Siwar Kurash

Lavinia Batharoy's page

467 posts. Alias of Joy.


Full Name

Lavinia Batharoy

Race

Changeling

Classes/Levels

Witch / 5 || Init: +3 / HP: 45/45 / AC: 13, Touch: 13, FF: 11 (+4 wMA)

Gender

Female

Size

Medium

Age

23

Alignment

Neutral

Languages

Common, Sylvan, Draconic, Elven

Strength 13
Dexterity 14
Constitution 14
Intelligence 20
Wisdom 10
Charisma 10

About Lavinia Batharoy

Stat breakdown:

17/16/14/13/10/8
+2 Intelligence, +2 Charisma, –2 Constitution
+1 stat at level 4 for int

Combat:

Initiative: +3
HP: 45/45

AC: 13
Touch: 13
FF: 11
BAB: +2
Melee: +3
Ranged: +4

CMB: +1
CMD: +5

Saving Throws
Fortitude: +3
Reflex: +3
Will: +4

Skills:

Knowledge Plane +13 [5ranks+3inclass+5int]
Knowledge Arcana +13 [5ranks+3inclass+5int]
Knowledge Nature +13 [5ranks+3inclass+5int]
Spellcraft +13 [5ranks+3inclass+5int]
Fly +10 [5ranks+3inclass+2dex]
Use Magic Device +8 [5ranks+3inclass]
Survival +8 [5ranks+3inclass]

Traits and Feats:

Traits

Orphaned

You grew up separated from your birth parents, and had to learn to watch out for yourself.

Benefits: You gain a +1 trait bonus on Survival checks, and Survival is always a class skill for you.

----------

Magic in the Blood (Changeling)

Prerequisite(s) Changeling

You possess natural magical ability.

Benefit(s) Select one of the following spells: bleed, create water, (dancing lights), detect good, ghost sound, putrefy food and drink. You can cast this spell three times per day as a spell-like ability.

---------------------

Feats

Improved Familiar

This feat allows you to acquire a powerful familiar, but only when you could normally acquire a new familiar.

Prerequisites: Ability to acquire a new familiar, compatible alignment, sufficiently high level (see below).

Benefit: When choosing a familiar, the creatures listed here are also available to you. You may choose a familiar with an alignment up to one step away on each alignment axis (lawful through chaotic, good through evil).

Improved familiars otherwise use the rules for regular familiars, with two exceptions: if the creature’s type is something other than animal, its type does not change; and improved familiars do not gain the ability to speak with other creatures of their kind (although many of them already have the ability to communicate).

Taking a Small Invisible Stalker.

---------------------

Extra Hex

You have learned the secrets of a new hex.

Prerequisite: Hex class feature.

Benefit: You gain one additional hex. You must meet all of the prerequisites for this hex.

Special: You can gain Extra Hex multiple times.

-------------

Spell Penetration

Your spells break through spell resistance more easily than most.

Benefit: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance.

Spells and Hexes:

Spells Prepared for the Day

4/3/2/1

Cantrips

Detect Magic
Read Magic
Light
Mending

1st Level

Burning Hands
Cure Light Wounds
Mage Armor

2nd Level

Glitterdust
Web

3rd Level

Thorny Entanglement

Spells Known by Familiar

Cantrips
Arcane Mark - Inscribes a personal rune on an object or creature (visible or invisible).
Bleed - Cause a stabilized creature to resume dying.
Dancing Lights - Creates torches or other lights.
Daze - A single humanoid creature with 4 HD or less loses its next action.
Detect Magic - Detects all spells and magic items within 60 ft.
Detect Poison - Detects poison in one creature or small object.
Guidance - +1 on one attack roll, saving throw, or skill check.
Light - Object shines like a torch.
Mending - Makes minor repairs on an object.
Message - Whisper conversation at distance.
Putrefy Food and Drink - Makes food and water inedible.
Read Magic - Read scrolls and spellbooks.
Resistance - Subject gains +1 on saving throws.
Spark - Ignites flammable objects.
Stabilize - Cause a dying creature to stabilize.
Touch of Fatigue - Touch attack fatigues target.

-------------------------------

1st Level

Burning Hands - 1d4/level fire damage (max 5d4).
Comprehend Languages - You understand all spoken and written languages.
Cure Light Wounds - Cures 1d8 damage + 1/level (max +5).
Ear Piercing Scream - Deal sonic damage and daze target.
Fumbletongue - Target cannot speak intelligently.
Mage Armor - Gives subject +4 armor bonus.
Ray of Enfeeblement - Ray causes 1d6 Str penalty + 1 per 2 levels.

---------------------------------

2nd Level

Cure Moderate Wounds - Cures 2d8 damage + 1/level (max +10).
Detect Thoughts - Allows “listening” to surface thoughts.
Enthrall - Captivates all within 100 ft. + 10 ft./level.
Glitterdust - Blinds creatures, outlines invisible creatures.
Web - Fills 20-ft.-radius spread with sticky spiderwebs that can grapple foes and impair movement.
See Invisibility - Reveals invisible creatures or objects.

--------------------------------

3rd Level

Dispel Magic - Cancels one magical spell or effect.
Fly - Subject flies at speed of 60 ft.
Thorny Entanglement - As entangle, plus plants make ranged attacks.

----------------------------------------

Patron

Elements: 2nd—shocking grasp, 4th—flaming sphere, 6th—fireball, 8th—wall of ice, 10th—flame strike, 12th—freezing sphere, 14th—vortex, 16th—fire storm, 18th—meteor swarm.

----------------------------------------

Hexes

Healing* (Su)

A witch can soothe the wounds of those she touches.

Effect: 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.

Evil Eye* (Su)

The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see.

Effect: 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.

Slumber (Su)

Effect: 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.

Swamp’s Grasp (Su)

The witch can cause an area to become an entangling quagmire.

Effect: One 10-foot square per witch level within 90 feet becomes difficult terrain for a number of rounds equal to 3 + the witch’s Intelligence modifier. If the witch uses this hex again before the duration of the previous use has expired, the effects of the previous use of this hex end immediately.

Background and Appearance:

Appearance
height: 5'6'
weight: 128
eyes: One dark gray the other emerald green
hair: straight black hair to the back of her knees
skin: Pale

Traveling outfit:

Thick, knee high, dark brown leather boots.
Medium brown cotton trousers.
A cream colored cotton tunic.
A dark brown leather corset with green leaves embroidered on it.
Dark brown woolen cloak.

Background

Born into a large farming village in rural Cheliax, Lavinia never knew a stable home or had anyone she could truly call mother or father. An orphan left on a doorstep one day, her odd appearance had her passed around to multiple families until at age 12 she was deemed old enough to take care of herself and roamed the streets of the village, offering to do random odd jobs for food and shelter.

After a few years of such a life, Lavinia found herself being rousted from the town by a roaming band of Hellknights who had been instructed to "clear up the countryside and remove undesirables".

Effectively banned from her village, Lavinia began learning how to sustain herself living on her own and also started discovering her innate magical talent and how to use it.

After beginning to master her magical abilities and secure in her ability to live off the land, Lavinia started hanging around nearby villages and offering her talents as a guide and guard through the wild lands separating them from the cities. As her magic grew, so did the jobs she would accept and she would even accept jobs as a merc and not just as a guide.

With no ties to hold her to any one place, Lavinia has started traveling far across the country and even has gone past it's borders in her seeking adequate employment and perhaps eventually a place to call home.

Lavinia could have easily been captured by hobgoblin raiders as she traveled between farflung villages looking for work.

Wealth and Equipment:

Starting Gold – 10,500

89 gp 9 sp

Weapons

Dagger 2 gp 1d3 1d4 19-20/x2 10 ft. 1 lb. P or S
Sickle (sold iron) 12 gp 1d4 1d6 x2 — 2 lbs. S trip
Sickle (silver) 26 gp 1d4 1d6 x2 — 2 lbs. S trip
Crossbow, light 35 gp 1d6 1d8 19-20/x2 80 ft. 4 lbs. P
Bolt(s), crossbow (10) 1 gp — — — — 1 lb.

Gear

Blanket 5 sp 3 lbs.
Bedroll 1 sp 5 lbs.
Rope, silk (50 ft.) 10 gp 5 lbs.
Lantern, hooded 7 gp 2 lbs.
Rations, trail 5 sp 1 lb.
Alchemist’s fire (1 flask) [Alchemical Power Component] 20 20 gp 1 lb
Alchemical solvent 20 20 gp 1/2 lb.
Antitoxin (vial) [Alchemical Power Component] 25 50 gp
Outfit, Traveler’s 1 gp 5 lbs.

Magic Items

Headband of vast intelligence +2 / 4,000 gp
Ring of sustenance / 2,500
Ring of protection +1 / 2,000
Cloak of resistance +1 / 1,000 gp
Wand of Cure Light Wounds / 750

9,500spent

Standard Racial Traits:

Ability Score Racial Traits: Changelings are frail, but are clever and comely. They gain +2 Wisdom, +2 Charisma, –2 Constitution.
Size: Changelings are Medium creatures and have no bonuses or penalties due to their size.
Type: Changelings are humanoids with the changeling subtype.
Base Speed: Changelings have a base speed of 30 feet.
Languages: Changelings begin play speaking Common and the primary language of their host society. Changelings with high Intelligence scores can choose from the following: Aklo, Draconic, Dwarven, Elven, Giant, Gnoll, Goblin, and Orc.

Defense Racial Traits

Natural Armor: Changelings have a +1 natural armor bonus.

Offense Racial Traits

Claws: Changelings’ fingernails are hard and sharp, granting them two claw attacks (1d4 points of damage each).

Senses Racial Traits

Darkvision: Changelings see perfectly in the dark up to 60 feet.

Other Racial Traits

A changeling inherits one of the following racial traits, depending on her mother’s hag type:

Witchborn: Most changelings are talented witches. They gain a +2 bonus to Intelligence and Charisma instead of a +2 bonus to Wisdom and Charisma. This racial trait alters the changeling’s racial ability score modifiers. Source PCS:ISR

Familiar:

Sprite

This lithe, diminutive creature looks like a humanoid with wispy, mothlike wings and long, thin ears.

Sprite Swarm
Sprite, Liminal

Sprite (CR 1/3)

Ariel

XP 135
CN Diminutive fey
Init +3; Senses detect evil, detect good, low-light vision; Perception +6

DEFENSE

AC 17, touch 17, flat-footed 14 (+3 Dex, +4 size)
hp 3 (1d6)
Fort +0, Ref +5, Will +2
DR 2/cold iron

OFFENSE

Speed 15 ft., fly 60 ft. (perfect)
Melee shortsword +0 (1d2-4/19-20)
Ranged shortbow +7 (1d2-4)
Space 1 ft.; Reach 0 ft.
Spell-Like Abilities (CL 5th; concentration +5)

Constant—detect evil, detect good
At will—dancing lights, daze (DC 10)
1/day—color spray (DC 11)

STATISTICS

Str 3, Dex 17, Con 10, Int 6, Wis 11, Cha 10
Base Atk +0; CMB -1; CMD 5
Feats Alertness
Skills Escape Artist +15, Fly +21, Perception +6, Sense Motive +2, Stealth +19
Languages Common, Sylvan
SQ luminous

SPECIAL ABILITIES
Luminous (Su)

A sprite naturally sheds light equal to that provided by a torch. A sprite can control the color and intensity of the light as a swift action, reducing it to the dimness of a candle or even extinguishing its luminosity entirely if it wishes.

ECOLOGY

Environment temperate forests
Organization solitary, pair, troop (3-6), band (7-14), or tribe (15-40)
Treasure standard (short sword, short bow with 20 arrows, other treasure)

Sprites gather in groups deep in forested lands, aligned to the cause of defending nature. Whole tribes of sprites deem themselves protectors of a certain person, place, or creature of importance in their lands, even if the being doesn’t actually want or need protecting.

A sprite’s body is naturally luminous, although the sprite can vary the color and intensity of its body as it wishes. Shortly after death, a sprite’s body simply melts away to a twinkling vapor. Sprites are among the smallest of fey, standing just over 9 inches in height and rarely weighing more than 1 or 2 pounds.

Sprites are more primitive in many ways than most fey. They enjoy each other’s company, but tend to be distrustful of other fey and assume any humanoids and any other creatures that they haven’t expressly chosen to protect mean to do them ill. Even animals are generally regarded as dangerous. Much of this is due to sprites’ diminutive size, which makes them popular targets for predators. As a result, a sprite’s initial reaction to danger is typically to flee—it uses its spell-like abilities to delay or distract pursuers, and relies on its speed in flight and its size to allow it to escape in the end.

While sprites themselves are relatively uncultured and savage in nature, they do have a healthy curiosity for all things magical in nature. They are particularly drawn to sites of great but latent magical power, such as the ruins of ancient temples. This curiosity makes them unusually receptive to roles as familiars as well. A 5th-level chaotic neutral spellcaster with the Improved Familiar feat can gain a sprite as a familiar.