Jamus Hainard

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Have a good game!


Good luck, everyone!


Last change, I swear. I swapped Dispel Focus with Ambuscading Spell for my level 3 feat.

I've added the entire statblock to my profile as well.


I've been mulling it over and I've elected to drop the mithral chain shirt (2,2200 gp) from my familiar as well as the wand of ill omen (750 gp) 2 alchemist's fire(40 gp) . I will instead put the GP toward an amulet of natural armor +1 (2,000 gp) and a mithral buckler (1,005 gp) for myself. With my remaining 10 gp i purchased one more acid flask. Every copper spent. I'm actually impressed.

Adjusted AC for Shea:
AC 20, Touch 14, Flat-Footed 17 ( +3 Dex, +4 Armor, +1 shield, +1 natural armor, +1 Deflect)

Adjusted AC for familiar:
AC 20, Touch 12, Flat-Footed 20 ( +8 natural armor, +1 defection, +1 size)

Price Sheet:

handy haver 2,000
Corset of Dire Witchcraft 22,000
Red Hound Ring 4,700
ci dagger 4
wand of unseen servant 750
wand ray of enfeeble 750
wand clw 750
wand mudball 750
rop 1 (dog) 2,000
Dusty Rose Cracked 500
Headband of Vast Intelligence (+2) 4,000
cloak of resist 2 4,000
explorer's outfit 0 (free)
witch's kit 21
spring sheath x2 10
boneshaker scroll 150
see invis scroll 150
acid flask x4 40
vampiric touch scroll 375
silver crescent worth 5 gp x5 for 3fold aspect 25
amulet of natural armor +1 2,000
mithral buckler 1,005
alchemists' fire 1 20
TOTAL Cost 46,000


I ended up scrapping just about everything I had for a backstory and whipped this up today.

As far as connections to the current PC's I still think Alika would be the best connection as she hasn't left Korvosa. But, now that I reworked Shea's backstory, I could see either Garran or Alistair having a connection through the caravan that

Bckstory:

Most people would tell you that Old Korvosa is nothing but the lowest of the low. That a person is unable to walk five feet without bumping into a dancer. What most people seem to forget is that the people of Old Korvosa, those that live in Bridgefront, are just trying to eke out a living. They are honest when they can be. They work hard when the work is available. But most important of all, they take care of each other. It was this final trait that originally drew Sheadiyenhi to the district.

Born to a pair of forlorn snowcaster elves in North Point nearly two centuries ago, Sheadiyenhi, or Shea if you are close, has lived and breathed Korvosa her entire life. Both of Shea's parents having arcane talent, they were disappointed when their only child showed no signs of any gift despite constantly drilling arcane theory into the girl's head. During Shea's adolescence, her parents decided that Korvosa could no longer fill the void that their true home had left and began to make plans to return to the Crown of the World. Like most youths Shea was stubborn and refused to leave the only home she had ever known to live among the ice and snow-capped mountains. Under the cover of darkness the young elf whispered a goodbye to her parents, her home, and her life and set out to find her own way in Korvosa.

Days turned to weeks. Weeks to months and still Shea's parents did not find her among the empties on the streets. Sadness came for her. And when the sadness left, a new voice called to Shea. A single voice formed from the thousands of voices around her The voice of Korvosa itself. The city spoke and Shea listened. With each passing year, Shea grew just a little stronger as Korvosa showed her a new path in the arcane.

"This trick can light your path," "This one make a fire," "And this one can help you understand the intricacies of the written spell."

Eventually, the voice pulled Shea to Bridgefront and she settled among the ramshackle lean-to buildings. At first, the fronters kept their distance from the strange elf was often seen with her hand pressed against a wall and muttering as if in deep conversation. Or sitting with her strange dog just as motionless as she by her side. It was not until the day Shea was pulled to a hovel wherein a woman was struggling to give birth.

"She needs to stand up."

All eyes fell on Shea, who was nearing her hundredth year.

"My wife's in labor! She can't stand!" A man shouted back.

"Your wife is struggling because five men, who have never given birth, have her flat on her back with a pillow tucked under her rear like the child is supposed to climb a ladder out of her womb."

Almost as if this marked a true new beginning in Shea's life, the people of Bridgefront truly began to accept the elf as one of their own. And, in time, she accepted her role as The Midwife of Bridgefront.

A few years ago, during the summer’s Ritual of Stardust, a brazen varisian man declared his love for Shea and, in less than a year, a baby was born and given a name belonging to his father’s people, Raolo. As is normal for his people, the varisian man left Korvosa before the birth of his son. Only stopping in periodically whenever his caravan brought him back to Shea’s city. Regardless, the boy grew up happy and loved. When they boy did not come home one evening, Shea began to worry. The elven woman reached out to Korvosa and set out to track the boy’s whereabouts.

Shea spent days following leads that went nowhere. Desperately searching from the man named Lamm. Only to learn that after everything, someone had gotten to the criminal first. Her only lead, gone. So, the mother was rightfully surprised when her son, filthy, and exhausted, stumbled across their threshold.

Though Shea was overjoyed to to see her son alive and well, it hurt for her to watch as he left her city, her Korvosa, with his father’s caravan. Another half-elf that will outlive one parent and pass before the other. Lost between to worlds, her son will spend his life fighting to find something to call his own.

Her familiar at her side, Shea set out in search of those who slew Lamm. She must find them. And she must thank them.


Hi GM! I just wanted to throw my hat in the ring with a paladin/bloodrager!
Thanks for the consideration!

Fangstalk, Rougarou Bloodrager/Paladin:

Appearance

Fangstalk
LG Medium Humanoid (shapechanger)
Bloodrager 1/ Paladin (Tempered Champion/Oath against Corruption)1
Init +2; Senses low-light vision, scent; Perception +6

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Defense
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AC 14, Touch 10, Flat-Footed 14 (+4 Armor)
HP 13 (1d10+3)
Fort +4 Ref +0, Will +4
Defensive Abilities

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

Speed 40 ft.
Melee longsword +4 (1d8+3/19-20)
...bite +4 (1d4+3/x2)
…2 claws +6 (1d6+5/x2)
Ranged javelin +1 (1d6+3/x2)
Special Attacks Bloodrage (6 rounds/day): +4 morale bonus to STR and CON, as well as a +2 morale bonus on Will saves. -2 AC; Smite Evil (1/day): +2 attack rolls and AC, +1 damage, Gruesome Shapechanger (DC 13 Fort), Change Shape (1/Day) as beast shape 1 wolf only
--------------------
Statistics
--------------------

Str 16, Dex 10, Con 15, Int 9, Wis 14, Cha 14
Base Atk +1; CMB +4; CMD 14
Feats Gruesome Shapechanger
Skills diplomacy +6 (1), perception +6 (1), spellcraft +3 (1)
Background Skills handle animal +6 (1),k. nobility +3 (1)
Languages common, rougarou
Traits Campaign: Foe of the Strange - You awake feeling emboldened after a terrifying nightmare. Instead of being frightened by the bizarre creatures from your nightmares, these experiences have steeled you against these startling alien beings. You know that you fell victim to strange circumstances and loathsome forces, but you refuse to give in to a creeping sense of helplessness. Instead, you vow to fight back against whoever or whatever is responsible for your current situation. The creatures of your nightmares won’t hold fear over your head. You’ll take the fight to them.

You gain a +1 trait bonus on saving throws against extraordinary, spell-like, and supernatural abilities of aberrations (for example, a gibbering mouther’s gibbering or an intellect devourer’s confusion). In addition, whenever you’re confused and roll to determine behavior in a given round, subtract 10 from the result.

Region: Shadow Dealer
Requirement(s) Ustalav
You have survived and thrived in the dark forests of Ustalav by knowing how to make deals with terrible things. You gain a +1 trait bonus on saving throws against fear effects and a +1 trait bonus on Bluff and Diplomacy skills checks against evil fey, monstrous humanoids, and undead.

Combat: 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.
SQ Bloodline (Abyssal), Bloodrage, Fast Movement, Aura of Good, Detect Evil, Change Shape
Favored Class +1hp/level
Combat Gear longsword, lamellar leather, javelin (5), acid flask (3), alchemist’s fire (2), potion of CLW (2)
Other Gear explorer’s outfit, bloodrager’s kit

Price Sheet:

longsword - 15
lamellar leather - 60
javelin (5) - 5
bloodrager's kit - 27
explorer's outfit -0
acid flask x3 - 30
alchemist's fire x2 - 40
potion clw x2 - 100
Total Cost - 277

Questions:

1. What emotion best describes your character? Motivated

2. What emotion does your character invoke in others? Ambition

3. What does your character need most? Fangstalk needs to to return to his tribe.

4. What is your character’s goal in life? Long term: To provide for those in his tribe that cannot provide for themselves. Short term: punish whomever is responsible for taking his mind and locking him in stone building.

5. How does your character believe this goal can be accomplished? Long term: establishing contacts with outsiders to set up trade lines. Short term: with tooth and blade.

6. Where does your character come from? Fangstalk comes from a small tribe of rougarou near Lake Encarthan in Ustalav.

7. When did you grow up?

8. What values does your character hold? Fangstalk holds his integrity, courage, and the lives of the weak above all else.

9. How does your character dress? Fangstalk wear little more than a leather breastplate and loose trousers. Preferring to feel the ground under his feet.

10. What are your character’s means? Coming from a poor tribe, Fangstalk has little more than what is on his person. A chipped sword and weather beaten armor are his primary possessions.

11. What are your character’s personal tastes? Fangstalk loves the feel of the crisp morning air before anyone else has awaken. And mornings that are accompanied by mists are his favorite. He gets satisfaction from a meal prepared by hands that slew the animal or harvested the crops.

12. What are your character’s opinions? Personal strength should be used to help the tribe as the tribe is the reason you are strong.

13. What is your character’s comfort zone? The forest, by a lake, in a field. Anywhere except for stuck under a stone roof.

14. Who has had the biggest impact on your character’s life? The tribe elder took Fangstalk in as a whelp after his own tribe was slain by creatures of the night.

15. What are some of your character’s unexpected quirks? Fangstalk once had the opportunity to visit a theatre in Caliphas and though he would never admit it, the rougarou has a strong desire to see another play.

16. What story does your character belong in?

17. What role does your character fill? Frontline fighter. Fangstalk’s primary focus is doing as much damage as quickly as possible.

18. What should the other players know about your character? Fangstalk will attempt to take charge but if someone else proves to be the stronger leader he will follow unerringly.

19. What is your playstyle? I tend to get stuck in my characters’ heads and let the character decide what to do next. This does not mean I am a fan of “It’s what my character would do”.

20. How do you want your character to die? In a blaze of glory. Seriously though, if Fangstalk went down defending any ally or an innocent, I would count that as a win.


@Vrog:
Somehow I goofed the patron spells pretty bad. Those are fixed and labelled. I did note that the scrolls that were purchased were added to the familiar but I kind of buried that in the statblock. And I fixed the HP stat.

Scrolls Added to Familiar
Level 2- Boneshaker, See Invisibility
Level 3- Vampiric Touch

Level 1 spells - 3+ 4(Int) + 2 (level 2) + 1(patron)=10
Level 2 spells - 2(level 3) + 2 (level 4) + 2 (scrolls) + 1(patron) = 7
Level 3 spells - 2(level 5) + 2(level 6) + 1 (scrolls) + 1 (patron) = 6
Level 4 spells - 2(level 7) + 2 (level 8) + 1(patron) = 5
Level 5 spells - 2(level 9) = 2

As for my familiar, I don't foresee him wading to battle very often but it might happen now and then. In that case, he's fair game.

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

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

AC 18, Touch 14, Flat-Footed 15 ( +3 Dex, +4 Armor, +1 Deflect)
HP 56 (9d6+18)
Fort +6 Ref +8, Will +10
Defensive Abilities Elven Immunities

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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)
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, Dispel Focus, 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, cold iron dagger, cloak of resistance +2, acid flask x3, alchemist’s fire x3, 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), 25gp

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

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Defense
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AC 24, Touch 12, Flat-Footed 24 (+4 armor, +8 natural armor, +1 defection, +1 size)
HP 28
Fort +5, Ref +3, Will +5;
DR 5/cold iron;
Defensive Abilities improved evasion

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

Speed 30 ft.
Melee bite +7 (1d4+3)
Special Attacks thunderous growl
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 Mithral Shirt (barding), ring of protection +1

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Special Abilities
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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


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

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

AC 18, Touch 14, Flat-Footed 15 ( +3 Dex, +4 Armor, +1 Deflect)
HP 56 (9d6+)
Fort +6 Ref +8, Will +10
Defensive Abilities Elven Immunities

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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)
Patron Crowd
Witch Spells Known
5th - Baleful Polymorph, Ghoul Army
4th - Black Tentacles, Confusion, Enervation, Threefold Aspect, patron - Alter Self
3rd - Eldritch Fever, Remove Blindness/Deafness, Remove Curse, Sleet Storm, Stinking Cloud, Vampiric Touch
2nd - Blindness/Deafness, Boneshaker, Glitterdust, Lipstitch, See Invisibility, Vomit Swarm,patron - Ears of the City
1st - Burning Sands, Cheetah’s Sprint, Ear-Piercing Scream, Early Judgement, Enlarge Person, Grasping Corpse, Ill Omen, Touch of Combustion, Web Bolt
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, Dispel Focus, 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), ride +12 (9), 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, cold iron dagger, cloak of resistance +2, acid flask x3, alchemist’s fire x3, 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), 25gp

Scrolls Added to Familiar
Boneshaker, See Invisibility, Vampiric Touch

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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

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

AC 24, Touch 12, Flat-Footed 24 (+4 armor, +8 natural armor, +1 defection, +1 size)
HP 28
Fort +5, Ref +3, Will +5;
DR 5/cold iron;
Defensive Abilities improved evasion

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

Speed 30 ft.
Melee bite +7 (1d4+3)
Special Attacks thunderous growl
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 Mithral Shirt (barding), 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

I need to hammer out some things for Shea’s backstory but I wanted to go ahead and drop in her stats. (Simeon, I hope you don’t mind that I used the same format as you! It’s so clean!)

The basic idea I had is that Shea has been living and working in Korvosa for a long time. Primarily in Old Korvosa and as a midwife for the poor.

I think she might have the best connection to Alika and have already sent a message about ideas.

For the headband of vast intelligence I figured I'd roll to see what skill it applied to.

headband: 1d26 ⇒ 19

So my character's level worth in ranks to Ride.


Question for the GM.

For prepared casters (wizard/witch) are we allowed to spend gp on scrolls to add spells to our spellbook/familiar?


I have an idea for an elven Witch (Alley Witch). I can stat something up and come up with a backstory fairly quickly.