Corlina

Cynara's page

627 posts. Alias of John Woodford.


Full Name

Cynara

Race

Human

Classes/Levels

Witch (Alley Witch)/7 URogue (Snoop)/1 HP 44/44 AC 18/T 13/FF 16 Init +2/+6 Perc +12/+16 Fort +4 Ref +8 Will +7

Gender

Female

Size

M

Strength 9
Dexterity 16
Constitution 12
Intelligence 24
Wisdom 12
Charisma 12

About Cynara

Cynara
URog1/Witch7

Daily Expendables
Flight minutes (7 minutes/day) [ ] [ ] [ ] [ ] [ ] [ ] [ ]
Levitation use (1x/day) [ ]
Inspiration Pool [ ] [ ] [ ] [ ] [ ] [ ]
hp 44 (1d8+1+7d6+7)
Current hp

TN/NG Medium humanoid (human)
Init +2/+6 in Korvosa Perception +12/+16 in Korvosa

DEFENSE
AC 19, touch 14, flat-footed 16 (+4 mage armor, +1 natural, +1 deflection, +3* DEX)
Fort +3+1, Ref +7*+1, Will +6+1
Weaknesses None

OFFENSE
Speed 30 ft.
Melee cold iron dagger +6 (1d4-1/19-20/x2)
Ranged Thrown dagger +6 (1d4-1/19-20/x2; darkwood light crossbow +7 (1d8/19-20/x2)
Special hexes, sneak attack +1d6

Spells in Familiar (CL 8th; * denotes bonus patron spell)
4th - arcane eye, black tentacles, crushing despair
3rd - heroism, clairaudience/clairvoyance, dispel magic, lightning bolt, pillow talk, remove blindness/deafness[/i], remove curse, stinking cloud, seek thoughts, witness*
2nd - detect thoughts, fog cloud, glitterdust, vomit swarm, aggressive thundercloud, summon monster ii, blindness/deafness, greater detect magic, diminished detection, enshroud thoughts, hidden presence, hold person, web, zone of truth, alter self*
1st - snowball, read weather, burning hands, chill touch, comprehend languages, cure light wounds, ear-piercing scream, mage armor, urban grace, false face, fumblestep, identify, mount, summon monster i, reveal secrets, shadow trap, obscuring mist, ears of the city*
0th - arcane mark, bleed, dancing lights, daze, detect magic, detect poison, guidance, light, mending, message, putrefy food & drink, read magic, resistance, spark, stabilize, touch of fatigue

Spells Prepared
4th (2) - arcane eye, black tentacles
3rd (4) - clairaudience/clairvoyance, lightning bolt, stinking cloud, seek thoughts
2nd (5) - glitterdust, vomit swarm, hold person, web, hidden presence
1st (6) - snowball, burning hands, mage armor (cast), ear-piercing scream, comprehend languages, ears of the city*
0th (4) - detect magic, detect poison, guidance, resistance

STATISTICS
Str 9, Dex 14, Con 12, Int 24*, Wis 12, Cha 12
Base Atk +3; CMB +2; CMD 14

Feats
Weapon Finesse (URogue bonus) Uses DEX bonus instead of STR bonus to hit with light weapons and others.
Extra hex (Human bonus, retrained at L3)
Accursed hex (L1, retrained at L3)
Extra Hex (L3)
Extra Hex (L5) .
Extra Hex (L7) .

Skills
Healing +13/+15 (8 ranks, +1 WIS, +3 class skill, +1 trait, +2 healer's kit)
Spellcraft +17 (8 ranks, +6 INT, +3 class skill)
Knowledge (Local) +17/+21 (8 ranks, +6 INT, +3 class skill, +4 in Korvosa)
Knowledge (Arcana) +17 (8 ranks, +6 INT, +3 class skill)
Sense Motive +12/+16 (8 ranks, +1 WIS, +3 class skill, +4 in Korvosa)
Perception +12/+16 in Korvosa (8 ranks, +1 WIS, +3 class skill, +4 situational)
Appraise +10 (1 ranks, +6 INT, +3 class skill)
Fly +8 (2 ranks, +3* DEX, +3 class skill)
Escape Artist +9 (3 ranks, +3* DEX, +3 class skill)
Bluff +5 (1 ranks, +1 CHA, +3 class skill)
Acrobatics +8 (2 ranks, +3* DEX, +3 class skill)
Diplomacy +12 (8 ranks, +1 CHA, +3 class skill)
Stealth +17/+21 in Korvosa (8 ranks, +3* DEX, +3 class skill, +3 familiar, +4 situational)
Climb +3 (1 ranks, -1 STR, +3 class skill)
Swim +7 (1 ranks, -1 STR, +3 class skill, +4 hex)
Sleight of Hand +9 (3 ranks, +3* DEX, +3 class skill)
Knowledge (Dungeoneering) (from headband) +17 (8 ranks, +6 INT, +3 class skill)
Linguistics (from headband) +17 (8 ranks, +6 INT, +3 class skill)

Racial Modifiers none

Note:

Traits
Magical Knack You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks. Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice.

Caretaker As the child of an herbalist or an assistant in a temple infirmary, you often had to assist in tending to the sick and wounded. You gain a +1 trait bonus on Heal checks, and Heal is always a class skill for you.

Languages Common (Taldane), Varisian, Elvish, Dwarvish, Draconic, Sylvan, Aklo (from headband), Undercommon (from headband), Celestial*, Infernal*, Abyssal*, Terran*, Aquan*, Ignan*, Auran*, Giant* (*from Linguistics from headband)
SQ

Combat Gear headband of vast intelligence +4 (Linguistics, Knowledge (Dungeoneering); Aklo, Undercommon), ring of protection +1 amulet of natural armor +1, cloak of resistance +1, handy haversack, darkwood light crossbow, belt of incredible dexterity +2, healer's kit, cold iron dagger, misc. gear (496 gp) 0 pp, 500 gp, 0 sp, 0 cp

SPECIAL ABILITIES

Racial Traits

Spells

Favored Class: Witch +1 SR at L2-L8

Patron Korvosa

Hexes Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on Table 2–10. A witch cannot select an individual hex more than once.

Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch's level + the witch's Intelligence modifier.

Misfortune (Su) 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.

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. The creature must be able to hear the witch to be affected by the cackle.

A witch can only use cackle once per round.

Fortune (Su) The witch can grant a creature within 30 feet a bit of good luck for 1 round. 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. At 8th level and 16th level, the duration of this hex is extended by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.

Flight (Su) 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.

Slumber (Su) A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. 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.

Healing (Su) A witch can soothe the wounds of those she touches. This acts as a cure light wounds spell, using the witch's caster level. Once a creature has been affected by the hex, it cannot be affected by it again for 24 hours. At 5th level, this hex acts like cure moderate wounds.

Child of the Streets: An alley witch gains Bluff and Knowledge (local) as class skills, but loses Knowledge (nature) and Knowledge (planes) as class skills. This alters the witch’s class skills.

Crowd Patron: An alley witch draws power not from a patron, but from the crowd of minds around her. She doesn’t select a patron at 1st level; instead, she gains the following bonus spells at the listed levels.

2nd—ears of the city (see page 30), 4th—alter self, 6th—witness (UM), 8th—shadow step (UM), 10th—mage’s private sanctum, 12th—heroes’ feast, 14th—limited wish, 16th—create demiplane (UM), 18th—shades.

This ability alters witch’s familiar.

Speak to the City: An alley witch builds a special rapport with a single city. At 1st level, she can select one settlement whose type is large town size or larger. Within this settlement, she gains a +2 bonus on initiative checks, as well as Knowledge (local), Perception, Stealth, and Sense Motive checks. At 6th level and every 5 witch levels thereafter, this bonus increases by 2. The alley witch can build a rapport with a new city after 30 days of remaining there; this severs her bond to her previous settlement. This ability replaces the witch’s 1st-level hex.

Hex Trader: At 6th level, once per day as a full-round action, an alley witch can bind a hex she knows into a feather, bead, or other small token. Any creature holding this token can use that hex once as if using a potion, targeting itself or a creature it touches. While a hex is sealed into a token, the alley witch loses her ability to use that hex until the token is used or she can recover the token. If a hex can be used in increments (like the disguise hex), the alley witch decides how many increments the token contains when making it. If a hex has no set duration, it lasts for 1 minute once activated. This ability replaces the witch’s 6th-level hex.

Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.

With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.

The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.

Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Inspiration (Ex): At 1st level, a snoop gains an ability similar to the investigator’s inspiration class ability (Pathfinder RPG Advanced Class Guide 31). The snoop begins with an inspiration pool equal to half her rogue level plus her Intelligence modifier (minimum of 1). Unlike an investigator, a snoop can only use inspiration on skill checks, not on attack rolls or saving throws. This ability is otherwise identical to the investigator class ability of the same name.

This ability replaces trapfinding and evasion.

Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Familiar
Centipede, "Chil"

Appearance: Cynara is short, but carries herself as if she's much taller. She has blond hair that's usually tied back in an untidy bun, and she typically wears floor-length black shapeless dresses.