Sorcerer

Kassidee's page

1 post. Alias of Azrael Dukshi.


Full Name

Kassidee

Race

Half-Elf

Classes/Levels

Bonded Witch 11

Gender

Female

Size

Medium

Age

38

Alignment

True Neutral

Location

Ustalav

Languages

Common, Elven, Orc, Goblin, Abyssal, Infernal

Occupation

Seamstress

Strength 8
Dexterity 12
Constitution 15
Intelligence 20
Wisdom 12
Charisma 10

About Kassidee

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Female Half Elf Witch [Bonded Witch/Medium] 11
TN Medium humanoid (Elf, Human)
Init +3 ; Senses Perception +0
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Defense
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AC 11, touch 11, flat-footed 10 (+1 Dex)

hp: 58 (11d6+22)

Fort +5, Ref +4, Will +9

Defensive Abilities:

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Offense
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Speed: 30ft

Melee:

Ranged: None

Special Attacks

Spells (CL 11; Concentration +16)

Level 0 (-):[4] Detect Magic, Light, Mending, Message

Level 1 (/5): [4]

Level 2 (/4): [4]

Level 3 (/4): [4]

Level 4 (/3): [3]

Level 5 (/2): [2]

Level 6 (/1): [1]

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Statistics
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Str 8, Dex 12, Con 15, Int 20, Wis 12, Cha 10

Base Atk +5 ; CMB +10; CMD 10

Racial Abilities:

Class Abilities:

Spells
A witch casts arcane spells drawn from the witch spell list. A witch must choose and prepare her spells ahead of time.

Cantrips

Hex
Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on Table: Witch. A witch cannot select an individual hex more than once.

Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch’s level + the witch’s Intelligence modifier.

Known Hexes: 1st-Healing, Extra-Charm, 4th-Tongues, 8th-Misfortune, 10th-Slumber Known Major Hexes: 10th-Major Healing

Patron Spells
At 1st level, when a witch gains her familiar, she must also select a patron. This patron is a vague and mysterious force, granting the witch power for reasons that she might not entirely understand. While these forces need not be named, they typically hold influence over one of the following forces.

At 2nd level, and every two levels thereafter, a witch’s patron adds new spells to a witch’s list of spells known. These spells are also automatically added to the list of spells stored by the familiar. The spells gained depend upon the patron chosen. Each patron is listed by its theme. Its actual name is up to the GM and the witch to decide.

Spirits: 2nd-ghostbane dirge 4th-invisibility 6th-speak with dead 8th-spiritual ally 10th-mass ghostbane dirge 12th-shadow walk 14th-ethereal jaunt 16th-planar ally 18th-etherealness

Bonded Item (Sp)
At 1st level, a bonded witch gains a bonded item instead of a familiar. This bonded item is similar to a wizard’s arcane bond bonded item, and follows all the rules of such an item with the following exceptions.

A bonded witch’s bonded item serves as a vessel for her spells and a conduit for communication with her patron. A bonded witch must commune with her bonded item each day to prepare her spells. The bonded item stores all of the spells that the bonded witch knows, and the bonded witch cannot prepare spells that are not stored within it. A bonded witch starts with the same number of spells and gains new spells the same way as a witch, and can even add spells by learning them from scrolls in the same way, but a bonded witch cannot learn spells from another bonded item. Since a bonded witch does not have a spellbook, starting at 2nd level, a bonded witch’s bonded item can be used once per day to cast a spell dependent on the type of bonded object chosen by the bonded witch. The spell is treated like any other spell cast by the bonded witch, including its casting time, duration, and other effects dependent of the bonded witch’s level. This spell cannot be further modified by metamagic feats or any other ability. As the bonded witch gains levels, the bonded item gains new spells that the bonded witch can cast in this way. She can cast any one of these spells once per day using her bonded object, but gains greater flexibility in what spells she can cast, and gains more powerful spells as she gains new levels.

Wand: 2nd—magic missile; 4th—knock; 6th—fireball; 8th—restoration; 10th—maximized scorching ray; 12th—mass bull’s strength; 14th—greater restoration; 16th—empowered and maximized fireball; 18th—empowered and maximized fire shield.

Ectoplasmic Aptitude (Su)
At 2nd level, the medium can sling spells at ghosts and spirits as surely as at corporeal foes. She gains the Ectoplasmic Spell metamagic feat as a bonus feat. In addition, as an immediate action a number of times per day equal to her Intelligence modifier, the medium can apply the Ectoplasmic Spell feat to any spell she is casting without increasing its spell level.

This ability replaces the witch’s hex gained at 2nd level.

Shared Subconscious (Su)
At 6th level, a medium can temporarily link her subconscious to that of an undead creature in order to gain preternatural knowledge. As long as the medium is within 100 feet of an intelligent undead creature, as a swift action she can target said creature and attempt any trained Knowledge check. If the target has ranks in the same Knowledge skill, it also attempts the Knowledge check (if it doesn’t have ranks, this effect fails). If the target’s result is higher than the medium’s, the medium may choose to use the undead creature’s Knowledge result instead of her own, learning any information the undead creature has about the subject in question. This ability does not allow a medium to attempt a previously failed Knowledge check again.

This ability replaces the witch’s hex gained at 6th level.

Traits
Freed Slave (+1 trait bonus to Will), Spiritual Attachment (+4 trait bonus to notice haunts)

Feats:
Extra Hex (1st), Spell Focus: Necromancy (3rd), Spell Penetration (5th), Greater Spell Penetration (7th), Greater Spell Focus: Necromancy (9th), Split Hex (11th)

Skills: Craft (Clothing) +19, Heal +15, Know (Arcana) +19, Know (history) +16, Know (nature) +19, Perception +14, Profession (seamstress) +15, Spellcraft +19

Languages: Common, Elven, Orc, Goblin, Abyssal, Infernal

SQ: Low-Light Vision

Combat Gear: Cloak of Resistance +3 (9000gp), Headband of Vast Intelligence +4 (16,000gp, 2 skills), Periapt of Health (7500gp), Haunted Shoes (6480gp), Ring of Blinking (27000gp)

Gold: 2220 Silver: Copper:

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Tracked Resources
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Bag of Holding (Type I, 2500gp) 15lbs
Pearl of Power (1st, 1000gp)
Pearl of Power (2nd, 4000gp)
Wand of cure moderate wounds (3rd, 4500gp)
Hat of Disguise (1800gp)

Total Weight 15 lbs / 0 lbs or less light/ 0 medium / 0 heavy

Name: Kassidee
Race and Class: Half-Elf Bonded Witch 11
Alignment: True Neutral
Init: +1 Perception: +3
AC: 11
HP: 58 (11d6+22)
Saves: Fort +5, Ref +4, Will +9
Ability scores: Str 8 Dex 12 Con 15 Int 20 Wis 12 Cha 10 (4th Level +1 Int, 8th level +1 Con)
BAB: +5
Feats: Extra Hex (1st), Spell Focus: Necromancy (3rd), Spell Penetration (5th), Greater Spell Penetration (7th), Greater Spell Focus: Necromancy (9th), Split Hex (11th)
Traits: Freed Slave (+1 trait bonus to Will), Spiritual Attachment (+4 trait bonus to notice haunts)
Skills (85 Ranks): Craft (Clothing) +16, Heal +12, Know (Arcana) +16, Know (history) +13, Know (nature) +16, Profession (seamstress) +12, Spellcraft +16, Use Magic Device +11

Abilities: Hex, DC 20 (Healing, Disguise, Slumber, Ward, Misfortune, Evil Eye); Major Hex, DC 20 (Agony); Bonded Item (Wand; 1/day one of the following - magic missile, knock, fireball, restoration, maximized scorching ray); Spirits Patron

Background:
Kassidee was born into slavery as part of an orc tribe in the Hold of Belkzen, surviving in the southern portion of the Tusk Mountains. Put to work early in childhood as an assistant to her mother, they were pressed to spin fiber and weave cloth and clothing for the tribe in long days. When Kassidee was only ten years old, a rival tribe of orcs waged war on their captors, and in the ensuring chaotic sprawl her mother saw a chance for freedom, and they managed to escape through the the winding passes of the Tusk Mountains into Ustalav.

Life as a freed slave was still harsh for them, as Kassidee and her mother spent time on the fridges of Ustalavan society. Distrusted by most commoners, her mother had to take distasteful jobs to make ends meet before she was able to save enough money to bring them down to Caliphas, away from the superstitious prejudice they encountered. Here she quickly found work in a seamstress shop, and Kassidee would join her shortly as an apprentice, using a spindle to weave fibers into thread.

Things were looking up for a while until Kassidee started to notice strange people watching her in the distance. When she told her mother, she couldn't see them at all. It wasn't until she was in her teens though that she realized that there was something off with what she was seeing. She heard whispers at night in the dark, fearful that she was going mad. But she came to realize that she was being called to power. Inspired by the potential of bringing herself and mother up in the world, she pricked her finger upon her spindle, creating her bond with her patron.

Over the decades she's used her patron's power for the benefit of herself and mother, improving their living conditions, helping her to own her own seamstress shop and following the whispers of the spirits, for they usually ended with a reward for her services. These days she continues this path, thought she's recently felt worried about what will happen when the whispers ask her for something more distasteful.

Physical Look:
A half-elven woman with straw-colored hair and simple if clean clothing. She always carries a long spindle in hand or her belt, taller than the average human and one ear of hers missing half an inch from its point.

Mannerisms:
Kassidee is often detached from conversations, keeping her ear out for the whispers telling her what to do when she's unoccupied. She doesn't like to make eye contact with people, and shies away from being touched. When she casts spells, she pulls thread that has been spun onto her spindle for the day to cast the magic.

Achievements:
Kassidee's specialty has always been with the spectral. Her major accomplishment had been clearing a manor house of haunts and the lingering ghost of a murdered noblewoman. She's been hired by other adventuring parties over the years who have heard of this and seek to fight other incorporeal undead or haunts.