![]()
About HazellPrimal Wyrmwitch 1 | HP 7/7 | AC 12 T 12 FF 10 | Fort +1 Ref +2 Will +3 | CMB 1 / CMD 13 | Initiative +2 | Perception +4 | Active Effects: None === Basics === Str 12 [2 points]
Armor: None
=== Weapons ===
Ranged
=== Resistances ===
Skills:
8 skill points [2 + 3 int + 1 favored class +2 background] Acrobatics +2 |+2 Dex
Traits and Feats:
Traits None for this game. Feats
Special Abilities:
Cauldron Hex (Ex) Exalted Resistance Halo Healing Hex (Su) Wyrmwitch Patron: Metallic Wyrmwitch’s Hoard (Ex) Prepared Spells:
Prepared: 3/2 (includes bonus) +1 Hoard spell [1/day can cast any spell from Hoard even if unprepared] === Spell-Like Abilites ===
=== Zero Level=== (DC 13) Detect Magic
=== First Level === (DC 14)
Ear-Piercing Scream [Dazes for 1 round +1d6 sonic damage. Fort save negates daze and halves the damage]
=== Primal Patron Spells ===
Hoard:
Wealth 50 gold Spells Stored in Hoard
=== First Level ===
Equipment:
=== Gear === Bandolier (2) [1 gold] Bedroll [1 silver] Belt Pouch [1 gold] Blanket (2) [1 gold] Canteen [2 gold] Cold Iron Darts (10) [10 gold] Cold Iron Morningstar [16 gold] Explorer's Outfit [Free starting outfit] Grooming Kit [1 gold] Hoard (in a waterproof bag) [50.5 gold] Ink [8 gold] Inkpen [1 silver] Journal [10 gold] Current Wealth: 4.3 gold Starting Wealth: 105 gold
Wyrmwitch Archetype:
Wyrmwitch Though a dragon derives no power from accumulating precious metals and gems, its desire to acquire and maintain vast piles of valuables is an important part of its personality. Some witch covens have learned to use treasure to access other draconic powers. Draconic Patronage A wyrmwitch must select one of the following patrons when he gains this archetype. Only witches with the wyrmwitch archetype can select these patrons. Chromatic: 2nd—cause fear, 4th—hold person, 6th—suggestion, 8th—aura of doom, 10th—dominate person, 12th—geas/quest, 14th—mass hold person, 16th—frightful aspect, 18th—overwhelming presence. Esoteric: 2nd—memory lapse, 4th—psychic reading, 6th—nondetection, 8th—hypercognition, 10th—mind probe, 12th—telepathy, 14th—insanity, 16th—screen, 18th—bilocation. Imperial: 2nd—endure elements, 4th—gust of wind, 6th—hydraulic torrent, 8th—obsidian flow, 10th—fickle winds, 12th—move earth, 14th—reverse gravity, 16th—wall of lava, 18th—world wave. Metallic: 2nd—protection from evil, 4th—weapon of awe, 6th—heroism, 8th—dispel evil, 10th—commune, 12th—greater heroism, 14th—limited wish, 16th—holy aura, 18th—miracle. Outer: 2nd—deja vu, 4th—darkness, 6th—blink, 8th—black tentacles, 10th—mindwipe, 12th—shadow walk, 14th—lunar veil, 16th—orb of the void, 18th—weird. Primal: 2nd—burning hands, 4th—elemental touch, 6th—elemental aura, 8th—planar adaptation, 10th—elemental body II, 12th—chain lightning, 14th—vortex, 16th—polar ray, 18th—fiery body. Wyrmwitch’s Hoard (Ex) Unlike traditional witches, a wyrmwitch does not have a familiar. Instead, a wyrmwitch develops a metaphysical link with a bonded hoard of treasure that serves as a conduit to the wyrmwitch’s patron. A wyrmwitch’s hoard must have a value of 50 gp plus 100 gp for every character level he has beyond 1st. Only non-magical objects that are not alchemical items, weapons, armor, or useful tools can be part of a wyrmwitch’s hoard. If the hoard falls below this value, the wyrmwitch cannot sleep on his hoard (see below) or add new spells to it until its value is restored. A wyrmwitch’s spells come from this link with his hoard, and its ability to hold spells functions in a manner identical to the way a witch’s spells are normally granted by a familiar. A wyrmwitch can add spells to his hoard in a similar fashion to the way conventional witches store spells in their familiars. A witch’s familiar and a wyrmwitch’s hoard can exchange spells in the same way two normal witch familiars do. Also, a witch can add a spell to his hoard from a wizard’s spellbook, if the spellbook is kept in the hoard and the spell is on the witch’s class spell list. The wyrmwitch must sleep on the spellbook in his hoard for a number of days equal to the spell’s level, after which he must succeed at a Spellcraft check (DC = 15 + spell level) to learn the spell. No matter the result, the spell is erased from the spellbook. A wyrmwitch must commune with his hoard to ready his body and mind for casting spells. If he does not spend at least 8 hours resting atop his hoard prior to preparing spells, he must attempt a concentration check anytime he attempts to cast a spell (DC = 20 + the spell’s level). If the wyrmwitch does prepare spells after properly sleeping on his hoard, he gains the ability to call on his hoard to cast any one spell it is holding and that he is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wyrmwitch, including when determining casting time, duration, and other effects dependent on the wyrmwitch’s level. This spell cannot be modified by metamagic feats or other abilities. This ability replaces witch’s familiar.
Background:
Hazell's mother was a good person, or so she keeps desperately believing. She has no idea who her father was, and her mother fed her and provided for her, but she had a problem with Aasimars, and growing up, her mother frequently called Hazell a little "judgmental witch" ... which she never really understood, because she was only trying to help her mother make her life better, but as she grew older, witch was the thing that she latched on to. As she grew old enough to make money, she discovered in it a source of comfort, that sort of soothed the hole where she imagined parental love might have gone for other people. If you had enough of it, money could keep you safe. A kindly neighbor (Jadis) took her under her wing when she was about 12 and started teaching her a little magic, which she took to like a fish to water. They were having trouble finding the correct patron to grant her a familiar however, until her mentor remembered a woman in her old coven that had learned the secrets of dragon magic. She sent Hazell off to her old friend for a week or so, and when she came back she had a patron and a new, expanded, lust for treasure, which could not only protect her, as she had already known, but which was now a source of power and the ability to control her own destiny. Hazell's neighbor, mentor, and friend helped her learn to control the evil impulses that she often still has, and helped her learn that her angelic nature was a thing that could be an asset, and a boon to others. In her honor, greatest desire is to protect herself, but she would like to be able to protect others as well, as long as she knows that they won't harm her. Hazell's mother kicked her out of the house when she turned 18, and although she stayed with Jadis for a while, she didn't want to be a burden to her. She heard about Silas Gribb's caravan, and though she was no guard, she got up her courage to ask him if she could sign on, hoping to support herself and make some money in the process. She told him that she could make healing potions and heal, and he took her on... and then dumped her in the dust. She was tempted to chase him and blast him, but she remembered what Jadis always said "calm before curse," and reluctantly resisted. She still needed money though... and a place to stay.
|