Corlina

Ilarien's page

678 posts. Organized Play character for John Woodford.


Race

Human

Classes/Levels

Witch/6 HP 39/39 AC16/T 12/FF 14 Fort +4/Ref +4/ Will +5 Init +4 Perc +2|Sense Motive +0|Active conditions: none

Gender

F

Size

M

Alignment

LN

Strength 8
Dexterity 14
Constitution 14
Intelligence 21
Wisdom 10
Charisma 12

About Ilarien

Current XP 16
PP 10
Fame 14

Female Varisian human witch 6
LN Medium humanoid (human)
Init +6 (+2 DEX, +4 familiar) Perception +2 (+2 familiar feat)

Daily Abilities
Levitate [ ]
Fly (minutes) [ ] [ ] [ ] [ ] [ ] [ ]

DEFENSE
AC 12, touch 12, flat-footed 10 (+2 DEX)
hp 39 (6d6+12+1)
Current hp
Fort +4, Ref +4, Will +5
Immunities & Resistances None

OFFENSE
Speed 30 ft.
Melee staff (+2/1d6-1)
Ranged mw light crossbow (+6/1d8/19-20/x2)
Special Attacks Hexes; save DC 18

Spells in Familiar
3rd - summon monster III, stinking cloud (Fort DC 19), heroism, ray of exhaustion, remove disease (P)
2nd -glitterdust (Fort DC 18), summon monster II, web, vomit swarm, lesser restoration (P)
1st -mage armor, summon monster I, identify, sleep (Will DC 16), grease (Reflex DC 17), obscuring mist, cure light wounds, celestial healing, ray of enfeeblement, enlarge, snowball, remove sickness, remove fear (P)
0 -arcane mark, bleed, daze (Will DC 14), dancing lights, detect magic, detect poison, guidance, light, mending, message, putrefy food and drink, read magic, resistance, spark, stabilize, touch of fatigue

Spells Prepared
3rd - summon monster III (cast), stinking cloud (Fort DC 19), heroism (cast)
2nd - glitterdust (DC 18) (cast), summon monster II, vomit swarm, web
1st - mage armor (cast), summon monster I, cure light wounds, grease (Reflex DC 17)
0 - light, detect magic, message, daze

STATISTICS
Str 8, Dex 14, Con 14, Int 21*, Wis 10, Cha 12
Base Atk +3; CMB +2; CMD 14

Feats
Extra Hex (Human bonus) You gain one additional hex. You must meet all of the prerequisites for this hex. (Misfortune)
Spell Focus (Conjuration) (L1) Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Augment Summoning (L3) Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.
Extra Hex (L5) You gain one additional hex. You must meet all of the prerequisites for this hex. (Fortune)

Skills
Craft (Alchemy) +14 (+6 ranks, +5* INT, +3 class skill)
Knowledge (Arcana) +14 (+6 ranks, +5* INT, +3 class skill)
Spellcraft +14 (+6 ranks, +5* INT, +3 class skill)
Heal +15/17 (+6 rank, +5* INT, +3 class skill, +1 trait, +2 healer's kit)
Knowledge (History) +15 (+6 rank, +5* INT, +3 class skill, +1 boon)
Knowledge (Planes) +14 (+6 rank, +5* INT, +3 class skill)
Knowledge (Nature) +14 (+6 rank, +5* INT, +3 class skill)
Use Magic Device +6 (+2 rank, +1 CHA, +3 class skill)
Linguistics +7 (+2 ranks, +5* INT)
Fly* +11 (+6 ranks, +2 DEX, +3 class skill)
Swim +3 (+0 ranks, -1 STR, +4 hex)
*Abilities from headband

Racial Modifiers +1 skill point/level

Traits
Mistress of Pentacles: Your many years spent studying the art of summoning have given you a unique knowledge of this subtle and highly complicated discipline. Once per day, when casting a spell of the conjuration school, treat your caster level as 2 higher when determining the spell’s duration.

Precise Treatment: You treat others with a clear and calculating intellect. You gain a +1 trait bonus on all Heal checks, and you may use your Intelligence modifier when making Heal checks instead of your Wisdom modifier.

Languages Common, Varisian, Infernal, Aklo, Draconic, Elvish, Ignan, Terran, Auran (from headband)

SQ

Combat Gear traveler's outfit, staff, darkwood light crossbow, 20 cold iron bolts, silver weapon blanch (2; on bolts), backpack, bedroll, belt pouch x2, flint & steel, torch x5, rice paper x20, ink, pen, sack x2, trail rations (2 days), wooden holy symbol, whetstone, healer's kit, antitoxin (2), antiplague (2), CLW wand w/34 charges, wand of endure elements w/47 charges, cloak of resistance +1, headband of vast intelligence +2 0 pp, 580-389 gp, 5 sp, 3 cp

SPECIAL ABILITIES

Favored Class: Witch; +1 HP @ L1; +1 SR @ L2, L3, L4, L5, L6

Patron: Healing

Familiar: Scorpion "Chel;" +4 Initiative/Alertness feat if w/in 3' of Ilarien
AC 21 T 15 FF 18
HP 19
STATISTICS
Str 3, Dex 16, Con 10, Int 8, Wis 10, Cha 2
Base Atk +3; CMB -1; CMD 14

Hexes:

Healing (Su) (L1): A witch can soothe the wounds of those she touches. This acts as a cure light wounds spell, using the witch's caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds.

Misfortune (Su) (Feat bonus): 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.

Cackle (Su) (L2): A witch 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 the witch has the duration of that hex extended by 1 round.

Slumber (Su) (L4): 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.

Fortune (Su) (Feat bonus): The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to reroll 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. At 8th level and 16th level, the duration of this hex is extended by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.

Flight (Su): (L6): The witch grows lighter as she gains power, eventually gaining the ability to f ly. At 1st level, the witch can use feather fall at will and gains a +4 racial bonus on Swim checks. At 3rd level, she can cast levitate once per day. At 5th level, she can fly, as per the spell, for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects the witch.

Onetime Ilarien:
Female dwarf ranger 1
LN Medium humanoid (dwarf)
Init +3 (+3 DEX) Perception +7/+9 to notice unusual stonework

DEFENSE
AC 19, touch 13, flat-footed 16 (+3 DEX, +6 armor)
hp 12 (1d10+1+1)
Current hp
Fort +3, Ref +5, Will +1 (+2 vs. poison, spells, and SLAs)
Immunities & Resistances None

OFFENSE
Speed 20 ft.
Melee dwarven waraxe +4/1d10+3/x3
Ranged mw heavy crossbow +5/1d10
Special Attacks

STATISTICS
Str 16, Dex 16, Con 12, Int 10, Wis 12, Cha 8
Base Atk +1; CMB 4; CMD 17; +4 vs. bull rush or trip

Feats
Rapid Reload (heavy crossbow) (L1)

Skills
Survival +5/+6 tracking (+1 rank, +1 WIS, +3 class skill, +1 situational)
Perception +6 (+1 rank, +1 WIS, +3 class skill, +1 trait)
Climb +7 (+1 rank, +3 STR, +3 class skill)
Swim +7 (+1 rank, +3 STR, +3 class skill)
Handle Animal +3 (+1 rank, -1 CHA, +3 class skill)
Profession (miner) +5 (+1 rank, +1 WIS, +3 class skill)

Racial Modifiers None

Traits
Hunter's Knack: When you watch and wait before attacking, your strike is true. You gain a +1 trait bonus on attack rolls against your favored enemies when you make such attacks as part of a readied action.

Seeker: You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Languages Common, Dwarven

SQ

Combat Gear traveler's outfit, backpack, bedroll, belt pouch x2, flint & steel, torch x5, rice paper x20, ink, pen, sack x2, trail rations (2 days), wooden holy symbol, whetstone, CLW wand w/48 charges, mw breastplate, mw heavy crossbow, 20 cold iron bolts, 2 silver weapon blanch, dwarven waraxe, heavy mace, longspear 0 pp, 580 gp, 5 sp, 3 cp

SPECIAL ABILITIES

Favored Class: Ranger; +1 HP @ L1

Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.

Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

Darkvision: Dwarves can see in the dark up to 60 feet.

Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.

Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.

Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.

Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Favored Enemy (Ex): Humanoid (goblinoid) At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks.

Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

Ranger/1 HP 12/12 AC16/T 16/FF 14 Fort +3/Ref +5/ Will +1 Init +3 Perc +7/+9 situational|Sense Motive +1