Amiri

Kytana Oblivionem's page

121 posts. Alias of Tirion Jörðhár.


Full Name

Kytana Oblivionem

Race

Human(Garundi-Osirian)

Classes/Levels

Witch 3

Gender

Female

Size

M - 5' 8", 120lbs

Age

19

Alignment

Neutral Good

Deity

Sarenrae

Languages

Common, Osiriani, Kellish, Gnoll, Abyssal, Ancient Osiriani

Strength 8
Dexterity 14
Constitution 12
Intelligence 19
Wisdom 12
Charisma 10

About Kytana Oblivionem

___________________________________________________________
Offense:
___________________________________________________________
+7 Initiative (+2 Dex, +4 Familiar, +1 Trait)
+1 BAB

+0 CMB (+1 BAB, -1 Str)
+14 CMD (+1 BAB, -1 Str, +4 Dex, +10)

+0 Dagger (+1 BAB, -1 Str) [Damage: 1d4-1]
+4 Crossbow, Light (+1 BAB, +2 Dex, +1 Masterwork) [Damage: (1d8) (Range 80')]
____________________________________________________________
Defense:
____________________________________________________________
Current hp: 20

Max hp: 20 (+6+5+3; +3 Con, +3 FC)
AC 13 [+3 Dex, +10]
Flatfoot AC 10 [+10]
Touch AC 13 [+3 Dex, +10]

+2 Fort (+1 base, +1 Con)
+3 Ref (+1 base, +2 Dex)
+4 Will (+3 base, +1 Wis)

Special Abilities:

Misfortune Hex - DC15
Fortune Hex - DC15
Cackle Hex - Move Action
Evil Eye Hex - DC15
Healing - currently CLW 1/day/person

Spells Memorized:

0-Level
Daze
Message
Detect Magic
Stabilize

1st-Level
Unseen Servant
Charm Person
Charm Person

2nd-Level
Hold Person
Hold Person

Skills:
+2 Acrobatics (Dex +2, Ranks 0),
+4 Appraise (Int +4, Ranks 0),
+0 Bluff (Cha +0, Ranks 0)
-1 Climb (Str -1, Ranks 0)
+8 Craft, Alchemy (Int +4, Ranks 1, Class Skill +3)
+0 Diplomacy (Cha +0, Ranks 0)
+* Disable Device (Dex +2, Ranks 0)
+0 Disguise (Cha +0, Ranks 0)
+2 Escape Artist (Dex +2, Ranks 0)
+* Fly (Dex +3, Ranks 0, Class Skill +3)
+* Handle Animal (Cha +0, Ranks 0)
+5 Heal (Wis +1, Ranks 1, Class Skill +3)
+0 Intimidate (Cha +0, Ranks 0, Class Skill +3)
+9 Knowledge, Arcana (Int +4, Ranks 2, Class Skill +3)
+* Knowledge, Dungeoneering (Int +4, Ranks 0)
+9 Knowledge, Engineering (Int +4, Ranks 1, Class Skill +3, Trait +1)
+5 Knowledge, Geography (Int +4, Ranks 1)
+9 Knowledge, History (Int +4, Ranks 1, Class Skill +3, Trait +1)
+5 Knowledge, Local (Int +4, Ranks 1)
+8 Knowledge, Nature (Int +4, Ranks 1, Class Skill +3)
+* Knowledge, Nobility (Int +4, Ranks 0)
+8 Knowledge, Planes (Int +4, Ranks 1, Class Skill +3)
+* Knowledge, Religion (Int +4, Ranks 0)
+5 Linguistics (Int +4, Ranks 1)
+4/6 Perception (Wis +1, Ranks 3) (Alertness +2 if with familiar)
+0 Perform, Untrained (Cha +0, Ranks 0)
+* Profession, Untrained (Wis +1, Ranks 0, Class Skill +3)
+6/8 Sense Motive (Wis +1, Ranks 1, Class(Trait) Skill +3, Trait +1) (Alertness +2 if with familiar)
+* Sleigh of Hand (Dex +2, Ranks 0)
+10 Spellcraft (Int +4, Ranks 3, Class Skill +3)
+2 Stealth (Dex +2, Ranks 0)
+2 Survival (Wis +1, Ranks 1)
-1 Swim (Str -1, Ranks 0)
+5 Use Magic Device (Cha +0, Ranks 2, Class Skill +3)

Each level skill points gained = 7 (+2 Witch, +4 Int, +1 Human) +FC

Traits:

Survivor - +1 Init, +1 Sense Motive, Sense Motive is Class Skill
Osirionologist - +1 on Knowledge(engineering) and Knowledge(history), Knowledge(engineering) is Class Skill -- May choose Ancient Osirioni as a language

Feats:

Extra Hex - Misfortune (Level 1 Feat)
Extra Hex - Fortune (Level 1 Human Bonus Feat)
Extra Hex - Healing (Level 3)

Racial:

+2 Int

Medium
Speed - 30'
Racial Skill Bonuses: +1 Skill/level
Bonus Feat at Level 1

Favored Class:

Favored Class: Witch
Lvl 1 (HP)
Lvl 2 (HP)
Lvl 3 (HP)

Witch:

Witch Patron:

Endurance - The Blowing Sands

Bonus Spells:
2nd—endure elements, 4th—bear’s endurance, 6th—protection from energy, 8th—spell immunity, 10th—spell resistance, 12th—mass bear’s endurance, 14th—greater restoration, 16th—iron body, 18th—miracle.

Hexes:

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 (Level 1 Hex) -- Move Action
Fortune (Human Bonus Feat - Extra Hex)
Mis-Fortune (Level 1 Feat - Extra Hex)
Evil Eye (Level 2 Hex)
Healing (Level 3 Feat - Extra Hex)

Current DC = 15 --> 4(Int) + 1 (level) + 10

Witch Spells Known:

Cantrips
All level 0

Level 1 Spells - DC15

Charm Person
Cure Light Wounds
(25) Ear Piercing Scream
Endure Elements**
(25) Enlarge Person
Identify
Reduce Person
Mage Armor
Mount
Obscuring Mist
Sleep
Unseen Servant

Level 2 Spells - DC16
Cure Moderate Wounds
(150) Glitterdust
(150) Hold Person
Web
(150) Vomit Swarm

** Patron Spell

Witch Familiar:

Maggi - Compsognathus
+4 to Initiative

N Tiny animal
Init +6; Senses low-light vision, scent; Perception +4

DEFENSE
AC 17, touch 14, flat-footed 15 (+2 Dex, +1 natural, +2 size, +2 Familiar Natural Armor)
hp 10 -- 3HD
Fort +4, Ref +4, Will +4
Better of norm or master.

OFFENSE
Speed 40 ft., swim 20 ft.
Melee bite +3 (1d3–1 plus poison) Use master's BAB + Dex bonus
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 8, Dex 15, Con 14, Int 7, Wis 11, Cha 5
Base Atk +1; CMB +0; CMD 9 Use master's BAB + Dex bonus
Feats Improved Initiative

Skills:
Acrobatics: +6 (Dex +2, Ranks 1, Class Skill +3)
Climb: -1 (Str - 1, Ranks 0, Class Skill +3)
Fly: * (Dex +2, Ranks 0, Class Skill +3)
Perception +6 (Wis +0, Ranks 3, Class Skill +3) +3 from master
Stealth: +6 (Dex +2, Ranks 1, Class Skill +3)
Swim: +7 (Str -1, Ranks 1, Class Skill +3, Swim Speed +8)

SPECIAL ABILITIES
Poison (Ex)
Bite—injury; save Fort DC 12; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save.

Natural Armor Adj. - +2

Int - +1

Alertness (Ex) - While a familiar is within arm's reach, the master gains the Alertness feat.

Empathic Link (Su)

Improved Evasion (Ex) - no damage on reflex save, 1/2 damage if save failed

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).

Store Spells

Deliver Touch Spells (Su) - If a witch is 3rd level or higher, her familiar can deliver touch spells or hexes for her. If the witch and the familiar are in contact at the time the witch casts a touch spell, she can designate her familiar as the “toucher.” The familiar can then deliver the touch spell just as the witch would. As usual, if the witch casts another spell before the touch is delivered, the touch spell dissipates. If the witch activates a hex, her familiar can be used to make the touch. She does not have to be in contact with the familiar to use this ability.

Equipment:

Arms, Armor, and Clothing
Explorer's Outfit, 2 lbs.
(2) Dagger x2, 2 lbs
(335) Masterwork Crossbow, Light, 4 lbs.
(1) 20 Bolts - 3 lbs. (3lb/20)
(3) 20 Bolts, Silver - 3 lbs. (3lbs/20)

14 lbs

In Backpack

(10) Backpack, 2 lbs
Oil, Flask, 1 lbs.
(10) Rope, Silk 50 feet, 5 lbs.
Flint and Steel
(1) Waterskin, 4 lbs

12 lbs

Scrolls

Belt Pouch

Chalk, 3 pieces
11 p.p.
35 g.p.
5 s.p.
7 c.p.

Carrying Capacity

Current Weight: 26 lbs

Light Load: x < 26 lbs.
Medium Load: 27 < x < 53 lbs.
Heavy Load: 54 < x < 70 lbs

Appearance:

Kytana is a small Osirion woman. She has the clear dark skin of the Garundi populous. As she is able to generally ignore the temperature in the desert, irrespective of whether it is blazing hot in the summer or freezing cold at night, she wears only a basic wanderers outfit. On her shoulder is her faithful companion and familiar, a Compsognathus dinosaur approximately 2 feet long.

Background:

Born on the outskirts of Sothis to a worker family, Kytana never imagined that her life would amount to anything. Her father worked hard hours at the shipyard and her mother sold trinkets at the market. Always brilliant, Kytana at an early age began to frequently visit Osirion's libraries where she met various sages and mages. However, as she entered her teen years, she began to exhibit strange powers. She began to be able to sense her pet Maggi and found that she could cause people to have good, and bad, luck.

For several years she hid her odd abilities, but eventually people began to discover that when she was about, their luck was extremely good - or extremely bad. One day she was watching a poor woman being scammed by a local scam artist. As she concentrated, she could see the woman's hand be almost pushed from what she was going to choose to the single cup with the winning ball beneath it. However, the scam artist also must have sensed Kytana's interference as he immediately pointed in her direction and accused her of using witchcraft.

Kytana was chased out of the city and has feared returning since. She occasionally returns to visit her family, but has found that living in the desert is much more peaceful and enjoyable. She frequently helps those she finds, but generally wanders the desert alone, immune to the heat, with her faithful companion Maggi.