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Gender

Female Changling Witch (Spinner of Threads) 2 AC 15 + 2 shield, F +5 R +4 W +8 HP 22/22 ◆ ◇ ↺

About Gitaena

Gitaena Gravesend # 105836-2006
Human/Changling Female Witch 2
Traits Human Changeling Humanoid
Familiar Ursìta, Black Widow [Tiny, land speed 30, Climb Speed 25, Familiar of Balanced Luck, 10 HP.]
Background Cursed Family
Patron Spinner of Threads
Faction: Vigilant Seal
Class DC 18

Str 10 (0) Dex 10 (0) Con 12 (1) Int 18 (4) Wis 14 (2) Cha 14 (2)
AC 15 + 2 (shield)
Fort +5 Reflex +4 Will +8
Hit Points 22
Perception +6
Low-light, Darkvision
Speed 25 feet
Size Medium

Dicebots:
[dice=Fort]1d20 + 5[/dice]
[dice=Ref]1d20 + 4[/dice]
[dice=Will]1d20 + 8[/dice]
[dice=Perception]1d20 + 6[/dice]

Background Feat: Oddity Identification:

Traits General Skill
When you become aware of a magical effect or see a spell being cast, you can immediately determine if it twists minds (with the mental trait), fights against fortune (with the fortune or misfortune trait), or reveals secrets (with the detection, prediction, revelation, or scrying traits). At the GM’s discretion, similar effects can also fall into these categories. When you Identify Magic or Recall Knowledge to learn more about these effects, you can always use Occultism without penalty and gain a +2 circumstance bonus.

Skills (Bold = Trained)
Acrobatics +0
Arcana +4
Athletics +0
Crafting +8
Deception +6
Diplomacy +6
Intimidation +6
Lore (Curse) +8
Lore (Weaving) +8
Medicine +2
Nature +2
Occultism +8
Performance +6
Religion +6
Society +8
Stealth +0
Survival +2
Thievery +0
Languages Common, Varisian, Undercommon, Goblin, Jotun, Sylvan
Dicebots:

[dice=Acrobatics]1d20 + 0[/dice]
[dice=Arcana]1d20 + 4[/dice]
[dice=Athletics]1d20 + 0[/dice]
[dice=Crafting]1d20 + 8[/dice]
[dice=Deception]1d20 + 6[/dice]
[dice=Diplomacy]1d20 + 6[/dice]
[dice=Intimidation]1d20 + 6[/dice]
[dice=Curse Lore]1d20 + 8[/dice]
[dice=Weaving Lore]1d20 + 8[/dice]
[dice=Medicien]1d20 + 2[/dice]
[dice=Nature]1d20 + 2[/dice]
[dice=Occultism]1d20 + 8[/dice]
[dice=Occultism, Oddity Identification]1d20 + 8 + 2[/dice] When using Identify Magic or Recall Knowledge to learn more about effects of magic detected with Oddity Identification.
[dice=Performance]1d20 + 6[/dice]
[dice=Religion]1d20 + 6[/dice]
[dice=Society]1d20 + 8[/dice]
[dice=Stealth]1d20 + 0[/dice]
[dice=Survival]1d20 + 2[/dice]
[dice=Thievery]1d20 + 0[/dice]

Combat
Melee

Staff +4 (1d4 B 1-handed, 1d8 B 2-handed)
Sickle +4 (1d4 S) (agile, finesse, trip)
Corset Knife +4 (1d4 P) (agile, concealable, finesse, thrown 10')

Ranged
Hand Crossbow +4 (1d6 P) (Range 60')
Blowgun +4 (1 P) (agile, nonlethal)
w/ giant centipede venom or Spear Frog Poison

Dicebots:

[dice=Staff]1d20 + 4[/dice]
[dice=Damage, 1 handed, B]1d4[/dice]
[dice=Damage, 2 handed, B]1d8[/dice]
[dice=Sickle]1d20 + 4[/dice]
[dice=Damage, S]1d4[/dice]
[dice=Corset Knife]1d20 + 4[/dice]
[dice=Damage, S]1d4[/dice]
[dice=Hand Crossbow]1d20 + 4[/dice]
[dice=Damage, P]1d6[/dice]
[dice=Blowgun]1d20 + 4[/dice]
Damage, P 1 + poison

Spells Prepared Spell Attack +8 Spell DC 18
Cantrips (7) Daze, Detect Magic, Figment, Guidance, Haunting Hymn, Telekinetic Projectile, Void Warp
Rank 1 (3) Mystic Armor, Force Barrage, Summon Undead
Focus Spell (Hex Spell) Phase Familiar
Hex Cantrip Nudge Fate
Patron Hex Bonus
Familiar of Balanced Luck Your familiar has a spot on its body that looks like a good luck charm or a bad omen, depending on the angle. When you Cast or Sustain a hex, one creature within 15 feet of your familiar gets your choice of either a +1 status bonus to its AC or a –1 status penalty to its AC until the start of your next turn.

Spells Known
Cantrips
Daze, Detect Magic, Figment, Forbidding Ward, Guidance, Haunting Hymn, Know the Way, Read Aura, Shield, Telekinetic Hand, Telekinetic Projectile, Void Warp

Rank 1 Animate Rope, Biting Words,Bless , Carryall, Command, Concordant Choir, Dizzying Colors, Enfeeble, Fear, Force Barrage, Grim Tendrils, Mystic Armor, Object Reading, Phantom Pain, Runic Weapon, Sure Strike (patron), Summon Undead

Dicebots:

[dice=Spell Attack]1d20 + 8[/dice]
[dice=Daze damage M]1d6[/dice] DC 18 Basic Will save
[dice=Haunting Hymn damage S]1d8[/dice] DC 18 basic Fortitude save. If a target critically fails the save, it's also deafened for 1 minute.
[dice=Telekinetic Projectile damage BPS]2d6[/dice]
[Dice=Force Barrage ◆ force]1d4 + 1[/dice]
[Dice=Force Barrage ◆◆ force]2d4 + 2[/dice]
[Dice=Force Barrage ◆◆◆ force]3d4 + 3[/dice]


Reactions
Phase Familiar
Focus 1
Traits Uncommon Focus Hex Manipulate Witch
Trigger Your familiar would take damage
Range 60 feet; Targets your familiar
Your patron momentarily recalls your familiar to the ether, shifting it from its solid, physical form into a ghostly version of itself. Against the triggering damage, your familiar gains resistance 5 to all damage and is immune to precision damage.
Heightened (+1) Increase the resistance by 2.

Common Actions
Demoralize
Traits Concentrate, Emotion, Fear, Mental, Visual or Auditory
With a sudden shout, a well-timed taunt, or a cutting put-down, you can shake an enemy's resolve or with merely a fierce look. Choose a creature within 30 feet of you who you're aware of. Attempt an Intimidation check against that target's Will DC. If the target doesn't understand the language you are speaking, or you're not speaking a language, you take a –4 circumstance penalty to the check. If using Intimidating Glare, this penalty is removed. Regardless of your result, the target is temporarily immune to your attempts to Demoralize it for 10 minutes.
Critical Success The target becomes frightened 2.
Success The target becomes frightened 1.

Nudge Fate
Hex Cantrip 1
Traits Uncommon Cantrip Concentrate Hex Witch
Patron Theme spinner of threads
Range 30 feet; Targets 1 creature
Defense Will; Duration 1 minute
The barest spin of your patron's spool is enough to alter fate. When the target fails an attack roll, skill check, or saving throw and a +1 status bonus would turn a critical failure into a failure, or failure into a success, you grant the target a +1 status bonus to the check retroactively, changing the outcome appropriately. The spell then ends.
If you cast nudge fate while a previous casting of this hex is still in effect, the previous effect ends.

Gear Hide shield, Corset Knife, Sickle, Staff, Hand Crossbow, 30 bolts, Blowgun, 30 darts, Giant Centipede Poison, Spear Frog Poison, Explorer's Clothing, Winter Clothing, Backpack, Bedroll, 1 week's rations, soap, waterskin, powder, marbles, 50' rope, 2 scrolls of mystic armor, 3.91 gp.
She carries 5 light bulk objects on her belt for use with Telekinetic projectile in case no suitable object is available. They are things like a travel mug, a bag with some rocks in it resembling a money pouch (her actual money is kept in pockets under her jacket), a canteen, etc.
Bulk: 2.8
Max Bulk: 5

Feats:

Level 2 Class Feat
Cantrip Expansion
Feat 2
Traits Bard Cleric Magus Oracle Psychic Sorcerer Witch Wizard
Study broadens your range of simple spells.
Prepared Caster (Cleric, Wizard, etc.): You can prepare two additional cantrips each day.

Level 2 Skill Feat
Intimidating Glare
Feat 1
General Skill
Prerequisites trained in Intimidation
You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language.

Patron:

Spinner of Threads
Source Player Core pg. 185
You met your patron in a memory of an encounter yet to come or a premonition of something long since passed, as they untangled and re-spun the tapestry of time and fate. Was your patron a norn? A herald of a deity like Pharasma, Alseta, or Grandmother Spider? Could it even be a single individual appearing at three or more points in its timeline—multiple versions of the same being, parallel threads converging on a single moment?

Spell List occult
Patron Skill Occultism Already trained from background; replace with Weaving Lore.

Lesson of Fate's Vicissitudes Your patron's harsh lesson is that fate spares no one, rising and falling in turn for all. You gain the nudge fate hex cantrip and your familiar learns sure strike.

Familiar of Balanced Luck Your familiar has a spot on its body that looks like a good luck charm or a bad omen, depending on the angle. When you Cast or Sustain a hex, one creature within 15 feet of your familiar gets your choice of either a +1 status bonus to its AC or a –1 status penalty to its AC until the start of your next turn.


Witch Class:
Key Attribute INTELLIGENCE
At 1st level, your class gives you an attribute boost to Intelligence.

Hit Points 6 plus your Constitution modifier
You increase your maximum number of HP by this number at 1st level and every level thereafter.

Perception
Trained in Perception

Saving Throws
Trained in Fortitude
Trained in Reflex
Expert in Will

Skills
Trained in one skill determined by your patron
Trained in a number of additional skills equal to 3 plus your Intelligence modifier
Crafting, Deception, Diplomacy, Intimidation, Society, Religion, Performance

Attacks
Trained in simple weapons
Trained in unarmed attacks

Defenses
Untrained in all armor
Trained in unarmored defense

Class DC
Trained in witch class DC

Spells
Trained in spell attack modifier
Trained in spell DC

Level 2 Skill Feat
Intimidating Glare
Feat 1
General Skill
Prerequisites trained in Intimidation
You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language.


Witch Spellcasting:

Witch Spellcasting
Using your familiar as a conduit, your patron provides you the power to cast spells. You are a spellcaster, and you can cast spells of your patron's tradition using the Cast a Spell activity. As a witch, when you cast spells, your incantations might rhyme, your gestures might be as simple as an ominous pointing finger or a complex folk sign, and your familiar might even echo your words or movements slightly as your patron's magic surges.

At 1st level, you can prepare up to two 1st-rank spells and five cantrips each morning from the spells your familiar knows. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare each day is called your spell slots.

As you increase in level as a witch, the number of spells you can prepare each day increases, as does the highest rank of spell you can cast, as shown in the Witch Spells per Day table.

Some of your spells require you to attempt a spell attack to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key attribute is Intelligence, your spell attack modifier and spell DC use your Intelligence modifier.

Heightening Spells
When you get spell slots of 2nd-rank and higher, you can fill those slots with stronger versions of lower-rank spells. This increases the spell's rank, heightening it to match the spell slot. Many spells have specific improvements when they are heightened to certain ranks.

Cantrips
Some of your spells are cantrips. A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to half your level rounded up—this is usually equal to the highest rank of witch spell slot you have. For example, as a 1st-level witch, your cantrips are 1st-rank spells, and as a 5th-level witch, your cantrips are 3rd-rank spells.

Familiar
Your patron has sent you a familiar, a mystical creature that teaches you magic and facilitates your spells. This familiar follows the rules beginning on page 212, though as it's a direct conduit between you and your patron, it's more powerful than typical familiars. Your familiar gains two additional familiar abilities: one of these is a unique ability based on your patron and is always selected, and the other is an additional familiar ability that can be selected daily as normal. Your familiar gains another extra ability at 6th, 12th, and 18th levels.
Gitaena's familiar is a black widow spider.
Tiny, land speed 30, Climb Speed 25, Familiar of Balanced Luck.

Spells Your familiar is the source and repository of the spells your patron has bestowed upon you, and you must commune with your familiar to prepare your spells each day using your witch spellcasting. Your familiar starts off knowing 10 cantrips, five 1st-rank spells, and one additional spell determined by your patron's initial lesson. You choose these spells from the common spells of the tradition determined by your patron or from other spells of that tradition you gain access to.

Each time you gain a level, your patron teaches your familiar two new spells of any rank for which you have spell slots, chosen from common spells of your tradition or others you gain access to. Feats can also grant your familiar additional spells.

Learning Spells Your familiar can learn new spells independently of your patron. It can learn any spell on your tradition's spell list by physically consuming a written version of that spell over the course of 1 hour. This can be a scroll of that spell, or you can prepare a written version using the Learn a Spell exploration activity. You and your familiar can use the Learn a Spell activity to teach your familiar a spell from another witch's familiar. Both familiars must be present for the entirety of the activity, the spell must be on your spellcasting tradition's spell list, and you must pay the usual cost for that activity, typically in the form of an offering to the other familiar's patron. You can't prepare spells from another witch's familiar.

Undying If your familiar dies, your patron replaces it during your next daily preparations. The new familiar might be a duplicate or reincarnation of your former familiar or a new entity altogether, but it knows the same spells your former familiar knew regardless. Your familiar's death doesn't affect any spells you have already prepared.

Hex Spells
As a favored agent of your patron, you can invoke their power for a more direct magical intervention. A hex is a spell shaped by your patron and sent to you through your familiar, rather than an ability you use directly. Your patron expects you to advance its interests and does not take kindly to repeated requests for aid; as such, you can use only one hex each turn, and any attempts to use a second hex on that turn fail and the actions are lost.

Hex spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to commune with your familiar.

Focus spells are automatically heightened to half your level rounded up, much like cantrips. Focus spells don't require spell slots, and you can't cast them using spell slots. Certain feats give you more focus spells. The maximum Focus Points your focus pool can hold is equal to the number of focus spells you have, but it can never be more than 3 points. The full rules for focus spells appear here. You learn your choice of the patron's puppet hex (page 385) or phase familiar hex, which let you command your familiar or defend it from harm, respectively. You learn most other hexes from witch lessons.

Hex Cantrips
Hex cantrips are special hexes that don't cost Focus Points, so you can cast them as often as you like, though you can still use only one hex each round. Hex cantrips are in addition to the cantrips you choose with witch spellcasting and aren't counted toward your prepared cantrips.

You gain a hex cantrip determined by your choice of patron (page 183).

Level 2 Class Feat
Cantrip Expansion
Feat 2
Witch
Study broadens your range of simple spells.
Prepared Caster (Cleric, Wizard, etc.): You can prepare two additional cantrips each day.

Heritage:
Changeling
Source Player Core pg. 76
Your mother was a hag. Your eyes' heterochromia is the most obvious signifier of this parentage, but you likely also have a slighter build, paler skin, and darker hair than most members of your other parent's ancestry. You gain the changeling trait. You also gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. You can select from changeling feats and feats from your other parent's ancestry whenever you gain an ancestry feat.

Ancestry Feat
Hag's Sight

Feat 1
Trait Changeling
Source Player Core pg. 77
You’ve nurtured the supernatural abilities gifted by your hag mother, particularly your sight. You gain darkvision.


Background:

Cursed Family
Source World Guide pg. 46 2.0
Rumors abound that your family is cursed. While that would explain several unfortunate events in your family history, you may or may not believe it. Regardless, odd coincidences plague your lineage, and perhaps even appear in your own life, and you have become used to spotting strangeness around you.
Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost.
You’re trained in the Occultism skill and the Curse Lore skill. You gain the Oddity Identification skill feat.

Oddity Identification
Feat 1
Traits General Skill
Source Player Core pg. 259 2.0
Prerequisites trained in Occultism
When you become aware of a magical effect or see a spell being cast, you can immediately determine if it twists minds (with the mental trait), fights against fortune (with the fortune or misfortune trait), or reveals secrets (with the detection, prediction, revelation, or scrying traits). At the GM’s discretion, similar effects can also fall into these categories. When you Identify Magic or Recall Knowledge to learn more about these effects, you can always use Occultism without penalty and gain a +2 circumstance bonus.

Gitaena grew up in Ruwido, Ustalav, eldest daughter of a family of misfits, although in Ruwido, they actually fit in quite well. Her parents and extended family found things supernatural and scary to most people as quite lovely. Her father had been a desperado as a young man, his mother from a long line of hags. They were forced by circumstances to work together for a time and found themselves falling in love. Gitaena was the first result of that love. Her father had a number of brothers, sisters, aunts, and uncles who sported various psychopathologies, but they never practiced any of their fetishes on family members.

Gitaena learned witchcraft from her mother and a coven she belonged to. While growing up, Gitaena became accustomed to ghosts, vampires, lycanthropes, and various dark wizards, clerics, and alchemists. Like most teenagers, however, she found herself wanting away from her family, so she took her leave and joined the Pathfinder Society for a way to see the world.


Appearance:
Gitaena is fairly attractive, but most people notice her gothic fashion sense and tattoos before anything else. She wears black leather armor with dark clothing underneath, accented here and there by red or silver. She has a tattoo of a spider web on her neck, some of which extends to her cheek, nose, and mouth. There is a black widow spider at the center of the web. Sometimes there are two spiders, since her witch familiar is a black widow that rides in her red hair or on her neck or shoulder. It sometimes crawls across her face, which does not bother her, but freaks some people out.

She puts dark eye shadow around her eyes and on her cheeks, and wears black or burgundy lipstick. She is not very social, but can be polite if necessary. She does not suffer fools gladly, however. Sometimes, she makes comments meant to unnerve normal people, just for fun.

She worships Grandmother Spider when she feels religious and has a lot of spider related jewelry.

Chronicles:

Spent at character Creation
Hide Shield (2), Corset Knife (0.3), Sickle (0.2), Staff (0), Hand Crossbow (3), Blowgun (0.1), 30 bolts (0.3), 30 blowgun darts (0.15), Giant Centipede Poison (4), Spear Frog Poison (3), Explorer's Clothing (0.1), Backpack (0.1), Bedroll (0.02), 1 week rations (0.4), Soap (0.02), Waterskin (0.05), Powder (0.1), Marbles (0.2), Winter Clothing (0.4), 50' rope (0.5)
Spent: 14.49
Cash: 0.51

1) Pathfinder Society Scenario #6-08: Upon Wheels and Rime
XP: +4 (Total 4)
GP: +14
Cash: 14.51
Spent: attempted to learn spells 11 gp (failed Soothe)
Cash: 3.51

2) Scenario #5-08: Protecting the Firelight (as PreGen)
XP: +4 (total 8)
GP: 14
Purchases: 2 Scrolls of Mystic Armor (8) Used,
Cash: 9.51

3) Scenario #7-06:Brastlewark at War Part 1: The Gnome Defection (purchased replay)
XP: +4 (Total 12, 2nd level)
Rep: +4 Vigilant Seal
GP: + 14.4
Purchases: learning spells (20)
Cash: 3.91