Picasi

Naruda Burada's page

188 posts. Organized Play character for Lance K.


Full Name

Naruda Barada

Race

Female Samsaran | Witch (Winter Witch, Invoker) 2 | Init +8 Per+2, LLV

Classes/Levels

HP 10/14 AC (17)13, Touch AC (13)12(+4 vs Incorp), FF AC (14)11 | SVs Fort +1/Refl +4/Will +3 | CMB +1 CMD 13

Age

Touch +1; ray of frost +3 (1d3)

Special Abilities

Spells: Level 0 - detect magic, guidance, light, ray of frost Level 1 - greasel

Location

Traits: Reactionary, Magical Lineage (Winter's Grasp)

Languages

Feats: Improved Initiative

Occupation

Skills: Heal +4, Intimidate +6, Kn(Arcana)+9, Kn(History)+8, Kn(Nature)+9, Kn(Planes)+9, Perception +2, Sense Motive +2, Spellcraft +9

Homepage URL

Languages: Common, Samsaran, Aquan, Auran, Tian, Wayang

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

About Naruda Burada

125869-17 Silver Crusade 6 Fame 2 Prestige 3 XP

LG Medium Humanoid (Samsaran)

Racial Traits:
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Lifebound:
Lifebound:(Ex) Samsarans gain a +2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points.

Samsaran Magic:
Samsaran Magic (Sp): Samsarans with a Charisma score of 11 or higher gain the following spell-like abilities: 1/day—comprehend languages, deathwatch, and stabilize. The caster level for these effects is equal to the samsaran’s level.

Mystic Past Life:
Mystic Past Life(Su) You can add spells from another spellcasting class to the spell list of your current spellcasting class. You add a number of spells equal to 1 + your spellcasting class’s key ability score bonus (Wisdom for clerics, and so on). The spells must be the same type (arcane or divine) as the spellcasting class you’re adding them to. For example, you could add divine power to your druid class spell list, but not to your wizard class spell list because divine power is a divine spell. These spells do not have to be spells you can cast as a 1st-level character. The number of spells granted by this ability is set at 1st level. Changes to your ability score do not change the number of spells gained. This racial trait replaces shards of the past. grease, mirror image, haste, dragon's breath, emergency force sphere

Class Abilities:
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Patron:Deception:
2nd—ventriloquism, 4th—invisibility, 6th—blink, 8th—confusion, 10th—passwall, 12th—programmed image, 14th—mass invisibility, 16th—scintillating pattern, 18th—time stop

Ice Magic:
When a winter witch casts a spell with the cold descriptor, the save DC of the spell increases by +1. A winter witch cannot learn or cast spells with the fire descriptor at all.

Cold Flesh (Ex):
At 1st level, a winter witch gains endure elements as a constant spell-like ability, but only against cold temperatures. At 4th level, she gains cold resistance 5, making her comfortable in near-freezing temperatures. At 9th-level, this increases to cold resistance 10, and at 14th level, it becomes immunity to cold.

Sleep Hex DC 15:

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, 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.

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.

Invoke Patron 2/2min

Gear

Combat Gear:
cold iron short spear, light crossbow, 7 mwk bolts, mwk haramaki

Adventuring Gear:
hot weather outfit, courtier's outfit and jewelry, familiar satchel, 2 bandoliers, spell component pouch, 2 alchemist fire's, anti-plague, flint & steel, fancy umbrella parasol, bedroll and blanket, pot, 50 ft. silk rope, perfume, ink & pen, journal, 20 sheets of rice paper, 10 sticks of chalk, trail rations (5 days), waterskin, torches (10), 50 ft. silk rope, mule with pack saddle, 12 days of feed

Wands:
wand of cure light wounds [38 charges], wand of mage armor [43 charges], wand of comprehend languages [6 charges]

Spells Known:
all cantrips, plus ray of frost
Level 1 - cause fear, enlarge person, frostbite, grease, mage armor, obscuring mist, snowball, unbreakable heart, ventriloquism

Familiar; Snowflake:

Weasel Tiny LG Magical Beast
Init +2; Senses low-light vision, scent; Perception +1
AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)
HP 7 Fort +2, Ref +4, Will +4; Improved Evasion
Speed 20 ft., climb 20 ft.
Melee bite +5 (1d3–4 plus attach) Space 2-1/2 ft., Reach 0 ft.
Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 5
Base Atk +0; CMB +1; CMD 7 (11 vs. trip)
Feats Extra Item Slot (Shoulders)
Skills: Acrobatics +10, Climb +10, Escape Artist +3, Intimidate -2, Kn(Arcana)-1, Kn(History)-1, Kn(Nature)-1, Kn(Planes)-1, Spellcraft -1, Stealth +14
Racial Modifiers +4 Stealth, +8 Acrobatics
Alertness, Share Spells, Empathic Link; Shares +2 Fort saves

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