| Full Name |
Jewel Branston |
| Race |
Human |
| Classes/Levels |
Witch 2/Cleric 1/MT 2 - HP:23/23 AC:13/11/13 FRW:+2/+2/+5 Perception+10 Diplomacy+10/+12 Stealth+6 Init+4 |
About Jewel Branston
Character Name: Jewel Branston
Character Race: Human
Alignment: "Lawful Good" young teenage girl
Deity: Erastil
Class: Witch 2/Cleric 1/Mystic Theurge 2
Current Moderator: Foxy Quickpaw
Adventure: Kids
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Gender: Female
Age: 12
Height: 5'
Weight: 100 lbs
Size Stats from:
Eyes: Brown
Hair: Brown
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Known Languages
Common
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Strength: 10 (2 points, -2 age)
Dexterity: 14 (2 points, +2 age)
Constitution: 10 (2 points, -2 age)
Intelligence: 16 (5 points +2 Human bonus)
Wisdom: 11 (2 points, -2 age, +1 level 4)
Charisma: 12 (2 points)
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Hit Points: 23 (Witch 6+4 + Cleric 5 + MT 4+4)
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Armor Class: 13 (Base: 10, Dex +2, Size +1)
Flatfooted Armor Class : 11
Touch Armor Class: 13
Special Armor Class Notes: None
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Save vs. Fortitude: +3 (Base: Cleric +3, MT +1, Con: +0)
Save vs. Reflex: +3 (Base: +0, MT +1, Dex:+2)
Save vs. Will: +6 (Base: Witch +3, Cleric +2, MT +1, Wis: +0)
Special Save Notes: None
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Initiative Modifier: +4 (DEX(2) + Trait(2))
Base Attack Bonus: +3
Melee Attack Bonus: +0
Ranged Attack Bonus: +2
Special Combat Notes: +1 to hit size modifier
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Weapons:
Spear d6,x3 crit
Small MWK Mace
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Skills
Total skill points earned: 31: Witch: 6/level (2 + Int(3) + Human(1)) +1 FCB at 1st level, Cleric/MT: 6/level (2 + Int(3) + Human(1))
Witch class skills: Craft(Int), Fly(Dex), Heal(Wis), Intimidate(Cha), Knowledge(arcana)(history)(nature)(planes)(Int), Profession(Wis), Spellcraft(Int), Use Magic Device(Cha)
Cleric additional class skills: Appraise(Int), Diplomacy(Cha), Knowledge(nobility)(religion)(Int), Linguistics(Int), Sense Motive(Wis)
Perception & Diplomacy from Traits.
https://paizo.com/campaigns/v5748p75ivk13/gameplay&page=30#1483 - knowledge(religion) +2 ranks
https://paizo.com/campaigns/v5748p75ivk13/gameplay&page=31#1503 - know(dungeoneering) +2 ranks
https://paizo.com/campaigns/v5748p75ivk13/gameplay&page=33#1622 - Profession(cook) +1 rank - I didn't roll for a possible second point. ??
https://paizo.com/campaigns/v5748p75ivk13/discussion&page=11#548 - there is a know(nature) hidden in between too.
https://paizo.com/campaigns/v5748p75ivk13/discussion&page=4#155 - one rank in know(nature) -> DC17 to get 2 additional skill ranks +2 ranks
Acrobatics: = +2 (Dex 2)
Bluff: = +1 (Cha 1)
Climb: = +1 (Str 0) 1 Rank
Diplomacy: = +11/+13 (Cha 1) 3 Ranks +3 [Class Skill] Trait Bonus +1; Familiar +3 (+2 if they are already friendly)
Disguise: = +1 (Cha 1)
Escape Artist: = +2 (Dex 2)
Fly: = +6 (Dex 2) 1 Ranks +3 [Class Skill]
Heal: = +4 (Wis 0) 1 Ranks +3 [Class Skill]
Intimidate: = +5 (Cha 1) 1 Ranks +3 [Class Skill]
Knowledge (arcana): = +9 (Int 3) 3 Ranks +3 [Class Skill]
Knowledge (dungeoneering): = +5 (Int 3) 2 Ranks
Knowledge (history): = +7 (Int 3) 1 Ranks +3 [Class Skill]
Knowledge (nature): = +9 (Int 3) 3 Ranks +3 [Class Skill]
Knowledge (planes): = +7 (Int 3) 1 Ranks +3 [Class Skill]
Knowledge (religion): = +10 (Int 3) 4 Ranks +3 [Class Skill]
Perception: = +10 (Wis 0) 3 Ranks +3 [Class Skill] Trait Bonus +1; Alertness Feat Bonus +2; Eyes of the Hawk +1
Ride: = +2 (Dex 2)
Sense Motive: = +7 (Wis 0) 2 Rank +3 [Class Skill] Alertness Feat Bonus +2
Spellcraft: = +9 (Int 3) 3 Ranks +3 [Class Skill]
Stealth: = +6 (Dex 2) +4 size
Survival: = +0 (Wis 0)
Swim: = +0 (Str 0)
Use Magic Device: = +6 (Cha 1) 2 Ranks +3 [Class Skill]
Background Skills:
Appraise: = +3 (Int 3)
Craft(Alchemy): = +7 (Int 3) 1 Ranks +3 [Class Skill]
Craft(Sewing): = +7 (Int 3) 1 Ranks +3 [Class Skill]
Handle Animal: = +3 (Cha 1) 2 Ranks
Perform: = +1 (Cha 1)
Profession(Farmer): = +4 (Wis 0) 1 Ranks +3 [Class Skill]
Profession(Cook): = +5 (Wis 0) 2 Ranks +3 [Class Skill]
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Feats:
1st Level: Extra Traits
Human Bonus: Extra Hex
From Familiar: Alertness +2 bonus on Perception and Sense Motive skill checks.
3rd Level: Extra Hex
5th Level: Extra Hex
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Racial and Class Skills, Abilities & Features:
Class: Alternate Favored Class: Additional Spell gained. 1 level below max usable. (Not useful 'til 2nd level spells are available)
Hexes: DC: 10 + INT(3) + 1/2 level (min 1) = 14
Charm (Su): A witch can charm an animal or humanoid creature within 30 feet by beckoning and speaking soothing words. This improves the attitude of an animal or humanoid creature by 1 step, as if the witch had successfully used the Diplomacy skill. The effect lasts for a number of rounds equal to the Witch's Intelligence modifier. A Will save negates this effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. At 8th level, this effect improves the attitude of the target creature by 2 steps. This is a mind-affecting charm effect.
Feral Speech (Su): This hex grants the witch the ability to speak with and understand the response of any animal as if using speak with animals, though each time she uses the hex, she must decide to communicate with either amphibians, birds, fish, mammals, or reptiles, and can only speak to and understand animals of that type. The witch can make herself understood as far as her voice carries. This hex does not predispose any animal so addressed toward the witch in any way. At 12th level, the witch can use this hex to communicate with vermin.
3rd Level Feat: Protective Luck
For 1 round, any targeted attack against the protected person has to be rolled twice and the worse roll used. Cannot use on self.
2nd Level Witch: 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. The creature must be able to hear the witch to be affected by the cackle.
5th Level Feat: Flight (Su): The witch grows lighter as she gains power, eventually gaining the ability to fly. At 1st level, the witch can use feather fall at will and gains a +4 racial bonus on Swim checks. At 3rd level, she can cast levitate once per day. At 5th level, she can fly, as per the spell, for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects the witch.
Familiar: "Chirp" (Thrush) +3 to my Diplomacy skill
Diminutive animal
Init +2; Senses low-light vision; Perception +5
Defense: AC 18, touch 18, flat-footed 16 (+2 Dex, +4 size, +2 Natural Armor Adj)
hp 12 (half mine)
Fort +3, Ref +5, Will +4
Speed 10 ft., fly 40 ft. (average)
Statistics: Str 1, Dex 15, Con 6, Int 8, Wis 15, Cha 6
Feats: Skill Focus (Perception)
Skills: Fly +12, Perception +11 (Wis(+2), +3 Ranks, +3 Class Skill, +3 Feat)
Stealth +14 (Dex(+2), Size(+12))
Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.
- Alertness Feat to me whenever it is within arm's reach
- Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
- Share Spells: The witch may cast a spell with a target of "You" on her familiar (as a touch spell) instead of on herself. A witch may cast spells on her familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
- Empathic Link (Su): The master has an empathic link with her familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that her familiar does.
- Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master’s skill ranks, whichever is better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar’s total skill modifiers, some skills may remain beyond the familiar’s ability to use. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.
- Deliver Touch Spells
Patron: Plant: Spells: 2nd — entangle, 4th — accelerate poison, 6th — lily pad stride, 8th — grove of respite,
10th — tree stride, 12th — repel wood, 14th — animate plants, 16th — control plants, 18th — shambler.
Cleric of Erastil
Channel Energy 2d6, 3 + CHA(1) / day
Domains:
- Animal(Feather subdomain)
- - Add Fly to your list of class skills. Whenever you can fly, your maneuverability increases by one step (up to perfect).
- - Eyes of the Hawk (Ex): +1/2 Cleric Level (min 1) to Perception.
Domain Spells: 1st—calm animals, 2nd—feather fall, 3rd—fly, 4th—summon nature's ally IV (animals only), 5th—beast shape III (animals only),
6th—fly (mass), 7th—animal shapes, 8th—summon nature's ally VIII (animals only), 9th—shapechange.
- Plant
- - Wooden Fist (Su): As a free action, your hands can become as hard as wood, covered in tiny thorns. While you have wooden fists, your unarmed strikes do not provoke attacks of opportunity, deal lethal damage, and gain a bonus on damage rolls equal to 1/2 your cleric level (minimum +1). You can use this ability for a number of rounds per day equal to 3 + your Wisdom modifier. These rounds do not need to be consecutive.
Domain Spells: 1st—entangle, 2nd—barkskin, 3rd—plant growth, 4th—command plants, 5th—wall of thorns,
6th—repel wood, 7th—animate plants, 8th—control plants, 9th—shambler.
Traits:
Social: Seeker: You are always on the lookout for reward and danger.
Benefits: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Faith: Honest: A religious mentor instilled in you a sense of uncompromising integrity. You often speak your mind in defiance of any fear or hatred it might earn you, a habit that inspires others to trust you.
Benefit(s): You gain a +1 trait bonus on Diplomacy checks. This bonus increases to +2 when the Diplomacy check is made to influence those who are already friendly or helpful toward you.
Combat: Reactionary: +2 to Initiative
Magic: Magical Knack: +2 to CL (Up to level) for one spell casting class (Cleric)
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Equipment & Gear:
Masterwork Pan Flute
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Movement: 30'
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Magic:
Spells Known/with familiar:
0: All
- Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
- Bleed: Cause a stabilized creature to resume dying. (Range:Close, Will Save)
- Dancing Lights: Creates torches or other lights. (Duration:1 minute/level)
- Daze: A single humanoid creature with 4 HD or less loses its next action. (Range:Close, Will Save)
- Detect Magic: Detects all spells and magic items within 60 ft. (Cone. Duration:Concentration/1 minute/level)
- Detect Poison: Detects poison in a creature or object. (Range:Close, DC 20 Wisdom or Craft-Alchemy check to determine poison type)
- Guidance: +1 on one attack roll, saving throw, or skill check. (Range:Touch, Duration:1 minute or until discharged)
- Light: Object shines like a torch. (Duration:10 minutes/level)
- Mending: Makes minor repairs on an object. (Range:10', 1 object up to 1 lb/level)
- Message: Whisper conversation at distance. (Range:100' + 10'/level, Duration:10 minutes/level)
- Putrefy Food and Drink: Makes food and water inedible. (Range:10', 1cu.ft./level)
- Read Magic: Read magical writing, scrolls and spellbooks and such.
- Resistance: Subject gains +1 on saving throws. (Touch, Duration:1 minute)
- Spark: Ignites unattended fine flammable objects. (Range:Close)
- Stabilize: Cause a dying creature to stabilize. (Range:Close)
- Touch of Fatigue: Touch attack fatigues target. (Duration:1 round/level, Fort Save)
1st: 7 (6 +1 for Favored Class Bonus)
- Cure Light Wounds: Cures 1d8 damage + 1/level (max +5). (Range:Touch)
- Ear-Piercing Scream: Deal 1d6/2 levels sonic damage and daze target. (Range:Close, Fort Save for Daze and half damage)
- Identify: Gives +10 bonus to identify magic items.
- Mage Armor: Gives subject +4 armor bonus. (Range:Touch, Duration:1 Hour/level)
- Mount: Summons riding horse for 2 hours/level. (Range:Close)
- Obscuring Mist: 20' radius, 20' high fog surrounds you. 5' visibility within mist. (Duration:1 minute/level)
2nd: 4
- Alter Self
- Burning Gaze
- Enthrall
- Vomit Swarm
Witch Spells Ready:
Cantrips: 4: Daze, Spark, Stabilize, Dancing Lights
Level 1: 4 (3 + INT(1)):
- Mage Armor
- Ear-Piercing Scream
- Ear-Piercing Scream
Level 2: 3 (2 + INT(1)):
- Burning Gaze
- Vomit Swarm
Save DC: 10 + Spell Level + INT(3)
Cleric Spells:
Orisons: 4: Create Water, Grasp, Purify Food and Drink, Stabilize
Level 1: 3+D (2 + INT(1) + Domain(1))
- Left open
- Firebelly
- Sanctuary
-D: Sun Metal
Level 2: 2+D (1 + INT(1) + Domain(1))
- Left open
- Spiritual Weapon
-D: Featherfall
Save DC: 10 + Spell Level + INT(3)
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Chest contents: GM Foxy Quickpaw Post Tue, Sep 17, 2019, 12:14 pm
Two scrolls of ghostbane-dirge
A magical net Ghost touch
12 undead bane arrows
A wand of cure light wounds (32 charges)
Wand of magic missile (8 charges)
+1 disruptive club.
Another scepter. This one in silver with a large perl as knob.
And last but not least a book describing a ritual with a scroll of atonement between the pages.
The book:
The book describes in length the bad deeds that may cause one to lose one's faith and concludes with a ritual to restore one to the good will of Erastil. It's a long list of prayers, a selection of which have to be prayed depending on the way faith was lost. Also a list of herbs to be burnt as incense. And a list of symbols and their arrangement, as well as people of a community who have to be present during the ritual.
Scepter: DC25 Spellcraft
The scepter can channel positive energy like a cleric with CL6, DC12.
Ritual from the book: In case a follower of Erastil who was wielding power in the name of Erastil has fallen for the temptation of dark powers and worshiped an evil god.
This fallen soul has to provide incense made of myrrh and elemi, holy anointing oil and a goat as a sacrifice for the ritual. The incense is to be burned as an offering.
The fallen soul has to renounce their evil ways and pray for forgiveness from Erastil.
The oil is for anointing the redeemed soul.
The goat is to be prepared as a feast for the community to celebrate the return of a lost soul.
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Paddington the Bear
Wookie the dog