Jolis Raffles

Nerrot Ergaval's page

127 posts. Alias of Sedoriku.


Full Name

Nerrot Ervagal

Race

| HP 32/32 | AC: 14, T: 13, FF: 11 | Fort +5; Ref +4; Will +5 | Init: +2 | Perc: +5, SM: +0

Classes/Levels

| Speed 30ft | Spells: 1st 5/5, 2nd 3/3, 3rd 2/2 KD 3/3| Active conditions: None

Gender

Male Halfling Witch 5

Strength 10
Dexterity 14
Constitution 12
Intelligence 20
Wisdom 10
Charisma 13

About Nerrot Ergaval

Nerrot Ervagal
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Character sheet:
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Male Halfling Witch 5
Init: +2;Senses: Low-Light Vision; Perception +3, Sense motive +0

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DEFENSE
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AC: 14, Touch: 13, FF: 12

HP: 32 (5d6+5+5 FCB);

Fort: +5, Ref: +4, Will: +5

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OFFENSE
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Speed: 30 ft.

Melee: +3 (1d3 Dagger, 1d6 Morning Star)

Ranged: +3 (1d6 Light Crossbow)

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STATISTICS
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Str 10, Dex 14, Con 12, Int 20, Wis 10, Cha 13

Base Attack Bonus: +2; CMB: +1, CMD: 13

Feats: Malicious Eye, Extra Hex (Cackle), Extra Hex (Flying)

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Skills and Languages:
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WITH RANKS (Total 35 ranks, 2 base +5 Int)
Acrobatics (1 rank): +3
Appraise (1 rank): +5
Diplomacy (5 ranks Headband): +6
*Intimidate (2 ranks): +6
*Linguistics (3 ranks, +2 from Polyglot): +12
*Knowledge (Arcana, 1 rank): +8
*Knowledge (History, 1 rank): +8
*Knowledge (Nature, 1 rank): +8
*Knowledge (Planes, 1 rank): +8
Perception (5 ranks): +5
*Profession (Sailor, 5 ranks, Int based): +12
*Spellcraft (4 ranks): +11
*Use Magic Device (5 ranks): +9

WITHOUT RANKS
All skills not listed have a modifier of 0
Bluff: +1
Diplomacy (5 ranks Headband): +6
Disguise: +1
Escape Artist: +2
Handle Animal: +1
Perform: +1
Sleight of Hand: +2
Stealth (+4 size bonus): +6

Languages: Taldane, Halfling, Aquan, Dwarven, Elven, Gnome, Goblin, Celestial, Infernal, Ignan

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Equipment:
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COINS
137

WEAPONS AND ARMOR
Haramaki, Light crossbow, Morning star, Dagger

CONSUMABLES
Scrolls
In scroll case
Air Bubble, Open and Shut, Ferment, True Appraisal, Planetarium, Heroism, Barrow Haze

Wands
Wand of Mage Armor

Potions
CLW, Long Arm, Monkey Fish

Mundane
Crossbow bolts 10,

OTHER GEAR
Worn
Water Proof Bag (For a medium sized Creature), Cloak of Resistance +1, Iuon Torch, Familiar Satchel, Flask of Acid, Iron Holy Symbol (Cayden Caliean), Compass, Headband of Vast Intelligence

Inside Waterproof bag
Minor Bag of Holding, Scroll Case, Potion sponges, Masterwork tool (Profession Sailor).

In minor bag of holding
Holding 48.65 pound of 50 pounds possible
Pearl of Power 1st, Tidy Trunk, Hammock,

Inside Tidy Trunk
Holding 23.9 pounds
Witch’s Kit,, Underwater Googles, Underwater Compass Pirate Clothes (Basic, 4 sets), Pirates Clothes (Fancy), Blood Neutralizer, Cooking Powder, Drought Powder, Alchemic Cement,Adhesive Strip,Water purification sponge

Encumbrance
Nerrot is carrying 20.5 of 24.75 pounds for a light load

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Class Abilities:
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PATRON
Agility: 2nd — jump, 4th — cat's grace, 6th — haste, 8th — freedom of movement, 10th — polymorph, 12th — cat's grace (mass), 14th — ethereal jaunt, 16th — animal shapes, 18th — shapechange.

HEX
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 2–10. 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.

WITCH’S FAMILIAR (EX)
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.

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Hexes:
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All hexes
Water Lung
Evil Eye DC 17
Cackle
Healing
Flight
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Racial Abilities:
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FLEET OF FOOT
Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This racial trait replaces slow speed and sure-footed.

POLYGLOT
Some halflings, especially those who spend a lot of time traveling, develop a talent for learning new languages. These halflings gain a +2 racial bonus on Linguistics checks, and it is always a class skill for them. Halflings with this racial trait also begin play with the ability to speak Common, Halfling, and any one other language of their choice (except for secret languages, such as Druidic) in addition to bonus languages due to high Intelligence. They still gain the normal list of halfling bonus languages. This racial trait replaces keen senses and alters the halfling language racial trait.

SMALL
Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.

FEARLESS
Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.

WEAPON FAMILIARITY
Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.

HALFLING JINX
You lose the halfling luck racial trait (and its +1 racial bonus on saving throws) and instead gain the ability to curse another creature with bad luck at will as a standard action. This curse has a range of 30 feet, and you must be able to see the target and have line of effect to it. The target gets a Will saving throw to resist this jinx (DC = 10 + 1/2 your level + your Charisma modifier). If your target makes this saving throw, it is immune to your jinx ability for 24 hours. A jinxed creature takes a –1 penalty on all saving throws. This jinx lasts for 24 hours or until you attempt to use your jinx again. A jinx is a supernatural ability, is not mind-affecting, does not allow spell resistance, and can affect any kind of creature not immune to luck effects.

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Feats and traits:
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TRAITS:

BREVOY BANDIT
Category: Region (Mivon)
You fled the persecution of Brevoy authorities and wound up in Mivon. Whether or not you are guilty of your alleged crimes, you seek to build a new life amid new neighbors. Choose one Profession skill and one ability score other than Wisdom. You add that ability score’s modifier in addition to your Wisdom modifier on checks with the chosen Profession skill.
Profession (Sailor/Navigator)

THE PATRIARCH
Category: cosmic
Requirement(s) 21 Sarenith - 20 Erastus
Like the father of the Cosmic Caravan, you have an innate sense of direction. Three times per day, you can use know direction as a spell-like ability, treating your character level as your caster level.

FEATS:

EXTRA HEX (Level 1, Cackle; Level 5, Flight)
You gain one additional hex. You must meet the prerequisites for this hex. If you are a shaman, it must be a hex granted by your spirit rather than one from a wandering spirit.

MALICIOUS EYE (level 3)
When a creature fails its save against your evil eye hex, add the effect of your jinx to the effect of the hex. The save penalties from the hex and jinx stack. Using your jinx on another creature does not end the hex or the jinx effect on the hexed target.

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Spells:
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IN FAMILIAR

CANTRIPS
DC 15
Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Grasp, Guidance,Light, Mending, Message, Putrefy Food and Drink, Read Magic, Resistance, Spark, Stabalize, Touch of Fatigue,

1ST LEVEL
DC 16
Burning Hands, Chill Touch, Enlarge Person, Ferment, Frostbite, Hex Vulnerability, Jump, Long Arm, Mage Armor, Open and Shut, Pick Your Poison, True Appraisal, Unseen Servant, Waterproof,

2ND LEVEL
DC 17
Aggressive Thundercloud, Cat’s Grace, Lead Anchor, Glitterdust, Planetarium, Rock Whip, Web,

3RD LEVEL
DC 18
Dispel magic, Hydrophobia

PREPARED

CANTRIPS
4
Resistance, Guidance, Detect Magic, Dancing Lights

1ST LEVEL
4
Chill touch, Frostbite, Enlarge Person, *OPEN*

2ND LEVEL
3
Aggressive Thundercloud, Cat’s Grace, Glitterdust

3RD LEVEL
2
Dispel Magic, Hydrophobia

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Consumables & other tracking:
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SCROLLS
Planetarium Transcribed, Web Transcribed, Air Bubble Transcribed, Chill Touch Transcribed, Long Arm Transcribed, Unseen Servant Transcribed, Open and Shut Transcribed
Air bubble, Open and Shut, Ferment, True Appraisal, Planetarium,

WANDS
Mage Armor

POTIONS
Cure light wounds, Long arm, Monkey fish

MUNDANE
Crossbow bolts 10/10

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Bot Me!:
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Nerrot likes to set up an evil eye hex on everyone enemy in the combat if possible, cackling all the while at anything and everything even remotely funny. He prefers to stay away from combat, never rushing in. If he has all his hexes up he might switch to a damaging spell, preferring to use his Aggressive Thundercloud first and then maybe Chill touch or Frostbite whichever he has prepared. He only uses his weapons as a last resort, when he has nothing else to do or is unable to move away from a combatant.

[dice=Why don’ t ye chill for a sec? (Chill touch/Frostbite)]1d20+3[/dice]
[dice=Damage (Cold) or (non-lethal cold)]1d6[/dice] If this hits (DC 15 Fort save to avoid -1 Str damage for Chill Touch) or (the target’s exhausted for Frostbite)

[dice=Oi, ain’t ye got someone better te hit? (Heavy mace)] 1d20+3[/dice]
[dice=Slashing Damage]1d6[/dice]

[dice=I lit’rally gots nothing better te do! (Light Crossbow)]1d20+3[/dice]
[dice=Pericing]1d6[/dice]

Nerrot has also trained Kanpo to tries and intercept any incoming attacks, using his thick scales and blubbery body to shield the halfling. The little on can only scurry around fast enough to help block two attacks, but can help with ranged attacks as well.
[dice=Bodyguard, DC 10]1d20+3[/dice] If successful, +2 to AC

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Background, Still working on this:
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