Classes/Levels |
Active Conditions: (Healing hex - ) |
Gender |
F Aasimar Witch 13|AC: 15 T:12 FF:13 HP: 24/68|R: +8 F: +7 W:+10|Resist ACE 5|Perc:+13 Darkvision| Init +6 |Hex DC 24| |
About Izolda Blazechild
Notes:
Wand of cure mod (48 charges)
Wand of Cure Light (8 charges)
Rod of Abrupt Hexes (add to char sheet and change gold total to 7617)
Izolda Blazechild
Female peri-blooded aasimar (emberkin) witch 13 (Pathfinder Player Companion: Blood of Angels 23, Pathfinder RPG Advanced Player's Guide 65, Pathfinder RPG Bestiary 7)
NG Medium outsider (native)
Init 6; Senses darkvision 60 ft.; Perception +13
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Defense
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AC 15, touch 12, flat-footed 13 (+2 armor, +2 Dex, +1 natural)
hp 74 (13d6+20)
Fort 7, Ref 8, Will 10
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft.
Special Attacks hexes (evil eye[APG], flight[APG], fortune[APG], healing[APG], major healing[APG], misfortune[APG], retribution[APG], slumber[APG], ward[APG])
Witch Spell-Like Abilities (CL 13th; concentration +22)
. . At will—feather fall (self only), fly (self only)
. . 1/day—levitate (self only)
Witch Spells Prepared (CL 13th; concentration +22)
. . 7th—chain lightning (DC 24), heal
. . 6th—greater dispel magic, greater heroism, true seeing
. . 5th—cure critical wounds, cure critical wounds, feeblemind (DC 22), hold monster (DC 22)
. . 4th—black tentacles, charm monster (DC 21), charm monster (DC 21), confusion (DC 21), cure serious wounds
. . 3rd—dispel magic, dispel magic, fly, haste, haste, heroism
. . 2nd—blindness/deafness (DC 19), cure moderate wounds, glitterdust (DC 19), levitate (2), silence (DC 19)
. . 1st—cure light wounds, enlarge person (DC 18), enlarge person (DC 18), hex vulnerability[ACG] (2, DC 18), mage armor
. . 0 (at will)—detect magic, guidance, message, stabilize
. . Patron Time
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Statistics
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Str 8, Dex 14, Con 12, Int 25, Wis 10, Cha 16
Base Atk +6; CMB 5; CMD 17
Feats Accursed Hex[UM], Extra Hex[APG], Extra Hex[APG], Greater Spell Penetration, Improved Initiative, Spell Penetration, Split Hex[UM]
Traits child of nature, failed winter witch apprentice, focused mind
Skills Craft (alchemy) +14, Craft (jewelry) +9, Diplomacy +9 (+7 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Fly +13, Handle Animal +7, Heal +5, Intimidate +8, Knowledge (arcana) +23 (+24 to identify spells or magical effects with the cold descriptor.), Knowledge (dungeoneering) +12, Knowledge (engineering) +9, Knowledge (geography) +16, Knowledge (history) +20, Knowledge (nature) +21, Knowledge (nobility) +8, Knowledge (planes) +25, Knowledge (religion) +12, Perception +13, Sense Motive +5 (+3 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Spellcraft +24 (+25 to identify spells or magical effects with the cold descriptor.), Stealth +4, Survival +14 (+16 to find food and water), Swim +3, Use Magic Device +17; Racial Modifiers +2 Knowledge (planes), +2 Spellcraft
Languages Celestial, Common, Draconic, Dwarven, Elven, Gnome, Halfling, Hallit, Skald, Sylvan
SQ pride, witch's familiar (arctic hare named Aurora)
Combat Gear pearl of power (1st level), potion of cure light wounds (5), wand of cure light wounds, wand of cure moderate wounds; Other Gear amulet of natural armor +1, belt of fallen heroes[UE], bracers of armor +2, cloak of resistance +1, cookbook of arcane augmentation, snowshoes[APG], Aurora, 7617 gp, 16 sp, 2 cp
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Special Abilities
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Accursed Hex Target a creature with a hex a second time that day if it made its save the first time
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Evil Eye -4 (10 rounds, DC 23) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Familiar Bonus: +4 to initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Fortune (2 rounds) (Su) Ally in 30 ft can roll 2d20 for an attack, save, ability, or skill check (and take higher) once/rd.
Healing (2d8+10) (Su) Heal touched creature, but each target can only benefit once per 24 hrs.
Major Healing (3d8+13) (Su) Use cure serious wounds once per day/person.
Misfortune (2 rounds, DC 23) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Retribution (7 rounds, DC 23) (Su) Foe in 60 ft suffers half the melee damage it deals, ignoring resist, for duration (Will neg).
Scry on Familiar (1/day) (Sp) You can scry on your familiar, as the spell.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Slumber (13 rounds, DC 23) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg).
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Split Hex A targeted hex can affect two creatures
Ward +3 (1 at a time) (Su) Ward another, granting +3 to AC and saves until hit or fail a save.
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.
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