Rusulka

Hazell's page

14 posts. Alias of Zanbabe.


Full Name

Hazell

Race

Peri-blooded Aasimar

Classes/Levels

Inactive

Gender

Female

Size

Medium

Age

18

Alignment

Chaotic Good

Deity

Desna

Languages

Common, Celestial

Strength 12
Dexterity 14
Constitution 12
Intelligence 17
Wisdom 12
Charisma 14

About Hazell

Primal 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]
Dex 14 [5 points]
Con 12 [2 points]
Int 17 [7 points, +2 racial mod]
Wis 12 [2 points]
Cha 14 [2 points, +2 racial mod]

Armor: None
BAB +0 Speed: 30

=== Weapons ===
Melee
Cold Iron Morningstar: Attack +1 | Damage 1d8+1 | x2 Critical | B & P

Ranged
Cold Iron Darts: Attack +2 | Damage 1d4 | x2 Critical | P | Range 20 feet

=== Resistances ===
+2 circumstance bonus on saving throws against becoming blinded or dazzled.
SR 5 + level against spells and spell-like abilities with the evil descriptor, as well as any spells and spell-like abilities cast by evil outsiders.

Skills:

8 skill points [2 + 3 int + 1 favored class +2 background]

Acrobatics +2 |+2 Dex
Appraise +3 |+3 Int
+Artistry +3 |+3 Int
Bluff +2 |+2 Cha
Climb +1 |+1 Str
+Craft: Alchemy +11 |+3 Int +1 rank +3 class skill +4 Cauldron Hex
Diplomacy +5 |+2 Cha +1 rank +2 race
Disable Device* -- |+2 Dex untrained
Disguise +2 |+2 Cha
Escape Artist +2 |+2 Dex
+Fly +2 |+2 Dex
Handle Animal* -- |+2 Cha untrained
+Heal +5 |+1 Wis +1 rank +3 class skill
+Intimidate +6/+8 |+2 Cha +1 rank +3 class skill (+2 vs. Evil)
+Knowledge: Arcana* +7 |+3 Int +1 rank +3 class skill
Knowledge (Dungeoneering)* -- |+3 Int untrained
Knowledge (Engineering)* -- |+3 Int untrained
Knowledge Geography* -- |+3 Int untrained
+Knowledge History* -- |+3 Int untrained
Knowledge Local* -- |+3 Int untrained
+Knowledge Nature* -- |+3 Int untrained
Knowledge Nobility* -- |+3 Int untrained
+Knowledge Planes* +7 |+3 Int +1 rank +3 class skill
Knowledge: Religion* +4 |+3 Int untrained
Linguistics* -- |+3 Int untrained
+Lore: +3 |+3 Int
Perception +4 |+1 Wis +1 rank +2 race
Perform +2 |+2 Cha
+Profession: -- |+0 Wis untrained
Ride +2 |+2 Dex
Sense Motive +1 |+1 Wis
Sleight of Hand* -- |+2 Dex untrained
+Spellcraft* +7 |+3 Int + 1 rank + 3 class skill
Stealth +2 |+2 Dex
Survival +1 |+1 Wis
Swim +1 |+1 Str
+Use Magic Device* -- |+2 Cha untrained

Traits and Feats:

Traits
None for this game.

Feats
Brew Potion (free from the Cauldron Hex)
Extra Hex

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 ===
Pyrotechnics 1/day

=== Zero Level=== (DC 13)

Detect Magic
Mending
Stabilize

=== First Level === (DC 14)
Spells per day: 2

Ear-Piercing Scream [Dazes for 1 round +1d6 sonic damage. Fort save negates daze and halves the damage]
Summon Minor Monster [Summons 1d3 tiny animals]

=== Primal Patron Spells ===
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.

Hoard:

Wealth
50 gold

Spells Stored in Hoard
=== Zero Level ===
Arcane Mark
Bleed
Dancing Lights
Daze
Detect Magic
Detect Poison
Guidance
Light
Mending
Message
Putrefy Food and Drink
Read Magic
Resistance
Spark
Stabilize
Touch of Fatigue

=== First Level ===
Cure Light Wounds
Ear-Piercing Scream
Summon Minor Monster

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
Starting Equipment: 94.7

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.