Avahzi Serafian

Jade, The Ever Weary's page

28 posts. Alias of Donald Robinson (RPG Superstar Season 9 Top 32).


Full Name

Jade Onerios

Race

Elf

Classes/Levels

Witch

Gender

Female

Size

Medium

Age

115

Special Abilities

By Level

Alignment

NG

Deity

Time Patron

Languages

Common, Elven, Celestial, Draconic, Sylvan +others by level

Homepage URL

www.thedmdr.com

Strength 10
Dexterity 17
Constitution 10
Intelligence 17
Wisdom 12
Charisma 12

About Jade, The Ever Weary

Jade, Level 1:

Jade, The Ever Weary
Elf Witch (Hedge Witch)1
nG Medium Humanoid (elf)
Init +7; Senses Perception +3 (+5), Lowlight Vision
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 6 (1d6+0)
Fort +0, Ref +3, Will +3* (+2 vs. dream effects)
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Offense
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Speed 30 ft.
Melee: Dagger +0 (1d4/19-20x2)
Ranged: Shortbow +3 (1d6/x3)
Witch Spells Known:
0- All Witch Cantrips
1- Obscuring Mist, Mage Armor, Ill Omen, Sleep, Comprehend Languages, Detect Secret Doors
Witch Spells Prepared (CL 1):
0 (3)- Light, Detect Magic, Read Magic
1 (2)- Mage Armor, (One slot expended)
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Statistics
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Str 10, Dex 17, Con 10, Int 17, Wis 12, Cha 12
Base Atk +0; CMB +0; CMD 13
Feats Extra Hex (Slumber), Alterness*
Skills (5pts/lvl+1Favored Class): Knowledge(Arcana) +7, Knowledge(History) +7, Knowledge(Nature) +7, Knowledge(Planes) +7, Spellcraft +7(+9 Indentify Magic Items), Perception +3 (No ranks, +5*Vitriol), Use Magic Device +5,
Languages Common, Elven, Celestial, Draconic, Sylvan,
Combat Gear Dagger, Shortbow, 40 Arrows
Other Gear: Witches Kit( MW backpack (price difference 48gp), a bedroll, a belt pouch, candles (10), chalk (10), a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin), Traveler’s Outfit
Total Weight: 35
Carrying Capacity: Light 33 (38), Medium 66 (76), Heavy 100 (115)
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TRACKED RESOURCES
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Arrows (40):
Gold: 2
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Special Abilities
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Trait: Honeyed Words - +1 Diplomacy, +1DC for charm/compulsion (non-on-going effects) that encourages peaceful acts
Trait: Lucid Dreamer - +1 Knowledge(Planes), +2 will save vs. dream/subconscious effects

Racial:
Dreamspeaker (Replaces Elven Immunities): +1 DC for Divination school and sleep effects/spells.
Elven Magic: +2 racial CL checks vs. SR, +2 Spellcraft to identify magic items.
Keen Senses: +2 Perception

Weapon Familiarity: Longsword, Rapier, Shortbow, and Longbow.

Patron- Time

Familiar – Vitriol HP:3 (Green Sting Scorpion, gives +4 Initiative and *Alertness when within arm’s reach) Has improved Evasion, share spells, empathic link.

Hexes:
Healing- 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.
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 (DC:14) 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.

Jade, Lvl 4:

Jade, The Ever Weary
Elf Witch (Hedge Witch)4
NG Medium Humanoid (elf)
Init +7; Senses Perception +3 (+5), Lowlight Vision
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Defense
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AC 13, touch 13, flat-footed 10 +3 Dex)
hp 18 (4d6+0)
Fort +1, Ref +4, Will +5* (+2 vs. dream effects)
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Offense
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Speed 30 ft.
Melee: Dagger +2 (1d4/19-20x2)
Ranged: Shortbow +5 (1d6/x3)
Witch Spells Known:
0- All Witch Cantrips
1(10=8+1Patron+2Favored Class)- Obscuring Mist, Mage Armor, Ill Omen, Command, Sleep, Comprehend Languages, Detect Secret Doors, Ventrioloquism, Identify, Web bolt, Whispering Lore
2(4)- Blood Transcription, Vomit Swarm, Steal Voice, Glitterdust
Witch Spells Prepared (CL 1):
0 (4)- Light, Detect Magic, Read Magic, Mending
1 (4)- Mage Armor, Web bolt, Obscuring Mist, (One slot left open)
2 (3)- blood Transcription, Vomit Swarm, Glitterdust
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Statistics
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Str 10, Dex 17, Con 10, Int 18, Wis 12, Cha 12
Base Atk +2; CMB +2; CMD 15
Feats Extra Hex (Slumber), Alterness*, Extra Hex (Evil Eye)
Traits Affable, Armor Expert
Skills (6pts/lvl+2Favored Class): Knowledge(Arcana) +11, Knowledge(History) +11, Knowledge(Nature) +11, Knowledge(Planes) +12, Spellcraft +11(+13 Indentify Magic Items), Perception +3 (No ranks, +5*Vitriol), Use Magic Device +8, Diplomacy +2 (No Ranks), Fly +10
Languages Common, Elven, Celestial, Draconic, Sylvan,
SQ track, wild empathy
Combat Gear Dagger, Shortbow, 40 Arrows
Other Gear: Witches Kit( MW backpack (price difference 48gp), a bedroll, a belt pouch, candles (10), chalk (10), a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin), Traveler’s Outfit
Total Weight: 35
Carrying Capacity: Light 33 (38), Medium 66 (76), Heavy 100 (115)
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TRACKED RESOURCES
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Arrows (40):
Gold: 2
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Special Abilities
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Trait: Honeyed Words - +1 Diplomacy, +1DC for charm/compulsion (non-on-going effects) that encourages peaceful acts
Trait: Lucid Dreamer - +1 Knowledge(Planes), +2 will save vs. dream/subconscious effects
Racial:
Dreamspeaker (Replaces Elven Immunities): +1 DC for Divination school and sleep effects/spells.
Elven Magic: +2 racial CL checks vs. SR, +2 Spellcraft to identify magic items.
Keen Senses: +2 Perception
Weapon Familiarity: Longsword, Rapier, Shortbow, and Longbow.
Patron- Time (2- Ventriloquism, 4- Silence)
Familiar – Vitriol HP:10 (Green Sting Scorpion NA+2, INT 7, gives +4 Initiative and *Alertness when within arm’s reach) Has improved Evasion, share spells, empathic link, and can deliever touch spells. Feats= toughness, Dodge
Spontaneous Heal: May swap any prepared, non-cantrip for an equal or lower level “cure” spell.

Hexes:
Healing- 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.
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 (DC:18) 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 - 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 (DC:16) 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.
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 a number of rounds equal to 3 + the witch’s Intelligence modifier. A Will (DC16) save reduces this to just 1 round. This is a mind-affecting effect.
Cackle - Cackle (Su): 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