Pharasma

Chandra Sylor's page

54 posts. Alias of CrystalStorm.


Full Name

Chandra Sylor

Race

Halfling Witch/1

Spoiler:
HD 6/6 / Per +3 / Init +3/Spells 0 - Dancing Lights, Detect Magic , Daze- Spells 1 Sleep, Ear piercing scream

Classes/Levels

Witch/1

Gender

Female

Size

38 inches (3'2")

Age

38

Alignment

LG

Strength 10
Dexterity 13
Constitution 10
Intelligence 16
Wisdom 10
Charisma 17

About Chandra Sylor

Spoiler:
Female Halfling Witch 1
LG
Init +3; Perception +3
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Defense
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AC 12, touch 12, flat-footed 11 (+3 armor, +3 Dex)
hp 6 (1d6)
Fort +1, Ref +2, Will +3
+2 against Fear
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Offense
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Speed 20 ft.
Dagger +1 (1d3)
Sling +2 (1d3)

Patron - Elemental

Familiar: Scorpion

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Statistics
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Str 10, Dex 13, Con 10, Int 16, Wis 0, Cha 17
Base Atk +1;(Halfling +1) CMB -1; CMD 15
Feats: Accursed Hex
Traits: Rich Parents & Civilized

Skills: Knowledge - Arcana + 7, Knowledge - History +7, Knowledge - Local + 5, Knowledge Nobility + 5, Perception + 3, Spellcraft +7
Languages : Common, Halfling, Goblin, Celestial, Infernal

Gold = 764.72
Combat Gear
Tent
Backpack-Masterwork
Dagger 5
Sling
Bandolier
Bedroll
Bullseye Lantern
Chalk 5
Compass
Ear Plugs
Familiar Satchel
Flint & Seel
Oil 5
Waterskin
Witch's Kit
Light Crossbow 1d6
2 - Alchemist fire
2- Alchalai

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Special Abilities
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Hex Saves = 10 + 1/2 level + IQ = 13
Hex: Evil Eye

Spells:
0 = All (save 13)
First = Enlarge Person, Mage Armor, Sleep (save 14)

HEX:
Evil Eye (Su): (will save 13 duration= 6 rounds) 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.

Spells:
save=10+IQ(3) + Level(1)
Daze - (save will 1)This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. After a creature has been dazed by this spell, it is immune to the effects of this spell for 1 minute.

Detect magic - You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.

1st Round: Presence or absence of magical auras.

2nd Round: Number of different magical auras and the power of the most potent aura.

3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura eminates from a magic item, you can attempt to identify its properties (see Spellcraft).

Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.

Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.

Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:

Sleep - (save will 1) A sleep spell causes a magical slumber to come upon 4 HD of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell's point of origin are affected first. HD that are not sufficient to affect a creature are wasted. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). Sleep does not target unconscious creatures, constructs, or undead creatures.
Ear-Piecing Scream -
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration instantaneous; see text
Saving Throw Fortitude partial (see text); Spell Resistance yes
DESCRIPTION

You unleash a powerful scream, inaudible to all but a single target. The target is dazed for 1 round and takes 1d6 points of sonic damage per two caster levels (maximum 5d6). A successful save negates the daze effect and halves the damage.


Experience:
Exerience Points = 1050/1300

Treasure:
Wand - unknown