Bard

Nikole Alicer's page

18 posts. Alias of DFang.


Full Name

Nikole Alicer

Race

Female Changeling | Witch 1 |HP: 6/6 |Spells per day (Level - 1): 3/3 ||

Classes/Levels

Init +0 | Senses Normal, Darkvision | Perception +1 | Concentration +5

Gender

Female

Size

Medium - 5'5"

Age

27

Alignment

Neutral Good

Deity

Calistria

About Nikole Alicer

LINK TO INVENTORY TRACKING SHEET

DESCRIPTION & PERSONALITY
Quite different from the regular changeling, Nikole is a petite young lady that could have passed for someone late into her teens instead of being 27 years old. Many would describe her stature and way of speech alluring, but it is her slightly large eyes that catches the attention of most. Her right is eye is winter blue while the left is tinged with a darker shade of the same color.

Although it could be difficult for others to identify her race, Nikole cares not for the fact and proudly confirms such things to whoever asks. She holds herself in high esteem for coming from a breed which blessed her to have both a mind and body that many others are envious of. Although she freely uses her charms to get her wants, she will never intentionally harm another person.

Familiar: Thrush a.k.a. "Bibi" (Launguage: Aklo)

PREPARED SPELLS
Level 0 - n/a
Level 1 - n/a

KNOWN SPELLS:

0th— Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Guidance, Light, Mending, Message, Putrefy Food and Drink, Read Magic, Resistance, Spark, Stabilize, Touch of Fatigue

1st— Beguiling Gift, Charm person, Command, Cure Light Wounds, Hypnotism, Mage Armor, Sow Thought

STAT BLOCK:

------------------------------------
DEFENSE
------------------------------------
AC 11, Touch 10, Flat-footed 11 (+1 Natural Armor)
HP 6 (1d6)
Fort +0, Ref +0, Will +3

Save Bonuses: +2 vs. fear effects

------------------------------------
OFFENSE
------------------------------------
Speed 30 ft.
Melee:
2 Claws -1 (1d4-1)

Special Abilities:
Charm (Su)

Prepared Spells per day:
Level 0 - 4
Level 1 - 2

------------------------------------
STATISTICS
------------------------------------
Str 9, Dex 10, Con 10, Int 18, Wis 12, Cha 14
Base Atk +0; CMB -1; CMD 9

Feats
Level 1 - Spell Focus (Enchantment)

Skills [Total Ranks: 7 = 6+1(favored)]
Format: Total Modifier - Skill Name - Ability - Ability Mod|Ranks|Class|Other Mods

+2 Bluff - CHA - 2|0|0|0 (+1 potentially sexually attracted)
+8 Craft (alchemy)* - INT - 4|1|3|0
+9 Diplomacy* - CHA - 2|1|3|3 (+1 potentially sexually attracted)
+2 Intimidate* - CHA - 2|0|0|0
+8 Knowledge (Arcana)* - INT - 4|1|3|0
+8 Knowledge (History)* - INT - 4|1|3|0
+8 Knowledge (Nature)* - INT - 4|1|3|0
+8 Knowledge (Planes)* - INT - 4|1|3|0
+8 Spellcraft* - INT - 4|1|3|0

Languages Aklo, Common, Draconic, Dwarven, Elven, Giant

------------------------------------
SPECIAL ABILITIES
------------------------------------
-RACIAL TRAITS-
+2 Wisdom, +2 Charisma, –2 Constitution: Changelings are frail, but are clever and comely.
Medium: Changelings are Medium creatures and have no bonuses or penalties due to their size.
Humanoid: Changelings are humanoids with the changeling subtype.
Normal Speed: Changelings have a base speed of 30 feet.
Object of Desire: The changeling adds +1 to her caster level when casting charm person and charm monster.
Claws: Changelings' fingernails are hard and sharp, granting them two claw attacks (1d4 points of damage each).
Natural Armor: Changelings have a +1 natural armor bonus.
Darkvision: Changelings can see in the dark up to 60 feet

-CLASS FEATURES-
Weapon and Armor Proficiency: Witches are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a witch's gestures, which can cause her spells with somatic components to fail.
Spells: A witch casts arcane spells drawn from the witch spell list. A witch must choose and prepare her spells ahead of time.
To learn or cast a spell, a witch must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a witch's spell is 10 + the spell level + the witch's Intelligence modifier.
A witch can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 2–10. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table 1–3 of the Pathfinder RPG Core Rulebook).
A witch may know any number of spells. She must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour communing with her familiar. While communing, the witch decides which spells to prepare.
Cantrips: Witches can prepare a number of cantrips, or 0-level spells, each day, as noted on Table 2–10 under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Cantrips prepared using other spell slots, due to metamagic feats for example, are expended normally.
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.
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.
Charm (Su): A witch can charm an animal or humanoid creature within 30 feet by beckoning and speaking soothing words. This improves the attitude of an animal or humanoid creature by 1 step, as if the witch had successfully used the Diplomacy skill. The effect lasts for a number of rounds equal to the Witch's Intelligence modifier. A Will save negates this effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. At 8th level, this effect improves the attitude of the target creature by 2 steps. This is a mind-affecting charm effect.

-TRAITS-
Making Good on Promises: At some point in the past, Professor Lorrimor did you a favor under the condition that he would someday call on you to repay it. After he came to your aid, however, you never saw nor heard from him again, leaving you with a sense of unending anticipation that each day might be the day you were asked to return the favor. Yet that day never came, and your fears and anxiety about what the professor would call on you to do abated. Assuming the old man had either forgotten about you or died, you eventually assumed you'd never have to follow through on your end of the bargain. When you received word of the professor's death, and that he had named you specifically in his will, your dread of what he could possibly want from you has grown throughout your entire journey to Ravengro. Years of living with the fear and uncertainty of the unclaimed debt to Professor Lorrimor have inured you to extreme anxiety. You gain a +2 trait bonus on saves against fear effects.
Calistrian Courtesan (Calistria): You worked in one of Calistria's temples as a sacred courtesan, and you know how to flatter, please, and (most of all) listen. You gain a +1 trait bonus on Sense Motive checks and Diplomacy checks to gather information, and one of these skills (your choice) is always a class skill for you.
Charming: Blessed with good looks, you've come to depend on the fact that others find you attractive. You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.
Vain: You are sensitive about the way others perceive you. Whenever you fail an opposed Charisma-based check, you take a —2 penalty on all Charisma-based checks for the next 24 hours.

BACKGROUND:

The professor helped her work out a 'little' mistake with a rich & powerful family in Magnimar, where she enticed the eldest son to take her along on an adventure trip to a forest in Ustalav. She didn't know that they would find a group of cultists dwelling in the said forest who barely hesitated to kill her current escort. Now, with the small fortune that the son carried missing, Nikole has been on the run from the dead man's family in Magnimar who were convinced that she plotted to rob him.

She had an encounter the professor when she was looking for people who were investigating the cultists. He was actually studying their practise, but more importantly, he had direct ties to the head of the family hunting Nikole. After some desperate discussions, begging, and a gift, Professor Lorrimor made a deal with her to help clear her name. "A woman of your talent could be so much more..." he said.