Radosek Pavril

Savron Gloomnar's page

79 posts. Organized Play character for Valeron De Stinzite.


Classes/Levels

CN Human Witch 1 | HP:7/9 | AC:12 | F:+3 R: +2 W +3 | Init:+8 Perc:+1 | CMB:-2 | CMD:10 | Speed: 30ft

Gender

Spells:Lvl1 2/2 Hexes: 2/2

About Savron Gloomnar

Male human (versatile human) witch 1
CN Medium humanoid (human)
Init +8; Senses Perception +1
DEFENSE
AC 13, touch 12, flat-footed 10 (+2 Dex)
hp 9 (1d6+3)
Fort +3, Ref +2, Will +3

OFFENSE
Speed 30 ft.
Witch Spells Prepared (CL 1st, concentration +6):
1st—cure light wounds, ill omen APG, mage armor
0 (at will)—daze (DC 15), detect magic

STATISTICS
Str 7, Dex 14, Con 16, Int 20, Wis 11, Cha 7
Base Atk +0; CMB -2; CMD 10
Feats Extra Hex
Skills Craft (Alchemy) +9 , Fly +6 , Knowledge (Arcana) +9 , Knowledge (History) +9 , Knowledge (Nature) +9 , Perception +1 , Spellcraft +9
Traits indomitable faith, reactionary
Languages Abyssal, Common, Draconic, Elven, Halfling, Infernal
SQ bonus witch spell, cackle, cantrips, dual talent, evil eye, hex, insanity patron, versatile human, witch's familiar, witch patron spells,explorers outfit

Equipment
Witch's kit:backpack, bedroll, belt pouch, candles (10), chalk (10), flint and steel, ink, inkpen, iron pot, a mess kit, soap, spell component pouch, torches (10), trail rations (5 days), waterskin, silken ceremonial armor(+1AC),99GP

SPECIAL ABILITIES
Bonus Witch Spell Add one spell from the witch spell list to the witch's familiar. This spell must be at least one level below the highest spell level she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.
Cackle (Su) The witch can cackle madly as a move action. This hex can be used only once per round. 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.
Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.
Dual Talent Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.
Evil Eye (Su) The witch can cause doubt in the mind of a foe within 30 feet that you 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 8 rounds. A Will save reduces this to just 1 round. This is a mind-affecting effect.
Hex Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on Table 2-10. A witch cannot select an individual hex more than once. Unless otherwise noted, using a hex is a 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. Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is 15.
Indomitable Faith You were born in a region where your faith was not popular, but you still have never abandoned it. Your constant struggle to maintain your own faith has bolstered your drive. You gain a +1 trait bonus on Will saves.
Insanity Patron
Reactionary 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. You gain a +2 trait bonus on Initiative checks.
Versatile Human While they lack some of the training of other humans, the natural talents of versatile humans more than make up for this lack. Replace the +2 bonus to any ability score, the skilled racial trait, and the bonus feat racial trait with dual talent.
Witch's Familiar You form a close bond with a familiar, a creature that teaches you magic and helps to guide you along your path. Your familiar also aids you by granting you skill bonuses, additional spells, and help with some types of magic. These special abilities apply only when you and your familiar are within 1 mile of each other. The familiar stores all the spells that you know.
Witch Patron Spells 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. Spells marked with an asterisk (*) appear in Chapter 5 of this book. 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.

Familiar:

MESIT
CR 1/4
FAMILIAR SCORPION (GREENSTING)
Tiny animal/magical beast
N
Init +3; Senses darkvision 60 ft., Perception +5
DEFENSE
AC 19, touch 15, flat-footed 16 (+3 Dex, +4 natural, +2 size)
hp 4 (1d8)
Fort +2, Ref +3, Will +2

OFFENSE
Speed 30 ft.
Melee sting +5  (1d2-4)
Space 2.5 ft.; Reach 0 ft.
Special Attacks poison (DC 12)

STATISTICS
Str 3, Dex 16, Con 10, Int 6, Wis 10, Cha 2
Base Atk +0; CMB +1; CMD 7 (19 vs. trip)
Feats Weapon Finesse
Skills Climb +8 , Craft (Alchemy) -1 , Fly +8 , Knowledge (Arcana) -1 , Knowledge (History) -1 , Knowledge (Nature) -1 , Perception +5 , Spellcraft -1 , Stealth +15

Communication Empathic Link,
SQ alertness, darkvision, empathic link
Gear sting

SPECIAL ABILITIES
Alertness (Ex) While a familiar is within arm's reach, the master gains the Alertness feat.
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Empathic Link (Su) The master has an empathic link with his 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 his familiar does.
Familiar
Improved Evasion (Ex) When subjected to an attack that normally allows a Reflex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.
Poison (Ex) Sting-injury; save Fort DC 12; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.
Share Spells (Ex) The master may cast a spell with a target of "You" on her animal companion (as a spell with a range of touch) instead of on herself. A master may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.


Scenarios Completed:

PFS #4-01 Rise of the Goblin Guild