Sanvil Trett

Jacen "Ace" Doals's page

31 posts. Organized Play character for Heofthehills.


Full Name

Jacen Doals

Race

Human

Skills:
Bluff +7 | Know(Arcane/History) +7 | Prof (Gambler) +4 | Spellcraft +7 | UMD +6

Classes/Levels

Cartomancer Witch

Gender

M

Vital:
HP: 8/8, - AC: 14/T: 12/FF: 12 - Initiative: +2 - F: +2 / R: +2/ W: +2 - CMB: +0 - CMD: 12, Speed: 30

Size

M

Age

19

Alignment

CG

Deity

Desna

Location

Travels

Languages

Common, Varisian, Halfling, Undercommon, Sylvan

Occupation

Gambler and Explorer

Strength 10
Dexterity 14
Constitution 14
Intelligence 16
Wisdom 10
Charisma 14

About Jacen "Ace" Doals

Name Jacen "Ace" Doals

Human Male Varisian Cartomancer Witch 1
CG, M, Humanoid (Human)
Init +2; Perception +0

DEFENSE

AC 14, touch 12, flat-footed 12 (+2 from armor, +2 from dex)
hp 8/8
Fort +2, Ref +2, Will +2

OFFENSE

Speed 30ft

Melee +0

Ranged +2

Combat Options

+2 Ranged Touch
+0 Dagger 1d4 (Melee)
+2 Dagger 1d4 (Thrown)

STATISTICS

Str 10, Dex 14, Con 14, Int 16, Wis 10, Cha 14

Base Attack +0; CMB +0; CMD 12

Feats
Extra Hex
Extra Hex

Traits
Fast Talker: You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.
Strong Arm, Supple Wrist: Whenever you move at least 10 feet before making an attack with a thrown weapon, you add 10 feet to the range increment of the weapon thrown. You can only gain this benefit once per round.

Trained Skills

Bluff +7 (1 Ranks, +2 Stat, +1 Trait)
Know(Arcana) +7 (1 Ranks, +3 Stat)
Know(History) +7 (1 Ranks, +3 Stat)
Prof(Gambler) +4 (1 Ranks)
Spellcraft +7 (1 Ranks, +3 Stat)
Use Magic Device +6 (1 Ranks, +2 Stat)

Languages

Common, Varisian, Halfling, Undercommon, Sylvan

Equipment

Weapons

Quarterstaff
Dagger x2 (4gp) (2lbs)

Armor

Lamellar Cuirass (15gp) (8lbs)

Other Gear

Masterwork Backpack (50gp) (4lbs)
Explorer's Outfit (Free) (8lbs)
Alchemist's Fire x2 (40gp) (2lbs)
Acid Flask x2 (20gp) (2lbs)
Harrow Deck (Spellbook)
Spring-Loaded Wrist Sheath (10gp) (2lbs)
Sunrod (2gp) (1lbs)
Rations (5 Days) (2.5gp) (5lbs)

Wealth
6.5gp

Carrying Capacity (Thanks to MW Backpack) (34lbs carried)
Light: 38lbs
Medium: 39-76lbs
Heavy: 77-115lbs

Hexes DC: 13:

Slumber: Effect: 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.

Misfortune: Effect: 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: Effect: 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.

Spelldeck:

Each cartomancer carries a special harrow deck that allows her to communicate with her patron. Its ability to hold spells functions identically to the way a witch's spells are granted by her familiar. The cartomancer must consult her harrow deck each day to prepare her spells and cannot prepare spells that are not stored in the deck. The spell deck cannot be used for this purpose if any cards are missing.

This ability replaces the witch's familiar.

Spells in Deck:

Inflict Light Wounds
Cure Light Wounds
Chill Touch
Beguiling Gift
Snowball
Charm Person

Spells Memorized:

0s: Guidance, Detect Magic, Read Magic
1s: Snowball, Charm Person