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About Lavinia BatharoyStat 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
CMB: +1
Saving Throws
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
1st Level Burning Hands
2nd Level Glitterdust
3rd Level Thorny Entanglement Spells Known by Familiar Cantrips
------------------------------- 1st Level Burning Hands - 1d4/level fire damage (max 5d4).
--------------------------------- 2nd Level Cure Moderate Wounds - Cures 2d8 damage + 1/level (max +10).
-------------------------------- 3rd Level Dispel Magic - Cancels one magical spell or effect.
---------------------------------------- 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
Traveling outfit: Thick, knee high, dark brown leather boots.
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
Gear Blanket 5 sp 3 lbs.
Magic Items Headband of vast intelligence +2 / 4,000 gp
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 (CR 1/3) Ariel XP 135
DEFENSE AC 17, touch 17, flat-footed 14 (+3 Dex, +4 size)
OFFENSE Speed 15 ft., fly 60 ft. (perfect)
Constant—detect evil, detect good
STATISTICS Str 3, Dex 17, Con 10, Int 6, Wis 11, Cha 10
SPECIAL ABILITIES
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
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.
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