About 'Countess' Victoria3Female Teifling 7 (Witch) LN
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SKILLS:
Acrobatics: 1
*When well dressed.
Languages Common (Taldane), Varisian, Abyssal, Infernal, Sylvan, Boreal, Goblin, Celestial.
SPELLS:
DC: 0/14 ,1/15, 2/16, 3/17, 4/18 SPELLS
L0
L1
L2
L3
L4
Special/Class
Special/Race
RACIAL:
Darkvision 60' Skilled: +2 Racial bonus on Bluff and Stealth checks Spell-Like Ability (caster level 1): 1/day—darkness
TRAITS:
Princess [Diplomacy]: +1 Trait bonus on Diplomacy and Intimidate checks. Diplomacy is always a class skill Fashionable [Bluff]: +1 Trait bonus on Bluff, Diplomacy, and Sense Motive checks if wearing clothing/jewelry worth 80+ gp; Bluff is always a class skill Courageous: You gain a +2 trait bonus on saving throws against fear effects. Special
FEATS:
Cosmopolitan: Gain two languages of your choice. In addition, choose two Intelligence-, Wisdom-, or Charisma-based skills )Those skills always count as class skills for you.
Extra Hex 1 Extra Hex 2 Improved Familiar
CLASS:
Witch Spells: Casts arcane spells from witch spell list; must choose and prepare spells in advance by getting 8 hrs of sleep and spending 1 hr communing w/ familiar; Intelligence is primary ability for bonus spells and DC: 1st level: (DC 14): 2 spells per day Cantrips: 3 cantrips per day (DC 14), cast like any other spell, but do not expend any slots and may be used again Hex: Gain 1 hex (unless noted otherwise, each hex requires a Standard Action to use and any required save is DC 18) Cackle (Su): 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. Charm (Su): Improve attitude of Animal or Humanoid w/in 30' by 2 steps for 4 rnds (Will save negs; mind-affecting effect); cannot target same creature w/ this hex again for 1 day Fortune (Su): The witch can grant a creature within 30 feet a bit of good luck for 2 rounds. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours. Flight (Su): Can use feather fall at will and gain a +4 on Swim checks. You can cast levitate once per day. You can fly, as per the spell, for 8 mintes per day. (PFAPG 66). Healing (Su): A witch can soothe the wounds of those she touches. This acts as a cure modeate wounds spell (2d8+8), using the witch’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. Slumber (Su): A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep (8 rounds). The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. Misfortune(Su): The witch can cause a creature within 30 feet to suffer grave misfortune for 2 rounds. 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 HEX: You have chosen the following Hexes: Flight, Healing,
Familiar: Creature teaches you magic and also grants skill bonuses, additional spells, and help w/ some types of magic; stores all of spells known and must commune w/ familiar each day to prepare spells; begins storing all of 0-level witch spells plus 6 1st-level spells GEAR:
Clothing 80 Dress Jewellery 20 Dagger, Cold Iron 4 Crossbow, Light 35 Bolts, Cold Iron (20) 4 Potion of Healing (1d8+3) Masterwork Studded Leather Armour.
Travellers Outfit 1
Wand CLW 42 (on Vic)
9511GP Crossbow is her 'toy' for occasional 'pheasant hunting'.
Familiar:
Naga the Viper Known Spells: 0.
1st
2nd
3rd
4th
LE Tiny outsider (devil, evil, extraplanar, lawful)
DEFENSE
OFFENSE
Spell-Like Abilities (CL 6th)
STATISTICS
Languages Common, Infernal
SPECIAL ABILITIES
‘Victoria’ – Elegant, charming, infernal. Introducing herself simply as Victoria, some claim that her cultured manner and refined, sophisticated tastes point to a noble bloodline, however her dubious ‘breeding’ hints that this may have been the reason she has been sent away from her homelands to study – and thus she has been nicknamed ‘Countess Victoria’ by many. Victoria has done little to confirm or deny these rumours, only giving a smirk or conspiratorial smile when it is mentioned, and the rumours have hardly been damaging. The truth is slightly less captivating, Victoria is indeed from a refined lineage, but that ancestral root and its wealth have long since faded into obscurity in the former capital of Ardeal; the estates overgrown, and the mansion beginning to crumble.
Unclaimed & party assets:
Cash
Mundane
Magic
- Cloak of Resistence +1 (Held by Johenric)
The rapier is a: Huntsman Rapier of Humanbane Boots are: Sprinting acrobat's Boots (HELD SOLARIC)
Ring is: Ring of Feather Falling Eye patch is: Eye Patch of X-Ray Vision Functions like the ring of the same name. Found Spellbook
Alarm
Level II
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