Sorcerer

Kong, K.'s page

200 posts. Alias of trawets71.


Race

Human HP (25)

Stats:
AC/Touch/Flat 16/11/15 | Fort/Ref/Will +5/+2/+4 +2 vs. Mind Affecting| Init +7

Classes/Levels

Skills:
Perception +9, Heal +7, Kn: Arcana +12, Kn: local +8, Kn: Religion +8, Kn: Planes +8, Spellcraft +12, Stealth +8
Witch 5/Warrior 3/Expert 2

Strength 16
Dexterity 12
Constitution 14
Intelligence 18
Wisdom 8
Charisma 16

About Kong, K.

Character Sheet:

Size Medium
Init +8; Perception +9

DEFENSE

AC 16, touch 11, flat-footed 15 (+4 armor, +1 dex, +1 shield)
50 hp (3d10+2d8+10+2+6)
Fort +5, Ref +2, Will +4 +2 v. Mind Affecting

OFFENSE
Speed 30 ft.
Ranged: range
Melee: +1 Keen Bloodcrystal Scythe +8 (2d4+5/19-20/X4)
Melee:

Statistics

Str 16, Dex 12, Con 14, Int 18, Wis 8, Cha 16
Languages: German, English, Polish, Russian
Base Atk +4; CMB +7; CMD 18

Favored Class: Witch

Hit Point Levels: 2,4
Skill Point Levels: 1,3,5

Skills:

Str Bonus +3
Dex Bonus +1
Int Bonus +4
Wis Bonus -1
Cha Bonus +3

Class: Expert 12 Witch 6 +20 (Int) +5 (Human) +3 (Favored Class)
Total 46

Acrobatics +9; +3 (class), +1 Dex, +5 (rank)
Appraise +14; +3 (class), +4 (Int), +2 (from Int), +2 (rank), +3 (Raven)
Climb +8; +3 (class), +3 (Str), +2 (from Str)
Craft (jewelry) +10; +3 (class), +4 (Int), +2 (rank),+1 (from Int)
Heal +7; +3 (class), -1 (Wis), +5 (rank)
Intimidate +10; +3 (class), +3 (Cha), +2 (rank), +2 (from Cha)
Knowledge (arcana) +12 +3 (class), +4 (Int), +5 (rank)
Knowledge (local) +8; +3 (class), +4 (Int), +1 (rank)
Knowledge (nature) +8; +3 (class), +4 (Int), +1 (from Int)
Knowledge (planes) +8; +3 (class), +4 (Int), +1 (rank)
Knowledge (religion) +8; +3 (class), +4 (Int), +1 (rank)
Perception +9; +3 (class), -1 (Wis), +5 (ranks), +2 (Alertness)
Perform (sing) +7; +3 (class), +3 (Cha), +1 (from Cha)
Profession (musician) +3; +3 (class), -1 (Wis), +1 (rank)
Ride +6; +3 (class), +1 Dex, +2 (rank)
Spellcraft +12; +3 (class), +4 (Int), +5 (rank)
Stealth +8; +3 (class), +1 Dex,, +4 (rank)
Swim +4; +3 (Str), +1 (from Str)
UMD +11; +3 (class), +3 (Cha), +5 (rank)

Expert Class Skills: Acrobatics, Appraise, Climb, Kn: Local, Kn: Religion, Perception, Perform: Sing, Ride, Stealth, Swim

Warrior Class Skills: Climb (Str), Craft (Int), Intimidate (Cha), Perception, Profession (Wis), Ride (Dex), Stealth

Witch Abilities:

Weapon and Armor Proficiency: Witches are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a witch's gestures, which can cause her spells with somatic components to fail.

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

To learn or cast a spell, a witch must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a witch's spell is 10 + the spell level + the witch's Intelligence modifier.

A witch can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 2–10. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table 1–3 of the Pathfinder RPG Core Rulebook).

A witch may know any number of spells. She must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour communing with her familiar. While communing, the witch decides which spells to prepare.

Cantrips: Witches can prepare a number of cantrips, or 0-level spells, each day, as noted on Table 2–10 under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Cantrips prepared using other spell slots, due to metamagic feats for example, are expended normally.

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 2–10. 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.

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.

Evil Eye (Su): The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch's choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch's Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to –4.

Healing (Su): A witch can soothe the wounds of those she touches. This acts as a cure light wounds spell, using the witch's caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds.

Slumber (Su): A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch's level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Witch's Familiar (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 (see sidebar).

Major Hex: Starting at 10th level, and every two levels thereafter, a witch can choose one of the following major hexes whenever she could select a new hex.

Grand Hex: Starting at 18th level, and every two levels thereafter, a witch can choose one of the following grand hexes whenever she could select a new hex.

Spells in Familiar:

Cantrips: All

1st Lvl: Cause Fear, Chill Touch, Command, Cure Light Wounds, Deathwatch, Ear Piercing Scream, Enlarge Person, Frostbite, Mage Armor

2nd Lvl: Blessing of Courage and Life, Blindness/Deafness, Cure Moderate Wounds, Glitterdust, Vomit Swarm

3rd Lvl: Ray of Exhaustion, Sleet Storm

Familiar: Edgar:

Raven CR 1/6
N Tiny animal
Init +2; Senses low-light vision; Perception +13

Defense
AC 17, touch 14, flat-footed 15 (+2 Dex, +3 Nat, +2 size)
hp 26 (5d8*)
Fort +1, Ref +4, Will +6

Offense
Speed 10 ft., fly 40 ft. (average)
Melee bite +7 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.

Statistics

Str 2, Dex 15, Con 8, Int 8, Wis 15, Cha 7
Base Atk +3; CMB +0; CMD 6

Feats Skill Focus (Perception), Weapon Finesse

Skills
Acrobatics +10; +3 (class), +5 (rank), +2 (Dex)
Appraise +3; -1 (Int), +4 (rank)
Climb +1; +3 (class), -4 (Str), +2 (rank),
Craft (jewelry) +2; -1 (Int), +3 (rank)
Craft (clothing) +3; -1 (Int), +4 (rank)
Fly +6; +3 (class),, +2 (Dex) +1 (rank)
Heal +7; +2 (Wis), +5 (rank)
Intimidate +2; -2 (Cha), +4 (rank)
Knowledge (arcane) +4; -1 (Int), +5 (rank)
Knowledge (local) +1; -1 (Int), +2 (rank)
Knowledge (nature) +0; -1 (Int), +1 (rank)
Knowledge (planes) +1; -1 (Int), +2 (rank)
Knowledge (religion) +1; -1 (Int), +2 (rank)
Perception +13; +3 (class), +2 (Wis), +5 (ranks), +3 (skill focus)
Perform (sing) -1; -2 (Cha), +1 (rank)
Profession (musician) +3; +2 (Wis), +1 (rank)
Ride +4; +2 (Dex), +2 (rank)
Spellcraft +4; -1 (Int), +5 (rank)
Stealth +18; +3 (class), +2 (Dex), +5 (rank), +8 (size)
Swim +0; +3 (class), -4 (Str), +1 (rank)
UMD +3; -2 (Cha), +5 (rank)

Special Abilities: Improved Evasion, Share Spells, Empathic Link, Deliver Touch spells, Speak with Master.

Domains:

Void

Guarded Mind (Ex): You gain a +2 insight bonus on saving throws against all mind-affecting effects.

Feats and Traits:

FEATS
1-Extra Hex: Slumber
1-Power Attack (racial bonus)
1-Alertness (familiar)
3-Accursed Hex
5-Improved Initiave

Accursed Hex (Mythic)

RACIAL TRAITS
Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

TRAITS
Arcane Temper: You have quick reactions and fierce concentration. You gain a +1 trait bonus on concentration and initiative checks.

Indomitable Faith: You were born in a region where your faith was not popular, but you still have never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive. You gain a +1 trait bonus on Will saves.

Gear:

Quickdraw Mithril Buckler, MW Backpack, Witch's Kit (a bedroll, a belt pouch, candles (10), chalk (10), a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin). Black Leather Pants

Magic
+1 Keen Bloodcrystal Scythe
+1 Deathless Silk Corset
Black Silk Quick runner's Shirt

Mythic:

Tier: 2

Hard to Kill (Ex): Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.

Mythic Power (Su): Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Surge (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Amazing Initiative (Ex): At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can't be used to cast a spell. You can't gain an extra action in this way more than once per round.

Path: Archmage

Archmage Arcana: Wild Arcana (Su): As a standard action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of your arcane class spell lists, must be of a level that you can cast with that arcane spellcasting class, and must have a casting time of "1 standard action" (or less). You don’t need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can’t be greater than that of the highest-level arcane spell you can cast from that spellcasting class.

Path Abilities:

Crafting Mastery (Ex): You can craft any magic item as if you had the necessary item creation feats. If you actually have the item creation feat needed for a magic item you're crafting, whenever you attempt a skill check to create that item, roll twice and use the higher result, and you make twice as much progress on the item for any time spent. This ability does not reduce the item's cost or any other requirements.

Coupled Arcana (Ex): Whenever you spend a standard action, move action, or swift action to activate an arcane school power, bardic performance, bloodline power, hex, or magus arcana, you can also activate an ability that uses mythic power as a free action. The mythic ability you activate must require the same action type as the other ability you activated or faster (a swift action is faster than a move action, and a move action is faster than a standard action).

Feats:

Accursed Hex (Mythic): When you use Accursed Hex to target a creature with one of your hexes a second time, that creature must roll its saving throw twice and take the lower result.

Stat Increases:
Tier 2: Int

Daily Resources:

SLA 1/day:

Feather Fall Used:
Levitate Used:
Fly Used:

Mythic Points: 7 Used: 1

Spells Memorized:

Cantrips (4):
Detect Magic
Guidance
Read Magic
Stabilize

First Level (4):
Cure Light Wounds
Cure Light Wounds
Ear Piercing Scream
Mage Armor

Second Level (3)
Blindness/Deafness
Cure Moderate Wounds
Vomit Swarm

Third Level (2)
Ray of Exhaustion
Sleet Storm

Dice:

[dice=+1 Scythe]1d20+8[/dice] [dice=Damage]2d4+5[/dice]
[dice=]1d20+6[/dice] [dice=Damage]1d8[/dice]
[dice=]1d20+6[/dice] [dice=Damage]1d4[/dice]
[dice=]1d20+8[/dice] [dice=Damage]1d8[/dice]
[dice=Perception]1d20+9[/dice]
[dice=Acrobatics]1d20+9[/dice]
[dice=Appraise]1d20+14[/dice]
[dice=Climb]1d20+8[/dice]
[dice=Craft (jewelry)]1d20+10[/dice]
[dice=Heal]1d20+7[/dice]
[dice=Intimidate]1d20+10[/dice]
[dice=Kn: Arcana]1d20+12[/dice]
[dice=Kn: Local]1d20+8[/dice]
[dice=Kn: Nature]1d20+8[/dice]
[dice=Kn: Planes]1d20+8[/dice]
[dice=Kn: Religion]1d20+8[/dice]
[dice=Perform (sing)]1d20+7[/dice]
[dice=Profession (musician)]1d20+3[/dice]
[dice=Ride]1d20+6[/dice]
[dice=Spellcraft]1d20+12[/dice]
[dice=Stealth]1d20+8[/dice]
[dice=Swim]1d20+4[/dice]
[dice=UMD]1d20+11[/dice]
[dice=Fort Save]1d20+5[/dice]
[dice=Reflex Save]1d20+2[/dice]
[dice=Will Save]1d20+4[/dice]