ValBaine

Floare's page

336 posts. Alias of Itzi.


Race

Female Human Vampire Witch (Wild) 8 | HP 64 | AC 22 | Fort +13 Ref +14 Will +13 | Perc +11 | Focus 3

Classes/Levels

| Hero Point: 1/3 || Familiar (Dante) AC 22 | HP 40

About Floare

Familiar - Dante:

Dante
Male wolf
N, Medium, Animal, Minion
low-light vision, scent (imprecise) 30 feet
--------------------
AC 22; Fort +13; Ref +14; Will +13
HP 40
--------------------
Speed 25 feet
Independent In an encounter, if you don’t Command your familiar, it still gains 1 action each round. Typically, you still decide how it spends that action, but, the GM might determine that your familiar chooses its own tactics rather than performing your preferred action. This doesn’t work with valet or similar abilities that require a command, if you’re capable of riding your familiar, or similar situations.
Touch Telepathy Your familiar can telepathically communicate with you via touch. If it also has the speech ability, it can telepathically communicate via touch with any creature if they share a language.
Other Abilities scent
~~~~

Basics:

Witch 8
N Medium humanoid (human) - 20 years old, 5'7", 105 lbs, her skin is sun-kissed amber and her wavy and unruly hair is the color of spring honey, her eyes are bright blue
Senses normal vision, darkvision
Perception +11 (trained prof +2, level +8, Wis +1)
Languages Common, Draconic, Dwarven, Elven, Sylvan, Varisian

~~~~~

Defense:

HP 64
AC 22 (base 10, trained prof +2, level +8, Dex +2, mage armor +1 )
Fort +13 (E +4, level +8, Con +1) Ref +14 (E +4, level +8, Dex +2) Will +13 (E +4, level +8, Wis +1)

+2 circumstance bonus on saves versus disease and poison
poison resistance 4
+1 circumstance bonus to saving throws against effects that would make you paralyzed or have the sleep trait.

~~~~~

Offense:

Speed 25'

{A} Dagger +12/+8/+4 (1d4 PS) versatile S, agile, thrown (30'), finesse

{A} Staff +10/+5/+0 (1d8 B) two-handed (1d8)

{A} Fist +12/+8/+4 (1d4 B) agile, finesse, nonlethal, unarmed

{A} Crossbow +12/+7/+2 (1d8 P), ranged (120 ft), reload (1)

{A} Fangs +10/+5/+0 (1d6 P), grapple, unarmed

Agile
Multiple attack penalties reduced by 1 (2nd attack) or 2 (3rd attack).

Finesse
Can use your Dex modifier to calculate attacks with this weapon.

Nonlethal
Attacks with this weapon are nonlethal, and are used to knock creatures unconscious instead of kill them. You can use a nonlethal weapon to make a lethal attack with a –2 circumstance penalty.

Unarmed
Not a weapon, and can't be Disarmed.

Versatile
A versatile weapon can be used to deal a different type of damage than that listed in the Damage entry. This trait indicates the alternate damage type. For instance, a piercing weapon that is versatile S can be used to deal piercing or slashing damage. You choose the damage type each time you make an attack.

~~~~~

Statistics:

Str 10 (+0), Dex 12 (+1), Con 12 (+1), Int 18 (+4), Wis 10 (+0), Cha 16 (+3)

~~~~~

Ancestry - Human (Varisian):

Ethnicity: Varisian
Varisians are one of the most widespread peoples of Avistan, their lands stretching from their ancient homeland of Varisia in the west to the edge of Numeria in the east. They are a wiry, short people, with tawny, gold, or russet-brown skin and a wide array of hair and eye colors. While most have dark eyes and wavy brown hair, rare features such as violet eyes or platinum hair are not all that unusual. Outsiders may often associate Varisians with roaming merchant caravans, the practice of harrow card reading (a form of fortune-telling), and the worship of Desna, goddess of dreams. However, Varisians form the majority of permanent residents in the great cities of Magnimar, Lepidstadt, and others, where they outnumber their wandering kin a hundred times over.

Level 1

Hit Points: 8

Size: Medium

Movement: 25'

Ability Boosts
Two free.

Languages: Common, Varisian + Int modifier

Heritage: Skilled Heritage
Your ingenuity allows you to train in a wide variety of skills. You become trained in one skill of your choice. At 5th level, you become an expert in the chosen skill.

Ancestry Feat: Natural Skill

~~~~~

Background - Brevic Outcast:

One of your parents was a member of one of the great families of Brevoy, perhaps even of the line of Rogarvia itself. Yet you have no substantive proof of your nobility, and you’ve learned that claiming such without evidence is a fool’s game. Whether a recent attempt to prove your heritage brought down the wrath of a noble family or you seek to prove the worth of the blood in your veins, you’ve joined an expedition into the Stolen Lands, hoping to make a name all your own.

Choose two ability boosts. One must be to Charisma or Constitution, and one is a free ability boost.

You’re trained in the Politics Lore skill. You take a –1 penalty on all Charisma-based skill checks attempted when dealing with members of the nobility, but gain the Haughty Obstinacy human ancestry feat, even if you aren’t a human. If you manage to establish yourself as a true noble or secure a leadership role in a kingdom, you no longer take the penalty to Charisma-based checks.

~~~~~

Class - Witch:

Hit Points: 6 + Con modifier

Primary Ability: Intelligence

Basics
Perception: Trained, Fortitude: Trained, Reflex: Trained, Will: Expert

Skills
Trained in Arcana, Baking Lore, Diplomacy, Medicine, Nature, Occultism, Stealth, Survival, Trained in 3 other skills + Int Modifier

Offense
Trained in all simple weapons and all unarmed attacks

Defense
Trained in unarmored defense

Ability DCs
Trained in Witch class DC

Familiar
Familiars are mystically bonded creatures tied to your magic. Most familiars were originally animals, though the ritual of becoming a familiar makes them something more. You choose a Tiny animal as your familiar, such as a bat, cat, raven, or snake. Some familiars are different, usually described in the ability that granted you a familiar; for example, a druid’s leshy familiar is a Tiny plant instead of an animal. A familiar has the same level you do.

Familiars have the minion trait, so during an encounter, they gain 2 actions in a round if you spend an action to command them. If your familiar dies, you can spend a week of downtime to replace it at no cost. You can have only one familiar at a time.

Hexes
Your patron and familiar teach you special spells called hexes. A hex is a short-term effect drawn directly from your patron’s magic. As such, you can cast only one hex each turn; attempts to cast a second hex spell on that turn fail and the spellcasting actions are lost.

Hexes 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. Focus spells don’t require spell slots, and you can’t cast them using spell slots. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points.

You learn the phase familiar hex, which you can cast as a reaction to protect your familiar from harm. 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 cast only one hex each round. Hex cantrips are in addition to the cantrips you choose with your witch spellcasting and aren’t counted toward your prepared cantrips. Your hex cantrips are determined by your patron theme.

Focus Spell: Phase Familiar
You draw upon your patron’s power to momentarily shift your familiar from its solid, physical form into an ephemeral version of itself shaped of mist. Your familiar gains resistance 5 to all damage and is immune to precision damage. These apply only against the triggering damage.

Heightened (+1) Increase the resistance by 2.

Patron: Wild
Bonus Spells:
1st level - summon plant or fungus

Focus Spells Granted: Wilding Word, Phase Familiar

Level 2

Class Feat: Basic Lesson

Archetype Feat: Familiar Master

New Familiar Spells
Magic Fang
Summon Animal

Skill Feat: Skill Training

Level 3

General Feat: Natural Medicine

New Familiar Spells
Dispel Magic
Glitterdust

Level 4

Class Feat: Improved Familiar

Archetype feat: Familiar Conduit

Skill Feat: Stitch Flesh

Level 5

Ability Boosts
Dexterity, Intelligence, Wisdom, Charisma

Level 6

New Familiar Spells
Curse of Lost Time
Lightning Bolt

Class Feat: Greater Lesson

Lesson of Life

New Familiar Spell: spirit link
New Focus Spell: life boost

Skill Feat: Root Magic

Archetype Feat: unspent

Level 7[/i]

[b]New Familiar Spells
Freedom of Movement
Murderous Vine

General Feat: Canny Acumen

Archetype Feat: Vampire Dedication

Skill Mastery: Diplomacy

Level 8[/i]

[b]New Familiar Spells
Fly
stoneskin

Class Feat: Witch's Charge

Archetype Feat: Daywalker

Skill Feat: Shameless Request

~~~~~

Familiar Master Abilities:

Each day, you can channel your magic into two five abilities chosen from familiar abilities, which affect your familiar, and master abilities, which affect you.

Lifelink
If your familiar would be reduced to 0 HP by damage, as a reaction with the concentrate trait, you can take the damage. If you do, you take all the damage and your familiar takes none. However, if special effects when a hit damages your familiar (such as snake venom) still apply to your familiar

Familiar Focus
Once per day, your familiar can use 2 actions with the concentrate trait to regain 1 Focus Point, up to your usual maximum You must have a focus pool to select this.

Cantrip Connection
You can prepare an additional cantrip, or if you have a repertoire, instead designate a cantrip to add to your repertoire every time you select this ability; you can retrain it but can’t otherwise change it. You must be able to prepare cantrips or add them to your repertoire to select this.

~~~~~

Feats:

Level 1

Natural Skill (Ancestry): Plant Lore, Wilderness Lore
Your ingenuity allows you to learn a wide variety of skills. You gain the trained proficiency rank in two skills of your choice.

Level 2

Basic Lesson: Lesson of Protection
You gain the blood ward hex; your familiar learns mage armor.

Familiar Master
You have forged a mystical bond with a creature. This might have involved complex rituals and invocations, such as meditating under the moon until something crept out of the forest. Or maybe you just did each other a good turn, such as rescuing the beast from a trap or a foe, and then being rescued in turn. Whatever the details, you are now comrades until the end. You gain a familiar. If you already have a familiar, you gain the Enhanced Familiar feat.

You can’t select another dedication feat until you have gained two other feats from the familiar master archetype.

Enhanced Familiar
You infuse your familiar with additional magical energy. You can select four familiar or master abilities each day, instead of two.

Skill Training: Crafting
You become trained in the skill of your choice.

Level 3

Natural Medicine (General, Skill)
You can apply natural cures to heal your allies. You can use Nature instead of Medicine to Treat Wounds. If you’re in the wilderness, you might have easier access to fresh ingredients, allowing you to gain a +2 circumstance bonus to your check to Treat Wounds using Nature, subject to the GM’s determination.

Skill Training: Occultism
You become an expert in the skill of your choice.

Level 4

Improved Familiar (Witch)
You find it easy to attract a powerful and unusual familiar to your side. The number of abilities required to make your familiar a specific familiar is two lower than normal.

{A} Familiar Conduit (Archetype)
Under your tutelage, your familiar has grown attuned to the hidden currents of the world and can serve as a conduit for your magic. If the next action you use is to Cast a Spell that has a range, the spell uses the familiar as its origin point.

Stitch Flesh (General, Skill)
You can use Treat Wounds to restore Hit Points to undead creatures, not just living ones. The techniques you use to do so vary, but all require sutures, bandages, and other tools included in healer’s tools. Some conditions that might raise the DC of treating undead’s wounds differ from that of living creatures. For instance, the GM might increase the DC if the undead being treated is in a church of Pharasma or the wounds were caused by powerful positive energy.

Level 6

Root Magic (General, Skill)
Your talismans ward against foul magic. During your daily preparations, you can assemble a small pouch with bits of herbs, hair, sacred oils, and other ritual ingredients, which you give to one ally. The first time that day the ally attempts a saving throw against a spell or haunt, they gain a +1 circumstance bonus to the roll. This bonus increases to +2 if you’re an expert in Occultism or +3 if you’re legendary.

Level 7

Canny Acumen (Reflex)
Your avoidance or observation is beyond the ken of most in your profession. Choose Fortitude saves, Reflex saves, Will saves, or Perception. You become an expert in your choice. At 17th level, you become a master in your choice.

Vampire Dedication (Rare, Archetype, Dedication)
You’re a newly risen vampire. You gain the undead and vampire traits and the basic undead benefits, and your undead hunger is for the blood of the living. Your incisors elongate; you gain a fangs unarmed attack that deals 1d6 piercing damage. They’re in the brawling group and have the grapple and unarmed traits. You gain revulsion and sunlight vulnerabilities and the Drink Blood ability.

Disease and Poison Protection

{A} Drink Blood
You sink your fangs into that creature and drink its blood. This requires an Athletics check against the victim’s Fortitude DC if the victim is grabbed, and automatically succeeds for any of the other conditions. If you succeed, the creature becomes drained 1, and you gain temporary HP equal to the target’s level that last for 10 minutes. Further uses against the target don’t increase the drained condition or grant you more temporary HP.

Immunity to Death Effects
You’re immune to death effects. This keeps you from being automatically killed or from having your dying value automatically increase, but it doesn’t make you immune to other parts of the spell or effect. For example, you can still take mental damage and become frightened by a phantasmal killer, you just don’t instantly die from it.

Negative Survival
Unlike normal undead, you aren’t destroyed when reduced to 0 Hit Points. Instead, powerful negative energy attempts to keep you from being destroyed even in dire straits. You are knocked out and begin dying when reduced to 0 Hit Points. Because you’re undead, many methods of bringing someone back from dying, such as stabilize, don’t benefit you. When you would die, you’re destroyed rather than dead, just like other undead.

Revulsion
A vampire can’t voluntarily come within 10 feet of brandished garlic or a brandished religious symbol of a non-evil deity. To brandish garlic or a religious symbol, a creature must Interact to do so for 1 round (similar to Raising a Shield). If the vampire involuntarily comes within 10 feet of an object of their revulsion, they gain the fleeing condition, running from the object of their revulsion until they end an action beyond 10 feet. After 1 round of being exposed to the subject of their revulsion, a vampire can attempt a DC 25 Will save as a single action, which has the concentrate trait. On a success, they overcome their revulsions for 1d6 rounds (or 1 hour on a critical success).

Sunlight Vulnerability
If exposed to direct sunlight, you immediately become slowed 1. The slowed value increases by 1 each time you end your turn in sunlight. If you lose all your actions in this way, you are destroyed. Due to your supernatural aversion to light, you don’t cast shadows or show a reflection in mirrors.

Undead Hunger - Blood of the Living
While you don’t eat or drink the same food as humanoids do, you usually have thirsts and hungers related to your undead state, such as a ghoul’s hunger for humanoid flesh, a zombie’s craving for brains, and a vampire’s desire for blood. Additionally, while you don’t sleep, you enter a state of quiescence for at least 4 hours a day to recuperate, which lets your undead flesh reknit and recover naturally. Many undead choose to rest when the sun is at its highest.

Void Healing
The creature is damaged by vitality damage and is not healed by vitality healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.

Level 8

Shameless Request (General, Skill)
You can downplay the consequences or outrageousness of your requests using sheer brazenness and charm. When you Request something, you reduce any DC increases for making an outrageous request by 2, and if you roll a critical failure for your Request, you get a failure instead. While this means you can never cause your target to reduce their attitude toward you by making a Request, they eventually tire of requests, even though they still have a positive attitude toward you.

Witch's Charge (Detection, Witch)
You forge a magical link with another creature, granting you awareness of that creature’s condition and creating a conduit for spellcasting. During your daily preparations, you can designate one willing creature as your charge. You are always aware of your charge’s direction from you, its distance from you, and any conditions affecting it. In addition, you can cast spells with a range of touch on your charge from a range of 30 feet. These effects persist until your next daily preparations.

Daywalker (Archetype, Divine)
Through a profane pledge or a bloodline quirk, you can tolerate the sun’s light. You gain the advanced undead benefits and can’t be destroyed by sunlight. This doesn’t prevent you from becoming slowed by exposure to the sun.

Advanced Undead Benefits
You gain Darkvision.
Your bonus against disease and poison increases to +2. You gain poison resistance equal to half of your level.
You gain a +1 circumstance bonus to saving throws against effects that would make you paralyzed or have the sleep trait.

~~~~~

Skills:

T L+2, E L+4, M L+6, L L+8

Acrobatics +2 (Dex +2 - U)
Arcana +14 (Int +4 - T)
Athletics +0 (Str +0 - U)
Crafting +14 (Int +4 - T)
Deception +14 (Cha +4 - T)
Diplomacy +18 (Cha +4 - M)
Intimidation +4 (Cha +4 - U)
Medicine +11 (Wis +0 - T)
Lore, Baking +14 (Int +4 - T)
Lore, Herbalism +16 (Int +4 - E)
Lore, Plant +14 (Int +4 - T)
Lore, Politics +14 (Int +4 - T)
Lore, Wilderness +14 (Int +4 - T)
Nature +11 (Wis +0 - T)
Occultism +16 (Int +4 - E)
Performance +4 (Cha +4 - U)
Religion +1 (Wis +1 - U)
Society +4 (Int +4 - U)
Stealth +12 (Dex +2 - T)
Survival +12 (Wis +0, +1 coyote cloak - T)
Thievery +2 (Dex +2 - U)

~~~~~

Spells:

Familiar Spells

Spell DC: 26

Cantrips

Dancing Lights
Detect Magic (3rd,4th)
Guidance
Healing Plaster (3rd)
Know Direction (7th)
Prestidigitation
Produce Flame (+1)
Protect Companion (R,+2)
Stabilize
Tanglefoot (2nd,4th)

1st Level - 3/day

Charm (4th,8th)
Fear (3rd)
Heal (+1)
Horizon Thunder Sphere (+1)
Mage Armor (4th,6th,8th,10th)
Magic Fang
Noxious Vapors (+1)
Spirit Link (+1)
Summon Animal (2nd ... 10th)
Summon Plant or Fungus (2nd ... 10th)

2nd Level - 3/day

Dispel Magic
Glitterdust
Scorching Ray
Speak With Animals

3rd Level - 3/day
Curse of Lost Time (7th)
Haste (7th)
Life Connection
Lightning Bolt

4th Level - 3/day
Freedom of Movement
Murderous Vine (+2)

Focus Spells
Blood Ward (5th)
Fly (7th)
Life Boost
Phase Familiar (+1)
Stoneskin (6th, 8th, 10th)
Wilding Word

~~~~~

Gear:

dagger
staff
crossbow

coyote cloak (60g)

belt pouch
{
flint and steel (5 cp)

}
backpack
{
bedroll
waterskin
}

~~~~~

Appearance:

Floare stands 5'7", but looks shorter as she tends to hunch down to avoid notice. Her figure is still girlish and her choice of plain clothes enhances the illusion that she's younger than she really is. Her skin is heavily tanned as though spending a great amount of time in the sun, but it's a produce of genes, rather than behavior. Her honey-colored hair is past her shoulders and is rarely tamed. She decorates it with carefully selected flowers.

~~~~~

History:

Floare doesn't remember a lot of her early childhood. Images of a man and a woman that she thought of as her parents. Other faces. They all vanished in a single night, though, as some force of nature tore through the small, nameless village in which they resided, leaving just her alive for some reason the fates only know. She wasn't more than a toddler. It was a vampire, she was told later by her real mother.

Her real mother.

While human, her real mother was more of a monster than anything she had ever met. A powerful witch that resided alone in the woods. She had a pattern of preying on the few lone travelers that would pass through her woods. The women she would simply kill. The men she would seduce first. They would all end up in the same place, though, eventually; The pot. Children produced by such unions would be swapped out, hag-like, for some infant in a random village.

Floare was the only one that had been 'recovered', it seems. And by random fate, at that. Mother had heard of the tragedy, and out of curiosity she had traveled to the village on the off chance that if there were any survivors, they would be easy prey. To her surprise, she found Floare crying in her bed. She was smeared with blood, but other than that, she was unharmed.

Life with Mother was ... a nightmare. If Mother had been an actual hag, it might be excusable, but she wasn't; She was as human as those she tormented. Floare was exposed to horrors in her small hut that she'll not speak of to anyone. The only thing that made it even remotely bearable was Dante. A shadowy figure in the woods had given him to her on the eve of her thirteenth name day. He has been her true companion ever since.

During one of her many monologues regarding the subject of selecting an appropriate male for breeding (and subsequent feasting), Mother had let it slip that Floare's father was a noble of some sort from Brevoy. So when it was announced that she was too old to stay with Mother any more and needed to strike out and find a hunting ground of her own, Floare already had a destination in mind. She had no high hopes of finding a lost family, but it was as good a place as any to start a new life.

~~~~~

Macros:

[dice={A} Unarmed Attack]1d20+12[/dice]
[dice={A} Unarmed Attack]1d20+8[/dice]
[dice={A} Unarmed Attack]1d20+4[/dice]
[dice=Unarmed Damage - B - non-lethal]1d4[/dice]

[dice={A} Fangs Attack]1d20+10[/dice]
[dice={A} Fangs Attack]1d20+5[/dice]
[dice={A} Fangs Attack]1d20+0[/dice]
[dice=Fangs Damage - P]1d6[/dice]

[dice={A} Staff]1d20+10[/dice]
[dice={A} Staff]1d20+5[/dice]
[dice={A} Staff]1d20+0[/dice]
[dice=Staff Damage - B]1d8[/dice]

[dice={A} Dagger Attack]1d20+12[/dice]
[dice={A} Dagger Attack]1d20+8[/dice]
[dice={A} Dagger Attack]1d20+4[/dice]
[dice=Dagger Damage - P/S]1d4[/dice]

[dice={A} Crossbow Attack]1d20+12[/dice]
[dice={A} Crossbow Attack]1d20+7[/dice]
[dice={A} Crossbow Attack]1d20+2[/dice]
[dice=Crossbow Damage - P]1d8[/dice]

[dice={A}{A} Produce Flame Attack]1d20+16[/dice]
[dice=Produce Flame Damage - Fire]4d4+4[/dice]

[dice={A}{A} Horizon Thunder Sphere Attack]1d20+16[/dice]
[dice=Horizon Thunder Sphere Damage - Electricity]3d6[/dice]

[dice={A} Scorching Ray Attack]1d20+16[/dice]
[dice=Scorching Ray Damage Fire]2d6[/dice]

or ...

[dice={A}{A}{A} Scorching Ray Attack]1d20+16[/dice]
[dice=Scorching Ray Damage - Fire]4d6[/dice]

[dice=Scorching Ray Attack]1d20+16[/dice]
[dice=Scorching Ray Damage - Fire]4d6[/dice]

[dice=Scorching Ray Attack]1d20+16[/dice]
[dice=Scorching Ray Damage - Fire]4d6[/dice]

[dice={A} Heal]2d8[/dice]
[dice={A}{A} Heal]2d8+16[/dice]
[dice={A}{A}{A} Heal]2d8[/dice]

~~~~~

Prepared Spells Macro:

[spoiler=Current Status/Spells]
[ooc]Current HP: [i]57/57[/i][/ooc]
[ooc]Current Focus: [i]3/3[/i][/ooc]
[ooc]Current Effects: mage armor[/ooc]
[ooc]Spell DC: 26[/ooc]
[ooc]Spell Attack: +16[/ooc]

[ooc]Focus Spells[/ooc]
[ooc]Cantrips (1) - [i]wilding word[/i][/ooc]
[ooc]4 - [i]blood ward, life boost, phase familiar[/i][/ooc]

[ooc]Prepared Spells[/ooc]
[ooc]Cantrips (4) - [i]dancing lights, guidance, healing plaster, produce flame, protect companion, tanglefoot[/i][/ooc]
[ooc]1 - [i]horizon thunder sphere, [s]mage armor[/s], spirit link[/i][/ooc]
[ooc]2 - [i]dispel magic, heal, scorching ray[/i][/ooc]
[ooc]3 - [i]curse of lost time, haste, lightning bolt[/i][/ooc]
[ooc]4 - [i]freedom of movement, murderous vine, stoneskin[/i][/ooc]

[/spoiler]