Lepidstadt Wizard

Lady Seraphina Valenroe's page

2 posts. Alias of Codanous.


Full Name

Spells per day:1stt:6/6] 2nd: 5/5 | 3rd: 3/3 4th: 2/2 CG Human Deception Witch |

Race

HP: 39/39 |AC:15 T:11 FF:14,| CMD: 14 | Fort: +3, Refl: +3, Will: +5 | Init: +5, Speed 30ft

Classes/Levels

Positive Conditions: | Negative Conditions:

About Lady Seraphina Valenroe

HP: 39/39 |AC:15 T:11 FF:14,| CMD: 14 | Fort: +3, Refl: +3, Will: +5 | Init: +5, Speed 30ft

Spells per day:1stt:6/6] 2nd: 5/5 | 3rd: 3/3 4th: 2/2 CG Human Deception Witch |

Positive Conditions: | Negative Conditions:

Lady Seraphina Valenroe

Lady Seraphina Valenroe
Male Human Deception Witch 7
CG Medium Humanoid(human)
Init: + Senses: Darkvision
------------------------------------------
Defenses:
------------------------------------------
AC 16, T14: FF:12 (+2 armor, +4 Dexterity)
HP: 39 (7d6 + 7 + 2 FC)
Saves: Fort: +3, Reflex +3, Will: +5
------------------------------------------
Offense
Speed 30 ft
Melee 1.)
Ranged 1.)
Spells Prepared 4-0th, 6-1st, 5-2nd, 3-3rd, 2-4th
4th Forgetful Slumber, Black Tentacles
3rd Claim Identify, Lightning Bolt, Vampiric Touch
2nd See Invisibility, Invisibility, Detect Thoughts, Cure Moderate Wounds, Anonymous Interaction
1st Mage Armor, Skim, Pierce Facade, Speechreader’s Sight, Command, Burning Hands
0th Message, Detect Poison, Detect Magic, Dancing Lights
--------------------------------------------
Statistics
--------------------------------------------
Str 10, Dex 12 Con 12, Int 20, Wis 11, Cha 12
Base Atk +3; CMB +3; CMD 14
Feats Improved Initiative(1), Spell Penetration(1), Accursed Hex(3), Extra Hex(5), Improved Familiar(7)

Traits

Disgraced Noble:
Source War for the Crown Player's Guide pg. 9 Your noble family used to matter, until your father took a stand against Maxillar Pythareus, the commander of Taldor’s military. True or not, the accusations Pythareus leveled against your family in return destroyed your reputation and isolated you from the society you grew up in. Now the only thing that matters to you is clawing your way back up the social ladder, either for your own quality of life or to clear your family’s name. You’ve had to practice deception as you began working your way back into Taldan social circles; you gain a +2 trait bonus on Bluff checks to conceal your identity and a +2 bonus on Linguistics checks to spot or produce forgeries, and one of these skills is always a class skill for you. Once each day, you can choose a single humanoid you believe to have been involved in the conspiracy to destroy your family; you gain a +1 morale bonus on attack and damage rolls against that NPC for a number of rounds equal to your character level. At 10th level, this bonus increases to +2.

Clever Wordplay:
Your cunning and logic are more than a match for another’s confidence and poise. Choose one Charisma-based skill. You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier

Skills (8 ranks/level)
Bluff (Int) (7) (+16 / +18 to conceal identity)
Craft (Int) (7) (+16)
Fly (Dex) (7) (+11)
Heal (Wis)
Intimidate (Cha) (7) (+11)
Knowledge (arcana) (Int) (7) (+16)
Knowledge (history) (Int) (BG) (+16)
Knowledge (nature) (Int) (7) (+16)
Knowledge (planes) (Int) (BG) (+16)
Spellcraft (Int) (7) (+16)
Use Magic Device (Cha). (7) +11

Languages: Common

23, 500 gp

Gear:

----------------------------------------
Special Abilities
----------------------------------------

Spellbook:

0th Level Spells - Cantrips
Message
Dancing Lights
Detect Poison
Detect Magic
Guidance
Read Magic

1st Level Spells known 11 known
Cure Light Wounds
Detect Charm
Mage Armor
Pierce Facade
Skim
Snowball
Speechreader’s Sight
Unseen Servent
Command
Comprehend Languages
Burning Hands
Ventriloquism

2nd Level Spells known 6 known
Anonymous Interaction
Compulsive Liar
Cure Moderate Wounds
Detect Thoughts
See Invisibility
Invisibility

3rd Level Spells known 6 known
Claim Identity
Blink
Conjure Carriage
Lightning Bolt
Remove Curse
Vampiric Touch

4th Level spells known 2
Black Tentacles
Forgetful Slumber

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.

Evil Eye (Su) (Advanced Player's Guide pg. 66):
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.

Protective Luck (Su) (Heroes of the High Court pg. 9):
The witch can cause fate to twist so that it benefits a creature within 30 feet for 1 round. Whenever that creature is targeted by an effect that requires an attack roll, including weapon attacks, the attacker must roll twice and take the worse result. At 8th level and 16th level, the duration of this hex is extended by 1 round. A witch cannot use this ability on herself. Hexes that affect the fortune hexAPG, such as cackleAPG, also affect protective luck.

Cackle (Su) (Advanced Player's Guide pg. 66):
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.

A witch can only use cackle once per round.

Peacebond (Su) (Champions of Purity pg. 27):
A witch can use this hex on a creature to prevent it from drawing a weapon for a number of rounds equal to the witch’s level. This hex has no effect on natural weapons or weapons already in a creature’s hands, but does prevent an archer from drawing arrows. A Will save negates this effect, and whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Disguise (Sp) (Advanced Player's Guide pg. 66):
A witch can change her appearance for a number of hours equal to her class level, as if using disguise self. These hours do not need to be consecutive, but they must be spent in 1-hour increments.

Patron of Deception (Advanced Player's Guide pg. 70):
2nd — ventriloquism, 4th — invisibility, 6th — blink, 8th — confusion, 10th — passwall, 12th — programmed image, 14th — invisibility (mass), 16th — scintillating pattern, 18th — time stop.

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).

Faerie Dragon familiar - Whisperwing:

Whisperwing
Dragon (Other), Faerie Dragon
A pair of brightly colored butterfly wings sprouts from the back of this miniature dragon.
Faerie Dragon
Source Bestiary 3 pg. 91, Bonus Bestiary pg. 9
CG Tiny dragon
Init +3; Senses darkvision 60 ft., low-light vision; Perception +8
Defense
AC 22, touch 16, flat-footed 18 (+3 Dex, +1 dodge, +6 natural, +2 size)
hp 19 (39 / 2)
Fort +4, Ref +6, Will +5
Immune paralysis, sleep; SR 13
Offense
Speed 10 ft., fly 60 ft. (perfect), swim 30 ft.
Melee bite +4 (1d3–1)
Space 2-1/2 ft., Reach 0 ft.
Special Attacks breath weapon (5-ft. cone, euphoria, Fort DC 12 negates, usable every 1d4 rounds)
Spell-Like Abilities (CL 3rd; concentration +6)
3/day—greater invisibility (self only)
Spells Known (CL 3rd; concentration +6)
1st (6/day)—grease (DC 14), silent image (DC 14), sleep (DC 14)
0 (at will)—dancing lights, flare (DC 13), ghost sound (DC 13), mage hand, open/close
Statistics
Str 9, Dex 17, Con 13, Int 16, Wis 14, Cha 16
Base Atk +3; CMB +4; CMD 14 (18 vs. trip)
Feats Acrobatic, Dodge
Skills Acrobatics +8 (+0 when jumping), Bluff +9, Diplomacy +9, Fly +23, Perception +8, Sense Motive +8, Stealth +17, Swim +17, Use Magic Device +9
Languages Common, Draconic, Elven, Sylvan; telepathy 100 ft.

Special Abilities

[spoiler=Breath Weapon (Su)] 5-foot cone, euphoria for 1d6 rounds, DC 12 Fortitude negates. Creatures affected by euphoria are staggered, sickened, and immune to fear effects for the duration. A faerie dragon can use this breath weapon once every 1d4 rounds. The save DC is Constitution-based.

Familiar Abilities:

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

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 wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his 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 his 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 his familiar does.

Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Speak with Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, monkeys with other simians, rats with rodents, toads with amphibians, and weasels with ermines and minks. Such communication is limited by the Intelligence of the conversing creatures.

backstory:
Lady Seraphina Valenroe hails from the once-prominent Valenroe family, whose influence and standing in Taldor were tarnished by scandal and betrayal. The Valenroes were falsely accused of treason against the crown, leading to their disgrace and the confiscation of their lands and titles. Seraphina, only a child when her family fell from grace, grew up harboring a burning desire to restore her family's honor and seek justice for the wrongs done to them.

As she matured, Seraphina discovered a natural talent for deception and illusion, which she honed through secretive training and arcane study. Her affinity for misdirection caught the attention of a mischievous faerie dragon named Whisperwing, who became her loyal familiar. Together, they navigate the treacherous political landscape of Taldor, using their combined wit and magic to gather information, manipulate key figures, and undermine their enemies.

Now a formidable witch, Seraphina has allied herself with Princess Eutropia, believing that the princess's ascent to the throne is the key to restoring her family's honor. Seraphina uses her skills to advance Eutropia's cause, all the while plotting to reclaim the Valenroe legacy and expose the true traitors who orchestrated her family's downfall.