Seltyiel

Cysgood Dewin's page

3 posts. Alias of Jon A.


Full Name

Cysgood Dewin

Race

Half-elf

Classes/Levels

Witch (bonded witch) 1

Gender

Male

Size

Medium

Special Abilities

Bonded Witch 1; HP 8; AC 12 (T 10, FF 10); Init +2; Fort +2, Ref +0, Will +3; Per +3

Alignment

Neutral

Strength 10
Dexterity 14
Constitution 14
Intelligence 17
Wisdom 10
Charisma 13

About Cysgood Dewin

Male Half-elf Bonded Witch 1
Neutral Medium humanoid (half-elf)
Favored Class Witch
Initiative +2; Senses Perception +2 (+2 race), low-light vision
-------
AC 12, touch 10, flat-footed 10
HP 8 (6+1x2 Con)
Fort +2 (+0 base +2 Con), Ref +0, Will +3 (+2 base +1 Wis)
Str 10, Dex 14, Con 14, Int 17, Wis 10, Cha 13
BAB +0, CMB +0, CMD 12 (+0 BAB +2 Dex)
Speed 30 ft/x6
Melee
Quarterstaff (1d6) Bludgeoning x2
Dagger (1d4) Piercing or slashing 19-20/x2

RACIAL ABILITIES
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Arcane Training: They can use spell trigger and spell completion items for their favored class as if one level higher (or as a 1st-level character if they have no levels in that class). This racial trait replaces the multitalented racial trait.

FEATS
Weapon Proficiencies (Simple) – Witch
Skill Focus – Sleight of Hand – Half-elf
Extra Hex – Charm - 1st level

TRAITS
Child of the Streets: You gain a +1 trait bonus on Sleight of Hand checks, and Sleight of Hand is always a class skill for you..
Campaign Trait: Brigand: You hail from the River Kingdoms or the more lawless reaches of Brevoy. Life has been hard for you. Perhaps your parents and siblings were crooks and con artists, or maybe your rough, lonely life lead you to fall in with thieves and worse. You know how to ambush travelers, bully traders, avoid the law, and camp where no one might find you. Recently, you’ve run into some trouble, either with the law or with other bandits, and you’re looking to get away to somewhere no one would ever think to look for you. An expedition into the rugged wilderness seems like a perfect way to lie low until the trouble blows over. You begin the campaign with an extra 100 gp in ill-gotten gains. You also gain a +1 trait bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks when dealing with brigands, thieves, bandits, and their ilk.

SKILLS
5 ranks = (1x2 +3 Int)

(1) Knowledge (arcana) +7
(1) Linguistics +4
(1) Sleight of Hand +10
(1) Spellcraft +7
(1) Use magic device +5

Languages Common, Elven, Draconic, Infernal, Abyssal, Celestial

HEXES
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.
Charm (Su): A witch can charm an animal or humanoid creature within 30 feet by beckoning and speaking soothing words. This improves the attitude of an animal or humanoid creature by 1 step, as if the witch had successfully used the Diplomacy skill. The effect lasts for a number of rounds equal to the Witch's Intelligence modifier. A Will save negates this effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. At 8th level, this effect improves the attitude of the target creature by 2 steps. This is a mind-affecting charm effect.

SPELLS & SPELL-LIKE ABILITIES

Bonded Item (Sp)::
At 1st level, a bonded witch gains a bonded item instead of a familiar. This bonded item is similar to a wizard's arcane bond bonded item, and follows all the rules of such an item with the following exceptions.

A bonded witch's bonded item serves as a vessel for her spells and a conduit for communication with her patron. A bonded witch must commune with her bonded item each day to prepare her spells. The bonded item stores all of the spells that the bonded witch knows, and the bonded witch cannot prepare spells that are not stored within it. A bonded witch starts with the same number of spells and gains new spells the same way as a witch, and can even add spells by learning them from scrolls in the same way, but a bonded witch cannot learn spells from another bonded item.

Since a bonded witch does not have a spellbook, starting at 2nd level, a bonded witch's bonded item can be used once per day to cast a spell dependent on the type of bonded object chosen by the bonded witch. The spell is treated like any other spell cast by the bonded witch, including its casting time, duration, and other effects dependent of the bonded witch's level. This spell cannot be further modified by metamagic feats or any other ability. As the bonded witch gains levels, the bonded item gains new spells that the bonded witch can cast in this way. She can cast any one of these spells once per day using her bonded object, but gains greater flexibility in what spells she can cast, and gains more powerful spells as she gains new levels.

Meerschaum Pipe: Cysgood’s bonded item is an exquisitely carved meerschaum pipe. The front of the bowl has the face of a beautiful half-elven woman. Her hair sweeps back along the sides of the bowl, flowing up into the stem. In her hair are flowers, stars, and small animals serving as decorations; although, anyone who has seen the pipe more than once would swear that these decorations move. Cysgood needs neither tobacco nor a source of ignition to light his pipe (Note: The coal from the pipe cannot be used to light a fire outside of the bowl). He generally does add real tobacco to the bowl, noting that it improves the flavor of the smoke. He has absolute control over the appearance of the smoke (shape and color) as well as the odor (including giving off no odor at all) (Note: No in-game effect.)

Spell-casting
Patron: Shadow

Spells Known:
0-Level Witch Spells— arcane mark, bleed, dancing lights, daze, detect magic, detect poison, guidance, light, mending, message, putrefy food and drink, read magic, resistance, spark, stabilize, touch of fatigue.

1st-Level Witch Spells—cause fear, comprehend languages, cure light wounds, enlarge person, mage armor, obscuring mist, unseen servant.

Spells Prepared & Cast
0th–level (3 at-will):
1st-level (1+1 per day):

EQUIPMENT:

Worn
(free) Explorer’s Outfit
(-) Quarterstaff
(5 gp) Dagger, cold iron, in wrist sheath.
(2 gp) Dagger (boot)
(-) Meerschaum pipe (worn on cord around neck) – bonded item

Ready in belt
Spell component pouch
Tobacco pouch w/ 2 lb tobacco
Belt pouch
(2 sp) Flask (gin)
(50 gp*) Book of letters
(50 gp*) Oil of Magic Weapon

(71 gp) Masterwork Backpack (28 lb total)
Mess kit
Iron pot
Bedroll
Candles x10
Chalk x10
Flint and steel
Ink and ink pen
Soap
Torches x10
Trail rations x5
Waterskin
(1 gp) Rope – 50 ft

Currency 25 gp


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DESCRIPTION
Age 26 Height 6-ft, 0-in Weight 160 lb.
Hair dirty blond Eyes deep blue

Cysgood is a tall thin half-elven male with long, dirty-blond hair, worn in a pony tail. He is dressed in a long shabby leather great coat. He smokes a pipe, constantly. He is either smoking the pipe, cleaning it out, or filling and lighting it, but it is constantly in his possession.

PERSONALITY
Cysgood is generally friendly and likeable enough. However, his primary goal is looking out for himself. He always wants to know what’s in it for him, and is always trying to figure out the angle that will benefit himself the most. He is not typically confrontational, preferring to work out his grievances in other ways.

BACKGROUND
Cysgood never knew his parents. He grew up in an orphanage in New Stetven. It was a very rough place, only providing the bare necessities for the kids. He learned from an early age how to look out for himself. When he was old enough, which was not very old, he fell in with a group of pickpockets that would work the town square and the local market. He was constantly in and out of trouble with the local constables. This continued until Cysgood was a teenager, and the day his patron found him.

One day, Csygood was making his way to the local market to find something to eat, when he strolled past the local tobacconist. He had passed this way many times before, hardly giving the shop a second look, but this day something made him stop and peruse the merchandise in the window. On a stand near the front of the window was a beautifully carved meerschaum pipe. It mesmerized him. He stood staring at it for several minutes before the proprietor noticed him and chased him off. However, he couldn’t stop thinking about the pipe. Every day for the next week the pipe intruded upon his thoughts. He dreamed about it at night. Every fiber of his being yearned to possess it. Finally, he couldn’t stand it anymore. Late one night, he broke into the shop and took the pipe.

From that day on, Cysgood began to change. Once in his possession, he still dreamed of the pipe, but now the carving on the front began to speak to him. It whispered secrets that he would have no way of knowing. Eventually, he began to hear the whispers even when he was awake. The pipe taught him many things, and Cysgood began to develop powers of his own. He began using his new found powers to provide for himself. At one point, he drew the attention of the sheriff. Figuring he was close to imprisonment, and not liking the idea, he left town.

He started off heading south, into the River Kingdoms. He fell in with a group of bandits that were working the trade routes between Brevoy and points south. Every day, Cysgood communed with his patron, and his powers grew. The leader of the bandit group gradually grew to distrust Cysgood, feeling that the half-elf was working to undermine his authority. The two nearly came to blows when Cysgood decided it was time to leave, and headed back to civilization. He went to Restov. There he learned of the exploration charters the swordlords were awarding. Figuring this sounded like a great plan for developing some credibility (and attendant wealth), Cysgood managed to sign up with one of the chartered groups.