Expert Diver

Merran's page

45 posts. Alias of Brian Minhinnick (RPG Superstar Season 9 Top 16).


About Merran

1st: Witch/Rogue; Cantrips, Hex (Slumber), Patron (Ancestors), Familiar (Trush), Toughness (Trait Bonus), Extra Hex (Evil Eye) (Bonus), Skill Focus (Use Magic Device) (Racial), Ability Focus (Slumber), Sneak Attack +1d6
2nd: Witch/Rogue; Hex (Cackle), Evasion, Rogue Talent (Coax Information)

Dr. Merran Whitworth
Male Rhaelian Witch/Rogue 2 Age 33
N Medium Humanoid (Rhaelian) 

Init +3; Senses ; Perception +6

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DEFENSE

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AC 13, touch 13, flat-footed 10 (+3 dex) 


Vigor:13 (2d8)

Wounds:30


Fort +0, Ref +3, Will +3

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OFFENSE 

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Speed 30 ft.

Melee


Ranged Rifle +4 (1d10 x4) 80' range increments

Space 5 ft., Reach 5 ft.

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SPECIAL ABILITIES

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Sneak Attack (Ex) (1d6): If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue's attack deals extra damage (called "precision damage") anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.

Trapfinding (Ex):A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Evasion (Ex):At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Coax Information (Ex):A rogue with this talent can use Bluff or Diplomacy in place of Intimidate to force an opponent to act friendly toward her.


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STATISTICS

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Str 14, Dex 16, Con 14, Int 20, Wis 12, Cha 15

Base Atk +1; CMB +3; CMD 16

Feats:

Skills: Acrobatics +7 (1 rank, 3 dex, 3 class), Bluff +7 (2 ranks, 2 cha, 3 class), Diplomacy +10 (2 ranks, 2 cha, 3 class, 3 familiar), Disable Device +8 (2 ranks, 3 dex, 3 class), Escape Artist +8 (2 ranks, 3 dex, 3 class), Heal +5 (1 rank, 1 wis, 3 class), Linguistics +10 (2 ranks, 5 int, 3 class), Knowledge (Arcana) +10 (2 ranks, 5 int, 3 class), Knowledge (History) +10 (2 ranks, 5 int, 3 class), Knowledge (Local) +10 (2 ranks, 5 int, 3 class), Knowledge (Nature) +10 (2 ranks, 5 int, 3 class), Perception +6 (2 ranks, 1 wis, 3 class), Sense Motive +6 (2 ranks, 1 wis, 3 class), Spellcraft +10 (2 ranks, 5 int, 3 class), Stealth +7 (1 rank, 3 dex, 3 class), Use Magic Device +9 (1 rank, 2 cha, 3 class, 3 feat)


Racial Modifiers: +2 int, Bonus Feat, Skilled, Focused Study, Emissary, Weapon Familiarity (Firearms, Rhaelian Lysis)
Languages: Rhaelian, UTI

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HEXES
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Slumber (Su) DC 18: 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.

*Evil Eye (Su) DC 16: [FAQ] The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. 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.

Cackle (Su): A witch can cackle madly as a move action. 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.


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SPELLS (CL 2)
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Spells Known:

0 - All

1st - Air Bubble, Bless, Burning Hands, Cause Fear, Command, Diagnose Disease, Infernal Healing, Mage Armor, Obscuring Mist,

0 (Mem 4/Day)- Daze, Detect Magic, Message, Spark

1st (Mem 4/Day)- Bless x2, Infernal Healing, Obscuring Mist

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GEAR/POSSESSIONS

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Location: On Persons

Carrying Capacity Light: lbs. Medium: lbs. Heavy: lbs.

GP:280 GP

Pepperbox Rifle 15 lbs. - 700 GP
Rifle Clip x5 - 20 GP

Total Weight: lbs.

Backstory:

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FAMILIAR
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Jenkins

N Diminutive animal

Init +2; Senses low-light vision; Perception +5

DEFENSE
AC 17, touch 16, flat-footed 15 (+2 Dex, +4 size, +1 NA)


Wounds: 15
Vigor: 6


Fort +0, Ref +5, Will +5

OFFENSE
Speed 10 ft., fly 40 ft. (average)
Melee bite +3 (1d2–5)
Space 1 ft.; Reach 0 ft.

STATISTICS
Str 1, Dex 15, Con 6, Int 6, Wis 15, Cha 6
Base Atk +1; CMB –2; CMD 3
Feats Skill Focus (Perception)
Skills Fly +12, Perception +5
Languages Rhaelian

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 her 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 her 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.
Share Spells
The witch may cast a spell with a target of “You” on her familiar (as a touch spell) instead of on herself. A witch may cast spells on her familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Store Spells
Starting at 1st level, a witch’s familiar stores all of the spells that the witch knows. This does not allow the familiar to cast these spells or use spell-trigger or spell completion magic items. Starting at 2nd level, and every two levels thereafter, a witch’s familiar adds new bonus spells to the witch’s spell list based on her patron. These spells are automatically stored by the familiar and can be prepared as normal once they are gained.