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About Everon MitharianStatistics:
Male Elf Witch (Synergist) 15
CG Medium Humanoid (Elf) Init +15; Senses Perception +19; darkvision 90 ft., low-light vision, arcane sight Aura lesser protective aura ------------------------------ DEFENSE ------------------------------ AC 14, touch 14, flat-footed 10 (+4 dex) (+2 vs evil, +3 deflection (until hit)) hp 122 Fort +13, Ref +14, Will +14 Resist acid 20, cold 20, electricity 20, fire 20 ------------------------------ OFFENSE ------------------------------ Speed 30 ft., fly 120 ft. (good) Special Attacks breath weapon (15 ft. line, 1d6 cold or 1d6 fire, reflex DC (10 +1/2 level +con) half, usable every 1d4 rounds)
Special Abilities:
------------------------------ SPECIAL ABILITIES ------------------------------ Dreamspeaker Elves with this racial trait add +1 to the saving throw DCs of spells of the divination school and sleep effects they cast. Fleet-Footed Elves with this racial trait receive Run as a bonus feat and a +2 racial bonus on initiative checks. Elven Magic Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items. Scholar of the Ancients You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks, and you gain Thassilonian as a bonus language. Warrior of Old You gain a +2 trait bonus on initiative checks. Fate Patron At 2nd level, and every two levels thereafter, a witch’s patron adds new spells to a witch’s list of spells known. These spells are also automatically added to the list of spells stored by the familiar. 2nd-doom, 4th-anticipate peril, 6th-helping hand, 8th-blessing of fervor, 10th-greater forbid action, 12th-contingency, 14th-jolting portent Witch’s Familiar At 1st level a witch forms a close bond with a familiar. A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar. Hex (Major Hex) Witches learn a number of 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. Starting at 10th level a witch can choose major hexes whenever she could select a new hex. Cackle (via item) Cackle as a move action. Anybody in 30 feet under the effects of the witch's hexes has the duration extended by 1 round. Protective Luck Twist fate for a target within 30 feet for 1 round. Whenever they are targeted by anything that requires an attack roll the attacker must roll twice and take the worse result. At 8th level and 16th level, the duration increases by 1 round. A witch cannot use this ability on herself. Slumber (DC 27) Cause a creature within 30 feet to fall into a deep magical sleep, as per the spell sleep, for a number of rounds equal to the witch's level. Will negates. This can affect a creature of any HD. They will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if they take damage. A creature can only be targeted by his hex 1/day. Soothsayer When the witch uses a hex she can delay the effect. The hex takes effect the next time the target makes a roll that could be affected by the hex or is affected by an action that could be modified by the hex (such as being attacked). The duration of the hex begins on the same round as the action that causes it to take effect. Misfortune (DC 26) A creature within 30 feet suffers grave misfortune for 1 round (Will negates). Anytime they make an ability check, attack roll, saving throw, or skill check, they roll twice and take the worse result. 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. A creature can only be targeted by his hex 1/day. Ice Tomb (DC 27) A storm of ice and freezing wind envelops a target within 60 feet. They take 3d8 cold damage (Fort for half), and if the save is failed they are paralyzed and unconscious but don't need to eat or breathe. The ice has 20 hp; destroying the ice frees the creature, which is staggered for 1d4 rounds after being released. A creature can only be targeted by his hex 1/day. Symbiosis At 1st level a synergist gains the ability to meld or unmeld with her familiar as a standard action. While melded its body becomes part of the synergist’s and can’t be targeted or affected by any means. The symbiosis gives the synergist some basic physical features of the familiar and grants additional powers. At 14th level, during symbiosis the synergist gains any abilities the familiar possesses that are listed under beast shape IV, including all natural attacks. For Everon, his Cassisian Angel familiar grants him: flight 120 feet (good maneuverability), darkvision 90 feet, low-light vision, breath weapon, truespeech, and resistance 20 to acid/cold/electricity/fire. This ability replaces the hexes gained at 1st, 8th, and 14th level. Spells:
------------------------------ SPELLS ------------------------------ Spells marked with an asterisk* are necromancy spells and are at +2 DC +6 to overcome SR 0th (at will | all known | DC 19)
1st (7/day | DC 20)
2nd (6/day | DC 21)
3rd (6/day | DC 22)
4th (6/day | DC 23)
5th (6/day | DC 24)
6th (4/day | DC 25)
7th (3/day | DC 26)
8th (2/day | DC 27)
Gear/Possessions:
------------------------------ GEAR/POSSESSIONS ------------------------------ Carrying Capacity Light 0-23 lb. Medium 24-46 lb. Heavy 47-70 lb. Current Load Carried 9 lb. Money 75 GP 0 SP 0 CP
Handy Haversack (2000gp) (5 lb.)
Gloves of Storing (10000gp)
Expensive Focus Components
Alchemical Reagents (to fuel spells)
Expenses
Misc
Background:
Everon Mitharian is an old elf, hailing from Kyonin over two centuries ago. His story began without fanfare; he had no dreams of adventure or excitement, but was content to stay among his brethren in their lofty trees, adding to their arcane research and knowledge with his own studies. He was a scholar, content to help push forward the progress of his race.
However his nephew's aspirations changed all that. Tiasar, last living descendent of the Soseshtian line, had aspirations that would make the mightiest adventurers tremble. He was but a fledgling mage, young and ignorant to many truths of the world, but he set out to gather power to fell the mighty Treerazer. He saw it as a duty for his bloodline, and searched for the power to topple such a daunting foe. Tiasar attracted the wrong kind of attention. Everon knew a power-hungry mage had dozens of pitfalls they needed to avoid; lichdom, deals with demons or devils, worm that walks...the list goes on. He was never close to his nephew, but he was close to his brother whom he had come from, so from afar Everon did everything he could to keep Tiasar on the right path. Most of this was making sure the knowledge he gained access to would not lead him to any dangerous areas of research, but he also had to fend off the many outsiders vying for a bargaining proposal. For the latter he needed...help. And so he made contact and struck his own deal with an outsider. Zaphiel, a solar angel, answered his call. Everon had no aspirations for power, but through centuries of research he had become an arcane caster whose power towered over others. With the right...adjustment, he would be a powerful force indeed. So Zaphiel made a deal with Everon: if he were to subject the rest of his existence in the service of the heavens, becoming a chess piece that could move freely about the material plane without upsetting other outsiders, Zaphiel would protect Tiasar from any other sort of extraplanar interference. Everon agreed. He indeed serves a good cause and does a great deal of good work for the world, but he is a slave nonetheless. Appearance and Personality:
Everon has an average build for an elf, tall and lithe. His silver hair has streaks of grey through it, and his faint face lines betray his age. He has dark green eyes, and his face is somewhat sunken in, as if he never quite gets enough sleep. He is almost always seen with a golden winged helmet.
Everon is not a naturally selfless or righteous man, like his actions might make him seem. Although he has no distaste for the end of evil foes, nor does he revel in the bloodshed or the violent thrill of combat. He has a beaten resolve about him, continuing forward endlessly, but more out of resignation than anything else. ------------------------------
Statistics:
Male Angel Familiar (Synergist) 15
NG Small Outsider (angel, extraplanar, good) Init +0; Senses Perception +18; darkvision 60 ft., low-light vision, detect evil Aura lesser protective aura ------------------------------ DEFENSE ------------------------------ AC 22, touch 11, flat-footed 22 (+11 natural, +1 size) (+2 vs evil) hp 53 Fort +6, Ref +5, Will +11 (+2 vs evil) DR 5/cold iron or evil; Immune acid, cold, petrification; Resist electricity 10, fire 10; SR 20 ------------------------------ OFFENSE ------------------------------ Speed fly 60 ft. (perfect) Melee slam -1 (1d3-4) Special Attacks breath weapon (15 ft. line, 1d6 cold or 1d6 fire, reflex DC (10 +1/2 level +con) half, usable every 1d4 rounds) Spell-Like Abilities (CL 3rd; concentration +3)
Special Abilities:
------------------------------ SPECIAL ABILITIES ------------------------------ Perfect Memory Cassisians have perfect memories and remember everything they see or hear. They can faultlessly recite conversations they heard hundreds of years before. They also have the power to erase portions of their own memories, which they do (usually under orders from superior angels) to protect sensitive information. Lesser Protective Aura This protective aura grants the cassisian a +2 deflection bonus to its AC against evil foes, and a +2 resistance bonus on saves against evil effects or spells cast by evil creatures. This aura extends to a radius of 5 feet, but can only benefit one additional creature. As soon as an evil creature strikes the cassisian or the cassisian fails a save against an evil source, the aura fades away. The cassisian can reactivate it by spending 1 minute concentrating. Alertness While a familiar is within arm’s reach, the master gains the Alertness feat. Empathic Link The master has an empathic link with her familiar to a 1 mile distance. Only general emotions can be shared. 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 witch may cast a spell with a target of “You” on her familiar. Store Spells A witch’s familiar stores all of the spells that the witch knows. Deliver Touch Spells A witch's familiar can deliver touch spells or hexes for her. If the witch and the familiar are in contact at the time the witch casts a touch spell, she can designate her familiar as the “toucher.” The familiar can then deliver the touch spell just as the witch would. As usual, if the witch casts another spell before the touch is delivered, the touch spell dissipates. If the witch activates a hex, her familiar can be used to make the touch. She does not have to be in contact with the familiar to use this ability. Speak with Master A familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help. Spell Resistance A familiar gains spell resistance equal to the master’s level + 5. Scry on Familiar A witch may scry on her familiar (as if casting the scrying spell) once per day. |