Neith

Kiyu Amunatus's page

118 posts. Alias of Tuyena.


Full Name

Kiyu Amunatus

Race

Vishkanya

Classes/Levels

Veneficus Witch 4

Gender

Female

Size

Medium

Age

16

Alignment

NE

Languages

Egyptian, French, German, Chinese, Spanish, Gaelic, Persian, Arabic, English, Japanese

Strength 8
Dexterity 14
Constitution 16
Intelligence 18
Wisdom 8
Charisma 14

About Kiyu Amunatus

Kiyu Amunatus
Witch 4
NE Medium humanoid (vishkanya)
Init +6; Perception +5
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Defense
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AC 13, touch 12, flat-footed 11 (+1 Armor, +2 Dex)
HP 34 (4d6+16)
Fort +4(+4 Poison), Ref +3, Will +3
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Offense
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Speed 30 ft.
Melee +1 Kukri (1d4-1/18-20x2)
Ranged +5 Masterwork Blowgun (1d2/x2)
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Statistics
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Str 8, Dex 14, Con 16, Int 18, Wis 8, Cha 14
Base Atk +2; CMB +1; CMD 13
Languages Egyptian, French, German, Chinese, Spanish, Gaelic, Persian, Arabic, English, Japanese
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Feats
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Sleep Venom
Ability Focus (Sleep Venom)
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Traits and Drawbacks
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Venom Drenched (Sleep Venom) You are immune to one specific nonmagical poison. If you ingest a dose of that poison (even if it is a contact, inhaled, or injury poison), it remains in your system for 24 hours; any creature that bites you during that time is subject to the poison’s effects.

Potent Concoctions (Sleep Venom & Deathblade) Choose any two poisons; when you attempt to inflict either of these poisons on an enemy, the DC to resist it increases by 1.
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Skills
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Acrobatics +2
Climb +-1
Craft (Alchemy) +11
Diplomacy +2
Disguise +8
Intimidate +2
Knowledge(Arcana) +8
Knowledge(History) +8
Knowledge(Local) +5
Knowledge(Nobility) +5
Linguistics +8
Perception +5
Sense Motive -1
Spellcraft +11
Stealth +5
Swim -1
Use Magic Device +6
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Gear
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Masterwork Blowgun
Kukri

x50 Darts

Silken Ceremonial Armor

5x Doses of Dreamtime Tea
20x Doses of Flayleaf
30x Doses of Opium
30x Doses of Powdered Mummy Skin
10x Doses of Scour

3x Jars of the Waters of Set

Dust of Dryness
Tree Feather Token

3150g
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Spells
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Cantrips 5/Day

1st Level Spells 4/Day
Ventriloquism

2nd Level Spells 3/Day
Silence
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Special Abilities
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Poison Resistance A vishkanya has a racial bonus on saving throws against poison equal to its Hit Dice.

Keen Senses Vishkanyas receive a +2 racial bonus on Perception checks.

Limber Vishkanyas receive a +2 racial bonus on Escape Artist and Stealth checks.

Low-Light Vision Vishkanyas can see twice as far as humans in conditions of dim light.

Poison Use Vishkanyas are skilled in the use of poison and never accidentally poison themselves when using or applying poison.

Toxic A number of times per day equal to his Constitution modifier (minimum 1/day), a vishkanya can envenom a weapon that he wields with his toxic saliva or blood (using blood requires the vishkanya to be injured when he uses this ability). Applying venom in this way is a swift action. Vishkanya Venom: Injury; save Fort DC 10 + 1/2 the vishkanya's Hit Dice + the vishkanya's Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.

As a swift action, you may alter the effects of your venom so the target falls unconscious. This changes the initial and secondary effect of your venom to the following: initial effect staggered for 1d4 rounds; secondary effect unconsciousness for 1 minute. You must make the decision to alter your venom before you apply it to a weapon.

Weapon Familiarity Vishkanyas are always proficient with blowguns, kukri, and shuriken.

Subtle Appearance You have normal (human-like) eyes, and your beauty is more conventional. You gain a +4 bonus on Disguise checks to look fully human. This racial trait replaces low-light vision.

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.

Patron Spells (Time) 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.

Witch's Familiar (Greensting Scorpion)(Ex) At 1st level, a witch forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Familiars also aid a witch by granting her skill bonuses, additional spells, and help with some types of magic. This functions like the wizard's arcane bond class feature, except as noted in the Witch's Familiar section.

A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar. A witch's familiar begins play storing all of the 0-level witch spells plus three 1st level spells of the witch's choice. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each new witch level, she adds two new spells of any spell level or levels that she can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual.

Toxic Words (Ex) At 2nd level, whenever a veneficus witch targets a single creature with a hex, she can imbue her hex with a dose of injury or contact poison she is holding. The DCs of her hex and the poison are each reduced by 2; if the creature fails its save against the hex, the poison is expended and the creature must succeed at a Fortitude save against the poison or become poisoned. At 10th level, the DC of the witch's hex and poison are each reduced by only 1 and the witch can imbue her hexes with inhaled and ingested poisons as well.

This ability replaces the witch's 2nd- and 10th-level hexes.

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 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.
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Backstory
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