Feiya

Boudacia's page

1,245 posts. Alias of Joynt Jezebel.


Full Name

Boudacia Chieroptrix

Race

5/11 |FL F: +2, R: +2, W: +2 | Ini| HP 9 (1d6+2+1FC) | Defence AC 12 (Touch 12 Flat Footed 10) [/ooc] | CMB: -1, CMD: 1t: +5 | Perc: +4/+6, SM: +0/+2

Classes/Levels

| Speed 30ft | Hexes Misfortune DC 14, Ward | Spells: lvl0- 3 1st 3 | Active conditions: None.

Gender

Female Werebat-kin Skinwalker (Bloodmarked) CG Witch (Ashiftah)1

Size

Medium

Age

17

Special Abilities

Misfortune Hex / Ward Hex / Bat Shape / Change Shape

Alignment

Chaotic Good

Languages

Abyssal, Aquan, Aklo, Common, Draconic, Infernal, Sylvan, Celestial,

Occupation

Adventuress

Strength 8
Dexterity 14
Constitution 14
Intelligence 18
Wisdom 10
Charisma 14

About Boudacia

Boudacia Chieroptrix
Female werebat-kin skinwalker (bloodmarked)(Pathfinder Player Companion: Blood of the Moon) Witch (Advanced Player's Guide 65) Ashiftah 1(Qadira, Jewel of the East pg. 14)

Unique Patron
Celestial Agenda

Source Blood of the Coven pg. 15
While good deities and empyreal lords have organized faiths to carry out their wills, powerfully ranked agathions, angels, and archons—and occasional intersectional councils of good outsiders—sometimes invest white witches with celestial might to defend the weak and heal the sick. You gain the ward hex at 1st level, but your patron holds you to a higher standard: you must be of good alignment, and you take a –2 penalty on Bluff, Intimidate, Sleight of Hand, and other skill checks to deceive or threaten others.

Patron Endurance
Endurance (Advanced Player's Guide pg. 70): 2nd — endure elements, 4th—castigate 6th — protection from energy, 8th — spell immunity, 10th—rebuke, 12th — bear's endurance (mass), 14th — restoration (greater), 16th— greater planar ally (good outsiders only). 18th — miracle.

CN Medium humanoid (shapechanger, skinwalker)
Init +4; Senses low-light vision; Perception +0
character sheet link

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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
HP 9/9 (1d6+2+1FC)
Fort +2, Ref +2, Will +2
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Offense
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Speed 30 ft.
Melee dagger -1 (1d4 -1/19-20)
Ranged light crossbow +2 (1d8-1/19-20)
Special Attacks

Ward (Su) (Advanced Player's Guide pg. 67): A witch can use this hex to place a protective ward over one creature. The warded creature receives a +2 deflection bonus to AC and a +2 resistance bonus on saving throws. This ward lasts until the warded creature is hit or fails a saving throw. A witch knows when a warded creature is no longer protected. A witch can have only one ward active at a time. If the witch uses this ability again, the previous ward immediately ends. A witch cannot use this ability on herself. At 8th level and 16th level, the bonuses provided by this ward increase by +1.

Misfortune (Su)

Effect: 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.

Witch Spells Known
All Witch Cantrips
Level 1

Blood Money
Burning Hands
Comprehend Languages
Ear Piercing Scream
Frostbite
Mage Armour
Identify

Witch Spells Prepared (CL 1st; concentration +1)

1st— Mage Armor, Burning Hands, Ear Piercing Scream
0 (at will)— detect magic, resistance, detect poison.
Patron Celestial Agenda / Endurance
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Statistics
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Str 8, Dex 14, Con 14, Int 18, Wis 10, Cha 14
Base Atk +0; CMB -1; CMD 11

Feats

Lvl 1 Bat Shape
Your powers of transformation have been honed to the point where you can wholly become a bat.

Prerequisite: Cha 13, werebat-kin.

Benefit: You can take the form of a bat whose appearance is static and cannot be changed each time you assume this form. You gain a +10 racial bonus on Disguise checks to appear as a bat. Changing from werebat-kin to bat shape is a standard action. This ability otherwise functions as beast shape II, and your ability scores change accordingly.

If you wear a bat pelt, you may choose to adopt a form resembling the bat whose skin you wear instead of your normal bat form.

Traits -

Reactionary [b]+2 to initiative

Campaign Trait-

[b] Missing Child

You suspect that a child you know has been abducted.

Missing Sibling: The missing child is a brother or sister. Although everyone else has given up hope, you believe your sibling still lives out there. Your constant search for the missing sibling has developed into great skill at rumor mongering and finding information from others. Diplomacy and Sense Motive are always class skills for you.

Skills

Sources of skill points and notation-

Class Skills- Int mod +4 +2 per level= 6 per level 6 skill points
Notated as +3 class

Background skills 2/ level = 2 points notated as +3B

Trained only skills are notated as TO

B Appraise [Int+4]
Class B Artistry Poetry [Int+4]
Class B Craft [Int+4]
Class Diplomacy [Cha+2] =+2,
Disguise [Cha+2]= +2 (+10 to appear as a bat in bat form -Bat Shape Feat)
Class Fly [Dex+2] +2 racial
TO B Handle Animal [Cha +2] B +1B rank +2 racial = +5
Class Heal [Wis+0] Class +3/1 rank/ =+4
Class Intimidate [Cha+2] Class +3/6 ranks/ = +11
Class TO Knowledge (arcana) [Int+4] Class +3/6 ranks= +15
B TO Knowledge (engineering)[Int+4]
B TO Knowledge (geography) [Int+4]
Class B TO Knowledge (history) [Int+4] Class +3
Class TO Knowledge (nature) +6 [Int+4] Class +3
B TO Knowledge (nobility) [Int+4]
Class TO Knowledge (planes) [Int+4]
TO B Linguistics [Int+4]
TO B Lore [Int+4]
B Perform [Cha+2]
Perception [Wis-1] +(+2 at night, racial) (+4 in Beast Shape)
Class TO B Profession [Wis-1] Class
Class Sense Motive [Wis-1] Class due to Missing Child trait
TO Sleight of Hand [Dex +]
Class TO Spellcraft [Int+4] Class +3
Class TO Use Magic Device [Cha+2] Class +3

Racial Modifiers +2 Fly
Languages

Gear
dagger, light crossbow, backpack, bedroll, belt pouch, candle (10), chalk (10), flint and steel, ink, black, inkpen, mess kit, pot, soap, spell component pouch, torch (10), trail rations (5), waterskin,
5,479 gp 5sp 4cp

Magic Items

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Special Abilities
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Animal-Minded +2 to Perception checks at night.

Change Shape (+1 Natural Armor) (Su) You can choose to gain +1 natural armor when shifting into bestial form.
Change Shape (+4 Perception) (Su) You can choose to gain a +4 racial bonus to Perception when shifting into bestial form.
Change Shape (3/day) (Su) Shapeshift into bestial form, granting animal-like powers.
Change Shape (Bite) (Su) You can choose to gain a bite attack that deals 1d6 points of damage when shifting into bestial form.
Change Shape (Falls) (Su) You can choose to treat falling damage as 20 feet less while bestial form.
Change Shape (Scent) (Su) You can choose to gain scent with a range of 30 feet when shifting into bestial form.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

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Witch's Familiar

Alertness, improved evasion, share spells, empathic link

Wayne
Bat (Pathfinder RPG Bestiary 131)
N Diminutive magical beast (animal)
Init +2; Senses blindsense 20 ft., low-light vision; Perception +10
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Defense
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AC 17, touch 16, flat-footed 15 (+2 Dex, +1 natural, +4 size)
hp 14 (Half of Boudacia's)
Fort +0, Ref +4, Will +4
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Offense
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Speed 5 ft., fly 40 ft. (good)
Melee bite +6 (1d3-5)
Space 1 ft.; Reach 0 ft.
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Statistics
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Str 1, Dex 15, Con 6, Int 6, Wis 14, Cha 5
Base Atk +2; CMB -1; CMD 2
Feats Weapon Finesse
Tricks Fetch, Flee, Get Help, Seek, Sneak, Watch
Skills Acrobatics +2 (-10 to jump), Fly +16, Perception +10, Spellcraft -1, Use Magic Device -2; Racial Modifiers +4 Perception
SQ fetch, flee, get help, improved evasion, seek, sneak, watch
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Special Abilities
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Blindsense (20 feet) (Ex) Sense things and creatures without seeing them.

Flight (40 feet, Good) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.