Skarx

Jani Lee Two-spirit's page

528 posts. Organized Play character for Paladin of Baha-who?.


Full Name

Jani Lee Two-spirit

Race

Tiefling

Classes/Levels

Witch 4 | HP 23/23 | AC 20 T 14 FF 17 | Ft +4 / Rf +5 / Wi +6 | Init +7 | Per. +7 (+5 w/out familiar)

Size

Medium

Alignment

CG

Deity

Saranae

Location

Qadira

Strength 8
Dexterity 16
Constitution 12
Intelligence 23
Wisdom 12
Charisma 5

About Jani Lee Two-spirit

Jani Lee Two-spirit
Bigender tiefling witch 4 (Pathfinder RPG Advanced Player's Guide 65, Pathfinder RPG Bestiary 264)
CG Medium outsider (native)
Init +7; Senses darkvision 60 ft.; Perception +7
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Defense
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AC 20, touch 14, flat-footed 17 (+4 armor, +1 deflection, +3 Dex, +2 natural)
hp 23 (4d6+5)
Fort +4 (+2 circumstance bonus vs. hot weather), Ref +5, Will +6
Resist cold 5, electricity 5, fire 5
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Offense
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Speed 30 ft., fly 60 ft. (good)
Melee dagger +1 (1d4-1/19-20)
Ranged darkwood light crossbow +6 (1d8/19-20)
Special Attacks hexes (cackle[APG], evil eye[APG], flight[APG], misfortune[APG])
Spell-Like Abilities (CL 4th; concentration +1)
. . 1/day—darkness
Witch Spell-Like Abilities (CL 4th; concentration +10)
. . At will—feather fall (self only)
. . 1/day—levitate (self only)
Witch Spells Prepared (CL 4th; concentration +10)
. . 2nd—blindness/deafness (DC 18), glitterdust (DC 18), hold person (DC 18), vomit swarm[APG]
. . 1st—burning hands (DC 17), chill touch (DC 17), ear-piercing scream[UM] (DC 17), enlarge person (DC 17), frostbite[UM]
. . 0 (at will)—daze (DC 16), detect magic, guidance, touch of fatigue (DC 16)
. . Patron Agility
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Statistics
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Str 8, Dex 16, Con 12, Int 23, Wis 12, Cha 5
Base Atk +2; CMB +1; CMD 15
Feats Alertness, Armor Of The Pit[ARG], Extra Hex[APG]
Traits eastern mysteries, resilient
Skills Appraise +7, Bluff -1, Craft (clothing) +14, Escape Artist +4, Fly +14, Heal +6, Intimidate +1, Knowledge (arcana) +11, Knowledge (dungeoneering) +7, Knowledge (history) +10, Knowledge (local) +8, Knowledge (nature) +11, Knowledge (nobility) +7, Knowledge (planes) +11, Knowledge (religion) +8, Perception +7, Profession (merchant) +5, Sense Motive +3, Spellcraft +13, Stealth +6, Swim +3; Racial Modifiers +2 Bluff, +2 Stealth
Languages Abyssal, Common, Draconic, Infernal, Kelish, Osiriani, Sylvan, Vudrani
SQ prehensile tail, witch's familiar (scorpion, greensting named Ku)
Combat Gear cold iron crossbow bolts (20), pearl of power (1st level), wand of cure light wounds (16 charges), wand of cure light wounds (50 charges), wand of mage armor (37 charges), antiplague[APG] (4), antitoxin (4), healer's kit (6 uses remaining), smelling salts[APG]; Other Gear haramaki[UC], dagger, darkwood light crossbow, headband of vast intelligence +2, average snowbloom (worth 50 gp), bedroll, belt pouch, blanket[APG], cold weather outfit, flint and steel, golden holy symbol of Sarenrae[UE], hot weather outfit[APG], masterwork artisan's tools, masterwork backpack[APG], sewing needle, spell component pouch, trail rations, waterskin, wrist sheath, spring loaded, wrist sheath, spring loaded, 42 pp, 8 gp, 4 sp
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Special Abilities
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Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Cold weather outfit +5 Fort save vs. cold weather.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Eastern Mysteries (1/day) As a free action when casting a spell, gain +2 DC.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
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.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Evil Eye -2 (9 rounds, DC 18) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Flight (60 feet, Good) You can fly!
Hot weather outfit +2 Fort vs. Hot Weather (does not stack with Survival skill's bonuses)
Misfortune (1 round, DC 18) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
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Average Snowbloom When given as a gift to a native of the Lands of the Linnorm Kings with a starting attitude of indifferent or better, this rare flower grants you a +2 circumstance bonus on one Bluff or Diplomacy check against that person. Alternatively, when shown to a native of Irrisen, the flower grants a +2 circumstance bonus on Intimidate checks made against that target.

Hero of the Five Kings: For helping Torvic (and thus dwarves everywhere) find the Gallery of Wonders, you have gained a small amount of fame with the dwarves of the Five Kings Mountains. When dealing with any dwarf from that region from now on, you gain a +2 circumstance bonus on all Charisma-based checks.

You owe Grandmaster Torch a favor: one he plans to redeem in the future. When he calls in this favor, you are obligated to fulfill his request so long as it doesn't violate any moral restrictions fo your race, class, or alignment.

Faction Journal Goal: Acquire a merchant License in a city (Sedeq).
Faction Journal Goal: Speak seven or more languages, including Dwarven, Kelish, Osiriani, or Tien.
Faction Journal Goal: Resolve a conflict through diplomacy, trickery, bribery, etc. (1/2)
Faction Journal Goal: Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this character. (1/5)

[50g] [20g] [75g] [ ] [ ] [ ] INVESTOR (2+ goals): Once per game session, you may purchase an item found on one of your Chronicle sheets at a 5% discount (maximum 15% discount). When you attempt a Day Job check, you may record the gp earned in an investment box (to the left) rather than receive the gold. You can line through all investment boxes to immediately receive gp equal to twice the sum recorded in the boxes.

PFS# 42641-5
XP 11
PP 14
Fame 20

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Ku
Greensting scorpion (Pathfinder RPG Ultimate Magic 232)
NG Tiny magical beast (vermin)
Init +3; Senses darkvision 60 ft.; Perception +11
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Defense
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AC 20, touch 15, flat-footed 17 (+3 Dex, +5 natural, +2 size)
hp 11 (1d8)
Fort +2, Ref +4, Will +4
Immune mind-affecting effects
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Offense
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Speed 35 ft.
Melee sting +7 (1d2-4 plus poison)
Space 2½ ft.; Reach 0 ft.
Special Attacks poison
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Statistics
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Str 3, Dex 16, Con 10, Int 7, Wis 10, Cha 2
Base Atk +2; CMB +3; CMD 9 (21 vs. trip)
Feats Fleet, Weapon Finesse
[b]Skills
Appraise -1, Climb +7, Escape Artist +4, Fly +14, Heal +2, Intimidate -3, Knowledge (arcana) +0, Knowledge (history) -1, Knowledge (nature) +0, Knowledge (planes) +0, Perception +11, Spellcraft +2, Stealth +19; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
SQ improved evasion
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison: Sting - Injury (DC 10) (Ex) Sting—Injury; save Fort DC 10; freq 1/rd for 6 rds; effect sicken for 1 rd; cure 1 save.

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