About Gone
Umvar "Gone" Polaria CR 15
Member of the Pathfinder Society. Sage Initiate of Ancient Planar Lore at The Scarab Sages. Member of the Rift Wardens. Cultist of Groetus.
Male Wayang Witch (Retrain into Invoker) 15
CN Small Humanoid (Wayang)
47 year old, Blue eyed, Black haired, worshiper of Groetus
3'2" Tall, 40 Pounds
Init +16; Senses Darkvision 60 Feet; Perception +24
DEFENSE
AC 21, touch 16, flat-footed 18
(+4 Mage Armor, +1 Shield, +3 Dex, +1 size, +2 Luck)
hp 142 (15d6+75)
Fort +15, Ref +15, Will +15; +2 vs. spells of the shadow subschool.
OFFENSE
Speed 20 feet/move
Melee Melee Touch +6 and
Spiked Gauntlet +6 (1d4-2)
Ranged Ranged Touch +11
Space 5 ft.; Reach 5 ft.
Witch Spells Prepared (CL 15th; Concentration +24):
8th - Maze, Destruction
7th - Heal, Summon Monster VII, Waves of Ecstasy
6th - Cone of Cold, Disintegrate, Greater Dispel Magic, Summon Monster VI
5th - Baleful Polymorph,Overland Flight, Suffocation, Persistent Stinking Cloud, Teleport, Waves of Fatigue
4th - Black Tentacles, Deathward, Dimension Door, Enchantment Foil, Ride the Waves, Spite
3rd - Dispel Magic, Haste x2, Lighting Bolt, Stinking Cloud, Vampiric Touch
2nd - Defending Bone, Delay Poison, False Life, Glitterdust x2, See Invisibility
1st - Burning Hands, Ear Piercing Scream x1, Enlarge Person, Mage Armor, Snowball x3
0th - Detect Magic, Guidence, Read Magic, Mending
STATISTICS
Str 7, Dex 16, Con 16, Int 29, Wis 9, Cha 7
Base Atk +7; CMB +4 CMD 19
Feats Accursed Hex, Persistent Spell, Improved Initiative, Toughness, Split Hex, Quicken Spell, Extra Hex x2 (Need to fit in Amplified Hex and Extra Hex (or lose 1 hex) due to invoker)
Traits Fate's Favored, Reactionary
Skills Acrobatics +8 , Appraise +12 , Bluff 0 , Climb 0 , Craft (General) +11 , Diplomacy 0 , Disguise 0 , Escape Artist +5 , Fly +9 (+20) , Heal +5 , Intimidate +0 , Knowledge (Arcana) +28 , Knowledge (Dungeoneering) +25 , Knowledge (Engineering) +25 , Knowledge (Geography) +12 , Knowledge (History) +15 , Knowledge (Local) +25, Knowledge (Nature) +28 , Knowledge (Nobility) +12 , Knowledge (Planes) +28 , Knowledge (Religion) +25 , Linguistics +14 , Perception +24 , Perform (General) 0 , Ride +5 , Sense Motive +1 , Spellcraft +28 , Stealth +11 , Survival +1 , Swim +2 , Use Magic Device +17.
Favored Class Bonus HP x14
Languages Abyssal, Aklo, Ancient Osirion, Draconic, Infernal, Taldane, Wayang
Combat Gear Cackling Hag's Blouse, Jingasa of the Fortunate Soldier, Lesser Rod of Extend, Lesser Rod of Intensify, Rod of Grasping Hexes, Rod of Abrupt Hexes, Scabbard of Many Blades, Staff of the Master Necromancer; Other Gear Belt of Mighty Constitution +2, Cloak of Resistance +4, Cracked Dusty Rose Prism Ioun Stone, Eyes of the Eagle, Headband of Vast Intelligence +6, Pale Green Prism Ioun Stone (Saves), Stone of Good Luck
SPECIAL ABILITIES
Hexes -
Cackle (Su) - Gone can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by Gone has the duration of that hex extended by 1 round.
Evil Eye (Su) - Gone can cause doubt to creep into the mind of a foe within 30 feet that he can see. The target takes a –4 penalty on one of the following (witch's choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for 14 rounds. A DC 26 Will save reduces this to just 1 round. This is a mind-affecting effect.
Fortune (Su) - Gone can grant a creature within 30 feet a bit of good luck for 2 rounds. The target can call upon this good luck once per round, allowing him to re-roll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.
Misfortune (Su) - Gone can cause a creature within 30 feet to suffer grave misfortune for 2 rounds. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A DC 26 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.
Slumber (Su) - Gone can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a DC 26 Will save to negate the effect. If the save fails, the creature falls asleep for 14 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.
Soothsayer (Su) - Gone’s predictions become self-fulfilling prophecies. When the witch uses the evil eye hex, fortune hex, misfortune hex, or retribution major hex, he can choose to delay the effect. If he does so, the hex takes effect the next time the target makes a roll that could be affected by the hex (such as an ability check, attack roll, saving throw, or skill check) or is affected by an action that could be modified by the hex (such as being attacked when the hex would affect the target’s AC), whichever comes first (ignoring actions that are not in combat and actions that have no penalty for failure). The duration of the hex begins on the same round as the action that causes it to take effect. The hex is wasted if it is not triggered within 24 hours.
Greater Hexes
Agony - With a quick incantation, Gone can place this hex on one creature within 60 feet, causing them to suffer intense pain. The target is nauseated for 14 rounds. A DC 26 Fortitude save negates this effect. If the saving throw is failed, the target can attempt a new save each round to end the effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
Ice Tomb - A storm of ice and freezing wind envelops the target, which takes 3d8 points of cold damage (Fortitude DC 26 half). If the target fails its save, it is paralyzed and unconscious but does not need to eat or breathe while the ice lasts. The ice has 20 hit points; destroying the ice frees the creature, which is staggered for 1d4 rounds after being released. Whether or not the target’s saving throw is successful, it cannot be the target of this hex again for 1 day.
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Riftwarden - Gone's experience dealing with the
denizens of other planes as a Pathfinder has opened doors
for him with the secretive Riftwardens, a group whose
members seek to close extraplanar portals and keep
balance within the Great Beyond. As a free action, he
can gain a +4 circumstance bonus on a single Knowledge
(planes) check once per game session. Additionally, he
receives a +1 morale bonus on all attack and damage rolls
against members of the Blackfire Adepts.
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