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Norgana's page

4 posts. Alias of Edeldhur.


About Norgana

Norgana
Female Peri-Blooded Aasimar (Emberkin) Magus (Hexcrafter) 6 Witch (White Haired Witch) 2
CG Medium Outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +10
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Defense
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AC 17, touch 12, flat-footed 15 (+3 armor, +2 shield, +2 Dex)
hp 95 (6d8+2d6+8)
Fort +7, Ref +6, Will +9
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft.
Melee Hair (Prehensile Hair) +11 (1d3+6/x2) and
. . Hair (White Haired Witch) +16 (1d4+11/x2)
Special Attacks hex arcana (arcane accuracy +6, flight, prehensile hair), hexes (slumber [dc 19]), spellstrike, white hair (constrict), white hair (grab)
Spell-Like Abilities Feather Fall (self only) (At will), Pyrotechnics (1/day)
Magus (Hexcrafter) Spells Prepared (CL 6):
2 (5/day) Feast of Ashes (DC 18), Scorching Ray, Mirror Image, Glitterdust, Frigid Touch
1 (6/day) Enlarge Person (DC 17), Shocking Grasp, True Strike, Ray of Enfeeblement (DC 17), Frostbite, Vanish
0 (at will) Acid Splash, Read Magic, Detect Magic, Disrupt Undead, Ray of Frost
Witch (White Haired Witch) Spells Prepared (CL 2):
1 (4/day) Chill Touch (DC 17), Ill Omen, Shield of Faith, Mage Armor
0 (at will) Resistance, Stabilize, Daze (DC 16), Guidance
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Statistics
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Str 14, Dex 14, Con 12, Int 22, Wis 10, Cha 14
Base Atk +5; CMB +19; CMD 19
Feats Combat Reflexes (3 AoO/round), Cornugon Smash, Extra Arcana, Power Attack -2/+4, Rime Spell
Traits Deft Dodger
Skills Acrobatics +10, Climb +6, Diplomacy +10, Intimidate +13, Knowledge (arcana) +17, Knowledge (dungeoneering) +13, Knowledge (history) +10, Knowledge (nature) +10, Knowledge (planes) +17, Perception +10, Sense Motive +2, Spellcraft +19, Swim +10, Use Magic Device +13; Racial Modifiers +2 Knowledge (planes), +2 Spellcraft
Languages Celestial, Common, Draconic, Dwarven, Elven, Gnome, Halfling, Sylvan
SQ +2 bonus on cmb checks to start and maintain a gra, arcane pool (+2) (9/day), empathic link with familiar, hex arcana, hex magus, patron spells (wisdom), share spells with familiar, spell combat
Combat Gear Extend metamagic rod (lesser) (3/day); Other Gear +2 Silken ceremonial armor, +1 Buckler, Amulet of mighty fists +1, Cloak of resistance +1, Headband of vast intelligence +4 (Acrobatics, Dipl, 3665 GP
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Special Abilities
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+2 bonus on CMB checks to start and maintain a grapple You gain the Alertness feat while your familiar is within arm's reach.
Arcane Accuracy +6 (Su) 1 Arcane Pool: +6 to attack rolls until the end of your turn.
Arcane Pool (+2) (9/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Extend metamagic rod (lesser) (3/day) Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

The wielder can cast up to three spells per day that are extended as though using the Extend Spell feat. Lesser metamagic rods can be used with spells of 3rd level or lower.

Construction
Requirements: Craft Rod, Extend Spell feat; Cost 1,500 gp
Hex Arcana You can substitute Hexes for Magus Arcana.
Hex Magus (Su) You gain access to witch hexes.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Prehensile Hair (Su) The witch can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Intelligence score. Her hair has reach 10
Rime Spell Spell with the cold descriptor also entangles creatures if the spell damages them
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Slumber (6 rds) (DC 19) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg).
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
White Hair (Constrict) (Su) Use hair to grapple foe without gaining grappled condition. More at higher levels.
White Hair (Grab) (Su) Use hair to grapple foe without gaining grappled condition. More at higher levels.