Mage Sniper

Sarrien's page

120 posts. Alias of True Repentance.


Full Name

Sarrien

Race

Tiefling

Classes/Levels

Witch 2 |HP 8/16 | AC 13; T13; FF10 | CMB +1; CMD 14 | Saves Fort +2, Ref +3, Will +3 | Initiative +5, Perception +4, Sense motive +3

Gender

Male

Size

Medium

Special Abilities

Misfortune(Su), Cackle(Su), Darkness 1/day,

Alignment

Lawful Evil

Deity

None

Location

Bilges

Languages

Common, Infernal, Draconic, Dwarven, Elven, Halfling, Cyclops.

Occupation

Swab for The Wormwood

Strength 10
Dexterity 16
Constitution 14
Intelligence 18
Wisdom 10
Charisma 8

About Sarrien

Feat/Hex Progression:

magical lineage(Shadow Conjuration)

HEXES
1 Misfortune
2 Cackle
4 Evil Eye
6 Flight
8 Fortune

MAJOR HEXES
10 Agony
12 Ice Tomb
14 Retribution
16 Beast Eye

1 Ability Focus (Misfortune)
3 Witch Knife +1 save DC
5 Tenebrous Spell +1 save DC
7 Improved Familiar (Fiendish Raven at 5 then Imp at 7)
9 Umbral Spell
11 Spell Focus(Illusion) +1 save DC
13 Shadow Grasp
15 Spell Perfection(Shadow Conjuration) +4 Save DC
17 Heighten Spell (are we still playing by now?)
19

SPELLS
COMBAT
1 Burning Hands(cone reflex)
1 Web Bolt(relfex)
1 Command(will)
1 Ear Piercing Scream(fortitude)
1 Ray of Sickening(fortitude)
1 Ill Omen(reroll)

1 Mage Armour(personal)
1 Enlarge Person(on ally)
1 Obscuring mist(concealment)

SITUATIONAL
1 Strong Wings(on familiar)
1 Air Bubble(on ally)
Delay Disease(on ally)
Diagnose Disease(on ally)
1 Infernal Healing(on ally)
1 Charm Person(will)
1 Identify(cone)


Shadow Conjuration/Evocation Guide

Equipment:

7 x scrolls taught to familiar 175gp (added to spell list)
Explorer's outfit 0gp
Compass 10gp
Spring-Loaded Wrist Sheath 5gp - 1lbs
Cold Iron Dagger 4gp - 1lbs
Coins 3gp, 25sp, 50cp

total = 200gp


Witch Stats:

Sarrien
Tiefling Witch 2
LE Medium Native(Outsider)
Init +5; Senses Darkvision 60 ft; Perception +4
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Defense
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AC 13, touch 13, flat-footed 10 (+3 dex)
hp 16/16 (2d6+6)
Fort +2, Ref +3, Will +3
Resistances Cold 5, Electricity 5, Fire 5
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Offense
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Speed 30 ft.
Melee Unarmed +1 (1d3/x2)
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Spellcasting CL 2; Concentration +6
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Spell-like Ability Darkness 1/day
0th level spells DC 14(4 slots) Daze, Message, Dancing Lights, Detect Magic
1st level spells DC 15(3/day) Mage Armour, Obscuring Mist, Silent Image.
Misfortune Hex DC 17
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Statistics
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Str 10, Dex 16, Con 14, Int 18, Wis 10, Cha 8
Base Atk +1; CMB +1; CMD 14
Feats Ability Focus(Misfortune), Alertness
Traits Ancient Explorer(Local), Reactionary, Magical Lineage(Shadow Conjuration)
Drawback Attached
Skills(6/level) 0 Appraise +3, 0 Fly +4, 1 Arcana +8, 1 History +9, 1 Local +9, 1 Nature +8, 1 Planes +8, 2 Perception +4, 1 Profession(sailor) +4, 0 Sense Motive +2, 2 Spellcraft +9, 2 Use Magic Device +4
Languages Common, Infernal, Draconic, Dwarven, Elven, Halfling, Cyclops.
Gear Explorer's Outfit, Compass, Spring-Loaded Wrist Sheath, Cold Iron Dagger, Boarding Pike, Scroll of Cure Moderate Wounds, Scroll of Summon Swarm, Potion of Cure Light Wounds, Alcehmist's Fire x 4, 5gp
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Special Abilities
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Favoured Class Bonus(2hp) 1hp or 1 skill point per level or the witch's familiar gains resistance 1 against cold, electricity, or fire to a maximum of five of each typeof resistance.
Weapon and Armour Proficiency Witches are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a witch’s gestures, which can cause her spells with somatic components to fail.
1st Level Spells Known(17) Air Bubble, Burning Hands, Charm Person, Command, Ear Piercing Scream, Enlarge Person, Identify, Ill Omen, Infernal Healing, Mage Armour, Obscuring Mist, Ray of Sickening, Strong Wings, Web Bolt, Silent Image, Mount, Comprehend Languages.
Cantrips(3 slots) Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Guidance, Light, Mending, Message, Putrefy Food and Drink, Read Magic, Resistance, Spark, Stabilize, Touch of Fatigue.
Hex These spells are cast like any other spell, but they are not expended when cast and may be used again. Cantrips prepared using other spell slots, due to metamagic feats for example, are expended normally.
1st level Hex[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.
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.
Feat Ability Focus(Misfortune) Choose one of the creature's special attacks. Add +2 to the DC for all saving throws against the special attack on which the creature focuses.
Patron: Shadow At 1st level, when a witch gains her familiar, she must also select a patron. This patron is a vague and mysterious force, granting the witch power for reasons that she might not entirely understand. While these forces need not be named, they typically hold influence over one of the following forces. At 2nd level, and every two levels thereafter, a witch’s patron adds new spells to a witch’s list of spells known. These spells are also automatically added to the list of spells stored by the familiar. The spells gained depend upon the patron chosen. Each patron is listed by its theme. Its actual name is up to the GM and the witch to decide.
Patron Bonus Spells 2nd—silent image, 4th—darkness, 6th—deeper darkness, 8th—shadow conjuration, 10th—shadow evocation, 12th—shadow walk, 14th—shadow conjuration (greater), 16th—shadow evocation (greater), 18th—shades.
Witch's Familiar(Raven) At 1st level, a witch forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Familiars also aid a witch by granting her skill bonuses, additional spells, and help with some types of magic. This functions like the wizard's arcane bond class feature, except as noted in the Witch’s Familiar section. A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar. A witch’s familiar begins play storing all of the 0-level witch spells plus three 1st level spells of the witch’s choice. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each new witch level, she adds two new spells of any spell level or levels that she can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual.
Alertness(Ex) While a familiar is within arm's reach, the master gains the Alertness feat.
Empathic Link(Su) 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.
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).
Share 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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Racial Traits
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Fiendish Resistance Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Vestigial Wings Some tieflings possess a pair of undersized, withered, or stunted wings like a mockery of those of their fiendish forbearer. Sometimes these wings are leathery, like those of a bat. Other times they are covered with a scattering of black, red, or violet feathers. Rare manifestations can take even more bizarre forms. These wings do not provide the lift required for actual flight, but do have enough power to aid flight attained by some other method, and grant a +4 racial bonus on Fly skill checks. This racial trait replaces skilled.
Spell-like Ability Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level.
Darkvision Tieflings can see perfectly in the dark for up to 60 feet.
Prehensile Tail Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
Ancient Explorer You gain a +1 trait bonus on Knowledge(history) and Knowledge(local) checks, and one of these skills is a class skill for you. In addition, you gain Cyclops or Polyglot as a bonus language.

Backstory:

When Sarrien was born with mishappen wings and a tail his parents were horified. How could this have happened in their family. They had been simple fishermen for as long as they could remember. Why would an outsider deem to take an interest in any of them. They decided to do what any sane person would do. They took him out on a boat in the middle of the night and tossed him into the sea to drown.

How he survived no one knows. But the truth is Besmara was angry with the fisherman. Years ago she had saved his life in the danger of a storm and he had done little to spread her name for it afterward. She decided that his luck had run out. The same night a wind caused a storm to drive his little boat far out to sea. He was never heard from again. The poor lone mother wasted away the rest of her days as a beggar widow. She lost the house, the business, everything. The little Tiefling was found fast asleep on a beach by an old hag. She took the babe in and cared for him, giving him the name Sarrien.

He grew up in the shackles but away from the ports and cities. The old hag Maria taught him the ways of the sea, Besmara, pirates and many other things but his fascination was always the locations of lost magical treasures and the old ruins. They lived not a few miles from one where he often went to think. Though he had been learning from Maria it was one of these days when he fully became a witch...

The stone pillars surrounding him rising up 15ft. He sits at the base of one of them staring into the distance. Then he heard a voice speak Infernal, "You came from the sea and you must go back to the sea Sarrien." This caused him to jump up from where he was sitting and look around to find what had made that sound. Nothing was there. The trees growing through the ruins didn't allow him to see far. "Who and where are you? he called back in the same language. "Above you. I am but a raven and you have called me yourself. I am to be your familiar. You're a witch Sarrien. Destined to be powerful before the end." He looked up and sure enough a black raven was perched atop the pillar he had been sitting beneath. It took off and slowly flapped down to land on his outstretched arm. It's feathers, though black, gleamed in the light. It was not completely black however. One solitary main flight feather on its left wing was white. "I do not remember calling anyone." he said. "No? But in your sleep last night you called out. The patron of shadows has answered you and sent me. Your time here is finished. The pathetic and weak old witch has nothing more to teach you." the raven said to him then flew off ahead of him towards his home. He chased after it before realising where it must be going and deciding to walk instead. The idea of leaving this place and walking among others worried him. He had been warned that other people may not like him at all or even try to kill him if he wasn't careful. Well if this Patron that had answered him deemed it his destiny then what else was there than to go. The raven was right. This place held nothing for him. Less than 100ft from their hut he found the raven again. When you leave this place you must not have any reason to return. Tonight in her sleep, kill her and her familiar. Then you will be free and she can have no hold on you."

Sarrien returned and later that night when all was quiet he took his dagger and slew the old hag in her sleep. The raven flew out of the darkness and landed on top of the hut. "What do I call you?" Sarrien asked. "My name is Xavier."

They both left the next day and headed to the nearest port. Using his cooking skills he got a job on a merchant's ship for several months. Hearing rumors of a map to lost ruins he disembarked at Port Peril. Someone here had what he needed.