Parasomnias's page

No posts. Organized Play character for Grumbaki.


About Parasomnias

Spoiler:
Str (18) Dex (7) Con (14) Int (12) Wis (10) Cha (15) Initiative (+2)

Dual Cursed Oracle (1) Enlightened Paladin (1)

Race Half-Orc
* Darkvision
* Sacred Tattoos (+1 luck bonus to all saves)
* Intimidating
* Weapon Familiarity

Traits
* Fate's Favored (+1 all luck bonuses)
*

Feats
Lvl 1: Noble Scion of War (You gain a +2 bonus on all Knowledge (nobility) checks, and that chosen Knowledge skill is always considered a class skill for you. You use your Charisma modifier to adjust Initiative checks instead of your Dexterity modifier.)

Mystery
* Sidestep Secret: Add your Charisma modifier (instead of your Dexterity modifier) to your Armor Class, CMD, and all Reflex saving throws. Your armor’s maximum Dexterity bonus applies to your Charisma instead of your Dexterity.

Curse 1-Advances

Curse 2-Doesn't Advance

Spoiler:
Str (7) Dex (18) Con (12) Int (18) Wis (13) Cha (7) HP (10) Fort (+1) Ref (+3) Will (+3) CMD (12) Initiative (+3) AC (14/14/10) or AC (18/14/14)

Race Elven Witch
* Low Light Vision
* Fleet Footed (+2 initiative and run feat)
* Elven Magic (+2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items)
* Arcane Focus (+2 racial bonus on concentration checks made to cast arcane spells defensively. This racial trait replaces weapon familiarity)
* Dreamspeaker (1 to the saving throw DCs of spells of the divination school and sleep effects they cast. This racial trait replaces elven immunities)

Languages
Common, Elven, Draconic, Sylvan, Celestial, Tien

Traits
* Adopted (human) World Traveler (+1 diplomacy and class skill) - Racial
* Eyes and Ears of the City (+1 perception and class skill) - Religion
* Child of the Temple (+1 knowledge nobility and religion, knowledge nobility is class skill) - Faith
* Student of Philosophy (Intelligence for diplomacy and bluff to convince others of the truth or a lie) - Social

Feats
* Extra Feats
* Alertness when familiar nearby (+2 perception and sense motive)

Skills
* Diplomacy: 1 skill point (+10)
* Perception: 1 skill point (+10)
* Knowledge (nobility): 1 skill point (+9)
* Knowledge (arcana): 1 skill point (+8)
* Knowledge (planes): 1 skill point (+8)
* Spellcraft: 1 skill point (+8 / +10 to identify magic items)
* Bluff: 0 skill points (+4)
* Sense Motive: 0 skill points (+3)

Equipment
* Thrush Familiar (+3 diplomacy)
* Wand of Cure Light Wounds (50 charges)
* Sleeves of Many Garments (any clothing)
* Embedded Cracked Pink and Green Sphere Ioun Stone (+1 diplomacy)
* 2x potions of mage armor
* Longspear
* Dagger
* 112 gold

Lvl 0 Spells
* Detect Magic
* Guidance
* Light

Lvl 1 Spells
* 2x Sleep (110ft range, 10ft burst, will save DC16 to resist, effects 4 HD of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell’s point of origin are affected first. HD that are not sufficient to affect a creature are wasted. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). Sleep does not target unconscious creatures, constructs, or undead creatures.)

Hexes
* 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
* Evil Eye (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 a number of rounds equal to 3 + the witch’s Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to –4. As long as you apply a different penalty with each use of the hex (AC, ability checks, attack rolls, saving throws, or skill checks), you can have multiple penalties on the same target. Applying the same hex penalty to a target just resets the duration to the most recent use of the hex.)

Patron-Ancestors
* 2nd—bless, 4th—aid, 6th—prayer, 8th—blessing of fervor, 10th—commune, 12th—greater heroism

Thrush Familiar:

Basics
* Natural Armor (+1)
* Intelligence (6, can speak elven)
* Hit Dice: For the purpose of effects related to number of Hit Dice, use the master’s character level or the familiar‘s normal HD total, whichever is higher.
* Hit Points: The familiar has half the master’s total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.
* Attacks: Use the master’s base attack bonus, as calculated from all her classes. Use the familiar‘s Dexterity or Strength modifier, whichever is greater, to calculate the familiar‘s melee attack bonus with natural weapons. Damage equals that of a normal creature of the familiar‘s kind.
* Saving Throws: For each saving throw, use either the familiar‘s base save bonus (Fortitude +2, Reflex +2, Will +0) or the master’s (as calculated from all her classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn’t share any of the other bonuses that the master might have on saves.
* Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master’s skill ranks, whichever is better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar‘s total skill modifiers, some skills may remain beyond the familiar‘s ability to use. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.

Empathic Link
The master has an empathic link with her familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The master has the same connection to an item or place that her familiar does.

Improved Evasion
When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells
The witch may cast a spell with a target of “You” on her familiar (as a touch spell) instead of on herself. A witch may cast spells on her familiar even if the spells do not normally affect creatures of the familiar‘s type (magical beast).

Store Spells
Starting at 1st level, a witch’s familiar stores all of the spells that the witch knows. This does not allow the familiar to cast these spells or use spell-trigger or spell completion magic items. Starting at 2nd level, and every two levels thereafter, a witch’s familiar adds new bonus spells to the witch’s spell list based on her patron. These spells are automatically stored by the familiar and can be prepared as normal once they are gained.

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Init +2; Senses low-light vision; Perception +5

DEFENSE
AC 17, touch 17, flat-footed 14 (+2 Dex, +4 size, +1 natural armor)
hp 5 (1/2 elf's)
Own Saves: Fort +0, Ref +4, Will +2
With elf's saves: Fort +1, Ref +4, Will +2

OFFENSE
Speed 10 ft., fly 40 ft. (average)
Melee bite –1 (1d2–5)
Space 1 ft.; Reach 0 ft.

STATISTICS
Str 1, Dex 15, Con 6, Int 2, Wis 15, Cha 6
Base Atk +0; CMB –2; CMD 3
Feats Skill Focus (Perception)
Skills Fly +12, Perception +5 (+9 with elf's skill rank)

Background: Parasomnias was born in the city of Absalom. His father, a mage, was an adviser to the nobility of the city on all things arcane. His mother was a cleric of Adabar, the mercantile god. Together, they made their way in the circles of the high and mighty. It was no surprise that as their son, he grew up following their footsteps. Blending the teachings of both of his parents together, he has become a witch. With very little inclination or talent in hurting others, his skills have become focused on a far more subtle art. That is, of course, hexing others, usually to make it harder for them to lie, or to detect one.

But still, he is young, especially for an elf. And what he wants more than anything else is to see the world. Acquiescing to his demands, his parents managed to get him a contract with the Sovereign Court. Using their connections, he has become a pathfinder, with the purpose advancing Lady Gloriana
Morilla's initiatives. For his parents, they are far too old and well known to be involved with such plots. But for him? He is young, unknown, and most importantly, naive enough to become excited about such games. While both of his parents see her schemes as being a passing fad that will go away in a few short decades, Parasomnias actually believes that helping her will make the world a better place.