Faxon

Jayriann's page

48 posts. Organized Play character for Tivilio.


About Jayriann

Jayriann
Daemon-Spawn Tiefling Witch 1 (Pathfinder RPG Advanced Player's Guide 65)
N Medium outsider (native)
Init +9; Senses darkvision 60 ft.; Perception +2
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Defense
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AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 6 (1d6)
Fort +0, Ref +3, Will +2; +1 morale vs. fear
Resist cold 5, electricity 5, fire 5
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Offense
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Speed 30 ft.
Melee longspear +1 (1d8/×3)
Ranged light crossbow +4 (1d8/19-20)
Special Attacks hexes (evil eye, slumber)
Spell-Like Abilities (CL 1st; concentration +1)
. . 1/day—death knell (DC 11)
Witch Spells Prepared (CL 1st; concentration +5):
. . 1st—ill omen[APG], mage armor
. . 0 (at will)—detect magic, guidance, touch of fatigue (DC 14)
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Statistics
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Str 10, Dex 17, Con 10, Int 18, Wis 10, Cha 11
Base Atk +0; CMB +0; CMD 13
Feats Extra Hex[APG]
Traits prolong magic, reactionary
Skills Fly +11, Heal +4, Intimidate +4, Knowledge (arcana) +8, Knowledge (planes) +8, Perception +2, Sense Motive +2, Spellcraft +8, Survival +0 (+2 to avoid becoming lost), Use Magic Device +4; Racial Modifiers +4 Fly
Languages Abyssal, Common, Draconic, Elven, Infernal, Varisian
SQ patron spells (time), prehensile tail
Combat Gear wand of cure light wounds (CL 3rd, 8 charges); Other Gear crossbow bolts (10), light crossbow, longspear, wayfinder, adventurer's sash, backpack, masterwork, bedroll, candle (8), candle (2), chalk (8), chalk (2), earplugs (5), mess kit, mirror, scrivener's kit, scroll case, soap, spell component pouch, trail rations (5), waterskin, wrist sheath, spring loaded, 7 pp, 14 gp, 1 sp, 3 cp
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
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 (7 round(s, DC 14), DC 14) (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.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Prolong Magic Constant drills and preparation allow you to get more out of your innate magic. Whenever you use a spell-like ability gained through your tiefling heritage, it automatically acts as if affected by the Extend Spell metamagic feat.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Slumber (1 rd, DC 14) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg).
Wand of cure light wounds (CL 3rd, 8 charges) Add this item to create a wand of a chosen spell.
Wayfinder (empty) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).

Note: This item costs only 250 gp for members of the Pathfinder Society

Construction
Requirements Craft Wondrous Item, light; Cost 250 gp

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Eccin
Scorpion, Greensting (Pathfinder RPG Bestiary 4 0)
N Tiny magical beast (vermin)
Init +3; Senses darkvision 60 ft.; Perception +4
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Defense
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AC 19, touch 15, flat-footed 16 (+3 Dex, +2 size, +4 natural)
hp 3 (1d8)
Fort +2, Ref +3, Will +2
Immune mind-affecting effects
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Offense
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Speed 30 ft.
Melee sting +5 (1d2-4 plus poison)
Space 2.5 ft.; Reach 0 ft.
Special Attacks poison
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Statistics
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Str 3, Dex 16, Con 10, Int 6, Wis 10, Cha 2
Base Atk +0; CMB +1; CMD 7 (19 vs. trip)
Feats Stealthy, Weapon Finesse
Skills Climb +7, Escape Artist +5, Fly +8, Heal +1, Intimidate -3, Perception +4, Spellcraft -1, Stealth +18, Use Magic Device -3; 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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