Spriggan

Donkey Teeth's page

109 posts. Organized Play character for Lordzum.


Full Name

He forgot

Race

Wayang HP 8/8 | AC 13 "17* mage armor"- | Touch 13| FF 11 | CMD 11 | F+2 | R+2 | W+2 | Init +8 | Perception +2 | 20ft

Classes/Levels

Witch 1

Gender

M

Size

S

Age

???

Special Abilities

Compsognathus familiar +4 initiative

Alignment

CN

Deity

pantheistic

Location

Varisia

Languages

aklo, common, goblin, varisian, vudrani, wayang

Occupation

fame 4 / prestige 2

Homepage URL

44666-7

Strength 11
Dexterity 14
Constitution 14
Intelligence 18
Wisdom 10
Charisma 10

About Donkey Teeth

Donkey Teeth is a very smart Wayang with amnesia, he believes he escaped from the Hao Jin Tapestry after the Ruby Phoenix Tournament. He was inducted and initiated in the Sczarni Crime Family. As a result of a long forgoten joke the name Donkey Teeth just stuck. He does not say much, and prefers to go unoticed, or pretend he is a mutant goblin when questioned.

History:
My family had been trapped in the Hao jin Tapestry for what must have been centuries this much I remember. Thus far I have been the only one to escape I think, I should have never been able to leave but something strange happend and I ended up in a place called Varisia.

When I appeared it was with a bunch of people that referred to themselves as both members of the Pathfinder Society and the "family". After earning my loyalty with them and the family they presented me to Sheila Heidmarch, who knew a good thing when she saw me. She decided I could be used to assist other Pathfinders while they used the Hao Jin Tapestry. The joke was on her, as I am nearly useless in that regard, because I have a bit of amnesia and don't remember too much about it.

I have been trying to get sent on an actual mission for the Pathfinder Society for a while, and Guaril Karela said that he would see to it that I get one, but only as long as both he and I know where my loyalty lies, and that I totally do. If it were not for the Sczarni I would still be trapped in that demi-plane. I have plenty of opportunity in this new realm and I seek to take advantage of it. I am a natural at shadow manipulation and I want to put my talents to use.

Stats:
Donkey Teeth
Male Wayang Witch 1
CN Small Humanoid
Init +8; Senses darkvision 60 ft.; Perception +2
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Defense
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AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 8 (1d6+2)
Fort +2, Ref +2, Will +2
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Offense
Dagger Atk: - 1d3+0 19-20/x2
10 ft. 1 lb. P or S

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Speed 20 ft.
Special Attacks hexes (evil eye [dc 14], slumber [dc 14])
Witch Spells Prepared (CL 1):
1 (2/day) Mage Armor, summon monster I
0 (at will) Stabilize, Read Magic, Detect Magic
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Statistics
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Str 11, Dex 14, Con 14, Int 18, Wis 10, Cha 10
Base Atk +0; CMB -1; CMD 11

Feats Extra Hex

Traits Gifted Adept (Black Tentacles), Reactionary

Skills Acrobatics +2 (-2 jump), Disable Device +1, Escape Artist +3, Fly +8, Heal +4, Perception +4*, Sense Motive +2*Spellcraft +8, Stealth +8, Use Magic Device +4; Racial Modifiers +2 Perception, +2 Stealth

Languages Aklo, Common, Goblin, Varisian, Vudrani, Wayang

SQ +4 bonus on initiative checks, dissolution’s child (1 round) (1/day), empathic link with familiar, light and dark (1/day), patron spells (shadow), share spells with familiar
Other Gear Witch's kit (This kit includes a backpack, a bedroll, a belt pouch, candles (10), chalk (10), a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin) Dagger, Wand of Cure Light Wounds (50)
Deposited 639 GP
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Special Abilities
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+4 bonus on initiative checks You gain the Alertness* feat while your familiar is within arm's reach.

Darkvision (60 feet) You can see in the dark (black and white vision only).

Dissolution’s Child (1 round) (1/day) (Su) Assume the appearance of a shadow, as invisibilty.

Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.

Evil Eye -2 (7 round(s)) (DC 14) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).

Gifted Adept (Black Tentacles) A chosen spell gets +1 CL.
Light and Dark (1/day) (Su) As an immediate action can treat positive/negative energy as though undead for 1 min.

Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Slumber (1 rd) (DC 14) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg).

Venom Teeth the Familiar:

Venom Teeth
Init +6; Senses low-light vision, scent; Perception +4

DEFENSE AC 16, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 6 (1d8+2)
Fort +4, Ref +4, Will +0

OFFENSE Speed 40 ft., swim 20 ft.
Melee bite +1 (1d3–1 plus poison)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS Str 8, Dex 15, Con 14, Int 6, Wis 11, Cha 5
Base Atk +0; CMB +0; CMD 9
Feats Improved Initiative, alertness*
Skills Perception +6, Sense Motive +2, Swim +10

SPECIAL ABILITIES
Empathic Link

Improved Evasion

Share Spells

Store Spells : All level 0 witch
Level 1: Cure Light Wounds, Mage Armor, Bungle, Reduce Person, Ray of enfeeblement, Summon Monster I

Familiar
The master of a compsognathus familiar gains a +4 bonus on Initiative checks.

Poison (Ex)
Bite—injury; save Fort DC 12; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save.

Quests:

#3-21: The Temple of Empyreal Enlightenment (PFRPG) 2PP
#1: Silent Tide (OGL)2PP