Witch Doctor

Raven Hawthorne's page

304 posts. Alias of Luke_Parry.


Full Name

Raven Hawthorne

Race

Half-Elf

Classes/Levels

Summoner(Synthesist/Wild Caller) 9 ; Paladin(Divine Hunter) 2/Fighter(Lore Warden) 4/Barbarian 1/Monk(Master of Many Styles/Monk of the Four Winds) 2

Gender

Stats:
Init: +4 Per: +28 HP: 114+31/114+109 AC: 48 FF: 42 T: 20 CMB: +25 CMD: 39 F: +28 R: +20 W: +24

Size

Medium

Age

27

Alignment

Lawful Good

Deity

Abadar

Languages

Common, Elven, Infernal, Terran, Draconic

Strength 31
Dexterity 13
Constitution 18
Intelligence 16
Wisdom 16
Charisma 25

About Raven Hawthorne

Current Buffs: Barkskin, Expeditious Retreat, Great Magic Fang x4, Heroism, Mage Armor, Protection From Evil, See Invisibility.

Appearance:

Raven is lean and lightly muscled, with pale skin, short-cropped black with a pronounced widow’s peak, and piercing blue eyes. He usually dresses simply in a chain shirt, covered with a tabard dyed black and crimson, and has a single visible morningstar at his hip. Generally, he moves with a heavy tread, thumping the ground heavily with each step, and continually shifts his gaze, trying to take in everything around him.

Background:

Initiative: +4 [+2 Dex + 2 Trait]
Senses: Low Light Vision, 60' Darkvision, Perception +28
Speed: 40 ft; Fly 40 ft (Perfect)

AC: 44 (10 + 4 (Mage Armor) + 2 Shield + 1 Dex + 18 Natural Armor + 1 (Ring of Protection+1) + 1 Jingasa of the Fortunate Soldier) + 3 Wisdom - 1 Size + 5 Dodge)
Touch: 20 (10 + 1 Dex + 1 (Ring of Protection+1) + 1 Jingasa of the Fortunate Soldier) + 3 Wisdom - 1 Size + 5 Dodge)
Flat-footed: 38 (10 + 4 (Mage Armor) + 2 Shield + 18 Natural Armor + 1 (Ring of Protection+1) + 1 Jingasa of the Fortunate Soldier) + 3 Wisdom - 1 size)

Hit Points: 114+31/114+109

Fort: +28 Ref: +20 Will: +24

Immune to magic sleep effects.
+2 racial saving throw bonus against enchantment spells and effects.
+4 morale bonus on Will saves against enchantment spells and effects.
+2 bonus on saving throws against sleep effects, paralysis effects, and stunning effects.

Combat:
Base Atk: +8; CMB: +25; CMD: 39
+1 on CMB/CMD versus Grapple

Melee
Claw (Arcane Strike, Fighting Defensively): +21 to Hit; Dmg 2d6+16; crit 20/x2; Type S/B +2d6 Holy versus Evil targets (Good)

Rend (2 claws): 2d6+21+2d6 Holy versus Evil targets (Good)

Ranged
Sling: +8 to Hit; Dmg 1d4+10; crit 20/x2; range 50 ft; Type B

Skills:
Skill Points per level: 2 (Class) + 3 (Intelligence) - for 2 levels
4 (Class) + 3 (Intelligence) - for 7 levels

Acrobatics +7 (+1 Dex + 3 ranks + 3 class skill)
Appraise +3
Bluff +5 (+7 Charisma - 2 Feat)
Climb +6
Craft +3
Diplomacy +11 (+7 Cha + 3 ranks + 3 class skill - 2 Feat)
Disguise +5 (+7 Charisma - 2 Feat)
Escape Artist +2
Fly +21 (+1 Dex + 9 ranks + 3 class skill + 8 (Perfect))
Heal +3
Intimidate +5 (+7 Charisma - 2 Feat)
Knowledge(Arcana) +15 (+3 Int + 9 ranks + 3 class skill)
Knowledge(Dungeoneering) +7 (+3 Int + 1 rank + 3 class skill)
Knowledge(Engineering) +7 (+3 Int + 1 rank + 3 class skill)
Knowledge(Geography) +7 (+3 Int + 1 rank + 3 class skill)
Knowledge(History) +7 (+3 Int + 1 rank + 3 class skill)
Knowledge(Local) +7 (+3 Int + 1 rank + 3 class skill)
Knowledge(Nature) +7 (+3 Int + 1 rank + 3 class skill)
Knowledge(Nobility) +7 (+3 Int + 1 rank + 3 class skill)
Knowledge(Planes) +15 (+3 Int + 9 ranks + 3 class skill)
Knowledge(Religion) +7 (+3 Int + 1 rank + 3 class skill)
Linguistics +7 (+3 Int + 1 rank + 3 class skill)
Perception +28 (+3 Wisdom + 9 ranks + 3 class skill + 2 Racial + 3 Skill Focus + Skilled)
Perform +5 (+7 Charisma - 2 Feat)
Ride +1
Sense Motive +3
Stealth -3 (+1 Dex - 4 Size)
Survival +3
Swim +6
Use Magic Device +16 (+7 Charisma + 8 ranks + 3 class skill - 2 Feat)

feats:
1st: Arcane Strike
1st (Half-Elf Bonus Feat): Skill Focus (Perception)
1st (Divine Hunter Bonus Feat): Precise Shot
2nd: Toughness
3rd: Craft Wondrous Item
3rd (Fighter Bonus Feat): Weapon Focus (Claw)
4th: Improved Natural Attack (Claws)
5th: History of Scars
5th (Monk Bonus Feat): Improved Unarmed Strike
5th (Monk Bonus Feat): Elemental Fist
5th (Monk Bonus Feat): Crane Style
6th: Dragon Style
6th (Fighter Bonus Feat): Power Attack
6th (Lore Warden Bonus Feat): Combat Expertise
7th: Dodge
8th (Fighter Bonus Feat): Weapon Specialization (Claw)
9th: Crane Wing
9th (Monk Bonus Feat): Crane Riposte

Traits:
Militant Merchant
Source Taldor: Echoes of Glory 14
You know what it takes to get your goods to market and will stop at nothing to protect your products. Years of fending off thieves, cutthroats, and brigands have given you a sixth sense when it comes to danger.

Benefit: You gain a +1 trait bonus to Perception checks made to determine surprise, and Perception is always a class skill for you.

Reactionary
Source Pathfinder RPG Character Traits 4
You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.

Benefit: You gain a +2 trait bonus to Initiative checks.

Racial Abilities:

FC Bonus: +2.25 Evolution Points.

Elven Immunities:
Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Elf Blood:
Half-elves count as both elves and humans for any effect related to race.

Arcane Training:
Half-elves occasionally seek tutoring to help them master the magic in their blood. Half-elves with this racial trait have only one favored class, and it must be an arcane spellcasting class. They can use spell trigger and spell completion items for their favored class (Summoner) as if one level higher (or as a 1st-level character if they have no levels in that class). This racial trait replaces the multitalented racial trait.

Low-Light Vision:
Half-elves can see twice as far as humans in conditions of dim light.

Class Features - Paladin:
Aura of Good (Ex):
The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp):
At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Smite Evil (Su):
Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.

The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.

Divine Grace (Su):
At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.

Lay On Hands (Su):
Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier (8/day). With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses (1d6). Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.

Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

Class Features - Fighter:
Scholastic (Ex):
Lore wardens gain 2 additional skill ranks each level. These ranks must be spent on Intelligence-based skills. All Intelligence-based skills are class skills for lore wardens.

This ability replaces the lore warden’s proficiency with medium armor, heavy armor, and shields.

Expertise (Ex):
At 2nd level, a lore warden gains Combat Expertise as a bonus feat, even if he would not normally qualify for this feat.

This ability replaces bravery.

Maneuver Mastery (Ex):
At 3rd level, a lore warden gains a +2 bonus on all CMB checks and to his CMD. This bonus increases to +4 at 7th level, +6 at 11th level, and +8 at 15th level.

This ability replaces armor training 1.

Class Features - Barbarian:
Fast Movement (Ex):
A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed.

Rage (Ex): (Unable to use due to Lawful alignment.)

Class Features - Monk:
AC Bonus (Ex):
When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Unarmed Strike(Ex):
At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk's attacks may be with fist, elbows, knees, and feet. This means that a monk may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.

Usually a monk's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.

A monk's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

A monk also deals more damage with his unarmed strikes than a normal person would (1d6).

Elemental Fist (Su):
At 1st level, a monk of the four winds gains Elemental Fist as a bonus feat, even if he does not meet the prerequisites. At 5th level, and every five levels thereafter, the monk increases the damage of his Elemental Fist by 1d6 (2d6 at 5th level, 3d6 at 10th level, and so on).

This ability replaces stunning fist.

Bonus Feat (Ex):
At 1st level, 2nd level, and every four levels thereafter, a master of many styles may select a bonus style feat or the Elemental Fist feat. He does not have to meet the prerequisites of that feat, except the Elemental Fist feat. Alternatively, a master of many styles may choose a feat in that style’s feat path (such as Earth Child Topple) as one of these bonus feats if he already has the appropriate style feat (such as Earth Child Style). The master of many styles does not need to meet any other prerequisite of the feat in the style’s feat path.

This ability replaces a monk’s standard bonus feats.

Fuse Style (Ex):
At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but when the master of many styles switches to another style feat, he can choose one style whose stance is already active to persist. He may only have two style feat stances active at a time. At 8th level, the master of many styles can fuse three styles at once. He can have the stances of three style feats active at the same time. Furthermore, he can enter up to three stances as a swift action.

At 15th level, the master of many styles can fuse four styles at once. He can have the stances of four style feats active at the same time. Furthermore, he can enter up to four stances as a free action by spending 1 point from his ki pool.

This ability replaces flurry of blows.

Class Features - Summoner:
Fused Eidolon:
A synthesist summons the essence of a powerful outsider to meld with his own being. The synthesist wears the eidolon like translucent, living armor. The eidolon mimics all of the synthesist’s movements, and the synthesist perceives through the eidolon’s senses and speaks through its voice, as the two are now one creature.

While fused with his eidolon, the synthesist uses the eidolon’s physical ability scores (Strength, Dexterity, and Constitution), but retains his own mental ability scores (Intelligence, Wisdom, and Charisma). The synthesist gains the eidolon’s hit points as temporary hit points. When these hit points reach 0, the eidolon is killed and sent back to its home plane. The synthesist uses the eidolon’s base attack bonus, and gains the eidolon’s armor and natural armor bonuses and modifiers to ability scores. The synthesist also gains access to the eidolon’s special abilities and the eidolon’s evolutions. The synthesist is still limited to the eidolon’s maximum number of natural attacks. The eidolon has no skills or feats of its own. The eidolon must be at least the same size as the synthesist. The eidolon must have limbs for the synthesist to cast spells with somatic components. The eidolon’s temporary hit points can be restored with the rejuvenate eidolon spell.

While fused, the synthesist loses the benefits of his armor. He counts as both his original type and as an outsider for any effect related to type, whichever is worse for the synthesist. Spells such as banishment or dismissal work normally on the eidolon, but the synthesist is unaffected. Neither the synthesist nor his eidolon can be targeted separately, as they are fused into one creature. The synthesist and eidolon cannot take separate actions. While fused with his eidolon, the synthesist can use all of his own abilities and gear, except for his armor. In all other cases, this ability functions as the summoner’s normal eidolon ability (for example, the synthesist cannot use his summon monster ability while the eidolon is present).

This ability replaces the class’s eidolon ability, bond senses, and life bond.

The following class abilities function differently for synthesist summoners.

Fused Link (Su):
Starting at 1st level, the synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Each hit point sacrificed this way prevents 1 point of damage done to the eidolon (thus preventing the loss of the summoner’s temporary hit points), preventing the eidolon from being killed and sent back to its home plane.

This ability replaces life link.

Shielded Meld (Ex):
At 4th level, whenever the synthesist is fused with his eidolon, he gains a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws.

This ability replaces shield ally.

Maker’s Jump (Sp):
At 6th level, whenever the synthesist is fused with his eidolon, the synthesist can cast dimension door as a spell-like ability using his caster level. This ability only affects the fused synthesist and eidolon. The synthesist can use this ability once per day at 6th level, plus one additional time per day for every six levels beyond 6th.

This ability replaces maker’s call and transposition.

Spells:
A wild caller does not have access to summon monster spells. Instead, he swaps out those spells on his spell list with summon nature's ally spells of the same level.

This ability alters the normal spell list of the summoner.

Eidolon:
The eidolon of a wild caller tends to take more natural and more savage forms than other summoners' eidolons. A wild caller gains 1/4 his class level as bonus evolution points in his eidolon's evolution pool, but his eidolon cannot take the following evolutions:

1-point evolutions: basic magic, magic attacks, skilled (while the eidolon can select this evolution, it can only do so with the following skills: Acrobatics, Climb, Escape Artist, Fly, Intimidate, Perception, Survival, and Swim), unnatural aura;
2-point evolutions: channel resistance, energy attacks, head, immunity, minor magic, undead appearance, weapon training;
3-point evolutions: damage reduction, frightful presence, major magic;
4-point evolutions: breath weapon, dimension door, incorporeal form, lifesense, no breath, spell resistance.

This ability alters the normal summoner's eidolon class feature, but is otherwise identical to that class feature.

Summon Nature's Ally I (Sp):
Starting at 1st level, a wild caller can cast summon nature's ally a number of times per day equal to 3 + his Charisma modifier (9/day).

At 3rd level and every 2 levels thereafter, the power of this ability increases by one spell level, allowing him to summon more powerful creatures (to a maximum of summon nature's ally IX at 17th level). Furthermore, at 19th level, the wild caller cannot use gate as a spell-like ability, but can use either summon elder worm or summon froghemoth instead.

This ability otherwise functions like the standard summoner's summon monster I ability and replaces that ability.

Eidolon (Biped) Evolutions and Abilities:
Darkvision (Ex):
The eidolon has darkvision out to a range of 60 feet.

Link (Ex):
A summoner and his eidolon share a mental link allows for communication across any distance (as long as they are on the same plane). This communication is a free action, allowing the summoner to give orders to his eidolon at any time. In addition, magic items interfere with the summoner’s connection to his eidolon. As a result, the summoner and his eidolon share magic item slots. For example, if the summoner is wearing a ring, his eidolon can wear no more than one ring. In case of a conf lict, the items worn by the summoner remain active, and those used by the eidolon become dormant. The eidolon must possess the appropriate appendages to utilize a magic item.

Share Spells (Ex):
The summoner may cast a spell with a target of “you” on his eidolon (as a spell with a range of touch) instead of on himself. A summoner may cast spells on his eidolon even if the spells normally do not affect creatures of the eidolon’s type (outsider). Spells cast in this way must come from the summoner spell list.

This ability does not allow the eidolon to share abilities that are not spells, even if they function like spells.

Evasion (Ex):
If an eidolon is subjected to an attack that normally allows a Reflex save for half damage, it takes no damage if it makes a successful saving throw.

Ability Score Increase (Ex):
The eidolon adds +1 to one of its ability scores.

Devotion (Ex):
An eidolon gains a +4 morale bonus on Will saves against enchantment spells and effects.

Evolutions:Claws (free)
Limbs(Legs) (free)
Limbs(Arms) (free)
Claws (1)
Improved Damage(Claws) (1)
Improved Natural Armor x2 (2)
Ability Increase(Charisma) (2)
Fly(Magic) (4)
Rend (2)
Skilled (1)
Large (4)

Spells:
Cantrips: Detect Magic, Guidance, Mage Hand, Mending, Message, Read Magic
1st level (3/7 used): Expeditious Retreat, Lesser Rejuvenate Eidolon, Mage Armor, Protection From Evil, Unseen Servant
2nd level (2/6 used): Barkskin, Lesser Evolution Surge, See Invisibility, Summon Eidolon
3rd level (5/5 used): Heroism, Greater Magic Fang, Magic Circle Against Evil, Restore Eidolon

Equipment:

MW Explorer's Outfit (50gp)
Signet Ring (5gp)
Amulet of Mighty Fists (Holy) (8,000gp) - *CRAFTED*
-Casting of CL 5 GMF x4 (600gp)
-Casting of CL 7 Holy Smite x4 (1120gp)
Belt of Giant Strength +2 (4,000gp)
Headband of Alluring Charisma +2 (4,000gp)
Cloak of Resistance +2 (2,000gp) - *CRAFTED*
-Casting of CL 1 Resistance (5gp)
Ring of Protection +1 (2,000gp)
Quickrunner's Shirt (500gp) - *CRAFTED*
-Casting of CL 5 Haste (150gp)
Jingasa of the Fortunate Soldier (5,000gp)
Rod of Extend, Lesser (3,000gp)
Bead of Newt Prevention (500gp) - *CRAFTED*
-Casting of CL 5 Dispel Magic (150gp)
Armbands of the Brawler (250gp) - *CRAFTED*
-Casting of CL 3 Bull's Strength (60gp)
Waterskin (1gp)
Spell Component Pouch x2 (10gp)
Silver Holy Symbol (25gp)
Spring-loaded Wrist Sheath #1 (5gp)
-Wand of Rejuvenate Eidolon, Lesser (38/50) 875
Spring-loaded Wrist Sheath #2 (5gp)
-Wand of Rejuvenate Eidolon, Lesser (50/50) 1125

MW Backpack (50gp)
Waterproof Bag (0.5)
Bedroll (0.1)
Winter Blanket (0.5)
Crowbar (2)
Grappling Hook (1)
100' Silk Rope (20)
Hammer (0.5)
Piton x10 (1)
10' Pole (0.05)
Traveller's Any Tool (250gp)

Belt Pouch (1gp)
Glass Bottle (2)
Chalk x3 (0.03)
Small Steel Mirror (10gp)
Flint and Steel (1)
Iron Vial x3 (0.3)
Whetstone (0.02)

Coin = 324gp, 0sp, 0cp