Race |
CN tiefling Witch 4 | HP 23/23 | AC 16 T 12 FF 14 | CMD 13 | F+3 R+4 W+6 | Init +6 | Perc +1 | |
Classes/Levels |
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About Sahala Love
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f CN tiefling (native outsider) Seducer Witch IV | Init +6 | Perc +1
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Str 10 | Deх 14 (+2) | Con 12 (+1) | Int 12 (+1) | Wis 12 (+1) | Cha 20 (+5)
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DEFENSE
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AC 16, T 12, FF 14 (+4 armor +2 dex)
hp 23
Fort +3, Ref +4, Will +6
Resistance cold 5, electricity 5, fire 5
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OFFENSE
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Base Atk +2 CMB +2, CMD 14
Speed 30 ft.
Melee Mwk Dagger +4 (1d4; P)
Ranged Mwk Light Crossbow +4 (1d8 P; 80 ft)
Special Cackle Hex (Move), Charm Hex (DC18 W), Evil Eye (DC17 W), Misfortune Hex (DC17 W)
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Skills Diplomacy +12, Knowledge (Arcana, History, Planes) +8, Lore (Nocticula) +8, Spellcraft +8
Bluff +10, Intimidate +9, Heal +5, Knowledge (Nature, History) +5
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SPELLS
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Concentration +9 | Vs SR +4 | +2 DC of enchantment spells*
Close 35 ft, Medium 140 ft, Long 560 ft
- Cantrips (DC15): Detect/Read Magic, Guidance, Mending, Message, Stabilize [close]
- Level 1 (DC16/18*, 7/day): Command [W*; close], Mage Armor, Sow Thought [W]*, Unnatural Lust [W*; close]
- Level 2 (DC17/19, 5/day): Calm Emotions [W*; close], Sensory Overload [W*; close]
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SPECIAL
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Abyssal Contract: Your power was brokered from a powerful demon. When you die, your soul goes to Abyss, and you can’t be raised or resurrected except by extraordinary means - though bold service may earn you a favored position in damnation. You gain the misfortune hex at 1st level, but your magic requires sacrifice; each day when you prepare spells, you must deal 1d6 points of damage to yourself as part of your infernal ritual, feeding the lost blood to your familiar. At 5th level and every 5 levels thereafter, this damage increases by 1d6.
Cackle (Su): A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.
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 Charisma 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.
Evil Eye (Su): The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. 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.
Fey Charm (Su): A seducer gains the charm hex at 1st level. The save DC of this hex is increased by 1. If the target is (or could be) sexually attracted to the seducer, the save DC is instead increased by 2. If she and the target have had willing sexual relations in the past 24 hours, the save DC is instead increased by 3.
Misfortune (Su): The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
Smite Good: Once per day, a tiefling with this racial trait can smite a good-aligned creature. As a swift action, the tiefling chooses one target within sight to smite. If this target is good, the tiefling adds her Charisma bonus (if any) to attack rolls against the target and gains a bonus on damage rolls against the target equal to her number of Hit Dice. This effect lasts until the first time the tiefling successfully hits her designated target.
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FAMILIAR
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Divine Guidance (Sp): An emissary can cast guidance at will.
Domain Influence - Whispering Shadows (Su): You can darken the shadows around you and cause them to hiss, confounding and distracting your enemies. As an immediate action, you can force a target within 30 feet to reroll a miss chance due to concealment or a saving throw against an illusion or necromancy spell. The target of this ability must keep the result of the second roll, even if it is worse than the original roll. The emissary can use that power once per day.
Share Will (Su): Whenever an emissary or its master fails a saving throw against a mind-affecting effect that affects only one of them, the other can attempt the saving throw as well. If this second saving throw is a success, treat the original result as a success, and the emissary and its master can’t use this ability again for 24 hours. On a failure, both the emissary and its master suffer the effects of the failed saving throw, even if one of them wouldn’t ordinarily be a valid target.
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EQUIPMENT
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Wrist sheath (spring loaded) [2] - 10
Wand of Protection from Evil (wrist sheath L)
Potion of Invis (wrist sheath R)
Wand of Mage Armor
Wand of Infernal Healing
Cloak of Resistance +1
mwk crossbow + some bolts
mwk dagger
Air crystals [2]
Antiplague [2]
Antitoxin [2]
Wooden Unholy Symbol of Nocticula - 1
Kit, Witch ’s - 21 gp
Outfit, Cold & Hot - 8 & F
Outfit, Courtesan’s - 8
Outfit, Traveler’s - 1
Outfit, Noble’s - 75
Jewelry - 150
Sold -
Used -
Coin 285 gp
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OTHER
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Feats: Spell Focus & Greater SF (Enchantment)
Race: Beguiling Liar, Smite Good, Fiendish Resistance
Traits: Extremely Fashionable, Forbidden Knowledge
FCB: +3 skill (1 rank in nature, intimidate and heal)
Unique Patron: Infernal Contract (Enchantment)
Languages: Abyssal, Infernal, Taldan
HP 18 (6+4+5 +3 con)
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