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About Chi T'reignialGeneral Stats:
XP: 15,191 Next Level: 15,000
Faction(Associates of the Pathfinder Society):
TPA = 2 CPA = 2 Daily Allowances Remaining:
Hex Save DC = 15 (10+1+4) Spell DC 0=14, 1=15 Spells Able to be cast today? 0 Detect Magic, Message, Guidance, Spark. Y 1 Mage Armor Y 1 Ray of Enfeeblement Y 1 Enlarge Person In Backpack 1 tanglefoot bag
Ammo
Defense:
Current AC = 14 AC 14 = 10 + 0 + 0 + 3 + 0 + 0 + 0 + 1 Touch(14) Flatfooted(11) Bracers of Armor +1 AC18 with Mage Armour) CMD 17 = 10 + 3 + 1 + 3 + 0 Attack:
CMB [dice]1d20+4[/dice] = 3 + 1 + 0 Base Attack +3 Melee Attack +4 (+1d6 damage sneak attack)
ranged Attack +6
Charm 1 rounds, Will save DC=15 to disregard Evil Eye -2ACorBABorSkillorSave for 7 rounds, Will save DC=15 for a single round Slumber sleep 4 rounds, Will save DC=15 Cackle increase EvilEye by 1 round. Saves:
Wearing cloak of resistance +1 all saves.
Spells:
Concentration = [dice]1d20+8[/dice] = (2 caster level + 4 int mod + 1 Jask's bonus) Gelik's bonus: +1 bonus to the save DC of any charm or language dependent effect you use. Spells per day 0/3 DC=14, 1/2+1 DC=15 Known Spells
Witches abilities:
Witches are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a witch’s gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor on page 83 of the Pathfinder RPG Core Rulebook). Patron Deception: 2nd—ventriloquism, 4th—invisibility, 6th— blink, 8th—confusion, 10th—passwall, 12th—programmed image, 14th—invisibility (mass), 16th—scintillating pattern, 18th—time stop. Hexes
Familiar: Cat Stealth +3
Cat:
Cat Familiar Level 1 Tiny animal Init +2; Senses low-light vision, scent; Perception +5 DEFENSE
OFFENSE
STATISTICS
Su
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails. Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast). Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Rogue abilities:
Skills:
Skills per level 6 = 2 + 4 (Witch) Skills per level 12 = 8 + 4 (Rogue) Total - Skill = Ability Mod + Ranks + Skill additions
Feats and Traits:
Feats
Character Traits Stowaway: Not all passengers on seafaring vessels are legal or even known to the captain and crew, and the Jenivere is no exception. Whether too poor to book legal passage on the ship or fearing discovery by customs officials in your home port, you or an ally stowed away on the ship in secret. This may mean that the crew doesn’t know you’re on board, or perhaps they do now but didn’t when the ship set sail. You gain a +1 trait bonus on Stealth checks and Survival checks to find food. Characters with this trait might have boarded the Jenivere at any port, but especially in the cities of the Shackles. Forlorn (Any non-elven land, Elf): Having lived outside of traditional elf society for much or all of your life, you know the world can be cruel, dangerous, and unforgiving of the weak. You gain a +1 trait bonus on Fortitude saving throws. Elven Traits
Equipment:
00005 Artisans Tools
00007 - 105 - 98 Treasure and stuff:
Treasures and Equipment found/made
Treasures and Equipment Used
Background:
The only surviving daughter of Drinai T'Chano and Bri G'Yurial, witch doctors of the nomadic elven tribe of Kili Taili of the Ekujae. Many moons ago members of the tribe was attacked by slavers who captured Drinai T'Chano and the infant Chi T'Reignial, but killed the rest of the family. Being witch doctors of the tribe, the family were in an honoured and high position amongst the tribe princes, elders and counsellors holding sacred and ancient artefacts of the tribe. Knowing Drinai's reliance on having a familiar to use his powerful spells the pirates killed his familiar and took both of them to the slave markest of Korsova, Cheliax. Chi is unsure, but somehow he father was able to keep them together through some last vestiges of power or was it just some sort of luck. She was to learn through her days as a slave that other families that were captured had not been so lucky. Anyway, despite the constant surveillance she befriended a {animal type here} and under the guidance of her father, she was able to learn the basics required to be a witch herself. Her father, whose health dissipated the stronger she grew. On his death bed he gave her a sacred stone on a necklace required for many of the tribes deep rituals. He asked her to take the relic back and use it, regaining the families position in the tribe. All in her tribe will know the power that the relic represents, but beware there will be others that will try and stop you doing this. he died, and several days later Chi and her {insert animal familiar here} managed to escape from her masters. She and her familiar eventually managed to get to the port and stowed away on board a ship called the Jenivere
Appearance/Personality:
She is small for an elf, is fact she could be mistaken for a flimsy human, if it weren't for the pointed ears and the blueish skin. She has long blonde untidy hair cascading over her head, blowing inconsiderately across her face. She often takes small bunches of hair and sucks them in the corner of her mouth. She walks head bent over, looking at the floor. In a crowd she would become lost from view, not that she is any more good at hiding than anyone else, but that she doesn't want to stand out or be noticed. Those in the literary circles around town, often thought this behaviour was rather like the character 'Mort'in the book of the same name, written by that great Gnomish author Pratchardelli Terryo. A shy girl, doesn't speak much to strangers, except if she is in desperate need. Her clothes are threadbare, as slave in Korsova would wear, yet she has a sturdy bag and pouch, which contain her worldly possessions. She wear a necklace made of twine with a strange green rock, with an unusual pattern in red painted on, yet the paint somehow never fades or wears on the stone. Motivations:
She wants to find her tribe. She wants to return the artefact and regain her place in the tribe. She has a hatred of slavers and will attempt to free slaves where she can. She will not start any fight against native elves of the Mwangi Expanse or Sargava, but will take whatever is required to protect herself. She has no qualms about removing other races from her home. HeroLab stat block Witch3/Rogue2:
Chi Female Elf Rogue 2 Witch 3 CN Medium Humanoid (elf) Init +4; Senses low-light vision; Perception +20 -------------------- Defense -------------------- AC 13, touch 13, flat-footed 10 (+3 Dex) hp 32 (2d8+3d6+5) Fort +4, Ref +8, Will +4; +2 vs. enchantments Defensive Abilities evasion; Immune sleep; Resist elven immunities -------------------- Offense -------------------- Speed 20 ft. Melee Red Mantis Dagger +4 (1d4+1/19-20/x2) and Sickle +3 (1d6+1/x2) Ranged Longbow +5 (1d8/x3) Special Attacks hexes (cackle, charm [dc 15], evil eye [dc 15], slumber [dc 15]), sneak attack +1d6 Witch Spells Prepared (CL 3): 2 (2/day) Glitterdust, Feast of Ashes (DC 16) 1 (3/day) Mage Armor, Ray of Enfeeblement (DC 15), Enlarge Person (DC 15) 0 (at will) Message, Detect Magic, Guidance, Spark (DC 14) -------------------- Statistics -------------------- Str 12, Dex 16, Con 12, Int 19, Wis 10, Cha 8 Base Atk +2; CMB +3; CMD 16 Feats Extra Hex, Extra Hex, Skill Focus (Perception) Traits Forlorn, Stowaway Skills Acrobatics +5 (+1 jump), Appraise +8, Climb -2, Craft (alchemy) +8, Craft (bows) +10, Disable Device +10, Escape Artist +7, Fly +4, Heal +4, Knowledge (arcana) +10, Knowledge (history) +8, Knowledge (nature) +8, Linguistics +9, Perception +20 (+21 to locate traps), Profession (cook) +4, Ride +0, Sense Motive +2, Spellcraft +12, Stealth +11, Swim +7, Use Magic Device +7 Modifiers silent hunter Languages Abyssal, Celestial, Common, Draconic, Elven, Infernal, Polyglot, Sylvan SQ +3 to stealth checks, deliver touch spells through familiar, empathic link with familiar, patron spells (deception), rogue talents (trap spotter), share spells with familiar, trapfinding +1 Combat Gear Alchemist's fire (2), Tanglefoot bag; Other Gear +1 Arrows (50), +2 Arrows (50), Arrows (40), Longbow, Red Mantis Dagger, Sickle, Cloak of resistance +1, Efficient quiver (empty), Eyes of the eagle, Ring of swimming, Artisan's tools, masterworkCraft (bows), Backpack (empty), Bedroll, Caltrops (2), Rope, Thieves' tools, masterwork, Waterskin (2), 150 GP -------------------- Special Abilities -------------------- +3 to Stealth checks You gain the Alertness feat while your familiar is within arm's reach. Cackle Extend the duration of other hexes. Charm +1 (4 round(s)) (DC 15) (Su) Improve attitudes by 1 step(s). Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you. Elven Immunities +2 save bonus vs Enchantments. Elven Immunities - Sleep You are immune to magic sleep effects. Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar. Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. Evil Eye -2 (7 round(s)) (DC 15) (Su) Inflict penalties with a glance. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch. Silent Hunter Reduce Steath penalty for moving by -5, can make Stealth checks while running (at -20 - includes reduced penalty). Slumber (3 rounds) (DC 15) (Su) Target falls asleep. Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed. Stowaway +1 Stealth, +1 Survival checks to find food. Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it. Trapfinding +1 +1 to find or disable traps. -------------------- Arcane Familiar
character creation notes:
Starting abilities Str 12, Dex 14, Con, 14, Int 16, Wis 10, Cha 8 +2 Dex, +2 Int, -2 Con Development 2nd level, take level of Rogue. Skills: Acrobatics, Craft(alchemy), Craft(Bows), Disable Device, Escape Artist, Knowledge(dungeons), Linguistics, Perception, Sense Motive, Spellcraft, Stealth, Use Magic Device 2nd Level changes
So skill changes...8 rogue + 4 int.
Character 3rd level...
Character 4th level...
Character 5th level - witch +1...
6+1(Fav Class) Skills +1 to
Spells 2 2nd level, Glitterdust, Feast of Ashes
hexes I like...misfortune, disguise, flight and tongues, so might need another extra hex feat? also fortune, 2 more feats...woah!! may remove disguise as she cannot be anything other than an elf, or scrawny human. Possible Future feats to increase rogue effectiveness against traps, Sharp Senses +4 Perception, Skill Focus +3 Perception, Dodge AC +1, Skill Focus +3 Disable Device, Skill Focus +3 Perception, Magical Aptitude +2 Spellcraft, Use Magical Device, Deft hand +2 Disable Device,Sleight of Hands, Lightning Reflexes +2 Reflex saves.
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