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I would like to submit a white haired witch (and would like to go into magus later).
Male Sylph witch 1 Archetypes White-Haired Witch,
None Medium outsider (native)
Init +3, Senses darkvision (60 ft.); Perception +2
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DEFENSE
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AC 13, touch 13, flat-footed 10 (+3 Dex, )
hp 8 ((1d6)+2)
Fort +1, Ref +3, Will +1
Resistances electricity 5,
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OFFENSE
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Speed 30 ft.
Special Attacks White Hair,
Innate Spell-Like Abilities feather fall (DC 10,1/day),
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TACTICS
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STATISTICS
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Str 13, Dex 16, Con 13, Int 18, Wis 9, Cha 7,
Base Atk +0; CMB +1 (+3 grapple); CMD 14
Feats Alertness, Rime Spell
Skills Fly +7, Intimidate +2, Knowledge (Arcana) +8, Perception +2, Spellcraft +8, Use Magic Device +2,
Traits Magical Lineage (Frostbite),
Languages Auran, Common, Halfling, Polyglot, Shadowtongue, Skald
SQ air affinity, cantrips, darkvision, energy resistance, hex, spell-like ability, wisdom patron, witch's familiar, witch patron spells,
Combat Gear
Other Gear 150.0 gp
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SPECIAL ABILITIES
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Air Affinity (Ex) Sylph sorcerers with the elemental (air) bloodline treat their Charisma score as 2 higher for all sorcerer spells and class abilities. Sylph spellcasters with the Air domain use their domain powers and spells at +1 caster level.
Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Darkvision
Energy Resistance (Ex) Sylphs have electricity resistance 5.
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. Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. 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 14.
Magical Lineage (Frostbite) One of your parents was a gifted spellcaster who not only used metamagic often, but developed many magical items and perhaps even a new spell or two--and you have inherited a fragment of this greatness. When you apply metamagic feats to Frostbite, treat its actual level as 1 lower for determining the spell's final adjusted level.
Resistance to Electricity (Ex) You may ignore 5 points of Electricity damage each time you take electricity damage.
Spell-Like Ability (Ex) Feather Fall 1/day.
Wayang Spellhunter You grew up on one of the wayang-populated islands of Minata, and your use of magic while hunting has been a boon to you. Select a spell of 3rd level or below. When you use this spell with a metamagic feat, it uses up a spell slot one level lower than it normally would.
White Hair (Su) You can use your hair as a weapon. This functions as a primary natural attack with a reach of 5 feet. The hair deals 1d4 points of damage plus your Intelligence modifier (+4). In addition, whenever the hair strikes a foe, you can attempt to grapple that foe with your hair as a free action without provoking an attack of opportunity, using your Intelligence modifier in place of your Strength modifier when making the combat maneuver check (CMB +6). When you grapple a foe in this way, you do not gain the grappled condition. The hair cannot be sundered or attacked as a separate creature.
Wisdom Patron
Witch's Familiar You form a close bond with a familiar, a creature that teaches you magic and helps to guide you along your path. Your familiar also aids you by granting you skill bonuses, additional spells, and help with some types of magic. These special abilities apply only when you and your familiar are within 1 mile of each other. The familiar stores all the spells that you know.
Witch Patron Spells 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. Spells marked with an asterisk (*) appear in Chapter 5 of this book. 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.
Sometimes she would embrace Skandar, teaching him and considering him her allie in revenge, other times she would think he was colluding with her enemies and lock him in closets for days. Her hair was what scared him most and he always approached her like a timid dog with conflicted love for his master. If she was angry the hair would rage, constrict around his throat and drag him. If she was delighted her warm touch is what would embrace him. He grew up in this terror, surviving as an abused servant or loved son or apprentice depending on her mood.
What set her off that day Skandar does not know. He remembers waking to her furious. She was charging through the house, throwing chairs and breaking whatever would break. When Skandar appeared her anger turned towards him and she grabbed him with her hair. She yelled and screamed as her hair lassoed him and dragged him towards her. “I feed you, I house you, YOU UNGRATEFUL RUNT, How could you side with her.” she yelled. “Why don’t you eat this,” she bellowed as her hair attacked skanders mouth filling his throat, He could feel it ticklings the inside of his lungs. He gasped and he gasped for air but none came.
He hand grabbed for anything, on the table he could feel the hilt of a blade. He grabbed it and hacked towards her throat, it burst open in a brilliant red as she gurgled. He then hacked and hacked at her hair till it was severed. She fell back, grasping at air and trying to stand, gurgling failed incantations. Skandar tried to yank the hair out his throat but to his horror it crawled deeper inside of him.
He collapsed, trying to gulp in air. He could see the witch dead, her blank eyes staring into his soul. As he lied dying the witches small crab crawled in front of his gaze. He does not know what it was, but he could feel it offering something, a chance to live, all he had to do was accept its gifts. With little choice he accepted and air began to fill his lungs.
With the witch dead Skander did not know what to do. He grabbed the things of use to him and hit the road before anyone would find her body. On the road some local ruffians recognized him. They approach Skandar and began their normal harassment of the poor Elf lad.
“Please leave me be” Skandar begged as he submissively tried to back away.
“Just one punch then, how about in the gut.” One of the Ruffians laugh as they raised their fist in jest.
Skandar flinched and screeched but instead of noise witch hair burst out of his mouth into the Ruffians face. The man jumped back in surprised. “You freak, you Freak” he stammered as he his friends scampered backwards and towards down. “I’m sorry” Skandar stuttered as he grasped his mouth and ran as fast his legs could carry him.
Description: Short and gaunt he has a long bowl cut and youthful features. He tends to look down at the ground and reply in mumbles and stutters.