Rainkin

Brias's page

48 posts. Alias of Colorfoot.


Full Name

Brias Undubrix-Duthoj

Race

Half-Orc Witch (He/Him) | Level 8 | 57/57 hp | 13 AC (19 w/mage armor & force shield), 11 FF (15 w/mage armor & force shield), 12 Touch | 18 CMD, 16 FCMD | F +7, R +8, W +9 (+11 v fear) | Init +2 | Perception +4D | Fight On | Conditions: 1 STR drain

Size

M

Age

24

Alignment

NG

Deity

Agnostic

Location

Shudderwood

Languages

Common, Orc, Abyssal, Draconic, and Giant

Occupation

Healer and Potion Brewer

Strength 14
Dexterity 14
Constitution 16
Intelligence 18
Wisdom 12
Charisma 8

About Brias

STR 14 (+2) 5 points
DEX 14 (+2) 5 points
CON 16 (+3) 10 points
INT 18 (+4) 5 points, +2 free points from half-orc, +2 from leveling up
WIS 12 (+1) 2 points
CHA 8 (-1) 2 points

Fortitude: +7 (Base +2, CON +3, Luck +1, Cloak +1)
Reflex: +8 (Base +2, DEX +2, Luck +1, Cloak +1, Familiar +2)
Will: +9, or +10 vs fear (Base +6, WIS +1, Luck +1, Cloak +1, Trait vs fear +2)

HP: 57/57 | Harrow Points: __

AC: 13 (19 w/mage armor & force shield), 11 Flat Footed (17 w/mage armor & force shield), 12 Touch

CMD: 18, 16 Flat Footed

Initiative: +2 | Speed: 30 | Senses: Darkvision, 60 ft | Size: M | Languages: Common, Orc, Abyssal, Draconic, and Giant

Fox Stats:
She's the real star of the show, after all.
Init +2; Senses low-light vision, scent; Perception +8

AC 18, touch 14, flat-footed 16 (+2 Dex, +2 size)
hp 40
Fort +3, Ref +4, Will +1
Speed 40 ft.
Melee bite +1 (1d3--1)
Space 2-1/2 ft.

Str 9, Dex 15, Con 13, Int 9, Wis 12, Cha 6
Base Atk +0; CMB +0; CMD 9 (13 vs. trip)
Feats Skill Focus (Perception)
Acrobatics +2 (+10 when jumping), Perception +8, Stealth +10, Survival +1 (+5 scent tracking);
Fox Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent
Familiar Features Alertness, Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells and Hexes, Speak with Master, Speak with Animals of Its Kind

Weapon Attacks: Masterwork Silver Falchion (melee, +7 attack, 2d4 + (STR*1.5) -1 slashing, 18-20/x2 crit, 7 lbs); Light Crossbow (120 ft., +6 attack, 1d8 piercing, 19-20/x2 crit, 8 lbs, 20 bolts)

Trained Skills: Acrobatics: +3 (1 rank), Appraise: +7 (1 rank, +2 half-orc bonus), Craft: +19 (cs, 8 ranks, +4 for alchemy from Cauldron Hex), Fly: +12 (cs, 7 ranks), Heal: +12 (cs, 8 ranks), Knowledge (Arcana): +14 (cs, 7 ranks), Knowledge (History): +10 (cs, 3 ranks), Knowledge (Nature): +11 (cs, 4 ranks), Knowledge (Planes): +11 (cs, 4 ranks), Profession: +9 (cs, 5 ranks), Spellcraft: +15 (cs, 8 ranks)

Traits: Courageous (+2 trait bonus to saves vs. fear effects), Focused Mind (+2 trait bonus on concentration checks)

Feats: Ironhide, Extra Hex, Spell Penetration, Fight On, Brew Potion

Witch Class Features:

Class Features
- Favored Class: Witch (+1 hp or +1 skill rank/level)
-Patron: Endurance
-Familiar: Fox (+2 to Reflex saves)
-5 Hexes (6th is from a Feat)

Hexes:

  • Cackle- A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round;
  • Cauldron- The witch receives Brew Potion as a bonus feat and a +4 insight bonus on Craft (alchemy) skill checks.
  • Disguise- A witch can change her appearance for a number of hours equal to her class level, as if using disguise self. These hours do not need to be consecutive, but they must be spent in 1-hour increments.
  • Evil Eye- The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a -2 penalty on one of the following (witch's choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch's Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to -4.
  • Flight- The witch grows lighter as she gains power, eventually gaining the ability to fly. At 1st level, the witch can use feather fall at will and gains a +4 racial bonus on Swim checks. At 3rd level, she can cast levitate once per day. At 5th level, she can fly, as per the spell, for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects the witch.
  • Misfortune- 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.

Level 0 Spells (DC 14): Arcane Mark, Bleed, Dancing Lights, Daze, Detect Fiendish Presence, Detect Magic, Detect Poison, Grasp, Guidance, Light, Mending, Message, Putrefy Food & Drink, Read Magic, Resistance, Spark, Stabilize, Touch of Fatigue

Level 1 Spells (DC 15): Enlarge Person, Hex Vulnerability, Remove Sickness, Comprehend Languages, Mage Armor, Chill Touch, Beguiling Gift, Identify, Cure Light Wounds, Endure Elements (from patron)

Level 2 Spells (DC 16): Augury, Boiling Blood, Callback, Cure Moderate Wounds, Bear’s Endurance (from patron)

Level 3 Spells (DC 17): Bestow Curse, Remove Curse, Remove Disease, Polymorph Familiar, Protection from Energy (from patron)

Level 4 Spells (DC 18): Cure Serious Wounds, Neutralize Poison, Spite, Spell Immunity (from patron)

Coin Purse: 619 gp

Gear: Masterwork Silver Falchion, Light Crossbow, 15 bolts, Ring of Sustenance, Cloak of Resistance +1, Handy Haversack, Pearl of Power (Lvl 3), Boots of the Winterlands, Ring of Force Shield, Alchemist's Lab, Healer's Tools, Witch's Kit, 6,000 gp of materials for potions

Half-Orc Traits:
+2 to any one Ability Score
- Medium
- Base Speed 30 feet
- Darkvision 60 feet
- Scavenger: +2 on Appraise checks and Perception checks to find hidden objects (including traps and secret doors), determine if food is spoiled, or identify a potion by taste (replaces Intimidating)
- Orc Blood: count as humans and orcs
- Sacred Tattoo: +1 luck bonus on saving throws (from his mother, replaces Orc Ferocity)
- Weapon Familiarity: greataxes and falchions
- Languages: Common, Orc, Abyssal, Draconic, and Giant

Backstory
Brias was born of a loving union between his father, an orc deserter from Belkzen worn beyond his years, and his mother, a powerful human witch of Kellid descent. The two met in the wilds, as one might expect, and found in each other kindred spirits. Over time, his mother taught his father witchcraft, and the two of them used their magics to survive in seclusion.

Brias was witchborn, inheriting magic on both sides, and it was only a matter of time before he attracted a familiar of his own. He named his new companion simply "Fox," delighting in the simplicity of a name that also described the thing named. Fox was a fox, the fox as far as Brias was concerned, and his young mind was proud of his cleverness. Once Brias matured, he could not bring himself to change the name. And so Fox remained Fox.

Brias yearned to make a difference in the world, and in the Shudderwood, where werewolves prowl the night, no one turned away a healer, so he made his way there. He set himself up in a small hut and treated the humans who came to see him. To avoid the prejudices so prevalent in Ustalav, he made judicious use of the disguise hex to appear as a normal human. Interestingly, he chose a Kellid face instead of a Varisian one, connecting him to his mother and helping him blend in with the other witches who make the wood their home (few though they may be).

Whenever he could, he helped out any non-humans who came his way. Those in the know may have heard of a loosely affiliated network of folks who would help non-humans in need, and Brias came to find himself in the network. Over a couple short years, he helped a lot of people.

Lately, though, the Shudderwood felt more on edge to Brias than usual (if that was even possible). He heard rumors through his network of people walking around with the Whispering Way on their lips, and he knew from his father’s stories of Belkzen that could only mean trouble. He took to traveling with his father's old falchion, altered by an alchemical solution of his own to exhibit the same properties as silver (very useful in a land of lycanthropes) strapped on tight, and he feared something darker than werewolves might upend the life he worked so hard to build. If he could just get an idea of what was really going on, maybe he could help somehow…