Duchess Weneschia

Nуarai's page

127 posts. Alias of NotEspi.


Race

| Init +3 | Perc +8, SM +8 (DV 60ft) | HP 14 | AC 13; T 13; FF 10 (+2 vs nonmagic ranged) | CMB +2 | CMD +15 | Fort +2 Ref +3 Will +5 | Speed 35 ft | Sanity 41/43 |

Gender

Sylph Ashiftah Hedge Witch 2

About Nуarai

Nyarai

Chaotic Good Medium Sylph Ashiftah Hedge Witch 2;
Init 3; Senses Darkvision; Perception: +8

Defense:

AC 13, touch 13, flat-footed 10
HP 14
Fort 2, Ref 3, Will 5

Offense
Speed 35 ft.

Statistics
Str 12, Dex 17, Con 14, Int 20, Wis 15, Cha 8
Base Atk 1; CMB 2; CMD 15

Current Spell Prep:

4 Cantrips:
Dancing Lights
Message
Read Magic
Touch of Fatigue

Rank 1:
Detect Secret Doors
Identify
Mage Armor
Unseen Servant

Spells known:

Spell Level 0 - 4 prepared daily / at will / DC 15:
Arcane Mark
Bleed
Dancing Lights
Daze
Detect Fiendish Presence
Detect Magic
Detect Poison
Grasp
Guidance
Light
Mending
Message
Putrefy Food and Drink
Read Magic
Resistance
Spark
Stabilize
Touch of Fatigue

Spell Level 1 - 4/day / DC 16:
Cure Light Wounds
Detect Secret Doors
Frostbite
Gentle Breeze
Hex Vulnerability
Identify
Mage Armor
Memory Lapse
Ray Of Enfeeblement
Reveal Secrets
Shadow Trap
Touch Of Blindness
Unseen Servant

Witch Hexes: Cackle; Protective Luck; Patron: Insanity

Feats:
1 Extra Hex

Heal +6
Knowledge (arcana) +10
Knowledge (history) +9
Knowledge (nature) +9
Knowledge (planes) +10
Linguistics +7
Perception +8
Profession (Herbalist) +7
Sense Motive +7
Spellcraft +10
Stealth +9
Use Magic Device +10

FCB is in skill points, background skills linguistics + kn planes

SQ

Quote:
Spontaneous Healing (Su): A hedge witch can channel stored spell energy into healing spells that she did not prepare ahead of time. The witch can “lose” any prepared spell that is not an orison in order to cast any cure spell of the same spell level or lower, even if she doesn’t know that cure spell. This replaces the witch’s hex gained at 4th level.
Quote:
Empathic Healing (Su): A hedge witch can minister to a diseased or poisoned target, redirecting the affliction into herself. For a poisoned target, the witch must tend to him as a standard action; he makes his next saving throw against the poison as normal, but the witch suffers the effects of the failed save instead of the poisoned creature. For a diseased target, the witch must tend to the sick person for an hour; he makes his next saving throw against the disease as normal, but the witch suffers the effects of the failed save instead of the diseased creature. The witch does not actually become poisoned or diseased (and is not contagious and does not need to be cured), but suffers the effects of the affliction as if she had been. The witch normally uses this ability to extend the life of someone near death, giving him time to recover. This ability has no effect if the witch is immune to disease or poison. This replaces the witch’s hex gained at 8th level.
Quote:

Protecting Veil: An ashiftah’s veil is not merely a uniform, but a magical vestment imbued with power. Its ability to hold spells functions identically to a witch’s familiar. An ashiftah must veil herself and commune with her patron each day to prepare her spells and cannot prepare spells not stored in the veil.

This ability replaces familiar.

Quote:

Ghostwalk (Su): Starting at 2nd level, as a move action after using a hex, an ashiftah can become invisible as per vanishAPG and can then take a 5-foot step. Using ghostwalk doesn’t provoke attacks of opportunity.

This ability replaces the hex gained at 2nd level.

Traits:

Wind-Carried Voices (Race)
Pragmatic Activator (Basic Magic)
Sensitive Mind (Campaign)
Bastard (Social)
Stigmatised (Drawback)

Alt Racials:
Whispering Wind
Like the Wind
Breeze-Kissed

Languages:
Aklo
Aquan
Auran
Dwarven
Elven
Gnome
Halfling
Sylvan
Taldane

Gear:
Backpack
Belt Pouch
Bandolier
Spell Component Pouch

Bedroll
Mess Kit
Waterskin
Flint and Steel

Scroll case x3
Journal x3
Charcoal
Chalk

Outfit (Traveler's)

Dagger

Rations, Trail x3

GP 1.25

Encumberance
Light <43 lbs | Medium 44-86 lbs | Heavy 87-130 lbs