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About Malachus SchmidMalachus Schmid
Sanity: 39
Defense
hp 9 (1d6+3) Fort +1, Ref +4, Will +3 Offense:
Speed 30 ft. Witch Spells Known (CL 1st; concentration +4): 1st (3/day): Ill Omen, Hypnotism, Charm Person (DC 15) 0 (at will): Daze (DC 14), Detect Magic, Touch of Fatigue, Guidance Invocations:
Invoke Patron (Su): At 1st level, an invoker can invite spirits associated with her patron’s themes into her body and mind as a swift action. This functions like a hunter’s animal focus (Pathfinder RPG Advanced Class Guide 27), except she emulates facets of her patron, chosen from the list below. The invoker can use this ability for a number of minutes per day equal to her level; this duration need not be consecutive, but it must be spent in 1-minute increments. This replaces the witch’s 1st-, 8th-, and 16th-level hexes. Bondage: The invoker gains a +2 enhancement bonus to her Strength. This bonus increases to +4 at 8th level and +6 at 16th level. Bridge: The invoker treats other creatures as if their damage reduction and spell resistance were 2 lower. This increases to 5 lower at 8th level and 10 lower at 16th level. Crisis: The invoker gains a +2 enhancement bonus to her Constitution. This bonus increases to +4 at 8th level and +6 at 16th level. Curiosity: The DCs of the invoker’s hexes and patron spells increase by 1. These DCs increase by an additional 1 at 8th level and 16th level. Decisions: The invoker gains a +2 enhancement bonus to Dexterity. This bonus increases to +4 at 8th level and +6 at 16th level. Fortune: The invoker gains a +1 resistance bonus on saving throws. This bonus increases to +3 at 8th level and +5 at 16th level. Paradise: The invoker gains a +3 competence bonus on Acrobatics checks and concentration checks. This bonus increases to +6 at 8th level and +9 at 16th level. Rapture: The invoker can increase the duration of any spell she casts on herself by 1 round. This applies only to spells with a duration other than instantaneous. This increases to 2 rounds at 8th level and 3 rounds at 16th level. Reckoning: The invoker adds an insight bonus on damage rolls from attacks made with spells and natural attacks, gaining 1 point of damage per die rolled. At 8th level, the invoker gains a +4 bonus to confirm critical hits threatened with spells and natural attacks. At 16th level, the critical threat range of the invoker’s spells and natural attacks doubles, as if from Improved Critical. Revelation: The invoker gains a +1 insight bonus on attack rolls made with weapons. This bonus increases to +2 at 8th level and +3 at 16th level.
Statistics
Base Atk +0; CMB +0; CMD 14 Feats:
Weapon Focus (Crossbow) Blazing Aura: You cover yourself in coils of flame drawn from the Plane of Fire. Prerequisites: Knowledge (planes) 3 ranks. Benefit: As a standard action, you can shroud yourself in fire. Until the end of your turn, whenever a creature makes a successful melee attack against you, that creature takes a number of points of fire damage equal to 1d6 plus half your ranks in Knowledge (planes); attacks made using reach weapons ignore this effect. A creature can halve this fire damage with a successful Reflex save (DC = 10 + half your level + your Constitution modifier). You can use this feat’s benefit a number of times per day equal to your ranks in Knowledge (planes). If you have at least 9 ranks in Knowledge (planes), activating this ability is a move action. If you have at least 15 ranks in Knowledge (planes), you can activate this ability as a move action or a swift action.
Traits and Drawbacks:
Traits: Agent of Chance You can change the fortunes of others, typically for the better. Benefit(s) Once per day, you can allow an adjacent ally to reroll a skill check as an immediate action before the result is revealed. The ally must take the second roll, even if it is worse. Omen You are the harbinger of some future event. Whether this event bodes good or ill, you exude an ominous presence. Benefits: You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you. Once per day, you may attempt to demoralize an opponent as a swift action. Ritualistic: You awake with a sense of purpose and
(0-Enhanced Diplomacy: +2 Diplomacy and Intimidate against a single subject.) Guiding Spirit (Magic) Benefit(s): Once per day as a swift action, you can look to your guiding spirit for advice. The next time you roll a d20 in that same round, roll twice and pick the better result. If one of these two rolls is a natural 20, you can use this ability again that same day. Drawbacks: Occult Bargain You draw magical power from a source who insists that its identity remains secret. Effect(s): You take a –1 penalty on concentration checks, and you must invoke the entity’s name by word or text each day or be unable to regain spell slots that day. You must be able to cast 0-level and 1st-level spells as a class feature to select this drawback.
Skills:
Acrobatics +6 Bluff +5 Climb +2 Disable Device +6 Diplomacy +3 Handle Animal +5 Intimidate +5 Knowledge (arcana) +8 Knowledge (nature) +8 Knowledge (planes) +8 Perception +4 Sense Motive +2 Stealth +6 Survival +4 Use Magic Device +5 Languages: Common, Draconic, Infernal Patron: 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. Equipment:
Patient Profile:
Patient Record: Case No. 4732-B Patient Name: UNKNOWN Occupation: Forester / UNIDENTIFIED Age: Approximately 35 Sex: Male Height: 5'11" Weight: 165 lbs Nationality/Ethnicity: Unspecified Human Assessment Date: [REDACTED]
Personality Traits
Behavioral Observations
Strategic Precision: Acts with deliberate, calculated intent, indicative of a background in skilled tasks and potentially arcane practices. Subtle Desperation: Signs of inner turmoil and urgency are often masked by his charismatic demeanor. Auditory Trigger
Reaction: These words provoke a visceral reaction, disrupting patient’s composure and revealing underlying desperation. Episodes marked by brief distraction or heightened emotional distress. Background Summary
The whispers of this pact linger in the patient’s mind, a constant reminder of the price he must ultimately pay. His charm and eloquence mask a deep-seated fear of the day when his patron—a being of eldritch horror—might return to claim its due. This duality defines his existence, as he strives to use his newfound powers for good while grappling with the looming shadow of his otherworldly bargain. Current Status
Case Manager Notes
Implementation of strategies to manage emotional responses to triggers. Regular therapeutic sessions to explore ambitions, desperation, and dual nature of patient's demeanor. Monitor for potential development of gambling addiction due to observed penchant for high-risk behavior and "devil's luck." Next Assessment: [REDACTED]
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