Jadrenka the Maiden

Magdelina's page

244 posts. Organized Play character for Purple Dragon Knight.


Full Name

Magdelina

Race

| HP 12/12 | AC 16, T 12, FF 14 | CMD 11 | F +3 R +2 W +4; | Init +2 | Darkvision, Perc +9

Classes/Levels

| Speed 30ft | Spells: 1st 3/3 | Active Conditions: mage armor, pass without trace.

Gender

”Magdelina” | Female CG changeling Witch 2

About Magdelina

Magdelina
Female Changeling witch 2
CG Medium humanoid (changeling)
Init +2, Senses darkvision (60 ft.); Perception +9
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DEFENSE
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AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 12 (2d6+2)
Fort +3, Ref +2, Will +4 (–5 penalty on saving throws against emotion effects)

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OFFENSE
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Speed 30 ft.
Melee dagger-1 (1d4-2)
Ranged dagger (thrown) +3 (1d4-2)
Space 5 ft. by 5 ft.; Reach 5 ft.

Witch Spells Prepared (CL 2nd; concentration +6)
1st-charm person(DC 16*; CL 3rd; concentration +7), sleep(DC 16*), mage armor, enlarge person x2
0th-dancing lights, detect magic, guidance, message
*1st level spell 1 + Int bonus 4 + Hag Magic 1

Hag Magic Spell-like Abilities (CL 2nd; concentration +4)
1st-disguise self(DC 13), pass without trace(DC 13)
0th-dancing lights, detect magic(DC 12)

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TACTICS
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Botting Instructions: Misfortune Hex in Round 1, Will Save DC 15 (see below for ability description); if Misfortune is active on an enemy, Cackle as a Move action in Round 2.

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STATISTICS
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Str 7, Dex 14, Con 12, Int 18, Wis 12, Cha 14,
Base Atk +1; CMB -1; CMD 11
Feats Alertness, Extra Hex
Skills Diplomacy +9, Knowledge (Arcana) +9, Knowledge (Nature) +9, Knowledge (Planes) +9, Perception +9, Spellcraft +9, Use Magic Device +7,
Traits Illuminator (Sarenrae), Seeker
Languages Aklo, Common, Draconic, Giant, Goblin, Orc
SQ cackle, cantrips, claws, darkvision, familiar's alertness ability active, fortune, hag magic, hag racial trait, hex, misfortune, natural armor, object of desire (green hag), spirits patron, tongues, witch's familiar, witchborn, witch patron spells
Combat Gear
Other Gear warm dress (courtier outfit), familiar satchel
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SPECIAL ABILITIES
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Cackle (Su) The witch can cackle madly as a move action. This hex can be used only once per round. 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.

Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Claws (Sp) Changelings get two claw attacks.

Darkvision Changelings can see in the dark up to 60 feet.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Familiar's Alertness ability Active (Ex) PC has a familiar that has the Alertness (Ex) ability and it is within arms' reach, the master gains the Alertness feat.

Fortune (Su) DC 15 The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result.

Hag Magic (Sp) Some changelings develop a gift for spellcasting instead of their mothers’ overtly fearsome traits. A changeling with this trait displays one or more stark white streaks in her hair as a child. The DCs of any saving throws against enchantment spells she casts increase by 1, and if her Charisma score is 11 or higher, she also gains the following spell-like abilities, usable once per day each: dancing lights, detect magic, disguise self, and pass without trace. The caster level of these spell-like abilities is equal to the changeling’s character level. The DC for these spell-like abilities is equal to 10 + the spell’s level + the changeling’s Charisma modifier. This racial trait replaces the claws and natural armor racial abilities.

Hag Racial Trait (Ex) Changelings inherits a trait from her mother.

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. Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. 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 14.

Illuminator (Sarenrae) When you are filled with the light of Sarenrae, your speech takes on a fiery eloquence. You gain a +2 trait bonus on Diplomacy checks, and Diplomacy is a class skill for you.

Misfortune (Su) DC 15 For 1 round, anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex.

Natural Armor (Ex) Changelings have a +1 natural armor bonus.

Object of Desire (Green Hag) Add +1 to your caster level when casting charm person or charm monster.

Seeker You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Unique Patron - Empath Empath: Your patron is a manifestation of the collective living experience—mortal desire and purpose given direction by the beliefs of countless minds and hearts. You gain the tongues hex at 1st level, but you cannot help but feel the despair, pain, and other negative emotions in those around you, taking a –5 penalty on saving throws against emotion effects. Available Patron Themes: Ancestors, Mind, Spirits, Wisdom; Replaces: 2nd—burst of insight, 6th—analyze aura, 10th—retrocognition.

Spirits Patron 2nd — ghostbane dirge, 4th — invisibility, 6th — speak with dead, 8th — spiritual ally, 10th — mass ghostbane dirge, 12th — shadow walk, 14th — ethereal jaunt, 16th — planar ally, 18th — etherealness.

Tongues (Su) A witch with this hex can understand any spoken language for a number of minutes per day equal to her level, as comprehend languages. This duration does not need to be consecutive, but it must be spent in 1-minute increments. At 5th level, a witch can use this ability to speak any language, as per tongues.

Witch's Familiar You form a close bond with a familiar, a creature that teaches you magic and helps to guide you along your path. Your familiar also aids you by granting you skill bonuses, additional spells, and help with some types of magic. These special abilities apply only when you and your familiar are within 1 mile of each other. The familiar stores all the spells that you know.

Daysie, Skunk Familiar:

Daysie
Female Skunk animal 1
TN Tiny magical beast (augmented animal)
Init +2, Senses low-light vision; scent, Perception +6
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DEFENSE
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AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size )
hp 6 ((1d8)-1)
Fort +1, Ref +4, Will +4
Defensive Abilities improved evasion,
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OFFENSE
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Speed 30 ft.
Melee bite +5 (1d3-4)
Melee claw +5/+5 (1d2-4)
Ranged spray (touch) +5 (1d1)
Space 2.5 ft. by 2.5 ft. Reach 0 ft.

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TACTICS
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STATISTICS
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Str 3, Dex 15, Con 9, Int 6, Wis 12, Cha 6,
Base Atk +1; CMB +1; CMD 7
Feats Weapon Finesse (b), Extra Item Slot
Skills Knowledge (Arcana) +0, Knowledge (Nature) +0, Knowledge (Planes) +0, Perception +6, Spellcraft +0, Stealth +14, Use Magic Device +0,
Communication Empathic Link,
SQ alertness, empathic link, intelligence score, low-light vision, musk, natural armor bonus, scent, share spells,
Combat Gear
Other Gear bite, claw, spray (touch), 0.0 gp
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SPECIAL ABILITIES
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Alertness (Ex) While a familiar is within arm's reach, the master gains the Alertness feat.

Empathic Link (Su) The master has an empathic link with his familiar to a 1 mile distance. The master can communicate emphatically 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.

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.

Intelligence Score The familiar's Intelligence score.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Musk (Ex) Up to twice per day, a skunk can spray a stream of noxious musk at a single target within 10 feet as a standard action. With a successful ranged touch attack, the creature struck by this spray must make a DC 12 Fortitude save or be nauseated for 1d4 rounds and then sickened for 1d4 minutes by the horrific stench. A successful save reduces the effect to only 1d4 rounds of being sickened. A creature cannot use the scent ability as long as it is affected by this musk.

Natural Armor Bonus The number noted here is in addition to the familiar's existing natural armor bonus.

Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility.

Share Spells (Ex) 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).

Witchborn (Ex) +2 bonus to Intelligence and Charisma instead of a +2 bonus to Wisdom and Charisma.

Witch Patron Spells At 1st level, when a witch gains her familiar, she must also select a patron. This patron is a vague and mysterious force, granting the witch power for reasons that she might not entirely understand. While these forces need not be named, they typically hold influence over one of the following forces. At 2nd level, and every two levels thereafter, a witch's patron adds new spells to a witch's list of spells known. These spells are also automatically added to the list of spells stored by the familiar. Spells marked with an asterisk (*) appear in Chapter 5 of this book. The spells gained depend upon the patron chosen. Each patron is listed by its theme. Its actual name is up to the GM and the witch to decide.

Spellbook/Familiar:

Cantrips
Arcane Mark
Bleed
Dancing Lights
Daze
Detect Fiendish Presence
Detect Magic
Detect Poison
Guidance
Light
Mending
Message
Putrefy Food and Drink
Read Magic
Resistance
Spark
Stabilize
Touch of Fatigue

1st level spells
Air Bubble
Burst of Insight (2nd level Patron spell)
Charm Person
Cure Light Wounds
Enlarge Person
Identify
Mage Armor
Obscuring Mist
Sleep
Tap Inner Beauty