Technic League Hireling

Mwikali's page

895 posts. Alias of Critzible.


Full Name

Mwikali

Race

Changeling

Classes/Levels

Witch(Tatterdemalion)14th|HP:85|AC:21(23)(T:14FF:18)|F:+7|R:+9|W:+16|SR:20| CMD:18|CMB:+8|Init:+2 Per:+18|Spear:+9(+8), Claw:+7,Dagger:+7,Sling:+10,Cestus:+7|Spells:0-4,1-7,2-7,3-7,4-6,5-5,6-4,7- 3

Deity

Amnist

Strength 13
Dexterity 14
Constitution 10
Intelligence 32
Wisdom 18
Charisma 20

About Mwikali

Mwikali
Changeling Witch(tatterdemalion)13th Neutral
Hgt. Wgt. Hair: Black, with strands of White,Blue, Orange and Gray Eyes: One Blue, One Brown Skin Tone:Black
Diety: Languages:English,Kanuri, Arabic,Slyvan,Spainish,Aquan,Terran,Ignan,Auran,Draconic,Gnoll,Japanese
Str:12 Dex:15 Con:10 Int:32 Wis:18 Ch:20
HP:92
Init: +1 Speed:30ft.
Fort:+7(+4+0(Con)+3)
Ref:+9(+4+2(Dex)+3)
Will:+16(+9+4(Wis)+3)
Spell Resistance:20
BAB:+7/+2
Melee:+8/+8
Ranged:+10/+5
CMB:+9
CMD: +19[10+7(BAB)+1(Str)+2(Dex))
AC:21(23)[10+4(Corset)+3(natural)+2(Dex)+2{ring]+2(Shield)
Armor/Defensive Items:
Dire Corset of Witchcraft +4
Necklace of Natural Armor+3
Ring of Protection +2
Ring of Force Shield
Weapons:
Claws:+8/+3 1d4+1 S&P
Dagger:(2gp)+8/+3 1d4+1 P 10ft.
Spear:(2gp)+9/+4 1d8+2 P 20ft
+1 Spear" Tumbak'Indung(Mother's Spear)":+10/+5 1d8+3 P 20ft
Sling:+10/+5 1d4 B 50ft. 10 sling bullets(1sp)
Cestus:(5gp)+8/+3 1d4+1 B
Wand of Burning Hands(750gp) 50 charges

Skills:101(2+11+1),
Acrobatics:+15(14+1(dex)
Bluff:+16(11+5(Cha)
Diplomacy:+16(11+5(Cha)
Perception:+18(14+4(wis)
Intimidate:+19(11+5(cha)+3)
Know(Nature):+24(10+11(Int)+3)
Know(Arcana):+24(10+11(Int)+3)
Spellcraft:+25(11+11(Int)+3)
Survival:+14(10+4(Wis)
Use Magic Device+20(12+5(Cha)+3)
Background Skills:24
Craft(Clothing)+19(5+11(Int)+3)
Craft(Construction)+18 (4+11(Int)+3)
Profession(Seamstress)+14(7+4(Wis)+3)
Linguistics+20(9+11(Int)
Profession(Sailor)+9 (2+4(Wis)+3)
Perform(Dance)+6(1+5(cha)
Perform(Sing)+6(1+5(cha)

Traits:
Magic in the Blood: Gain one of the following spells:Dancing Lights as a spell like ability 3/day
Feral Speech: Gain a bonus language: Slyvan
Feats:Mothers’ Gift(x2): Surprisingly Tough & Uncanny Resistance,Toughness,Extra Hex:Flight,Craft,Evil Eye,Cackle, Wonderous Item,Craft Poppet,Spell Penetration
PP-
GP-7,441
SP-599
CP-
Equipment:(105)
Witchs’ Kit:
Price 21 gp; Weight 21 lbs.
This kit includes a backpack, a bedroll, a belt pouch, candles (10), chalk (10), a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.
Masterwork Artisans Tools:
55gp 5pds
These special tools include the items needed to pursue any single craft. Without them, you have to use improvised tools (–2 penalty on Craft checks), if you can do the job at all.
Masterwork Artisan’s Tools: These tools serve the same purpose as artisan’s tools, but masterwork artisan’s tools are the perfect tools for the job, so you get a +2 circumstance bonus on Craft checks made with them.
Silk Rope:
Price 10 gp; Weight 5 lbs
This 50-foot length of silk rope has 4 hit points and can be broken with a DC 24 Strength check.

Explorers Outfit:
Free(10gp)
This set of clothes is for someone who never knows what to expect. It includes sturdy boots, leather breeches or a skirt, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak. Rather than a leather skirt, a leather overtunic may be worn over a cloth skirt. The clothes have plenty of pockets (especially the cloak). The outfit also includes any extra accessories you might need, such as a scarf or a wide-brimmed hat.
Courtesans’ Outfit:
8gp 4pds
This outfit includes fine silk or satin garments tailored to complement your figure. In addition, the outfit contains a loose shawl or robe with several discreet pockets for items such as perfume, massage oils, or even a small dagger.

10 doses of Rose Perfume, 10 doses of Lavender Perfume, Head Scarf, A nobles' outfit(With Decorative Trim),4-Courtier outfits

Magic Items:
Corset of Dire Witchcraft
Ankh of St.
Amulet of Natural Armor+3
Ring of Protection +1
Ring of Force Shield
Bag of Holding Type 1
Cloak of Resistance +3
Wand of Burning Hands(1st)
Wand of Cure light wounds(1st)
+1 Spear "Tumbak'Indung"
Witch (Tatterdemalion):
Weapon and Armor Proficiency:
Witches are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a witch’s gestures, which can cause her spells with somatic components to fail.

Tatterdemalion allows for Whips, Bolas and Nets

Hexs: DC27
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: Witch. 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.
Spells:
A witch casts arcane spells drawn from the witch spell list. A witch must choose and prepare her spells ahead of time.
To learn or cast a spell, a witch must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a witch’s spell is 10 + the spell level + the witch’s Intelligence modifier.
A witch can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Witch. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).
A witch may know any number of spells. She must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour communing with her familiar. While communing, the witch decides which spells to prepare.
Cantrips Witches can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Witch under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Cantrips prepared using other spell slots, due to metamagic feats for example, are expended normally.
Cantrips:A tatterdemalion must choose mage hand, open/close, and prestidigitation as her prepared cantrips at 1st level, and they require a piece of cloth, string, rope, or other woven material (including clothing) as a focus. Any action she takes with these cantrips must involve the focus. Starting at 2nd level, she can choose any cantrip for her remaining cantrip.
This alters the witch’s cantrips.
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. 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.
Chosen 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.
Familiar:At 1st level, a witch forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Familiars also aid a witch by granting her skill bonuses, additional spells, and help with some types of magic. This functions like the wizard’s arcane bond class feature, except as noted in the Witch’s Familiar section.
A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar. A witch’s familiar begins play storing all of the 0-level witch spells plus three 1st level spells of the witch’s choice. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each new witch level, she adds two new spells of any spell level or levels that she can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual.
Tatterdemalion Abilities:
Dancing Strings:14 minutes/day,A tatterdemalion adds animate rope to her class spell list and spells her familiar knows. She can control her clothing and cloth, rope, or woven fabric she wears in a manner otherwise identical to the prehensile hair hex.

This alters spells and replaces the hex gained at 1st level.
-Prehensile Clothing:14 minutes
Effect: The witch can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Intelligence score. Her hair has reach 10 feet, and she can use it as a secondary natural attack that deals 1d3 points of damage (1d2 for a Small witch). Her hair can manipulate objects (but not weapons) as dexterously as a human hand.
The hair cannot be sundered or attacked as a separate creature. Pieces cut from the witch’s elongated hair shrink away to nothing. Using her hair does not harm the witch’s head or neck, even if she lifts something heavy with it. The witch can manipulate her hair a number of minutes each day equal to her level; these minutes do not need to be consecutive but must be spent in 1-minute increments. A typical male witch with this hex can also manipulate his beard, mustache, or eyebrows.

Witch Weaver: Special Hexs
Moth Eaten:14/day At 4th level, a tatterdemalion can make a touch attack that damages leather, rope, or cloth-like rusting grasp damages metal, once per day per witch level.

Lace Weaver:3/day
At 8th level, a tatterdemalion can create cloth as per minor creation or create one 5-foot cube of tangled skeins of cloth per witch level, affecting the target areas as per web, once per day for every 4 witch levels she has.

Sinister Stitching:3/day
At 12th level, once per day for every 4 witch levels she has, a tatterdemalion can conjure enchanted threads to hinder a creature she can see (Fort negates).
The tatterdemalion can choose to either sew shut the target’s eyes (blinding it) or mouth (preventing speech, bite attacks, breath weapons, verbal components, command words, and the like). The target can end the effect with a successful Strength check (DC = 15 + 1/2 the tatterdemalion’s witch level) as a standard action, or by slashing the stitches with a magic slashing weapon as a full-round action that provokes attacks of opportunity. Either way, the victim takes 1d4 points of bleed damage and either is dazzled (for stitched eyes) or takes a –2 penalty on bite attack and damage rolls and a 20% chance of spell failure with verbal components (for a stitched mouth). Either residual effect lasts 1 minute per witch level.
Any creature can safely remove the enchanted threads with a minute of work and a successful DC 25 Heal check.

Unravel:At 16th level, once per day when a tatterdemalion is hit by a melee or ranged attack, she can unravel herself as an immediate action, causing her body and gear to appear to collapse into a bundle of tattered rags and strands while she teleports to any open square within 30 feet. She takes no damage from the triggering attack, but she must have line of effect to the target square. She can use this ability twice per day at 20th level.
These replace the hexes gained at 4th, 8th, 12th, and 16th levels.

Hexes:
Flight:14 minutes
At 1st level, the witch can use feather fall at will and gains a +4 racial bonus on Swim checks. At 3rd level, she can cast levitate once per day. At 5th level, she can fly, as per the spell, for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects the witch.

Healing:
his 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.

Tongues:14 minutes
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.

Evil Eye:DC:27 Will
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.

Cackle: 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

Feral Speech:
Effect: This hex grants the witch the ability to speak with and understand the response of any animal as if using speak with animals, though each time she uses the hex, she must decide to communicate with either amphibians, birds, fish, mammals, or reptiles, and can only speak to and understand animals of that type. The witch can make herself understood as far as her voice carries. This hex does not predispose any animal so addressed toward the witch in any way.

At 12th level, the witch can use this hex to communicate with vermin.

Changeling:
Ability Score Racial Traits: Changelings are frail, but are clever and comely. They gain +2 Wisdom, +2 Charisma, –2 Constitution.
-(Alternate Trait)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.
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.
Natural Armor: Changelings have a +2 natural armor bonus.
Uncanny Resistance:Spell Resistance 15 (6+level(9)
Claws: Changelings’ fingernails are hard and sharp, granting them two claw attacks (1d4 points of damage each).
Darkvision: Changelings see perfectly in the dark up to 60 feet.
Green Widow (Green Hag): The changeling gains a +2 racial bonus on Bluff checks against creatures that are sexually attracted to her.

Spells:
0-4
1-7
2-7
3-7
4-6
5-5
6-5
7-4
8-
9-
Spell Book:
0- DC22 Mage Hand*, Prestidigitation,Open/Close,Arcane Mark,Bleed,Dancing Lights,Daze,Detect Magic*, Detect Poison, Guidance,Light,Mending,Message*, Putrefy Food and Drink,Read Magic*,Resistance. Spark,Stabilize, Touch of Fatigue

1- DC23 Animate Rope(free), Identify, Burning Hands*(x2), Mage Armor*, Cure Light Wounds*, Charm Person, Sleep, Comprehend Languages, Hypnotism, Web Bolt, Obscuring Mist, Cause Fear, Command, Ray of Enfeeblement, Hidden Spring, Chill Touch,Shocking Grasp(b), Touch of Combustion,Ear-Piercing Scream,Enlarge Person, bungle, detect secret doors, hex ward, ill omen, infernal healing, summon monster 1, Decompose Corpse,Delusional Pride, Detect Secret Doors, Diagnose Disease, Forced Quiet, Frostbite, Fumbletongue,Inflict Light Wounds, Interrogation,Mount,Ray of Sickening,Reduce Person,REmove Sickness, Restore Corpse, Sanctify Corpse,Shadow Weapon,Unseen Servent, Unprepared Combatant,Vocal Alteration, Youthful Appearance,adhesive spittle, animal purpose training, hex vulnerability

2- DC24 Cure Moderate Wounds*,Web,Aggressive Thundercloud*,Alter Self, Blindness/Deafness,Burning Gaze,Enthrall,Euphoric, Flaming Sphere Cloud,Glitterdust,Haunting Mists,Hold Person,Ice Slick*,Ironskin,Touch of Idoicy*,Summon Swarm,Scare,Spectral Hand,Fog Cloud, daze monster, delay poison, false life, glide, see invisibility, summon monster 2, Detect Thoughts,Boiling Blood,Disfiguring Touch,Levitate,Masterwork Transformation,Share Memory, Silent Table, Slik to Steel,Status, Steal Voice,Symbol of Mirroring,Unnatural Lust, Unshakeable Chill,Web Shelter, Zone of Truth,adhesive blood, beastspeak, whip of spiders

3- DC25 Fly, Lighting Bolt*,Fireball*,Air Geyser, Trail of Fire and Acid*,arcane sight, bestow curse, deep slumber, communal delay poison, dispel magic,heroism,remove curse, remove disease,Wall of Ice, Anthropomorphic Animal, Ash Storm,Cackling Skull,Clairaudience/calirvoyance,Countless Eyes,Excutiating Deformation, Erupting Pustules,Glyph of Warding,Howling Agony,Loathsome Veil,Locate Object,Marrionette Possession,Rage, Rain of Frogs,Ray of Exhaustion,Remove Blindness/Deafness,Sands of Time, Sepia Snake Sigil,Sleet Storm, Speak with Dead, Spit Venom,Stinking Cloud, Strangling Hair,Suggestion, Summon Monster 3,Tongues,Unadulterated Loathing,Vampiric Touch, Vermin Shape 1,Water Walk, Witness,adjustable disguise, pierce disguise, polymorph familiar

4- DC26 Volcanic Storm, Cure Serious Wounds,Ice Storm, Greater Agressive Thundercloud, Dimension Door,Charm Monster,Summon Monster 4,Fear,Ghost Brand,Touch of Slime,adjustable polymorph, mirror transport,Flame Strike, Secure Shelter

5- DC27 Cure Critical Wounds, Feeblemind,Baleful Polymorph,feast on fear, whip of centipedes, Break Enchantment,Contact other Plane,Dominate Person, Hold Monster, Magic Jar, Telepathic Bond, Teleport,Wreath of Blades, Secret Chest

6- DC28 Banshee Blast, Green Caress, Freezing Sphere*,Raise Dead

7-DC29 Greater Teleport, Regenerate, Vortex*,Fey Form 3,Heal

Familiar: Kiku (Thrush) N, Diminutive Magic Beast HP:35 F:+2|R:+5|W+5|Init:+2 Perception:+8
AC:22 |10+5+2+4|
Move:10ft,Fly40ft(Average) Melee:Bite:+7 (1d2-5)
Str:1 Dex:15 Con:6 Int:11 Wis:15 Cha:6
Skills:Acrobatics:+10 Fly:+18, Perception:+11 Feat: Weapon Finesse
Familiar Abilities: Alertness, Share Spells, Improved Evasion, Empathic Link,Deliver Touch Spells,Speak with Master,Speak with Birds, Spell Resistance:16
Language: Kanuri

ancient tome:
0 level: bleed, detect poison, mending, purify food and water

1st level: bungle, cause fear, charm person, command, cure light wounds, detect secret doors, enlarge person, hex ward, ill omen, infernal healing, mage armor, ray of enfeeblement, summon monster 1

2nd level: alter self, blindness/deafness, burning gaze, cure moderate wounds, daze monster, delay poison, false life, find traps, glide, hold person, see invisibility, summon monster 2, summon swarm

3rd level: arcane sight, bestow curse, deep slumber, communal delay poison, dispel magic, fly, heroism, lightning bolt, remove curse, remove disease