Full Name |
Fran Keilos Aster |
Race |
Human |
Classes/Levels |
Herb witch 3 |
Gender |
Female |
Size |
Medium |
Age |
22 |
Special Abilities |
Sarcasm. |
Alignment |
Neutral |
Languages |
Common, Katapeshi, |
Strength |
10 |
Dexterity |
12 |
Constitution |
12 |
Intelligence |
16 |
Wisdom |
13 |
Charisma |
10 |
About Fran K. Aster
Fran K. Aster
Herb witch 3
NG Female human
Init +5; Senses Perception +3
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Defense
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AC 12, flat-footed 11, touch 11 (+1Dex, +1armor)
hp 15 (3d6 +3)
Fort +2; Ref +2; Will +4
Defensive Abilities: Sandwalk (Desert terrain is never difficult, trackless step in desert)
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Offense
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Speed: 30 ft.
Melee: Mstrwk Longspear +2 (1d8)
Ranged: Heavy Crossbow +2 (1d10)
20 bolts/ 20 blunt bolts
Special Attacks:
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Statistics
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Str 10, Dex 12, Con 12, Int 16, Wis 13, Cha 10
Base Atk +3 CMB +2 CMD
Feats: Extra Hex X3
Traits: Adopted (halfling) *Helpful*, Two world Magic: Gain (Create Water)
Skills:
Heal +6, (0/3/3)
Knowledge:Arcana +7, (3/1/3)
Knowledge:History +8, (3/2/3
Knowledge:Nature+9, (3/3/3)
Knowledge:Planes+7, (3/1/3)
Knowledge:Dungeoneering +4, (3/1/0)
Profession: Herbalist +7, (0/3/3/1*)
Spell craft +7 (3/1/3)
Perception +3 (0/3/0)
*bonus from Herb Lore.
Languages: Common, Orisani, Ancient Orisani, Ignan
Special Qualities:
Hexes:
Herb lore (Can make Prof: herbalist checks to end negative effects.)
Ward (Give one target +2 AC and +2 saves until they are hit. Can't do it to yourself)
Sand Hag: (Swamp hag) (woodland stride type thing)
Desert's grasp (Swamps grasp) (generate difficult terrain)
Sand form (Mud witch) (Wheee I'm an ooze!)
Combat Gear: masterwork longspear, heavy crossbow, dagger,
Miscellaneous:
Spellbook:
O: all + create water(trait)
1st:(8)+1 Chill touch, Cure light wounds, gentle breeze, Identify, Ill omen, Mage armor, Obscuring mist
Snowball, Unseen servant
2nd (2)+1 Symbol of mirroring, Flurry of snowballs, Web
Spells prepared today
0: Create water, Detect magic, guidance, Dancing lights
1st: Chill touch, Snowball, Unseen servant
2nd: Flurry of snowballs, web
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Special Abilities
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Gear
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Pathfidner's kit 12gp
Witch kit 21gp
Traveler's anytool 250gp
Campfire bead 720gp
Silk rope 50ft 10gp
Masterwork tool: Profession Herbalist (Mortar/Pestle for preparing remedies) 50gp
Healer's kit. 50gp
Hot weather outfit (free)
Masterwork Longspear 308gp
Heavy crossbow 50gp
Boltsx20 1gp
blunt bolts 2gp
Dagger 1gp
Sling 0gp
Scrolls
Mage armor x2 50gp
unseen servant x2 50gp
Potions
Oil? Magic weapon x2 100gp
100gp
Alchemical tools
Alc fire x2 40gp
Acid x2 20gp
Antitox x2 100gp
Antiplauge x2 100gp
5 vials of lamp oil .5gp
Wands
CLW 750gp
Other consumables:
Materials for 2 castings of Symbol of mirroring. 200gp
Active symbols stored in bag inscribed on clay tiles.
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History
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Desert herbalist and self stylized hermit Fran has found such a life agrees with her.
She travels the sands between multiple villages acting as healer and wise woman to those she meets.
In the company of her familiar Xabu the scorpion she occasionally riffles through the tombs and secret places of her home in search of rare of unique herbs and artifacts.
Gold is never a bad thing to have either.
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Xabu
NG Tiny vermin Mascot Familiar
Init +3; Senses darkvision 60 ft.; Perception +7, Stealth +15
DEFENSE
AC 20, touch 15, flat-footed 19 (+3 Dex, +5 natural, +2 size)
hp 7 (1/2 masters)
Fort +1, Ref +5, Will +3
OFFENSE
Speed 30 ft.
Melee sting +4 (1d2–4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks poison
STATISTICS
Str 3, Dex 16, Con 10, Int 7, Wis 10, Cha 2
Base Atk +1; CMB +4; CMD 8 (20 vs. trip)
Feats Weapon Finesse B
(Familiar, Uses masters skill ranks if they are better (As a vermin with 0ranks that would be a yes.)
Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
SPECIAL ABILITIES
Poison (Ex)
Sting—injury; save Fort DC 11; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. The save DC is Constitution-based.
A greensting scorpion familiar grants a +4 bonus on Initiative checks so long as the familiar is within 1 mile of the spellcaster. A greensting scorpion familiar loses the mindless trait and has an Intelligence score appropriate for its master's level.
Affinity for my team
A mascot is the heart and soul of its team, which at first consists of only the familiar and its master. At 1st level and every 3 levels thereafter, a mascot can add an additional member to its team. A mascot's empathic link extends to all members of its team.
A mascot can add or remove one team member over the course of a day. If a team member dies, the mascot gains 1 permanent negative level.
This ability replaces alertness and alters empathic link.
Lucky Mascot (Su)
Whenever a mascot uses the aid another action to aid a team member's attack roll or AC, that team member also gains a +1 luck bonus on all attack rolls or to AC for 1 round.
This ability replaces improved evasion.
Share Spells
At 3rd level, spells targeting a mascot via its share spells ability function at its level – 2. The mascot can benefit from the spells of any team member when using share spells.
Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
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Xabu is Fran's familiar and an agent of an unspecified patron. He lead the young woman to the safety of a desert oasis and they have been fast friends. The creature is no normal insect possessing a disconcerting skill at warping the plates of it chitin into facsimiles of humanoid expression.
You are not sure how but the scorpion is frowning at you.