Valeros

René Treize's page

646 posts. Alias of Anon A Mouse.


Full Name

René Treize

Race

CN Male Human

Trackables:
Spells: Mage Armor, Bless x2, Ear-Piercing Scream, Shadowmind x2, Mirror Hideaway, Accursed Glare, Heroism, Hollow Blades | Fortune used on: X | Ward: Trox

Classes/Levels

Witch 6 HP 38/38 | Mage Armor AC 18 14 T 12 FF 12 | CMD 15 | Fort 6 Ref 6 Will 7 | Perception 7

Gender

Male

Size

Medium

Alignment

CN

Deity

Desna (or whomever else happens to be listening)

Languages

Abyssal, Boggard, Common, Elven, Goblin, Infernal, Necril, Read Lips, Sylvan, Thassilonian, Varisian

Occupation

Fortune teller

Strength 10
Dexterity 14
Constitution 14
Intelligence 21
Wisdom 10
Charisma 10

About René Treize

Bot Instructions:
In general, René will try to hex an enemy (standard) and cackle (extend a hex), focusing on the most threatening looking enemy first. Here's the rough order of hexes to be applied.
- Evil eye saves (mainly to make it more like the Misfortune hex will stick)
- Misfortune
- Evil eye to hit
- Evil eye AC

At this point, René will most likely switch to a different enemy and continue the process, though if the enemy doesn't seem especially dangerous, he might skip evil eying the saves/misfortune.

------

Basic Crunch:
Human (Taldan) witch 6
CN Medium humanoid (human)
Speed 30ft
Init +9 [2 Dex + 4 Familiar + 2 trait + 1 Cracked Dusty Rose Prism]

Offense/Defense:
Offense
CMB +3
BAB +3
Melee [0 Str]
- dagger +3 (1d4/19-20)
Ranged [2 Dex]
- sling +5 (1d4)

Defense
AC: 14 (+2 Dex + 1 Deflection + 1 Nat Armor)
Touch 12, Flat-footed 12
CMD: 15 [10 + 2 Dex + 3 BAB]
Fort: +6 (2 base + 2 Con + 2 resistance)
Reflex: +6 (2 base + 2 Dex + 2 resistance)
Will: +7 (5 base + 0 Wis + 2 resistance)
HP: 38 ((1d6 + 2 Con) * 6 => 8 + 6*5)
CL: 6
Concentration: +10

Class Abilities:

1a) Witch's Familiar (Ex): Gain the services of a special familiar that stores spells.
1b) Empathic Link with Familiar (Su): You have an empathic link with your Arcane Familiar.
1c) Arcane Familiar Nearby: You gain the Alertness feat while your familiar is within arm's reach.
1d) Share Spells with Familiar: Can cast spells with a target of "You" on the familiar with a range of touch.
1e) Patron: Ancestors

Hexes DC18 (10 + 1/2 level + Int)
1a) Evil Eye -2 (7 rds, DC 15)(Su): Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will reduces to 1 rd).
1b) Cackle (Su): As a move action, extend the duration of other hexes by 1 rd.
2) Fortune (1 round) Before they roll an ability check, attack roll, saving throw, or skill check, once per round a creature within 30 feet can roll twice and take the better result. Once they've benefited from this, they can't benefit from it again for 24 hours. (AKA use cackle to extend the effect for the entire battle)
3) Misfortune (1 round) All ability checks, attack roll, saving throw, or skill checks must be made with disadvantage. Will save to negate.
4) Ward: +2 deflection bonus to AC and a +2 resistance bonus on saving throws. This ward lasts until the warded creature is hit or fails a saving throw.
5) Flight
6) Healing

Patron Spells
2) Bless
4) Aid
6) Prayer

Feats and Traits:
Traits
- Reactionary (combat): +2 Init
- Harrow chosen (race): Use harrow deck for +2 CL in divination spells. 2/week spend 10 min to get affects of augury
- Family Ties (campaign): +1 trait bonus Know (local) and it's a class skill. Can read and speak Varisian

Feats
0) Alertness (Familiar): +2 Perception and Sense Motive. If you have >= 10 ranks, you get +4
1a) Accursed Hex: Target a creature with a hex a second time that day if it made its save the first time
1b) Extra Hex (Cackle)
3) Extra Hex (Misfortune)
5) Extra Hex (Flight)

Skills:
Adventuring (6*(2 + 5 Int + 1 Human) + 2 favored class))
Acrobatics +2 [2 Dex]
Bluff +1 [0 Cha + 1 rank]
Climb +0 [0 Str]
Diplomacy +0 [0 Cha]
Disable Device
Disguise +0 [0 Cha]
Escape Artist +2 [2 Dex]
*Fly +8 [2 Dex + 3 ranks + 3 class]
*Heal +4 [0 Wis + 1 rank + 3 class]
*Intimidate +4 [0 Cha + 1 rank + 3 class]
*K(Arcana) +14 [5 Int + 6 ranks + 3 class]
K(Dungeon) +8 [5 Int + 3 ranks]
*K(Local) +15 [5 Int + 6 ranks + 3 class + 1 trait]
*K(Nature) +14 [5 Int + 6 ranks + 3 class]
*K(Planes) +14 [5 Int + 6 ranks + 3 class]
K(Religion) +10 [5 Int + 5 ranks]
Perception +7 [0 Wis + 5 ranks + 2 Alertness]
Ride +2 [2 Dex]
Sense Motive +2 [0 Wis + 2 Alertness]
*Spellcraft +14 [5 Int + 6 ranks + 3 class]
Stealth +2 [2 Dex]
Survival +0 (+2 to avoid becoming lost) [0 Wis (+2 Compass)]
Swim +0 [0 Str]
*UMD +4 [0 Cha + 1 rank + 3 class]

Background
Appraise +4 [4 Int]
Artistry
Craft
Handle Animal +1 [0 Wis + 1 rank]
K(Eng) +6 [5 Int + 1 rank]
K(Geo) +6 [5 Int + 1 rank]
*K(History) +10 [5 Int + 2 rank + 3 class]
K(Nobility) +6 [5 Int + 1 rank]
Linguistics +10 [5 Int + 5 ranks]
*Lore
*Prof(fortune-telling) +4 [0 Wis + 1 rank + 3 class]
Sleight of Hand +3 [2 Dex + 1 rank]

Spells:
Spellbook
0th - 4 DC 15
- Arcane Mark
- Bleed
- Dancing Lights
- Daze (P)
- Detect Magic (P)
- Detect Poison
- Guidance (P)
- Light
- Mending
- Message
- Read Magic (P)
- Resistance
- Stabilize
- Touch of Fatigue

1st - (3 + 1)/day DC 16
- Bless (patron)
- Detect Secret Doors
- Ear-Piercing Scream
- Enlarge Person (DC 15)
- Hermean Potential*
- Hex Vulnerability
- Ill Omen
- Lucky Number
- Mage Armor
- Night blindness
- Speak Local Language
- Summon Monster 1

2nd - (3 + 1)/day DC 17
- Blindness/Deafness
- Fear the Sun
- Mathematical curse
- Mirror Hideaway
- Shadowmind
- Glitterdust

3rd - (2 + 1)/day DC 18
- Accursed Glare*
- Heroism
- ]Hollow Blades
- Fly

* Not in Hero Lab

Gear:
Magic
- Cloak of resistance +2
- Headband of Int +2
- Ring of Protection +1
- Amulet of Natural Armor +1
- Everburning torch
- Potion of CLW
- Handy Haversack
- Fate's Shears
- Cracked Dusty Rose Prism

Weapons/Armor
- Dagger
- Sling

Other
- Oil
- backpack
- bedroll
- blanket
- chalk (2)
- charcoal stick
- Compass
- earplugs
- fishhook (2)
- flint and steel
- fortune-teller's deck
- glass cutter
- grappling hook
- magnet
- marbles
- marked cards
- mirror
- powder
- signal whistle (2)
- silk rope (50 ft.)
- soap
- spell component pouch
- string or twine
- waterskin
- harrow deck

4446 gp, 12 sp, 12 cp
Current Load: Light
Carrying Capacity: 33/66/100

Future
- Blouse of Cackling Hag (6,000)
- Orange ioun stone
- Dusty rose ioun stone
- Pearly white ioun stone
- Hexing runes (10,000)
- Rod of abrupt hexes (75,500)
- Rod of voracious hexes (32,500)
- Rod of grasping hexes (11,000)
- Pearls of power

Hadley:

Rabbit, Male (Pathfinder Player Companion: Animal Archive)
N Tiny magical beast (animal)
Init +3; Senses low-light vision; Perception +6
--------------------
Defense
--------------------
AC 16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size)
hp 8 (1d8-1)
Fort +1, Ref +5, Will +4
--------------------
Offense
--------------------
Speed 50 ft.
Melee bite -1 (1d3-4)
Space 2½ ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 3, Dex 16, Con 9, Int 6, Wis 12, Cha 5
Base Atk +1; CMB +2; CMD 8 (12 vs. trip)
Feats Run
Tricks Aid, Come, Deliver, Detect, Fetch, Flee
Skills Acrobatics +3 (+7 to jump with a running start, +11 to jump), Bluff -2, Linguistics -1, Perception +6, Sleight of Hand +4, Spellcraft +0, Stealth +15, Use Magic Device -2
SQ aid, come, deliver, detect, fetch, flee, improved evasion
--------------------
Special Abilities
--------------------
Aid [Trick] Aids specified creature on command.
Come [Trick] The animal will come to you on command.
Deliver [Trick] Delivers item to indicated point or person.
Detect [Trick] Indicates unusual smells, noises, etc.
Fetch [Trick] The animal will get a specific object.
Flee [Trick] Attempts to run away or hide.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.

Notes for future levels:
Future Hexes
- Slumber
- Soothsayer
- City sight
- Beast of Ill-Omen: Functions like Bane

Perfect Placement

Future feats
- Split hex (witch lvl 10)- Target 2 creatures with a single hex

------------------------------------

Background:
Note: The following is meant to be from the point of view of a biased narrator rather than an objective statement of the truth (this is mostly relevant for the description of René's mother, which is probably an exaggeration).

René, though not actually of Varisian descent, was raised in that same nomadic lifestyle. Although this may have been due more to constantly getting run off by the locals rather than an actual choice on his mother's part. If they weren't being chased off for cheating at cards, it was because his mother was a "witch" ("Course, iffn they known just how spot on they were, I reckon theyn't been so fast ta try runnin' us off.").

René is an only child and most likely a bastard (I wouldn't recommend saying so to his face though). He was raised entirely by his mother, having never known his father. Whenever he would ask her about him, his mother would only smile, sometimes playfully and sometimes wistfully, and tell him a story. On the surface, the story would seem to be about his father. However, the story was never the same. The first time he asked he was about 6 or 7, and his mother told him about a brave knight who rescused a beautiful woman (with an uncanny resemblance to herself) from a vile dragon. René went around for weeks bragging about his heroic father, getting on the nerves of all the other children in the village they were currently living in. One day he came home, bloody and bruised at the hands of some of his more, ahem, vocal peers. Crying, he demanded that his mother tell them of his father. Smiling, she told him a new story, this time of a wise wizard who protected an entire kingdom from an army of invading ogres with his magic. Confused, little René demanded the truth with all the great guile 7 year olds are wont to possess but to no avail. As time passed, he eventually gave up asking.

As for his mother, she was quite beautiful and a magic user of no little skill. Both of these facts made her no friends amongst the women of the villages they lived in. Many a housewife caught her husband's gaze straying or lingering too long on her. And though she did what she could to help with her powers, the fact that the duo tended to stick to remote, rural locations where magic was less common meant that it often wasn't long before whispers would start about the charms the mother must be casting to encourage loyal husbands to stray. And sooner or later, it became necessary to relocate once again.

René once asked his mother why she didn't use any of her abilities to fight back. She simply smiled in that infuriating way only parents who know better than their child can and told him it wasn't their way. At this point, René, with all the solemnity a 9 year old could muster, vowed to defend her honor for her. Which he did. With somewhat limited success and many a bloody nose.

Appearance and Personality:
Appearance: René is a bit taller than average with a lean build. His tan skin speaks of a lifetime spent playing in the sun just as his somewhat hodgepodge of a wardrobe speaks of a fair amount of travel. His dark hair comes down to his shoulders with the occasional gem or small trinket braided in to it. His otherwise attractive face is marred somewhat by a few scars (one of the bridge of his nose, one on his upper left lip, and another through his right eyebrow), most likely from a tavern brawl rather than a real battle. He sports a number of rings, bracelets, and necklaces as well as a single earring in his left ear, most of which jangle pleasantly as he walks. Occasionally he can be see wearing a beat up, very unflattering tophat with black rabbit's ears sticking out the top. That would be Hadley, René's "good luck" charm ("Strike's me silly ta cut off'n their feet. Ruin th' good luck with a might strong death curse."). Hadley is black all over except for a white star on his forehead.

Personality: René is undoubtedly a mama's boy, fiercely loyal and protective of her. She's about the only person he's loyal to (there are a few other people he considers "family," but not many), and he has no problem cheating everybody else out of their hard earned coin through a rigged game of cards. When he's not playing cards all "strategic-like", he's off giving (most likely rather bogus) fortunes.

Despite being highly educated (mostly through home schooling), René likes to play down his intelligence ("People ain't as likely ta admit ta bein' cheated by an idjit." It should also be noted that he could talk "normally" if he wanted to. He just chooses not to most of the time). He also finds that people expect less of you that way, which suits him fine since he doesn't have any particularly high aspirations (other than, perhaps, being able to have more epic adventures and therefore more epic stories for his ma). He's also rather superstitious (although whether this is just part of his fortune telling act or not remains unclear). At the very least, those who cross him do tend to find themselves suffering from some bad luck. Luckily, he's normally pretty easy going, so this doesn't happen too often. Although he has also been known to pull the occasional prank. All in good fun though, no one ever gets hurt.

In terms of religion, he's most likely to send a prayer off to Desna, but frankly, he's an opportunist and will pray to pretty much any non-evil deity who will lend him an ear (and really, the only reason he won't pray to the evil ones is because they tend to expect sacrifices in return for their good will).