About Carawyn Ellyzig Finwinkle[dice=Perception (low-light vision)]1d20+8[/dice] [ spoiler=Status]
Spells/Abilities:
0: xxx, mage hand, open/close, prestidigitation
--- Favored Class: Witch
Attacks:
BAB: +1 (+1 vs. repitilian/goblinoid creatures) Melee: +1 (0 BAB, +1 size, -1 Str) Ranged: +4 (0 BAB, +1 size, +2 Dex) CMB: +1 (0 BAB, -1 size, -1 Str, +2 Dex) [dice=Clothing attack (10 ft. reach)]1d20+5[/dice] (0 BAB, +3 Int, +1 size)
[dice=Whip]1d20+1[/dice]
[dice=Clothing attack (10 ft. reach), secondary natural attack]1d20[/dice] (0 BAB, +3 Int, +1 size, -5 secondary)
[dice=Net (ranged touch)]1d20+4[/dice]
[ ooc]Evil eye on XXX; -2 to XXX for 6 rounds; DC 13 Will save reduces that to 1 round.[/ooc]
Defense:
AC: 13 (+1 armor, +2 Dex, +1 size) (+4 vs. giants) Touch: 13 Flat-footed: 11 CMD: 11 Fortitude save: [dice=Fort save]1d20+3[/dice] (0 base, +3 Con)
Class abilities:
Proficiencies: A tatterdemalion is proficient with bolas, nets, and whips. Protecting Veil: An ashiftah’s veil is not merely a uniform, but a magical vestment imbued with power. Its ability to hold spells functions identically to a witch’s familiar. An ashiftah must veil herself and commune with her patron each day to prepare her spells and cannot prepare spells not stored in the veil. This ability replaces familiar. Cantrips: A tatterdemalion must choose mage hand, open/close, and prestidigitation as her prepared cantrips at 1st level, and they require a piece of cloth, string, rope, or other woven material (including clothing) as a focus. Any action she takes with these cantrips must involve the focus. Starting at 2nd level, she can choose any cantrip for her remaining cantrip. This alters the witch’s cantrips. Dancing Strings (Su): A tatterdemalion adds animate rope to her class spell list and spells her familiar knows. She can control her clothing and cloth, rope, or woven fabric she wears in a manner otherwise identical to the prehensile hair hex. This alters spells and replaces the hex gained at 1st level. Ghostwalk (Su): Starting at 2nd level, as a move action after using a hex, an ashiftah can become invisible as per vanish and can then take a 5-foot step. Using ghostwalk doesn’t provoke attacks of opportunity. This ability replaces the hex gained at 2nd level. Deliver Touch Spells (Su): Starting at 3rd level, an ashiftah can use her veil to deliver touch spells. After casting a touch spell, as a full-round action, she can tear a strip from her veil and whisper to it, designating a target. She then releases the scrap of fabric, which drifts on the wind to the target and delivers the spell as a ranged touch attack. The target must be within 20 feet of the witch. The veil mends itself after the spell is delivered. Hexes
4th: Moth-Eaten (Sp): At 4th level, a tatterdemalion can make a touch attack that damages leather, rope, or cloth like rusting grasp damages metal, once per day per witch level.
8th: Lace Weaver (Sp): At 8th level, a tatterdemalion can create cloth as per minor creation or create one 5-foot cube of tangled skeins of cloth per witch level, affecting the target areas as per web, once per day for every 4 witch levels she has. 12th: Sinister Stitching (Su): At 12th level, once per day for every 4 witch levels she has, a tatterdemalion can conjure enchanted threads to hinder a creature she can see (Fortitude negates). The tatterdemalion can choose to either sew shut the target’s eyes (blinding it) or mouth (preventing speech, bite attacks, breath weapons, verbal components, command words, and the like). The target can end the effect with a successful Strength check (DC = 15 + 1/2 the tatterdemalion’s witch level) as a standard action, or by slashing the stitches with a magic slashing weapon as a full-round action that provokes attacks of opportunity. Either way, the victim takes 1d4 points of bleed damage and either is dazzled (for stitched eyes) or takes a –2 penalty on bite attack and damage rolls and a 20% chance of spell failure with verbal components (for a stitched mouth). Either residual effect lasts 1 minute per witch level. Any creature can safely remove the enchanted threads with a minute of work and a successful DC 25 Heal check. 16th: Unravel (Su): At 16th level, once per day when a tatterdemalion is hit by a melee or ranged attack, she can unravel herself as an immediate action, causing her body and gear to appear to collapse into a bundle of tattered rags and strands while she teleports to any open square within 30 feet. She takes no damage from the triggering attack, but she must have line of effect to the target square. She can use this ability twice per day at 20th level.
Spells:
Concentration check: [dice=Concentration check]1d20+4[/dice] Caster level check to overcome SR: [dice=Caster check]1d20+1[/dice] Patron: Deception Known Spells
Spell-Like Abilities
The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Wisdom modifier.
Feats and Traits:
1st: Extra Hex: Evil Eye Trait: Pattern Seeker: You gain a +1 trait bonus on all Perception checks, and Perception is always a class skill for you. In addition, you increase the save DC of any illusion (pattern) spell you cast by 1, and you gain a +1 trait bonus on all saving throws against illusion effects.
Skills:
5 ranks/level (2 for witch +3 for Int) Acrobatics (0 ranks, 2 Dex)
Climb (0 ranks)
Heal (1 rank, 3 class skill, 1 Wis)
Knowledge (arcana) (1 rank, 3 class skill, 3 Int)
Knowledge (history) (1 rank, 3 class skill, 3 Int)
Knowledge (nature) (1 rank, 3 class skill, 3 Int)
Knowledge (planes) (1 rank, 3 class skill, 3 Int)
Perception (1 rank, 3 class skill, 1 Wis, 1 trait bonus, 2 racial bonus)
Profession (seamstress) (1 rank, 3 class skill, 1 Wis, 2 racial bonus)
Spellcraft (2 ranks, 3 class skill, 3 Int)
Stealth (0 ranks, 2 Dex, 4 size)
Use Magic Device (1 rank, 3 class skill, 1 Cha)
The witch's class skills are Fly (Dex), Intimidate (Cha).
Gear:
Combat gear Net (20 gp, 6 lbs.) Whip (1 gp, 2 lbs.) Magical gear
Mundane gear
90 gp, 5 sp
Racial abilities, advancement:
+2 Constitution, +2 Charisma, –2 Strength Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks. Slow Speed: Gnomes have a base speed of 20 feet. Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light. Defensive Training: Gnomes gain a +4 dodge bonus to AC against monsters of the giant subtype. Fell Magic: Gnomes add +1 to the DC of any saving throws against necromancy spells that they cast. Gnomes with Wisdom scores of 11 or higher also gain the following spell-like abilities: 1/day—bleed, chill touch, detect poison, and touch of fatigue. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Wisdom modifier. This racial trait replaces gnome magic. Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes because of their special training against these hated foes. Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects. Keen Senses: Gnomes receive a +2 racial bonus on Perception checks. Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice. Weapon Familiarity: Gnomes treat any weapon with the word "gnome" in its name as a martial weapon. Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. Stat increases:
Background:
The way it's supposed to be, the warp and weft of a life forms a simple pattern, one in which a young gnome grows up well cared for by her parents, eventually moving out, finding a gnome with a similar zest for life, and starting a family of their own. Sometimes, though, a thread breaks and the whole pattern is spoiled, rent asunder. For Carawyn Ellyzig Finwinkle, that tear happened years and years ago. One day her parents disappeared, simply to never be seen again. Young Carawyn was taken in, though, by a member of the Aulorian family, who thought he saw something in her, some spark of magic. Baiardo Aulorian spent the next 10 years trying to fan that spark -- unsuccessfully -- treating Carawyn worse and worse with each passing day. Forced to eat scraps and not allowed to directly address any she came in touch with, it was a life as miserable as any slave might have feared. Finally, Baiardo apparently tossed her aside, throwing her into the street to die. She might have done just that, but was rescued by the proprietor of Hocum’s Fantasmagorium. Initially sensing the same spark in her, Braedan “Hocum” Azperex first thought to recruit the still-young gnome for his show, but realized thanks to another of his performers that her talents didn't run in that direction. She eventually made her way to the Redroof Market, where she was at last able to make a home for herself amid the other textile workers. Strange, even for a gnome, she was happy there despite having few friends. But since her employer, a man named Friglo Uccas, disappeared following the takeover by Barzillai Thrune, she's become concerned and eager to find him, leading her to a massive protest in Aria Park.
Background notes:
1) I'd like 5+ points that capture the concept and story of the character. More are welcome, but no less than five. * At heart a good person, Carawyn's traumatic upbringing has left scars, and given her a dark edge. She can and will be deadly, even if she might feel remorse later. * Carawyn is in search for family, her natural-born one, but also one that won't abandon her or turn out to be monsters. * Carawyn talks to herself and ... something else ... more than to other people. * Though she can be off-putting in her mannerisms, it's hard to dislike Carawyn. * Her "mentor" was not the only thing seeking to use Carawyn, as her patron take an at-times more direct role in the young gnome's life. 2) Two goals that you'd like the character to accomplish in-game.
3) Two secrets, one the PC keeps to himself, and one kept from the PC.
4) 3-5 people that are tied to your PC by blood, love, rivalry, honor, etc.
5) Three key memories that define your character as the person they are at the time of submission.
6) Finally, I'd like you to include with your submission a fear or paranoia that causes your character to shiver, cower, or panic.
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