Nivi, the Gray Polychrome

Seke's page

58 posts. Alias of noral.


Race

| HP: 79/79, temp HP 12/12 | Cold resistance 2 | AC 18 Tch 14, Fl 15 | CMB: +1, CMD: 14 | F: +11, R:+8, W:+9 | Init: +3 | Perc: +12, SM: +11, Dipl. (Influence): +15, Bluff (Deceive): +16 |

Classes/Levels

Invoke Patron: 7/8 min. | Divune (familiar) HP: 39/39 | Darkvision 60 ft | Speed 20 ft | Act. Cond: heroism, Air bubble, See invisibility

Gender

Female N Wayang Witch (Invoker archetype, Time patron) 8

About Seke

~

–– WITCH 8 (Time Patron, Invoker Archetype) ––
N Small humanoid (Wayang)
Init: +3; Senses: DARKVISION 60 ft, Perception +12, Sense Motive +11

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Defense
--------------------
AC 18, touch 14, flat-footed 15
HP 79
Fort +11, Ref +8, Will +9
Defensive Abilities Cold Resistance 2

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-- STATS --
Str: 7, Dex: 16, Con: 18*, Int: 19+2+4**, Wis: 10, Cha: 10

* 4th level increase, Belt of Constitution +2
** 8th level increase, Rider +2, Headband of Intelligence +4
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–– SAVES ––
• Fortitude: +11 (Con +4, Witch +2, Familiar +2, Cloak of resistance +3)
• Reflex: +8 (Dex +3, Witch +2, Cloak of resistance +3)
• Will: +9 (Wis +0, Witch +6, Cloak of resistance +3)

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–– COMBAT ––
• Ranged to hit: +8 (BAB +4, Dex +3, Small +1)
• Melee to hit: +3 (BAB +4, Str -2, Small +1)

• Initiative: +3 (Dex +3)
• CMB: +1 (BAB +4, Str -2, Small -1)
• CMD: 14 (BAB +4, Str -2, Dex +3, Small -1)
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–– AC ––

AC 18, T 14, FF 15 (Armor +2, Shield +2, Dex +3, Size +1)

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–– SKILLS ––

• Acrobatics +11 (Rank 0 but 8 from Headband, Dex +3)
• Bluff – Deceive or Lie +16 (Rank 8, Int +7 ‘Student of philosophy’ trait, Trait +1) OR Bluff - Feint +9
• Diplomacy – Influence attitude, make request, convince +15 (Rank 4, Class +3. Int +7 'Student of philosophy' trait, Trait +1) OR Diplomacy – Gather Information +8
• Fly +9 / +13 (Rank 1, Class +3, Dex +3, Small +2, ½ level ‘Fly’ spell +4)
• Knowledge: Arcana +18 (Rank 8, Class +3, Int +7)
• Knowledge: Dungeoneering +8 (Rank 1, Int +7)
• Knowledge: Local +15 (Rank 8, Int +7)
• Knowledge: Nature +11 (Rank 1, Class +3, Int +7)
• Knowledge: Planes +18 (Rank 8, Class +3, Int +7)
• Knowledge: Religion +8 (Rank 1, Int +7)
• Perception +12 (Rank 8, Wis +0, Familiar Alertness +2, Wayang ‚Lurker‘ +2)
• Sense Motive +11 ( Rank 0 but 8 from Headband, Wis +0, Familiar Alertness +2, Trait +1)
• Spellcraft +18 (Rank 8, Class +3, Int +7)
• Stealth +9 (Rank 0, Dex +3, Size +4, Wayang ‚Lurker‘ +2)

56 skill points => 8 levels with 7 Skill Points per level: 2 Witch + 5 Int

–– BACKGROUND SKILLS ––

• Craft (Alchemy) +11 (Rank 1, Class +3, Int +7)
• Heal +4 (Rank 1, Class +3, Wis +0)
• Knowledge: Engineering +8 (Rank 1, Int +7)
• Knowledge: Geography +9 (Rank 2, Int +7)
• Knowledge: History +11 (Rank 1, Class +3, Int +7)
• Knowledge: Nobility +9 (Rank 2, Int +7)
• Linguistics +15 (Rank 8, Int +7)

16 skill points => 8 levels with 2 Background Skill Points per level

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–– LANGUAGES ––

Racial: Tien, Wayang
Int: Common, Skald, Hallit, Abyssal, Infernal
Linguistics: Undercommon, Ignan, Auran, Sylvan, Celestial, Lip Reading, Aquan, Terran
Headband: Aklo, Draconic

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–– FAMILIAR SPELLS ––:
-

Spell Familiar, 0-lvl:
• Arcane Mark
• Bleed
• Dancing Lights
• Daze
• Detect Magic
• Detect Poison
• Guidance
• Light
• Mending
• Message
• Purify Food and Drink
• Read Magic
• Resistance
• Spark
• Stabilize
• Touch of Fatigue

Spell Familiar, 1st-lvl:
• Air bubble
• Burning hands
• Command
• Comprehend languages
• Charm Person
• Cure Light Wounds
• Ear piercing scream
• Enlarge Person
• Mage Armor
• Mount
• Mud Ball
• Obscuring Mist
• Ray of enfeeblement
• Sleep
• Snowball
• Summon Monster I
• Ventriloquism (Patron: Time)

Spell Familiar, 2nd-lvl:
• Aggressive Thundercloud
• Alter Self
• Blindness/Deafness
• Cure Moderate Wounds
• Glitterdust
• Hold Person
• False Life
• See invisibility
• Vomit Swarm
• Web
• Zone of truth
• Silence (Patron: Time)

Spell Familiar, 3rd-lvl:

• Dispel Magic
• Fly
• Lightning bolt
• Heroism
• Ray of Exhaustion
• Remove Blindness/Deafness
• Remove Curse
• Remove Disease
• Seek Thoughts
• Sleet Storm
• Stinking Cloud
• Summon Monster III
• Tongues
• Haste (Patron: Time)

Spell Familiar, 4th-lvl:
• Aggressive Thundercloud, Greater
• Black Tentacles
• Confusion
• Summon Monster IV
• Threefold Aspect (Patron: Time)

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–– SPELLS PER DAY ––
• 0 level: 4
• 1st level: 4 + 2 Int = 6
• 2nd level: 3 + 2 Int = 5
• 3rd level: 3 + 2 Int = 5
• 4th level: 2 + 1 Int = 3

–– MEMORIZED SPELLS ––
• 0 level: Daze, Detect magic, Light, Stabilize
• 1st level: Burning hands, Snowball, Snowball, Protection from Evil, Enlarge Person, Air bubble
• 2nd level: See invisibility, Euphoric Cloud, 2 x Glitterdust, Aggressive Thundercloud, False Life
• 3rd level: Haste, 2 x dispel magic, Lightning bolt, Heroism
• 4th level: Greater Aggressive Thundercloud, Confusion, Black Tentacles

–– CAST SPELLS ––
• 1st level:
• 2nd level:
• 3rd level:
• 4th level:

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[/spoiler]

–– HIT POINTS ––:

Lvl 1 - 11 Hit Points: 6 Witch + Con +4 + 1 Favored Class
Lvl 2 - 9 Hit Points: 4 (min) Witch + Con +4 + 1 Favored Class
Lvl 3 – 9 Hit Points: 4 (min) Witch + Con +4 + 1 Favored Class
Lvl 4 – 10 Hit Points: 5 (rolled) Witch + Con +4 + 1 Favored Class
Lvl 5 – 9 Hit Points: 4 (min) Witch + Con +4 + 1 Favored Class
Lvl 6 - 11 Hit Points: 6 (rolled) Witch + Con +4 + 1 Favored Class
Lvl 7 - 9 Hit Points: 4 (rolled) Witch + Con +4 + 1 Favored Class
Lvl 8 - 11 Hit Points: 6 (rolled) Witch + Con +4 + 1 Favored Class

TOTAL - 79 Hit Points

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–– GOLD –– :

TOTAL OVERVIEW:
* Currently: 2607 gp

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–– GEAR –– --
Haramaki armor +1, Cloak of resistance +3, Lesser Talisman of Life’s breath, Hat of Disguise, Headband of Intelligence +4 (Acrobatics, Sense Motive), Belt of Constitution +2, Mithral Buckler +1, Light Crossbow (13 bolts), Dagger, 3 x oil of grease, 2 x alchemical grease, Wand of CLW 50 charges, Backpack Masterwork, Alchemy lab, Compass, Air bladder, Snorkel masterwork, Animal glue, Drill, Earplugs, Bell string, Whistle signal, Vermin repellent, Smoked goggles, Skeleton key, Cackling Hag's Blouse, Spell component pouch, Smelling Salts, Potion of Touch of Sea with sponge, Air Crystals, 4 x Antitoxin, 2 x Acid

–– TRAITS ––
• NORTHERN ANCESTRY (Campaign): One of your ancestors passed on the blood of some frost-rimed creature. You feel most alive during the chill of winter, and as a child, you spent hours playing in the snow. You rarely feel the cold, and you’ve always had a restless longing to travel north. You gain a +1 trait bonus on Fortitude saves, as well as cold resistance 2; this resistance does not stack with cold resistance gained from any other source.
• STUDENT OF PHILOSOPHY (Social): You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat).
• FATE’s FAVORED (Faith): The fates watch over you. Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
• FASHIONABLE: You spent your formative years as a young blade in Oppara and learned the ins and outs of using fashion to improve your relations with others. So long as you are wearing clothing and jewelry worth more than 80 gp, you gain a +1 trait bonus on Bluff, Diplomacy, and Sense Motive checks. One of these skills (your choice) becomes a class skill for you.

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–– FEATS ––
• Lvl 1: ADDITIONAL TRAITS
• Lvl 3: CRAFT WONDROUS ITEM
• Lvl 5: ACCURSED HEX: When you target a creature with a hex that cannot target the same creature more than once per day, and that creature succeeds at its saving throw against the hex’s effect, you can target the creature with the same hex a second time before the end of your next turn. If the second attempt fails, you can make no further attempts to target that creature with the same hex for 1 day. Normal: You can only target a creature with these hexes once per day.
• Lvl 7: EXTRA HEX

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–– CLASS ABILITIES ––
– WITCH Class Features –
– ÎNVOKER Archetype Features –

HEXES
• HEX (2nd) - SLUMBER (Su): Cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
• HEX (4th) - FORTUNE (Su): The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made. At 8th level and 16th level, the duration of this hex is extended by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.
• HEX (6th) - MISFORTUNE (Su): 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.
• EXTRA HEX feat (7th) - FLIGHT (Su): At 1st level, the witch can use feather fall at will and gains a +4 racial bonus on Swim checks. At 3rd level, she can cast levitate once per day. At 5th level, she can fly, as per the spell, for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spend in 1-minute increments. This hex only affects the witch.
• Cackling Hag’s Blouse - 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.
~
• INVOKE PATRON (Su): At 1st level, an invoker can invite spirits associated with her patron’s themes into her body and mind as a swift action. This functions like a hunter’s animal focus, except she emulates facets of her patron, chosen from the list below. The invoker can use this ability for a number of minutes per day equal to her level; this duration need not be consecutive, but it must be spent in 1-minute increments. This replaces the witch’s 1st-, 8th-, and 16th-level hexes.
- Bondage: The invoker gains a +2 enhancement bonus to her Strength. This bonus increases to +4 at 8th level and +6 at 16th level.
- Bridge: The invoker treats other creatures as if their damage reduction and spell resistance were 2 lower. This increases to 5 lower at 8th level and 10 lower at 16th level.
- Crisis: The invoker gains a +2 enhancement bonus to her Constitution. This bonus increases to +4 at 8th level and +6 at 16th level.
- Curiosity: The DCs of the invoker’s hexes and patron spells increase by 1. These DCs increase by an additional 1 at 8th level and 16th level.
- Decisions: The invoker gains a +2 enhancement bonus to Dexterity. This bonus increases to +4 at 8th level and +6 at 16th level.
- Fortune: The invoker gains a +1 resistance bonus on saving throws. This bonus increases to +3 at 8th level and +5 at 16th level.
- Paradise: The invoker gains a +3 competence bonus on Acrobatics checks and concentration checks. This bonus increases to +6 at 8th level and +9 at 16th level.
- Rapture: The invoker can increase the duration of any spell she casts on herself by 1 round. This applies only to spells with a duration other than instantaneous. This increases to 2 rounds at 8th level and 3 rounds at 16th level.
- Reckoning: The invoker adds an insight bonus on damage rolls from attacks made with spells and natural attacks, gaining 1 point of damage per die rolled. At 8th level, the invoker gains a +4 bonus to confirm critical hits threatened with spells and natural attacks. At 16th level, the critical threat range of the invoker’s spells and natural attacks doubles, as if from Improved Critical.
- Revelation: The invoker gains a +1 insight bonus on attack rolls made with weapons. This bonus increases to +2 at 8th level and +3 at 16th level.

• Weapon and Armor 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.

• PATRON SPELLS (Time): 2nd — ventriloquism, 4th — silence, 6th — haste, 8th — threefold aspect, 10th — teleport, 12th — disintegrate, 14th — expend, 16th — temporal stasis, 18th — time stop.

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-- WAYANG RACIAL TRAITS --
• Wis: -2, Dex: +2, Int: +2
• TYPE: Humanoid (Wayang)
• SIZE: Small
• Speed: 20 ft.
• DARK-VISION
• LIGHT & DARK: Once per day as an immediate action, a wayang can treat positive and negative energy effects as if she were an undead creature, taking damage from positive energy and healing damage from negative energy. This ability lasts for 1 minute once activated.
• LURKER: Wayangs gain a +2 racial bonus on Perception and Stealth checks.
• SHADOW RESISTANCE: Wayangs get a +2 racial bonus on saving throws against spells of the shadow subschool.
• SHADOW MAGIC: Wayangs add 1 to the DC of any saving throws to resist spells of the shadow subschool that they cast. Wayangs with a Charisma score of 11 or higher also gain the following spell-like abilities: 1/day—ghost sound, pass without trace, and ventriloquism. The caster level for these effects is equal to the wayang’s character level. The DCs of these spells are equal to 10 + the spell’s level + the wayang’s Charisma modifier.
• Automatic Languages: Common, Tien, Wayang

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–– FAMILIAR ––
'Tiiz', the male horned lizard Familiar (Protector Archetype), N Diminutive animal; Init +1; Senses low-light vision, scent; Perception +7

• Loyal Bodyguard (Ex): A protector gains Bodyguard and Combat Reflexes as bonus feats. If the familiar is sharing its master’s square, it can use Bodyguard to aid another to improve its master’s AC even if it doesn’t threaten the attacking foe, though it still needs line of effect to its master and the attacker. This replaces alertness and improved evasion.

• Shield Master (Su): At 5th level, whenever a protector or its master takes hit point damage, as long as the protector and its master are touching, its master can split the damage evenly between them as if under the effects of shield other. This replaces deliver touch spells and speak with animals of its kind.

• Able Defender (Ex): At 11th level, a protector gains In Harm’s Way as a bonus feat. In addition, the familiar’s hit points are now equal to its master’s total hit points (not including temporary hit points), regardless of its actual Hit Dice. This replaces spell resistance.

--Further Familiar Stats --:

• Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically 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.
• Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

DEFENSE
AC 18, touch 15, flat-footed 16 (+1 Dex, +3 natural, +4 size)
HP 23
Fort +1, Ref +3, Will +4

OFFENSE
Speed 20 ft.
Melee bite +3 (1d2–5)
Ranged blood squirt +6 touch (special)
Space 1 ft.; Reach 0 ft.

STATISTICS
Str 1, Dex 12, Con 8, Int 10, Wis 10, Cha 3
BAB +5; CMB +3; CMD 9 (13 vs. trip)
Feats Extra Item Slot (Neck)
Skills Stealth +17
SQ camouflage, puff up
Gear Cloak of resistance +1, Bloodstone Collar

SPECIAL ABILITIES
• Blood Squirt: Once per day as a standard action that doesn’t provoke attacks of opportunity, a horned lizard can squirt a 5-foot-long stream of blood from the corners of its eyes. The animal’s blood contains noxious chemicals, and a creature hit by the blood must succeed at a DC 9 Fortitude save or be sickened for 1d4 rounds. The save DC is Constitution-based.
• Camouflage: While in desert terrain, a horned lizard can use the Stealth skill to hide even if the terrain doesn’t grant cover or concealment.
• Puff Up: When taking the total defense action, a horned lizard puffs up its body, appearing larger and more horned and gaining an additional +4 bonus to CMD against grapple attempts.

Despite their sluggish, toad-like appearance, these creatures are reptiles with dry, spiny skin adapted to prevent water loss in their native desert environment. They are typically found sunning themselves on rocks during all but the hottest parts of the day, retreating beneath the shade of ridges or rocks when the sun is directly overhead. Their main method of defense is to avoid detection, but when their desert coloration fails to fool predators, they attempt to flee or use their other defensive methods, such as their unique ability to rupture blood vessels in their eyes so they can spray noxious blood at approaching predators. Due to their fierce defensive displays, horned lizards are often thought to be overly aggressive, though people who keep them as pets or familiars know that they can be affectionate creatures.