Carver Hastings

Malachus Schmid's page

11 posts. Alias of Vellimir.


Full Name

Malachus Schmid

Race

Human

Classes/Levels

Witch (Invoker) 1

Gender

Male

Size

Medium

Age

35

Special Abilities

Cantrips, Hex, Witch’s Familiar (Hawk)

Alignment

LN

Deity

None

Languages

Common

Occupation

Hunter, Servant of Samael

Strength 11
Dexterity 18
Constitution 13
Intelligence 18
Wisdom 8
Charisma 13

About Malachus Schmid

Malachus Schmid
Human Witch (Invoker) 1 LN Medium Humanoid Init +6; Senses Perception +4

Sanity: 39
Sanity Threshold: +4
Sanity Edge: 20

Defense
AC 14, touch 12, flat-footed 14 (Dex +4, Armor +0)

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
Str 11, Dex 18, Con 13, Int 18, Wis 8, Cha 13

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
a tingle of magical power. Though it’s unsettling that
you can’t recall your past, you have a hunch that if you
and your companions do everything just right—follow
the correct steps and order—the answers will reveal
themselves and you will be free of your condition. You
get the feeling that you’ve always fallen back on careful
planning and time-tested evidence in the past, but a
nagging sensation also tells you that you used these skills
in less-than-kind ways all too recently.
Choose one 0-level spell. You can cast this spell once
per day as a spell-like ability with a caster level equal to
your character level. The spell-like ability’s save DC is Charisma-based. In addition, you gain a +2 trait bonus
on all skill checks when performing occult rituals.

(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]
Instinctive Behavior Upon Awakening
Upon regaining consciousness, the patient exhibited an unnerving blend of magnetic charm and urgent purpose. His immediate instinct is to survey his surroundings with the precision of a seasoned hunter, though the origins of these instincts remain obscured. Movements are fluid and calculated; patient displays irritation when questioned about these behaviors.

Personality Traits
Patient presents a compelling dichotomy of charm and unease. Eloquence and charisma draw others in, yet an undercurrent of tension betrays his inner turmoil. His sharp, searching eyes often reveal fleeting glimpses of fear and determination. Despite a composed exterior, patient radiates a quiet intensity suggestive of concealed anxieties and dark secrets.

Behavioral Observations
Charismatic Influence: Exhibits a preternatural ability to captivate and influence individuals through charm and persuasive speech.

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
Trigger: Words with "-ale" sound (e.g., "pale," "shale," "veil").

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
Patient was once a celebrated forester, renowned for his exceptional marksmanship and compelling presence. Driven by ambition and love, he sought greater power to secure his place in the world and win the heart of a fair maiden. One fateful night, he ventured into a shadowed forest and encountered a mysterious, otherworldly figure who offered a Faustian bargain. In exchange for his soul, this entity granted him extraordinary accuracy, arcane abilities, and an uncanny streak of luck.

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
Patient continues to balance his protective instincts with the arcane powers he wields. The psychological impact of his pact manifests in his behavior, requiring careful observation and support to manage his complex emotional landscape. His extraordinary luck often manifests in high-risk behaviors, such as gambling, which should be closely monitored for potential addiction.

Case Manager Notes
Recommendations
Continuous monitoring for auditory triggers and associated psychological impacts.

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]
Danger Assessment: Minimal with continuous observation.
(Physician's Note: Patient demonstrates occasional supernatural persuasion and an uncanny streak of luck. Requires accompaniment by at least two orderlies at all times.)