Daughter of Urgathoa

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Lou Diamond wrote:

Lea was either the half sister or the full sister of harry's mother. That's why Harry calls Lea auntie on a Rae occasion. In one book when Harry is talking to his mothers shade they talked about Lea and Mab.

I really liked the conversation between Lea and Mouse in.Mexico after Harry took out the Evil Vampires.

Lea, or the leannán sídhe is an ancient fae beholden to Winter, one whom Margaret Dresden affiliated with. Lea dotes and hunts after Harry because of a deal he made (and later backed out of) with her before the events of the books.

Harry's mother wasn't a fae, just one who associated heavily with them (How she earned the moniker Margaret LeFay). They weren't actually relatives.


Lou Diamond wrote:

VM, Mab knows aboutHarry because Harry's mom was number 3 in the Winter Court before she was killed When Harry was a kid. Mab considered Harry her Personal property

Long before he became the Winter Knight.

The White Council is not going to mess with Harry because he is the Winter Knight and even though they might be a little pissed at him he has not be expelled from being a warden.

Molly would plain kick all their asses except maybe black staff and ancient mai. (Who is alluded to be being a dragon)

I.. Think you might be confusing Lea and Mab.

necromental wrote:
I finally read the Skin Game (and liked it although final verdict comes after second reading), but I found one thing that immediately struck me as wrong. Anna Valmont (and the rest of the Churchmice), in Death Masks were recovering the Shroud for Marcone, while here it is said they were recovering it for Nicodemus (and then tried to extract more money or something). Did anyone else notice this, and what do you make of it?

That might have had something to do with -- Actually, come to think of it, it was entirely for Marcone, wasn't it? According to Priscilla Spencer it was an accidental continuity error.

Source!


Unfortunately, it seems so.

Though, I don't think that this case is intentional (We did see the rolls on the random encounter charts, after all) but -- New campaign I've been in, was in, before it got sent off to hiatus land I was playing a diplomancer wizard with a bard healbot/partybuffer cohort.

Just about every encounter we had, the enemies were either immune to mind-affection, immune to cold-damage (Our primary damage-dealer was a ice specced wilder), or both. Did not for fun and quick combat make.

It can really get to be a right pain in the arse, after the first few sessions, so if it's still a prevalent thing, I'd advise speaking to the other people in the group and see if they're coming to similar conclusions - And then, from there, going to your gm if the problems are large enough to need addressing.


Holy thread necro, Batman


2 people marked this as a favorite.

Thassilon and her Runelords - specifically Xanderghul and Sorshen, their realms, and what'll happen when they eventually wake up.


Fruian Thistlefoot wrote:
Its really not that complicated. You would have the same amount of bookkeeping as with a wizard. Give the class a full read and then look at The Arcanist Guide and I'm sure it would be clear to you as a class. Its a powerful class!

I have no doubt that it's powerful! Full casters are casters, after all, but I'll give it a nice long looksie-over!


Fruian Thistlefoot wrote:

I do fine with a 14 cha and a Circlet of Persuasion.

Also if you're investing that heavy into cha why not go with a Arcanist? They benefit more from the Cha bump and if you don't want to step on any magic guys toes then play a Counterspell Expert or a Brown-fur Transmuter turning your fighter into a real monster.

My gm suggested the same, it's more that Arcanist seems.. Heavily complicated to me. Lots of stuff to keep track of or calculate, which I know, I know, I'm playing a caster - just seems a bit too overwhelming, having next played one of the hybrid classes before.

That, and I really like the enchantment school, hence the character being described as an enchanter.


Dave Justus wrote:

"Character is mostly set-up for roleplay and social situations, the party already has another pair of casters (One, a sorcerer, focusing on battlefield control and the other, a wilder, specializing in blasting)."

My caution would be that in social situations, you make everyone else useless, in combat situations, you yourself are of little use. Having characters that are more balanced for multiple activities usually is more fun for everyone.

In particular since you are so set up to dominate social encounters, both making them easy and making it so that everyone else has nothing to do while you wrap the NPCs around your fingers, you make it somewhat unlikely that the GM will throw many social encounters at you since they will end up being both easy (for you) and boring (for everyone else.) If my guess about this is right, your build will have defeated itself.

While this would normally be a problem that I would agree with entirely. The other three people in the party are very much okay with not wanting to do anything Face-y, the Wilder having just played the Face in our last campaign, and the other two players very much disinterested in the role itself.

As for combat usefulness, no, I'm not precisely doing any extreme amount of damage - but DC 18+ (19+ vs humanoids)((And at level 5 no less)) save or die equivalent spells should at least be enough to provide more than a token amount of support, no?


Diplomancer:
Male Human Wizard 5
LE Medium Humanoid (human)
Init +4; Perception +6
--------------------
Defense
--------------------
AC 10, touch 10, flat-footed 10
hp 30 (5d6)
Fort +1, Ref +1, Will +4
Speed 30ft (6sq)

Wizard Spells Prepared (CL 5):

3 (3/day) Deep Slumber (DC 20), Hold Person (DC 20) x2

2 (4/day) Hideous Laughter (DC 19) x2, Daze Monster (DC 19) x1, Darkvision

1 (5/day) Charm Person (DC 18) x2, Sleep (DC 18) x2, Memory Lapse (DC 18), Mage Armor

0 (at will) Daze (DC 17), Message, Mage Hand, Detect Magic, Prestidigitation (DC 15)

--------------------
Statistics
--------------------
Str 8, Dex 10, Con 10, Int 20, Wis 12, Cha 18
Base Atk +2; CMB +1; CMD 11

Feats:

1 Scribe Scroll (free)
1 Fast Learner (Racial)
1 Spell Focus (Enchantment)
3 Dynasty Founder
5 Improved Initiative
5 G. Spell Focus (Enchantment) (Bonus)

Traits: Fast-Talker, Influence, Overwhelming Beauty

Skills: Bluff +19, Diplomacy +19, Intimidate +15, Knowledge (arcana) +12, Knowledge (geography) +10, Knowledge (history) +12, Knowledge (local) +12, Knowledge (nobility) +12, Perception +6, Sense Motive +6, Spellcraft +13

Languages: Common, Draconic, Infernal, Celestial, Abyssal

Special Qualities

Enchanting Smile (Su): +2 enhancement bonus on Bluff, Diplomacy, and Intimidate skill checks. This bonus increases by +1 for every five wizard levels you possess, up to a maximum of +6 at 20th level.
Overwhelming Beauty: +1 to Enchantment DCs against creatures that share at least one subtype
Dazing Touch (Sp): 7/day

Equipment
Circlet of Persuasion (+3 on CHA checks)
Headband of Vast Intelligence (+2)

Character is mostly set-up for roleplay and social situations, the party already has another pair of casters (One, a sorcerer, focusing on battlefield control and the other, a wilder, specializing in blasting).


James Jacobs wrote:
Irillyth wrote:
James Jacobs wrote:
The NPC wrote:

Mr. James Jacobs,

How would a Medium from Occult Adventures be received in Rahadoum?

We haven't really worked that out yet, and I haven't looked at the classes yet. Ask again in about 9 months.
New Runelords stuff!
The Runelords are all about wizard specialty magic. They don't use any of the Occult Adventures rules.

I fethed up and quoted the wrong post, it seems. I meant, we were talking about Runelords last night, my question was about when we would be seeing some of the new stuff you mentioned, apologies.


James Jacobs wrote:
The NPC wrote:

Mr. James Jacobs,

How would a Medium from Occult Adventures be received in Rahadoum?

We haven't really worked that out yet, and I haven't looked at the classes yet. Ask again in about 9 months.

New Runelords stuff!


James Jacobs wrote:
Snip

What manner of timeframe are we looking at? I'm rather excited now.


James Jacobs wrote:
Irillyth wrote:
Who is/was your favorite of the Thassalonian Runelords and what did you like best about them? (Story-wise, rather than the default x sin and y options.)
That's a really tough question. It's probably a four-way tie between Alaznist, Karzoug, Sorshen, and Xanderghul. But Zutha's in there too. Not Belimarius becuase that makes her more envious. And not Krune, cause I'm too lazy to get excited about him.

Are we ever going to get more info on them, or perhaps another Runelord themed adventure path?

Like how..

CotCT/SS Spoilers:
Sorshen is hibernating and entombed beneath the Grand Mastaba underneath Castle Korvosa?


Who is/was your favorite of the Thassalonian Runelords and what did you like best about them? (Story-wise, rather than the default x sin and y options.)


Mysterious Stranger wrote:
Since the rules do not specify the code of conduct required by each deity that leaves it up to the GM. My basic interpretation of this is that the cleric must work to extend the power and influence of the deity. Each deity has a portfolio as long as you are what you are doing is in line with the portfolio you are good. A Cleric of Iomedae who lies, cheats and acts like a coward is not living up to the teaching of his goddess and becomes an ex cleric. The portfolio for Urgathoa is gluttony, disease, and undeath so her clerics need are going to be creating undead, spreading disease and encouraging overindulgence.

A very important thing to note here is that it shouldn't be "so her clerics are going to need to be creating undead, spreading disease, and encouraging overindulgence" it SHOULD be "And/OR encouraging overindulgence."

Inner Sea Gods wrote:
Her worshipers care less about spreading her faith than they do about increasing their pleasure in her name. Her faith is illegal in most lands, and shunned in most societies that do not ban it outright. Occasionally, a gluttonous prince or merchant may secretly keep a shrine in the goddess's name, praying for bounties of food, drink, sex, or other physical pleasures. In some lands, desperate folk pray to Urgathoa to relieve symptoms of plague, and necromancers who prove themselves useful by putting undead to rest or controlling them so that they do not harass the living may find a measure of tolerance from mortal communities.

Emphasis mine.

It isn't so strict as "If I worship Urgathoa, then I have to spread gluttony, disease, and undeath." There ARE options, hence why the one-step alignment system is in place.


Westphalian_Musketeer wrote:
Personally I'd go with Juju oracle for the flavor it's rife with, plus it's got a good array of class skills it gives. And of course, your guy can walk around with this constantly playing in the background.

...Well, that kind of settles it. The song alone sold me. I don't even really know what to say anymore. But thanks, might still build out the cruromancer just in case we need an arcane caster - but I think I'm going to try and shoot for the Juju oracle.


Westphalian_Musketeer wrote:

Pretty accurate breakdown.

However, remember that as a Warpriest you will only have 5th level spells by around 15th level, that means weaker summons, weaker undead made, weaker buffs for your undead, etc. Remember that the Warpriest gets the same spell list as a cleric, except everything unlocks later.

That does create a problem, it wouldn't be so relevant if I aimed to just wade in with a weapon alongside the sparse undead I can get. But that's not what I'm looking for, so that's out. Leaving Juju Oracle, Cruromancer, and some form of Death or maybe Inevitable (Law Sub-Doman) cleric..


Westphalian_Musketeer wrote:

Cleric/Oracle spell lists are more amenable to building, commandeering, commanding and buffing undead.

The Warpriest takes a long time to get the higher level spells, and doesn't get the 7+ level spells.

If you wanna summon undead legions, and use your undead as flank-buddies, you don't have to crank your Charisma through the roof, that's typically if you're looking to debuff/damage enemies so they can't make the saves, although you will want a high enough DC to assure that you can reliably use "Command Undead".

So if you're going to be a flanker, you'll want a race that gives you a bonus to strength and charisma. For that, some candidates are:

Angel-Blooded aasimar (evil aasimar are the fun kind of aasimar)
Demon-Spawn tiefling (Most closely resembles your race preference)
Nagaji (If you're playing in Tian Xia, it works.)
Moroi-Blooded Dhampir (Constitution penalty though, so you have to build around that.)
Suli (Doesn't really work thematically)

This campaign likely won't break level 15~ so spells at 7/8/9 aren't really being factored in. But otherwise that seems to fit in with what I'm seeing, Oracles/Clerics are the minion masters while arcane casters focus more on the heavy-hitting debuffs like enervation and whatnot, right?

As I keep looking, I keep finding more and more interesting things. Fantastic. SO many choices, so many options.

Cruromancer.

What is the viability of the cruromancer? Like the juju oracle, it seems they also get a boost to control HD/level and the ability to create more undead per casting?, so would that help shore up the differences between divine and arcane casters?


In a couple of months, while our current game is winding down, we're going to be launching a new campaign starting at (most likely) level five and going to about 12-15 or thereabouts.

Given that the last game had my sorcerer focused on utilities and binding, I want to try a new approach on the whole micro-management approach. Minion-Master Necromancy.

Both the Juju Oracle and the Necromancy Specialist wizard have appeal, one gets loads of undead and the other gets bonus spells of the school. So my question to you is this, what would be the most effective path to traveling with an undead horde? How would you build this character? All official books are open, with some leeway for 3rdP so long as it is at least moderately balanced.

So far I've figured out that I either want to play a tiefling (using the fiendish heritage to get animate dead as an SLA or a human for the bonus feats. From there, what do the boards suggest so far as building this character up to level 3?

Edit 1 - I'm also being slowly tempted by a necro-warpriest of Urgathoa for melee-scythe fun. Thoughts?


Heimdall666 wrote:
You can only have one Contingency at a time, choose wisely. I like the idea of the Plane Shift, but a Getaway is good also. The Mythic version offers a little more but still limits you to one at a time.
Augmented Contingency wrote:

You can cast this spell on yourself or another willing creature as if the spell had a range of touch. A companion spell placed on another creature must be A spell from you, not from the creature, and affects that creature when triggered. The target can have only one contingency spell upon it at a time unless it also knows mythic contingency.

The number of companion spells you can have on yourself is equal to 1 + half your tier.

Thusly you can have multiple contingencies in place upon yourself, or one on a friend unless they also have the mythic contingency.


Noir le Lotus wrote:

In fact, Dim Door or a Teleport spell is a good idea for a BBEG, but the worst iddea ever for a PC, as you just let your teamates behind you with no wizard against a stronger opposition.

You can't cast a spell higher than lvl 6 with Contingency, so no Wish or Time stop. Personally, I like Break Enchantment as it removes lots of negative effects, but other spells like Mislead, Globe of Invulnerability or Stoneskin can be considered.

I meant that I have another spell to choose the mythic version of, and I can't decide between wish, time stop, or globe of invulnerability. The rest of those are all interesting ideas, though.


Caster level is currently at 18 (19 for spells with an evil descriptor), so I suppose that means any spell beneath 6th is fair game. I actually do have a mythic spell slot to choose too, so maybe Mythic globe of invulnerability might make it, but I was considering wish (the 25,000gp cost is practically ignore-able with all the loot we get) or time stop.


kestral287 wrote:

Oh, another note: Contingency is a 6th level spell, not 5th.

If you're fighting a lot of Undead I can see Flesh to Stone dropping in utility compared to Disintegrate.

I'm not sure I wouldn't rather have Spell Penetration in place of Piercing Spell and then Greater Spell Penetration in place of the standard. That'd give a higher general response to SR, and with Chain Lightning the difference is negligible even with Piercing Spell (Perfected Piercing Chain Lightning w/ Spell Penetration = +9 to overcome SR, Perfected Chain Lightning w/ Greater Spell Penetration = +8). That said, Piercing has nice synergy with your bloodline arcana... *shrug* I can see either way. Though if you plan to take Greater Spell Pen at 19th, ignore my rambles.

That was my general idea, maybe throw in Heighten Spell MM to crank up some of my lower level spell DCs, with a 38CHA, I've got lots of bonus 7/8/9 level spell slots to spare.


Because it came up in my earlier thread, I'm curious. What do you all think are the best spells to use with Contingency. Naturally a Greater Teleport to get the heck out of dodge is a given, but what else? Greater Dispel Magic is tried and true, surely, but are there not other options as well?

Context is a Mythic-4 Character with room for 3 Contingencies, let's have the ideas!


Something else of a note, I also have a 16HD succubus cohort who I've turned into a skillmonkeyjunkie with the rules for advancing monsters and judicious use of Planar Binding.

Besides her, and a balor (DM let me take the Improved Calling Malconvoker class ability as a feat for +2HD on GPB) cooped back up in our stronghold, don't really have much else in the way of assistance magically (the party is an inquisitor statted for reach/AoO fighting, a warder who shoots the BSF's AC through the stratosphere, and an orc fighter/brawler that deals tons of single target damage.) So what should I be looking into for proper spellcasting supplementation?

Given the character's penchance for demons (He's a conscript in service to Nocticula) I'm actually considering spending a good chunk on ruby dust for a simulcra (Perhaps one of said Demon Lord (18HD, 9000gp))


TatsumakiKara wrote:
Your BAB should be higher. It should be +8/+3, and 9 STR carries a -1 penalty, so CMB would be +7 and CMD 22. Otherwise, I like it!

Thanks for the catch!

Create Mr. Pitt wrote:
It seems like your DCs are being calculates as if you have greater and regular spell focus transmutation in addition to enchantment, unless I am missing something.
ArcaneBloodline wrote:
School Power (Ex): At 15th level, pick one school of magic. The DC for any spells you cast from that school increases by +2. This bonus stacks with the bonus granted by Spell Focus.

For the DC's.

kestral287 wrote:

Mythic Flesh to Stone > Mythic Disintegrate. Disintegrate in general is not a great spell. You also probably want Mythic Chain Lightning since that's your Magical Lineage spell.

... Admittedly, Fireball is objectively better to Magical Lineage/focus on, especially since its mythic version ignores resistance/immunity.

What are your Contingency plans?

We fight alot of constructs/incorporeal creatures, else I would very much likely use Flesh to Stone.

Contingencies to escape helplessness/Greater Dispel Magic on any debilitating effects/GreaterInfernalHealing if HP drops below xyz and the like.


The build is below as follows, but I'm asking if anyone thinks that anything should be adjusted (Spells Known, Item distribution, etc). Our DM is giving us roughly 3 months of downtime, so I plan to use it fully to craft, retrain, exchange spells as needed.

Looking for advice/feedback/et al.

Straid:

Male Human Sorcerer 17
CN Medium Humanoid (human)
Init +24; Senses darkvision; Perception +24
--------------------
Defense
--------------------
AC 32, touch 20, flat-footed 27 (+7 armor, +5 Dex, +5 natural, +5 deflection)
hp 221 (17d6+85+34 false life)
Fort +15, Ref +15, Will +17
Speed 40 Fly

Sorcerer Spells Known (CL 18 / 19 if Evil):

8 (6/day) Greater Shadow Evocation(DC 33), Moment of Prescience, Greater Planar Binding(DC 33), Mind Blank, Polymorph Any Object (DC 35), Power Word Stun, Binding (DC 35)

7 (8/day) Greater Teleport, Greater Shadow Conjuration (DC 32), Spell Turning, Insanity (DC 34), Plane Shift (DC 32), Greater Polymorph

6 (9/day) True Seeing, Repulsion (DC 31), Chain Lightning (DC 31), Flesh to Stone (DC 33), Disintegrate(DC 33) (Mythic), Greater Dispel Magic, Mass Suggestion (DC 33)

5 (9/day) Overland Flight, Baleful Polymorph (DC 32), Wall of Stone, Wall of Force, Telekinesis, Contingency (Mythic)

4 (9/day) Dimension Door, Dragon's Breath (DC 29), Dimensional Anchor, Greater Invisibility, Charm Monster (DC 31), Resilient Sphere (DC 29), Enervation, Ball Lightning (DC 29)

3 (10/day) Magic Circle against Evil, Clairaudience/Clairvoyance, Dispel Magic, Haste, Fireball (DC 28), Slow (DC 30)

2 (10/day) Stone Call, Resist Energy, False Life (Mythic), Mirror Image, Command Undead (DC 27), Invisibility, See Invisibility

1 (10/day) Liberating Command, Shield, Magic Missile, Identify, True Strike, Disguise Self, Feather Fall (DC 28), Infernal Healing

0 (at will) Arcane Mark, Disrupt Undead, Message, Light, Mage Hand, Open/Close (DC 27), Detect Magic, Mending, Prestidigitation (DC 27)

Long Duration Buffs: Overland Flight, False Life, Mind Blank, Moment of Prescience, Contingency (Greater Teleport in the event of helplessness.)

--------------------
Statistics
--------------------
Str 9, Dex 20, Con 20, Int 23, Wis 14, Cha 38
Base Atk +6; CMB +6; CMD 26

Str: 7 base + 2 ioun stone = 9
Con: 14 base + 6 enhance = 20
Dex: 14 base + 6 enhance = 20
Int: 14 base + 6 enhance + 3 age = 23
Wis: 11 base + 3 age = 14
Cha: 16 base + 2 race + 3 age + 6 enhance + 4 mythic + 4 level + 3 Wish = 38

Feats:

1 Eschew Materials (free)
1 Noble Scion (Scion of War)
1 Improved Initiative
3 Piercing Spell
5 Persistent Spell
7 Spell Focus (Enchantment) (Bloodline Feat)
7 Greater Spell Focus (Enchantment)
9 Dazing Spell
11 Quicken Spell
13 Improved Counterspell (Bloodline Feat)
13 Spell Parry
15 Spell Perfection (Chain Lightning)
17 Spell Penetration

Mythic Path Abilities: (Archmage - Wild Arcana)
Longevity
Enduring Armor
Component Freedom
Mythic Spellpower

Mythic Feats:
Extra Path Ability - Crafting Mastery
Mythic Spell Lore

Traits: Magical Lineage (Chain Lightning), Reactionary

Skills: Bluff +35, Diplomacy +32, Fly +25, Knowledge (arcana) +26, Knowledge (planes) +26, Perception +24, Spellcraft +26, Use Magic Device +23

Languages: Common, Draconic, Infernal, Abyssal, tongues

Special Qualities

Metamagic Adept 4/day (applying MM doesn't increase casting time)
Arcane Bloodline: +1 spell DC if MM feat is applied.

Following Spell have been made Permanent:
See Invisibility
Darkvision
Tongues
Arcane Sight

Equipment

Headband of Mental Prowess (Int & Cha +6)
Belt of Physical Might (Dex & Con +6)
Cloak of Resistance +5
Ring of Freedom of Movement
Ring of Protection +5
Amulet of Natural Armor +5
Rod of Absorption (50 spell levels)
Sandals of Quick Reaction
Eyes of the Eagle
Handy Haversack
4 8th Level SpellPages
Robe of The Summit (Robe of Xin-Shalast)
Orb of Foul Abaddon (+1 CL)

Ioun stone (orange prism) (+1 Caster Level)
Ioun stone (magenta prism)) (+2 Strength)

Full Name

Nicator

Race

Human

Classes/Levels

Witch 1

Gender

Male

Size

Medium

Age

15

Alignment

True Neutral

Languages

Common(Taldane), Kelish, Varisian, Elven, Infernal

Strength 10
Dexterity 14
Constitution 14
Intelligence 18
Wisdom 12
Charisma 13

About Nicator

Statblock:
Nicator
Male TN Human Witch 1, Level 1, Init +2, HP 8/8, Speed 30 ft.
AC 12, Touch 12, Flat-footed 10, Fort +2, Ref +2, Will +3, Base Attack Bonus 0
(+2 Dex)
Abilities Str 10, Dex 14, Con 14, Int 18, Wis 12, Cha 13
Condition None
CMB: +0 CMD: 12

Statblock from Myth-Weavers


Familiar Statblock:
Itzala
Female TN Cat Familiar, Level 1, Init +2, HP 4/4, Speed 30 ft.
AC 15, Touch 14, Flat-footed 13, Fort +1, Ref +4, Will +3, Base Attack Bonus 0
Claws (x2) +4 (1d2-4, x2)
Bite +4 (1d3-4, x2)
(+2 Dex, +2 Size, +1 Natural)
Abilities Str 3, Dex 15, Con 8, Int 6, Wis 12, Cha 7
Condition None
CMB: +0 CMD: 4 (10 vs. Trip)
Low-Light Vision, Scent
Familiar Abilities: Alertness, empathic link, improved evasion, share spells, store spells

Skills:
Appraise -1
Climb +4
Fly +6
Heal +2
Knowledge(Arcana) +0
Knowkedge(Planes) -1
Perception +5
Spellcraft -1
Stealth +14
Use Magic Device +0

Statblock from Mythweavers


Hexes and Prepared Spells:

Hexes
Save DCs: 14
Feat: Accursed Hex: When you target a creature with a hex that cannot target the same creature more than once per day, and that creature succeeds at its saving throw against the hex’s effect, you can target the creature with the same hex a second time before the end of your next turn. If the second attempt fails, you can make no further attempts to target that creature with the same hex for 1 day.

Evil Eye: The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. 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 7 rounds. A Will save reduces this to just 1 round. This is a mind-affecting effect.

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 1 round. 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.

Spontaneous Healing: A hedge witch can channel stored spell energy into healing spells that she did not prepare ahead of time. The witch can “lose” any prepared spell that is not an orison in order to cast any cure spell of the same spell level or lower, even if she doesn’t know that cure spell.

Empathic Healing: A hedge witch can minister to a diseased or poisoned target, redirecting the affliction into herself. For a poisoned target, the witch must tend to him as a standard action; he makes his next saving throw against the poison as normal, but the witch suffers the effects of the failed save instead of the poisoned creature. For a diseased target, the witch must tend to the sick person for an hour; he makes his next saving throw against the disease as normal, but the witch suffers the effects of the failed save instead of the diseased creature. The witch does not actually become poisoned or diseased (and is not contagious and does not need to be cured), but suffers the effects of the affliction as if she had been. The witch normally uses this ability to extend the life of someone near death, giving him time to recover. This ability has no effect if the witch is immune to disease or poison.

Spells Prepared
Cantrips (DC 14): Read Magic, Stabilize, Detect Magic
1st Level (DC 15): Enlarge Person 0/1, Obscuring Mist 0/1


Traits, Feats, Hexes, and Spells Known:

Patron: Shadow

Special Abilities
Familiar
Spontaneous Healing
Empathic Healng

Traits
Dangerously Curious
Mathematical Prodigy

Feats
1: Accursed Hex
1 Human: Extra Hex: Slumber

Hexes
1: Evil Eye
1 Extra Hex: Slumber

Spells Known
Cantrips: All Witch Cantrips
1st Level: Vocal Alteration, Enlarge Person, Obscuring Mist, Frostbite, Sleep, Command, Ear Piercing Scream


Equipment:
Gear
Sling
10 Sling Bullets
Quarterstaff
Spell Pouch
Healer's Kit

Wealth
2 GP, 9 SP


Trained Skills:
Appraise +5 (1 SP+4 Int)
Fly +6 (1 SP+3 Class+2 Dex)
Heal +5 (1 SP+3 Class+1 Wis)
Knowledge(Arcana) +9 (1 SP+3 Class+1 Trait+4 Int)
Knowledge(Planes) +8 (1 SP+3 Class+4 Int)
Profession(Scholar) +5 (1 SP+3 Class+1 Int)
Spellcraft +8 (1 SP+3 Class+4 Int)
Stealth +9 (1 SP+3 Class+2 Dex+3 Familiar)
Use Magic Device +6 (1 SP+3 Class+1 Trait+1 Cha)

Note: Know(Engineering) is a class skill from Mathematical Prodigy. Not sure if I'll take it or not, but it's good to mention, I figure.

Note on profession: Prof(Scholar) seems appropriate, given the self-taught nature of many of the things Nic knows. He's smart and dedicated--he just doesn't have very many resources. While he does participate in general thuggery and pickpocketing, he's terrible at it, except in a support role.


Background:
Like much of the gang, Nicator remembers little of his life before the City. What is certain is his name, and the fact that, at some point before coming to the city, he struck a deal. Nic doesn’t remember what he made the deal with, why he made it, or what the conditions are, but he knows that something happened and, someday, he will have to pay for it.

Shortly after the unremembered deal, Nicator came to the City, where he met Itzala, his familiar. Spending some unsuccessful time as a lone thief, Nicator joined the gang after Grandmother rescued him from another one—the Kytons. Once with the gang, Nicator developed his knack for stealth and learned to strengthen his newly acquired magical abilities. He often serves a support role for the group, flinging curses at their enemies and using his sling to the best of his ability. Nicator has also found a unique niche during robberies, as his ability to put potential marks to sleep has proven useful time and time again. He will occasionally fix up any scrapes and bruises that the others get, but leaves more serious injuries for Grandmother to take care of. Since Grandmother became ill, he has been searching through his meager collection of books and using his magic to try and identify the disease and find a cure—but to no avail.

Nicator has an insatiable thirst for knowledge, and has developed his magical talents relatively quickly, given his limited education and resources. Grandmother has mentored him a little in this pursuit—but her own patron appears to be different, limiting what she can do to help him. Nic would love to learn more about everything—but the struggle to survive always takes precedence. Itzala is generally helpful, but, being a cat, generally has more pressing concerns, such as napping. Nic is always on the lookout for magic items to tinker with, in the hopes that he can expand his knowledge that way—a pursuit that has lost him his eyebrows once, so far.

Nicator is of Chelaxian descent, and clearly Azlanti as well. He has bright purple eyes and olive skin that contrasts against his black hair. Nicator is an average-sized fifteen year old, and is more comfortably out of the spotlight than in the center of attention.

Itzala’s fur is mostly an uncommonly dark shade of red. Some black fur forms an odd, but structured-looking pattern on her forehead. She is never far from Nicator, and is always willing to let his friends and fellow gang member pet her or gain the honor of bestowing food upon her.


DM Questions:
Note: Regarding the goals below, I'm assuming that saving Grandmother is an implicit goal for just about everyone. As such, the goals listed below are in addition to that.

A name and quick description of a younger kid in the gang you look out for
Gamil is ten years old, and is showing signs of a sorcerous bloodline of some sort. He is of Kelshite descent and has a talent for picking pockets. Gamil has black hair and dark eyes, and is often paired with Nic for grab and run jobs. Typically, Nic will try to put the mark to sleep, after which Gamil quickly robs them and moves away. Gamil is a happy lad, often smiling and laughing while in the base or out on a job.

A time when Grandmother (old Female Human Witch 4) saved you
When Nicator was thirteen, one of his early pickpocketing attempts went awry, and he was chased into the territory of the Kytons—a nearby gang of devil worshipers known for their brutality. Three of them cornered him on the border of their territory Having not yet developed his witching abilities beyond the ability to create a spark, he had no defense against the Kytons weapons. Grandmother, however, was nearby. Her magic proved more than enough for the attackers—quickly putting them to sleep. Nic’s three attackers and allowing Nic to run for safety.

A name and description of an enemy in a gang whose territory borders yours.

Caternos is a mid-ranking member of the Kytons. He is a tall, surprisingly slim boy of Chelaxian descent, with pale skin and red hair, including some slight stubble that he tries to pass off as a beard. Caternos is an Inquisitor, worshipping Dispater. Caternos wears the heaviest chain armor he can get his hands on (as do most of the Kytons), and specializes in cracking bones with his flail.

Caternos was the leader of the group who cornered Nicator two years ago, and bore the embarrassment of apparently being defeated by a single, cornered spellcaster. Since then, Caternos has often tried to single out Nic, but Nic's practice hiding and established support role have allowed him to avoid being cornered by Caternos again.

An ally or friend you have made in the area outside the gang who will help you out.
Marcus Laertes Jeggare, a boy of 17 and a scion of one of the cadet branches of House Jeggare. Marcus is tall, with pale skin and black hair. He was training to be a bard when the Flight happened. Lost in the shuffle after the move to the City, Marcus has survived thus far by playing an old, battered violin he managed to somehow acquire in the chaos after first arriving. Nic stopped to hear him play one day, and shared the food he had in appreciation. This became a daily routine, and the two quickly became friends. Marcus prefers to make his living honestly, but he has occasionally helped provide a distraction to help Nic and Gamil escape from angry robbery victims.

Three short term goals;
Increase the knowledge passed to him through Itzala (increase spell list)
Acquire more books
Get a wrist sheathe and a dagger to use as an athame

Two mid term goals (eg “Join a wizard’s guild”);
Destroy the Kytons
Gain access to a library

Long term goal;
Find out about his powers; specifically, discover the source and cost of them. Discover ways to mitigate that cost, if necessary.

Inter-group ties
TBD, once the group is selected