Fallin Gost's page

3 posts. Alias of MoFiddy.


About Fallin Gost

Fallin Gost

Male Half-Elf Witch 6
NG Medium Humanoid
5'8", 170 lbs.
Init. +6; Perception +8
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Defense
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AC 14 (+2 Dex +1 Dodge +1 RoP), touch 14, flat footed 11
HP: 44 (6d6 +12 Con +6 Favored Class) Current HP: 44
Fort: +6, Ref: +6, Will: +7
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Offense
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Speed 30'
Melee Dagger +3 1d4 (19-20/x2)
Ranged MW Crossbow +6, 1d8 (19-20/x2) 80' Range
Spells Typically Prepared:
0-level: Detect Magic, Read Magic, Light, Stabalize
1-level: Grease, Enlarge Person, Mage Armor, Charm Person, Command
2-level: Flaming Sphere, Glitterdust, Blindness/Deafness, Scare, Web
3-level: Fireball, Stinking Cloud, Summon Monster III
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Witch Hexes (DC 18):
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Evil Eye (Su): The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. 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 8 rounds.
Flight (Su): The witch grows lighter as she gains power, eventually gaining the ability to fly. At 1st level, the witch can use feather fall at will and gains a +4 racial bonus on Swim checks. At 3rd level, she can cast levitate once per day. At 5th level, she can fly, as per the spell, for 6 minutes per day. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.
Slumber (Su): A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for 8 rounds. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
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. 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.
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Statistics
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STR 10, DEX 14, CON 14, INT 20 (17 +1 level +2 headband), WIS 10, CHA 12
BAB: +3; CMB +3, CMD 17
Languages: Common
Wealth: 1,123.2 gp

Feats:

Skill Focus (Use Magic Device) (bonus)
Magical Aptitude (1)
Improved Initiative (3)
Dodge (5)

Skills:

Acrobatics +2
Appraise +5
Bluff +4
Climb 0
Diplomacy +6
Disguise +1
Escape Artist +2
Fly +9
Heal 0
Intimidate +1
Perception +8 (+10 if viper within arm's reach)
Ride +2
Sense Motive 0 (+2 if viper within arm's reach)
Stealth +2
Survival 0
Swim +4
Knowledge (arcana) +14
Knowledge (history) +9
Knowledge (nature) +14
Knowledge (planes) +14
Knowledge (religion) +11
Spellcraft +16
Use Magic Device +16

Traits:

Dangerously Curious: +1 trait bonus to UMD checks
Indomitable Faith: +1 trait bonus on Diplomacy check and Diplomacy is always a class skill for you

Gear:

Magic Items:
Headband of Vast Intelligence +2 (Knowledge (religion))
Ring of Protection +1
Cloak of Protection +2
Handy Haversack
Pearl of Power (1st level)
Wand of CLW (25 charges)
Wand of Magic Missile (CL 5, 25 charges)
Rod of Metamagic (Extend, Lesser)
Scroll of Lesser Restoration
Scroll of Delay Poison

Other Gear:
Bedroll
Scroll case
Flint & Steel
Rations (5 days)
Belt pouch
Waterskin
Healer's kit
Explorer's outfit

Familiar:

Scale
N Tiny animal
Init +3; Senses low-light vision, scent; Perception +9
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Defense
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AC 19, touch 15, flat-footed 16 (+3 Dex, +4 natural, +2 size)
HP 22
Fort +1, Ref +5, Will +6
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Offense
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Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +6 (1d2–2 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
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Statistics
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Str 4, Dex 17, Con 8, Int 8, Wis 13, Cha 2
Base Atk +0; CMB +1; CMD 8 (can’t be tripped)
Feats Weapon Finesse
Skills Climb +11, Perception +9, Stealth +15, Swim +11; Racial
Modifiers +4 Perception, +4 Stealth
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Ecology
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Environment any temperate and warm
Organization solitary
Treasure none
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Special Abilities
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Poison (Ex) Bite—injury; save Fort DC 9; frequency 1/round for 6 rounds; effect 1d2 Con; cure 1 save.
Alertness
Empathic Link (Su):
Improved Evasion:
Share Spells:
Share Spells:
Store Spells:
Deliver Touch Spells (Su):
Speak with Master (Ex):

Backstory:

Fallin was born in the Andoran city of Almas. He attended one of the wizard academies there and was considered a bit of an oddball...even by wizard standards. He was likeable, but a bit socially inept. He took a liking to the gardner at the school, Tolaff, who was also a trained druid. Tolaff took Fallin under his wing during his years at the academy and eventually helped Fallin acquire his viper familiar.

Fallin has spent several years wandering Andora...adventuring a bit and exploring.