About NicatorStatblock:
Nicator
Male TN Human Witch 1, Level 1, Init +2, HP 8/8, Speed 30 ft. AC 12, Touch 12, Flat-footed 10, Fort +2, Ref +2, Will +3, Base Attack Bonus 0 (+2 Dex) Abilities Str 10, Dex 14, Con 14, Int 18, Wis 12, Cha 13 Condition None CMB: +0 CMD: 12 Statblock from Myth-Weavers Familiar Statblock:
Itzala
Female TN Cat Familiar, Level 1, Init +2, HP 4/4, Speed 30 ft. AC 15, Touch 14, Flat-footed 13, Fort +1, Ref +4, Will +3, Base Attack Bonus 0 Claws (x2) +4 (1d2-4, x2) Bite +4 (1d3-4, x2) (+2 Dex, +2 Size, +1 Natural) Abilities Str 3, Dex 15, Con 8, Int 6, Wis 12, Cha 7 Condition None CMB: +0 CMD: 4 (10 vs. Trip) Low-Light Vision, Scent Familiar Abilities: Alertness, empathic link, improved evasion, share spells, store spells Skills:
Statblock from Mythweavers
Hexes and Prepared Spells:
Hexes Save DCs: 14 Feat: Accursed Hex: When you target a creature with a hex that cannot target the same creature more than once per day, and that creature succeeds at its saving throw against the hex’s effect, you can target the creature with the same hex a second time before the end of your next turn. If the second attempt fails, you can make no further attempts to target that creature with the same hex for 1 day. Evil Eye: The witch 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. A Will save reduces this to just 1 round. This is a mind-affecting effect. Slumber: A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for 1 round. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. Spontaneous Healing: 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. Empathic Healing: 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. Spells Prepared
Traits, Feats, Hexes, and Spells Known:
Patron: Shadow Special Abilities
Traits
Feats
Hexes
Spells Known
Equipment:
Gear
Sling 10 Sling Bullets Quarterstaff Spell Pouch Healer's Kit Wealth
Trained Skills:
Appraise +5 (1 SP+4 Int)
Fly +6 (1 SP+3 Class+2 Dex) Heal +5 (1 SP+3 Class+1 Wis) Knowledge(Arcana) +9 (1 SP+3 Class+1 Trait+4 Int) Knowledge(Planes) +8 (1 SP+3 Class+4 Int) Profession(Scholar) +5 (1 SP+3 Class+1 Int) Spellcraft +8 (1 SP+3 Class+4 Int) Stealth +9 (1 SP+3 Class+2 Dex+3 Familiar) Use Magic Device +6 (1 SP+3 Class+1 Trait+1 Cha) Note: Know(Engineering) is a class skill from Mathematical Prodigy. Not sure if I'll take it or not, but it's good to mention, I figure. Note on profession: Prof(Scholar) seems appropriate, given the self-taught nature of many of the things Nic knows. He's smart and dedicated--he just doesn't have very many resources. While he does participate in general thuggery and pickpocketing, he's terrible at it, except in a support role.
Background:
Like much of the gang, Nicator remembers little of his life before the City. What is certain is his name, and the fact that, at some point before coming to the city, he struck a deal. Nic doesn’t remember what he made the deal with, why he made it, or what the conditions are, but he knows that something happened and, someday, he will have to pay for it.
Shortly after the unremembered deal, Nicator came to the City, where he met Itzala, his familiar. Spending some unsuccessful time as a lone thief, Nicator joined the gang after Grandmother rescued him from another one—the Kytons. Once with the gang, Nicator developed his knack for stealth and learned to strengthen his newly acquired magical abilities. He often serves a support role for the group, flinging curses at their enemies and using his sling to the best of his ability. Nicator has also found a unique niche during robberies, as his ability to put potential marks to sleep has proven useful time and time again. He will occasionally fix up any scrapes and bruises that the others get, but leaves more serious injuries for Grandmother to take care of. Since Grandmother became ill, he has been searching through his meager collection of books and using his magic to try and identify the disease and find a cure—but to no avail. Nicator has an insatiable thirst for knowledge, and has developed his magical talents relatively quickly, given his limited education and resources. Grandmother has mentored him a little in this pursuit—but her own patron appears to be different, limiting what she can do to help him. Nic would love to learn more about everything—but the struggle to survive always takes precedence. Itzala is generally helpful, but, being a cat, generally has more pressing concerns, such as napping. Nic is always on the lookout for magic items to tinker with, in the hopes that he can expand his knowledge that way—a pursuit that has lost him his eyebrows once, so far. Nicator is of Chelaxian descent, and clearly Azlanti as well. He has bright purple eyes and olive skin that contrasts against his black hair. Nicator is an average-sized fifteen year old, and is more comfortably out of the spotlight than in the center of attention. Itzala’s fur is mostly an uncommonly dark shade of red. Some black fur forms an odd, but structured-looking pattern on her forehead. She is never far from Nicator, and is always willing to let his friends and fellow gang member pet her or gain the honor of bestowing food upon her.
DM Questions:
Note: Regarding the goals below, I'm assuming that saving Grandmother is an implicit goal for just about everyone. As such, the goals listed below are in addition to that.
A name and quick description of a younger kid in the gang you look out for
A time when Grandmother (old Female Human Witch 4) saved you
A name and description of an enemy in a gang whose territory borders yours.
Caternos was the leader of the group who cornered Nicator two years ago, and bore the embarrassment of apparently being defeated by a single, cornered spellcaster. Since then, Caternos has often tried to single out Nic, but Nic's practice hiding and established support role have allowed him to avoid being cornered by Caternos again. An ally or friend you have made in the area outside the gang who will help you out.
Three short term goals;
Two mid term goals (eg “Join a wizard’s guild”);
Long term goal;
Inter-group ties
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