Classes/Levels |
Auttaine Hedgewitch 3 (HP: 30/30 | AC 18, T 12, F 16 | F +2 R +3, W +7 | CMB +2; CMD 14 | Init +8 | Perception +9 / Sense Motive +10 |
About "Gooch" Octavius Guchni
"Gooch"
Auttaine Hedge Witch
NG Medium humanoid (half human, half construct)
Init +6; Senses Perception +9
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Defense
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AC 18, touch 12, flat-footed 16 (+4 armor, +2 Dex, +2 shield)
hp 30 (3d8+6)
Fort +2, Ref +3, Will +7; +2 bonus vs. poison, mind effecting, effects that cause exhaustion or fatigue; +4 vs. disease (wasting)
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Offense
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Speed 30 ft.
Melee dagger +2 (1d4/19-20)
Ranged ranged touch +4
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Statistics
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Str 10, Dex 14, Con 13, Int 12, Wis 18, Cha 10
Base Atk +2; CMB +2; CMD 14
Feats Extra Secret (Black Magic-Hex), Improved Initiative
Skills Points 21
Appraise
Bluff -4
Diplomacy -4
Fly +8
Heal +10
Knowledge Arcana +7
Linguistics +5
Perception +9
Sense Motive +10
Spellcraft +7
Stealth +8
Languages Common, Jagladine, Ultari
SQ
Other Gear lamellar (leather) armor[UC], dagger, mithral +1 buckler
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Spheres of Power
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Life Sphere {Invigorate, Cure, Restore, Restore Soul}
Destruction Sphere {Destructive Blast}
Fate {Word, Hallow, Consecration, Serendipity}
Spell Pool {7}
Focus Casting Drawback {Holy Symbol}
Covenant Tradition {Aura of Good, Detect Alignment [Evil]}
Tradition Power: If you are of good alignment (or neutral and choose to channel positive energy) you may touch a creature as a standard action (or yourself as a swift action) and heal that target 1d6 hit points per 2 hedgewitch levels (minimum: 1d6). You may use this ability a total number of times per day equal to 8. You may use this ability to harm undead, which is a standard action that provokes an attack of opportunity. Undead do not receive a saving throw against this damage. This counts as positive energy. You may also expend two uses of this ability to channel energy, as the cleric class feature. As a standard action, you release a wave of energy through your holy symbol, affecting all creatures of one type (living or undead, your choice) within 30 ft, healing or harming them just as if you had touched them, except creatures that take damage from channeled energy may make a Will saving throw (DC 15) to halve the damage. You may choose whether or not you wish to include yourself in this effect. This requires a holy (or unholy) symbol to use, and counts as possessing the channel energy class feature when qualifying for and using feats.
Tradition Secret: Extra Healing
Black Magic {Oracle Curse Wasting}
Tradition Power: As a standard action, you may curse a target within 30 ft. You may bestow a number of curses in a day equal to 4. Targets may make a Will save (DC 15) to negate the curse. -2 penalty to attack rolls, skill checks, and saving throws for a number of rounds equal to 4. Treat your hedgewitch level as your caster level for the purpose of removing one of your curses.
Tradition Secret: (2)
Witch Hex (Ill Omen) Effect: 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 a number of rounds equal to 7. A Will save reduces this to just 1 round.
Witch Hex(Slumber) 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 a number of rounds equal to the witch’s level. 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.
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Special Abilities
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Artificial Component Points 4
Artificial Components Integrated Tool Set (Perception +2), Hidden Storage Compartment
Casting A hedgewitch may combine spheres and talents to create magical effects. A hedgewitch is considered a Mid-Caster and may use either Intelligence, Wisdom, or Charisma as her casting ability modifier and must make this choice at 1st level. Once made, this choice cannot be changed.
Magic Talents (4)
Oracle Curse Wasting: Your robotic components are attacking your flesh. You take a –4 penalty on Charisma-based skill checks, except for Intimidate. You gain a +4 competence bonus on saves made against disease.
Spell Pool 7/7
Traditions Black magic, Covenant