Kyrisjana

Greeda's page

80 posts. Organized Play character for heavydisking.


Full Name

Greeda

Race

female wayang witch 2 | HP 16/16 | AC 14, T 14, FF 11 | F +3, R +3, W +4 (+2 vs. shadow spells) | CMB -2, CMD 11 | Spd 20' | Perc +8 | Init +3

Strength 8
Dexterity 16
Constitution 14
Intelligence 18
Wisdom 10
Charisma 10

About Greeda

Greeda
female wayang witch 2
small chaotic good humanoid (wayang)

Init +3; Senses Darkvision; Perception +8

XP 4 Fame 7 Prestige 3
PFS # 161871-2 Faction The Exchange

DEFENSE
AC
14, touch 14, flat-footed 11 (+3 dex, +1 size)
HP 16 (2d6 +4 Con +2 FC)
Fort +3, Ref +3, Will +4
Special Defenses +2 to saves vs. shadow spells, dissolution's child 1/day, light and dark

OFFENSE
Speed
20ft
Melee cold iron sickle (1d4-1, S, trip)
Ranged masterwork light crossbow +4 (1d6, 19-20/x2, 80' range, P)
Special Attacks ward, evil eye, misfortune

STATISTICS
Str
8 (-1), Dex 16 (+3), Con 14 (+2), Int 18 (+4), Wis 10 (+0), Cha 10 (+0)
BAB +0, CMB -2, CMD 11

Feats
Proficiencies:
Witches are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a witch's gestures, which can cause her spells with somatic components to fail.
Alertness: from familiar You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Extra Hex: You gain one additional hex. You must meet all of the prerequisites for this hex.

Traits
Observant:
It helps to pay attention to your surroundings and the people you meet. Choose Perception or Sense Motive. You gain a +1 trait bonus on all checks with the chosen skill, and the chosen skill is a class skill for you.
Ease of Faith: Your mentor, the person who invested your faith in you from an early age, took steps to ensure that you understood that what powers your divine magic is no different than that which powers the magic of other religions. This philosophy makes it easier for you to interact with others who may not share your views. You gain a +1 bonus on Diplomacy checks, and Diplomacy is always a class skill for you.

Skills 2 skill points/level +4/level (Int) = 12
Diplomacy +9, Knowledge (arcana, history, nature, planes) +8, Perception +8, Spellcraft +9, Use Magic Device +7
AC Penalty 0

Languages
Common, Wayang, Abyssal, Draconic, Infernal, Goblin

Racial Abilities
Size:
Wayangs are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on their CMB and to CMD, and a +4 size bonus on Stealth checks.
Shadow Resistance: Wayangs get a +2 racial bonus on saving throws against spells of the shadow subschool.
Lurker: Wayangs gain a +2 racial bonus on Perception and Stealth checks.
Dissolution's Child: Once per day, you may change your appearance to look as if you were little more than a 4-foot-tall area of shadow. Your physical form still exists and you are not incorporeal—only your appearance changes. This works like invisibility, except it only lasts 1 round per level (maximum 5 rounds). This is a supernatural ability. This racial trait replaces shadow magic.
Darkvision: Wayangs can see in the dark up to 60 feet.
Light and Dark: Once per day as an immediate action, a wayang can treat positive and negative energy effects as if she were an undead creature, taking damage from positive energy and healing damage from negative energy. This ability lasts for 1 minute once activated.

SQ
Spells:
A witch casts arcane spells drawn from the witch spell list. A witch must choose and prepare her spells ahead of time. To learn or cast a spell, a witch must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a witch's spell is 10 + the spell level + the witch's Intelligence modifier. A witch can cast only a certain number of spells of each spell level per day. In addition, she receives bonus spells per day if she has a high Intelligence score. A witch may know any number of spells. She must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour communing with her familiar. While communing, the witch decides which spells to prepare.
Cantrips: Witches can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Witch under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Cantrips prepared using other spell slots, due to metamagic feats for example, are expended normally.
Hex: Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on Table: Witch. A witch cannot select an individual hex more than once. Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch's level + the witch's Intelligence modifier.
Patron Spells: TIME At 1st level, when a witch gains her familiar, she must also select a patron. This patron is a vague and mysterious force, granting the witch power for reasons that she might not entirely understand. While these forces need not be named, they typically hold influence over one of the following forces. At 2nd level, and every two levels thereafter, a witch's patron adds new spells to a witch's list of spells known. These spells are also automatically added to the list of spells stored by the familiar. The spells gained depend upon the patron chosen. Each patron is listed by its theme. Its actual name is up to the GM and the witch to decide.
Witch's Familiar: At 1st level, a witch forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Familiars also aid a witch by granting her skill bonuses, additional spells, and help with some types of magic. This functions like the wizard's arcane bond class feature, except as noted in the Witch's Familiar section. A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar. A witch's familiar begins play storing all of the 0-level witch spells plus three 1st level spells of the witch's choice. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each new witch level, she adds two new spells of any spell level or levels that she can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual.
Ward: The warded creature receives a +2 deflection bonus to AC and a +2 resistance bonus on saving throws. This ward lasts until the warded creature is hit or fails a saving throw. A witch knows when a warded creature is no longer protected. A witch can have only one ward active at a time. If the witch uses this ability again, the previous ward immediately ends. A witch cannot use this ability on herself. At 8th level and 16th level, the bonuses provided by this ward increase by +1.
Evil Eye: 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 3 + the witch’s Intelligence modifier. A Will save reduces this to just 1 round.
Misfortune: 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. At 8th level and 16th level, the duration of this hex is extended by 1 round. 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.

Spells Prepared Caster Level: 2 Concentration +6
1- Burning Hands, Burning Hands, Hypnotism, Ventriloquism
0- (at will) Daze, Detect Magic, Guidance, Light, Mending

Spells Known
1- Burning Hands, Identify, Comprehend Languages, Cure Light Wounds, Enlarge Person, Hypnotism, Hex Vulnerability, Mage Armor, Ray of Enfeeblement, Ventriloquism
0- all

GEAR
Combat Gear
masterwork light crossbow, 30 crossbow bolts, cold iron sickle, 2 flasks acid

Other Gear wand of mage armor (47 charges), wand of cure light wounds (34 charges), cloak of resistance +1, explorer's outfit, witch's kit includes a backpack, a bedroll, a belt pouch, candles (10), chalk (10), a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin

Money 784 gp

FLUFF
Description
Greeda is a small, dark young thing who walks around with a happy-go-lucky smile. Her toucan familiar, Sprocket, is supposed to ride on her shoulder but always tries to climb on the top of her head instead.

History Greeda grew up in a small village in Tian Xia. When some Pathfinders visited for a ceremony, she became immediately fascinated with their stories of adventure. She ran away to join them as soon as she could. On the sea voyage to Absalom, she met a magical toucan while on a shore break and immediately became the best of friends.

Age 49

Familiar:
SPROCKET
toucan
neutral tiny magical beast

Init +2; Senses low-light vision; Perception +6

DEFENSE
AC
15, touch 14, flat-footed 13 (+2 size, +2 dex, +1 natural)
HP 7 (2d8 -2 Con)
Fort +1, Ref +4, Will +5
Special Defenses improved evasion

OFFENSE
Speed
10 ft., fly 40 ft. (average)
Melee bite +4 (1d3–4)
Space 2.5 feet; Reach 0 feet

STATISTICS
Str
2 (-5), Dex 15 (+2), Con 8 (-1), Int 6 (-2), Wis 15 (+2), Cha 7 (-2)
BAB +0, CMB +0, CMD 6

Feats
Skill Focus (Perception):
You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Weapon Finesse: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Skills
Fly +6, Perception +6

SQ
Alertness: While a familiar is within arm's reach, the master gains the Alertness feat.
Empathic Link: The master has an empathic link with her familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that her familiar does.
Improved Evasion: When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The witch may cast a spell with a target of “You” on her familiar (as a touch spell) instead of on herself. A witch may cast spells on her familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Store Spells: Starting at 1st level, a witch’s familiar stores all of the spells that the witch knows. This does not allow the familiar to cast these spells or use spell-trigger or spell completion magic items.
Familiar Special Ability: Master gains a +3 bonus on Diplomacy checks.

Chronicle Sheets:

8-01 Portent's Peril:
XP Gained 1
PP Gained 2

Gold Earned 509 Day Job 0

Boons
Draconic Sidekick:
You returned several stolen pseudodragon eggs to their clutch. Now, the pseudodragons of the Frisky Unicorn have selected you as the traveling companion and mentor for one of their hatchlings. The young pseudodragon has not yet chosen her name, and she allows you to help her decide. As long as you do not mistreat your new ally and your alignment does not become evil at any time, she agrees to travel with you. You may use this boon in one of two ways. First, you may take a pseudodragon (Pathfinder RPG Bestiary 229) as a familiar with the Improved Familiar feat as long as you are a spellcaster of at least 5th level (rather than 7th). This pseudodragon's sting counts as silver for the purposes of bypassing damage reduction. Alternatively, you may cross this boon off your chronicle sheet to gain a pseudodragon that follows you loyally for one adventure. Its sting also bypasses DR/silver, as the pseudodragon familiar. This pseudodragon allows you to bypass the normal limit of one combat creature per player per scenario.
Fortune's Return: Despite the ill omens of the Yellow Prophet, you saved Lady Qualstair from assassination and prevented unfortunate accidents from carrying deadly consequences. You gain up to four of the six abilities below (your GM will tell you if you did not earn all four). Cross off the ones you do not choose. You may activate an ability that you did not cross off by checking off the box next to it. Doing so grants you a +1 luck bonus on an attack roll, saving throw, skill check, or ability check associated with the corresponding ability score. Apply the bonus before you roll. The bonus increases to +2 if you use it for the specific use listed below.
☐ The Suit of Hammers (Strength): Sundering or otherwise breaking an object
☐ The Suit of Keys (Dexterity): Picking a lock
☐ The Suit of Shields (Constitution): Fortitude saves or Constitution checks against fatigue or exhaustion
☐ The Suit of Books (Intelligence): Performing research
☐ The Suit of Stars (Wisdom): Avoiding getting lost or otherwise navigating
☐ The Suit of Crowns (Charisma): Speaking to a person in a position of authority

Items Available For Purchase
blackfingers paste (50 gp; Pathfinder Campaign Setting: Rival Guide 53)
dust of illusion (1200 gp)
flame fountain firework (100 gp; Pathfinder RPG Ultimate Equipment 106)
giant wasp poison (210 gp, limit 1)
Harrow deck (100 gp; Pathfinder RPG Ultimate Equipment 66)
potion of delay poison (300 gp)
potion of undetectable alignment (300 gp)
shadow essence (250 gp, limit 3)

6-12 Scions of the Sky Key, Part 1: On Sharrowsmith's Trail:
XP Gained 1
PP Gained 2

Gold Earned 515 Day Job 0

Boons
Deeptreasure Edge (The Exchange faction):
You have secured an advantageous deal with the Deeptreasure Mining Company, which specializes in extracting mineral wealth from the Bandu Hills in Sargava. As a free action, you can cross this boon off your Chronicle sheet in lieu of expending up to 150 gp worth of gemstone material components for a spell that you or an adjacent ally casts.
Golden Crown Advantage (The Exchange faction): You have secured an advantageous deal with the Golden Crown Company, which specializes in transporting goods. Once per scenario, you can use this boon to waive any customs fee or expenditure to secure transportation of 25 gp or less. You may cross this boon off your Chronicle sheet before attempting a Day Job check to automatically get a result of 35.

Items Available For Purchase
elixir of fire breath (1100 gp)
elixir of vision (250 gp)

3-09: The Quest for Perfection, part I: The Edge of Heaven:
XP Gained 1
PP Gained 2
Gold Earned 500
Day Job 0

Items Available For Purchase
boots of the winterlands (2500 gp)
cloak of resistance +1 (1000 gp)
scroll of spider climb (150 gp)
sovereign glue (2200 gp; limit 1 ounce)

3-11: The Quest for Perfection, part II: On Hostile Waters:
XP Gained 1
PP Gained 1
Gold Earned 501
Day Job 0

Items Available For Purchase
campfire bead (720 gp; Advanced Player's Guide 302)