Allustan

Esken Vladimir's page

17 posts. Alias of Esken.


Gender

Male Human Witch 1 , HP 8/8, AC 11 [Touch 11, Flat 10], CMD: 11 Init +7, Perception +5 [+7 when familiar is near]

Familiar:
Init +2, Perception +9 (low-light vision)

About Esken Vladimir

Esken Vladimir
Class/Level: Witch/1
Alignment: Lawful Evil
Race: Human
Size: Medium
Gender: Male

XP: 0

Current Hit Points: 8/8
Current Modifiers: None

Ability Scores:

Strength 10 (+0)
Dexterity 12 (+1)
Constitution 14 (+2)
Intelligence 19 (+4)
Wisdom 10 (+0)
Charisma 14 (+2)

Combat Information:

Init +7 (+1 Dex, +4 Improved Initiative, +2 Trait)
Senses: Perception +5 [+7 when familiar is near]
Concentration +5
CMB +0 [BAB +0, Strength +0]
CMD 11 [10 +0 BAB +0 Str +1 Dex]

Defenses
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 8 (1d6, Con+2)
Fort +2, Ref +1, Will +2

Offense
BAB: +0
Speed 30 ft.

Melee:
Spiked Gauntlet (+0, 1d4+0, x2, P)
Dagger (+0, 1d4+0, 19-20/x2, S or P)

Ranged:
Dagger (+1, 1d4+0, 19-20/x2, 10 ft., S or P)


Skills:

name [ability] (ranks/ability/class/other mod) total
Bluff [Cha] (0+2+0+2) +4
Diplomacy [Cha] (1+2+3+3+2+1) +12
Knowledge (arcana) [Int] (1+4+3) +8
Knowledge (local) [Int] (0+4+0+1) +5 [untrained]
Knowledge (planes) [Int] (1+4+3) +8
Perception [Wis] (1+0+3+1) +5 [+7 when familiar is near]
Sense Motive [Wis] (0+0) +0 [+2 when familiar is near]
Spellcraft [Int] (1+4+3) +8
Use Magic Device [Cha] (1+2+3) +6

7 Ranks =2 Class+ 4 Intelligence+ 1 Favored Class


Languages:

Common, Infernal, Draconic, Abyssal, Kelish

Traits, Feats and Class Abilities:

Traits
Pattern Seeker (Campaign): You gain a +1 trait bonus on all Perception checks, and Perception is always a class skill for you. In addition, you increase the save DC of any illusion (pattern) spell you cast by 1, and you gain a +1 trait bonus on all saving throws against illusion effects.
Friend in Every Town (Social): You gain a +1 trait bonus on all Knowledge (local) checks and Diplomacy checks. One of these skills (Diplomacy) is always a class skill for you.
Reactionary (Combat): You gain a +2 trait bonus on initiative checks.

Feats
Alertness (Familiar Feat): While a familiar is within arm's reach, the master gains the Alertness feat. You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Improved Initiative (Racial Feat): You get a +4 bonus on initiative checks.
Extra Hex: Evil Eye

Class Abilities
Evil Eye (Su): The target takes a –2 penalty on one of the following (witch’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch’s Intelligence modifier. A Will save reduces this to just 1 round.
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.
Cantrips
Witch's Familiar
Patron: Trickery

Racial Abilities
Favored Class (Witch)
Level 1: 1 skill point
+2 Intelligence
Bonus Feat (Improved Initiative)
Silver Tongued: Human are often adept at subtle manipulation and putting even sworn foes at ease. Humans with this trait gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature's attitude, they can shift up to three steps up rather than just two. This racial trait replaces skilled.

Familiar:

Spiegel
Thrush
N Diminutive Animal
Init +2; Senses low-light vision; Perception +9
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Defense
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AC 17, touch 16, flat-footed 15 (+2 Dex, +4 size +1 Natural Armor)
HP 4/4
Fort +2, Ref +4, Will +4
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Offense
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Speed: 10 ft., fly 40 ft. (average)
Melee: bite -1 (1d2-5)
Space: 1 ft.; Reach: 0 ft.
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Statistics
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Str 1, Dex 15, Con 6, Int 6, Wis 15, Cha 6
Base Attack +0; CMB: -2 [BAB +0, Dex +2, Tiny -4]; CMD: 3 [10, BAB +0, Str -5, Dex +2, Tiny -4]

Feats:
Skill Focus (Perception): You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

Familiar Abilities:
Alertness:While a familiar is within arm's reach, the master gains the Alertness feat.
Improved Evasion: When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).Empathic Link:The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Skills: Fly +12, Perception +9
Languages Known: Pick any one language known.

Equipment:

101g, 5s, 9c

Name (cost/weight)
Weapons
Spiked Gauntlet (5g, 1lb)
Dagger (2g, 1lb)

Carried
Traveler's Outfit (0g, 5lbs)
Belt Pouch (1g, 0.5lb)
Waterskin (1g, 4lbs)
Spell Component Pouch (5g, 2lbs)
Waterproof Sack (5s, 0.5lb)

In Backpack
Backpack, masterwork (50g, 4lbs)
Bedroll (1s, 5lbs)
Blanket (2s, 1lbs)
Scroll Case (1g, 0.5lbs)
Ink (8g, -)
Inkpen (1s, -)
Trail Rations [7 days] (3.5g, 7lbs)
Soap (1c, 0.5lbs)
Cup (1g, 0lbs)

Total Weight: 32 lbs
Carrying Capacity
Light 33 lbs; Medium 34-66 lbs; Heavy 67-100 lbs

Carrying Capacity: with Masterwork Backpack
Light 38 lbs; Medium 39-76 lbs; Heavy 77-115 lbs

Spells Known to Familiar:

0-Level Spells (16): 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 Spells (3+4 Int): Burning Hands, Ear-Piercing Scream, Obscuring Mist, Web Bolt (Pick three more)

Prepared Spells:

0-Level Spells, [DC 14] (3): Detect Magic, Dancing Lights, Spark
1st-Level Spells, [DC 15] (1+1 bonus): Burning Hands, Web Bolt

History:

Description: