cold iron dagger +3 (1d4-1/19-20)
Ranged cold iron dagger +7 (1d4-1/19-20)
Special Attacks Witch Hexes (Misfortune, Cackle, Flight, Swine) DC 20
Patron Crowd
Witch Spells Known
5th - Baleful Polymorph, Ghoul Army
4th - Black Tentacles, Confusion, Enervation, Threefold Aspect, patron - Shadow Step
3rd - Eldritch Fever, Remove Blindness/Deafness, Remove Curse, Stinking Cloud, Vampiric Touch, patron - Witness
2nd - Blindness/Deafness, Boneshaker, Glitterdust, Lipstitch, See Invisibility, Vomit Swarm, patron - Alter Self
1st - Burning Sands, Cheetah’s Sprint, Ear-Piercing Scream, Early Judgement, Enlarge Person, Grasping Corpse, Ill Omen, Touch of Combustion, Web Bolt, patron- Ears of the City
0 - All
Witch Spells Prepared CL 9 Concentration +16 will vary depending on party needs
5th (2/Day) DC 21
4th (3/Day) DC 20
3rd (4/Day) DC 19
2nd (6/Day) DC 18
1st (6/Day) DC 17
0 (at will) DC 16

--------------------
Statistics
--------------------

Str 8, Dex 16, Con 12, Int 22, Wis 12, Cha 14
Base Atk +4; CMB +4; CMD 17
Feats Improved Initiative, Ambuscading Spell, Extra Hex, Accursed Hex, Improved Familiar
Skills appraise +10 (4); bluff +7 (2), fly +15 (9), heal +5 (1), intimidate +6 (1), k. arcana +16 (7), k. history +11 (2), k. local +17 (4), k. planes +10 (4), perception +13 (6), profession ( midwife) +9 (5), spellcraft +16 (7), stealth +9 (2), use magic device +14 (9)
Languages Common, Elven, Draconic, Goblin, Celestial, Orc, Infernal
Traits Campaign: Missing Child (Son); Magic: Arcane Temper
SQ Cantrips, Arcane Focus, Elven Immunities, Elven Magic, Keen Senses,Child of the Streets, Hex Trader, Speak to the City, Witch’s Familiar
Favored Class +1Hp/Level
Combat Gear Corset of Dire Witchcraft, mithral buckler, amulet of natural armor +1, cold iron dagger, cloak of resistance +2, acid flask x4, alchemist’s fire x1, red hound ring, wand of CLW, wand of ill omen, wand of mudball, wand of ray of enfeeblement, wand of unseen servant
Other Gear handy haversack, dusty rose crack ioun stone, headband of vast INT, explorer’s outfit, witch’s kit, spring loaded wrist sheath x2 (one with wand of mudball, one with cold iron dagger), silver crescent worth 5 gp x5 (for casting threefold aspect)

Scrolls Added to Familiar
Boneshaker, See Invisibility, Vampiric Touch

--------------------
Special Abilities
--------------------

Arcane Focus Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. This racial trait replaces weapon familiarity.
Elven Immunities Elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.
Elven Magic Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft checks made to identify the properties of magic items.
Keen Senses Elves receive a +2 racial bonus on Perception checks.
Child of the Streets An alley witch gains Bluff and Knowledge (local) as class skills, but loses Knowledge (nature) and Knowledge (planes) as class skills. This alters the witch’s class skills.
Hex Trader At 6th level, once per day as a full-round action, an alley witch can bind a hex she knows into a feather, bead, or other small token. Any creature holding this token can use that hex once as if using a potion, targeting itself or a creature it touches. While a hex is sealed into a token, the alley witch loses her ability to use that hex until the token is used or she can recover the token. If a hex can be used in increments (like the disguise hex), the alley witch decides how many increments the token contains when making it. If a hex has no set duration, it lasts for 1 minute once activated. This ability replaces the witch’s 6th-level hex.
Speak to the City An alley witch builds a special rapport with a single city. At 1st level, she can select one settlement whose type is large town size or larger. Within this settlement, she gains a +2 bonus on initiative checks, as well as Knowledge (local), Perception, Stealth, and Sense Motive checks. At 6th level and every 5 witch levels thereafter, this bonus increases by 2. The alley witch can build a rapport with a new city after 30 days of remaining there; this severs her bond to her previous settlement. This ability replaces the witch’s 1st-level hex.

Missing Child The missing child is your own son or daughter, a niece or nephew, or a child you were charged with protecting. The child was abducted during a trip to the market or other daily event. Your stubbornness and long hours spent searching for rumors grant you a +1 trait bonus on Will saves.

Koschei, Caypup familiar:

Appearance
Koschei
CG Small outsider (native)
Init +4; Senses darkvision 60 ft., scent; Perception +8

--------------------
Defense
--------------------

AC 20, Touch 12, Flat-Footed 20 ( +8 natural armor, +1 defection, +1 size)
HP 28
Fort +5, Ref +3, Will +5;
DR 5/cold iron;
Defensive Abilities improved evasion

--------------------
Offense
--------------------

Speed 30 ft.
Melee bite +7 (1d4+3)
Special Attacks thunderous growl DC 12 Will
Spell-Like Abilities (CL 3rd; concentration +4)
3/day-knock, open/close, stabilize
1/day-dimension door (self plus 5lbs of objects only)
--------------------
Statistics
--------------------

Str 15, Dex 11, Con 14, Int 10, Wis 9, Cha 12
Base Atk +4; CMB +5; CMD 15
Feats dimensional agility, improved initiative
Skills Acrobatics +6 (3), Intimidate +7(3), Perception +8 (6), Sense Motive +5
Languages Celestial (can’t speak)
SQ Alertness, improved evasion, share spells, empathic link, deliverer touch spells, speak with master, speak with animals of its kind
Combat Gear ring of protection +1

--------------------
Special Abilities
--------------------

Thunderous Growl (Su) Three times per day, a caypup can issue a rumbling growl from its throat that sounds like distant thunder and scares away potential attackers. Creatures within 15 feet of the caypup must succeed at a DC 12 Will save to attack the caypup (as if affected by sanctuary). The caypup can choose to bestow the same effect on an adjacent ally as well. This effect lasts for 3 rounds or until the caypup or its ally attacks (whichever comes first), after which time the caypup must wait at least 1d6 rounds before using this ability again. The save DC is Charisma-based.

Price Sheet:

handy haversack -2000
Corset of Dire Witchcraft - 22,000
Red Hound Ring - 4700
cold iron dagger - 4
wand of ill omen - 750
wand of unseen servant -750
wand ray of enfeeble - 750
wand clw - 750
wand mudball - 750
rop 1 (dog) - 2000
Dusty Rose Cracked - 500
Headband of Vast Intelligence (+2) - 4000
cloak of resist 2 - 4000
explorer's outfit - free
witch's kit -21
spring sheath x2 - 10
boneshaker scroll - 150
see invis scroll - 150
acid flask x3 - 30
vampiric touch scroll - 375
silver crescent worth 5 gp x5 for threefold aspect -25
mithril chain shirt barding -2200
alch fire x3 -60
TOTAL Cost -45,975

--------------------------------------------------------------------------- -