Barmaid

Nari Brau's page

144 posts. Organized Play character for blondebandit.


Full Name

Nari Brau

Race

Human

Classes/Levels

Witch 2 | HP 14/14 | AC 12(+4) | T 12 | FF 10(+4) | CMD 12 | Fort +1 | Ref +2 | Will +3 | Init +6 | Perc +3 | SM +9

Gender

Female

Size

5'1

Age

21

Alignment

Chaotic Neutral

Deity

Calistria

Location

Mendev

Languages

Common(Taldane), Kelish, Osiriani, Tien, Varisian

Occupation

Undisclosed

Strength 8
Dexterity 14
Constitution 12
Intelligence 18
Wisdom 10
Charisma 14

About Nari Brau

PFS:
PFS # = 96302-1
6 Fame; 2 Prestige Points; 3XP
Completed Scenarios
Voice in the Void 01-35
The Beggar's Pearl 01-37
The Pallid Plague 01-43

Character Sheet:

Nari Brau
Female Human Witch 1
CN Medium Humanoid (Human)
Init +6;Senses Perception +3

-----------
Defense
-----------
AC 12, Touch 12, Flat-Footed 10 (+2 Dex)
HP 14 (2d6+4)
Fort +1, Ref +2, Will +3

-----------
Offense
-----------
Speed 30 ft.
Melee Dagger +0 (1d4-1/19-20)
Ranged Crossbow, Light +3 (1d8/19-20)
Special Attacks hex (DC 15)

Witch Spells Prepared (CL 1st; Concentration +5)
0th (at will)- Light, Guidance, Daze (DC 14), Resistance
1st- Hypnotism (DC 15), Ear Piercing Scream (DC 15), Ill Omen (DC 15)

Patron Deception

-----------
Statistics
-----------
Str 8, Dex 14, Con 12, Int 18, Wis 10, Cha 14
Base Atk +1; CMB+0; CMD 12
Feats Extra Hex, Extra Hex, Alertness
Traits Fashionable, Calistrian Prostitute
Skills Diplomacy +8 (+9 when gathering information), Knowledge(Arcana) +9, Knowledge(Nature) +9, Profession(Courtesan) +5, Sense Motive +8, Spellcraft +9, Use Magic Device +6
LanguagesCommon(Taldane), Kelish, Osiriani, Tien, Varisian
SQ witch's familiar (compsognathus named Timid [stores all prepared spells and patron spells, plus Command, Cure Light Wounds, Ear Piercing Scream, Hypnoticism, Ill Omen and all 0-level spells])

Combat GearScroll of Ear Piercing Scream, Wand of Cure Light Wounds(50), Wand of Mage Armor(50), Acid(2), Alchemist Fire (2) ;Other Gear dagger, Bolts (16), Cold Iron Bolts (10), Witch's Kit, Sleeves of Many Garments Outfit(Courtier's w/ 50gp Necklace), 1370gp

------------
Special Abilities
------------
Fortune (Su): The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made. At 8th level and 16th level, the duration of this hex is extended by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.
Evil Eye (Su): Nari 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 7 rounds (3 + Intelligence modifier). A Will save reduces this to just 1 round. This is a mind-affecting effect.
Cackle (Su): Nari 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 Nari has the duration of that hex extended by 1 round.
Misfortune (Su): The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Spells Known:

all 0-level spells

1st level
Command
Cure Light Wounds
Ear Piercing Scream
Hypnotism
Ill Omen
Ventriliquism
Charm Person
Reduce Person


Consumables:

1st Level Spells[/b]
Hypnotism
Ear Piercing Scream
Ill Omen

Items
Scroll of Ear Piercing Scream
Wand of Cure Light Wounds 45/50 Charges Remaining
Wand of Mage Armor 48/50 Remaining
Bolts 16/16 bolts remaining
Cold Iron Bolts 10/10 Remaining

Familiar:

--------------------
Timid
Compsognathus
CN Tiny animal
Init +6; Senses low-light vision, scent; Perception +4
--------------------
Defense
--------------------
AC 15, touch 14, flat-footed 13 (+2 dex, +1 natural, +2 size)
hp 7
Fort +4, Ref +4, Will +3
--------------------
Offense
--------------------
Speed 40 ft, swim 20ft
Melee bite +2 (1d3-1 plus poison)
Special Attacks Poison (Ex) – Bite-injury; save Fort DC12; frequency 1/round for 4 rounds; effect 1s2 str; cure 1 save
--------------------
Statistics
--------------------
Str 8, Dex 15, Con 14, Int 6, Wis 11, Cha 5
Base Atk +1; CMB +1; CMD 10
Feats Improved Initiative
Skills Perception +4, Swim +10, Stealth +10

Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.
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 his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically 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 his familiar does.


Background:
Nari's early life was not her own. Raised in a brothel in the Westport of Oppara, her teenage years were ones of desperation and servitude to the headmistress. Her only salvation and escape through these years was church of Calistria where she found a connection to the patron diety. Through the church she learned to refine her art, as well as escape the everyday despair that enveloped the brothel she called home.

Joining the pathfinders was never something that Nari planned to do. But a fateful "contact" with a emissary of Taldor set to travel to Absalom provided her an opportunity to escape the life she had led and make a new name for herself in the world. Jumping on the chance, Nari signed on as his personal courtesan and set off to see the world.

Finally free of the brothels of Westport, Nari is determined to leave her old life behind and start anew, wherever and however that may be accomplished