Harrowed Summoning

Sevrin Withers's page

39 posts. Alias of dronedog.


Race

| HP: 9/9| AC: 13(13 Tch, 10 Fl) | CMB: -2, CMD: 12 | F: +2, R: +2, W: +2 | Init: +11 | Perc: +1 (+3 if familiar near), SM: +0 (+2)

Strength 7
Dexterity 16
Constitution 15
Intelligence 20
Wisdom 11
Charisma 10

About Sevrin Withers

Basics:
AC: 14
Touch: 13 Flat: 11
CMD: 13

HP: 9/9 (dead at -18)

BAB 0
CMB -2
Fort: +2
Ref: +2
Will: +2

Init: +11
Speed: 30' base 20' medium encumbrance

familiar:
N Tiny animal
Init +3; Senses low-light vision, scent; Perception +6

DEFENSE

AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
hp 4 (1d8)
Fort +2, Ref +7, Will +2
Defensive Abilities evasion

OFFENSE

Speed 10 ft., fly 40 ft. (good)
Melee bite +0 (1d3–2)
Space 2-1/2 ft.; Reach 2-1/2 ft.
Special Attacks sudden swoop

STATISTICS

Str 6, Dex 17, Con 11, Int 2, Wis 14, Cha 11
Base Atk +0; CMB +1; CMD 9
Feats Lightning Reflexes
Skills Fly +11, Perception +6, Stealth +11

SPECIAL ABILITIES

Sudden Swoop (Ex)

If a rhamphorhynchus makes a charge attack while flying, it does not provoke attacks of opportunity when it enters an opponent’s space to make a melee attack. It also gains a +2 bonus on damage rolls with its bite attack when it makes a sudden swoop.

Rhamphorhynchus Familiars
Rhamphorhynchuses (also called swoop lizards) make excellent familiars for spellcasters who are looking for a quick and nimble minion.

A rhamphorhynchus familiar grants its master all of the typical benefits familiars grant, but their jittery and quick reactions also impart a +2 bonus on the master’s Initiative checks. A rhamphorhynchus is generally too small to serve well as an animal companion— if a character wishes to take one as a companion anyway, they have the same statistics as bird animal companions.

Racial traits and Languages:

Bonus Feat
Skilled
Languages:Common, Taldane, Sylvan, Draconic, Giant, Skald, Ignian

Class Features:

Witch Hex: Misfortune - 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.
Witch Hex: Cackle - 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..
Familiar: Rhamphorhynchus (+2 init)
Patron: Trickery -2nd—animate rope, 4th—mirror image, 6th—major image, 8th—hallucinatory terrain, 10th—mirage arcana, 12th—mislead 14th—reverse gravity, 16th—screen, 18th—time stop..
Favored Class bonus: L1 +1 hp .
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.

Feats and Traits:
Feats
Improved Initiative
Extra Hex

Traits
Warded Against Witchery
Reactionary

Basic Attacks:

Light Crossbow: +3, 1d8 damage, crit 19-20 x2 , pierce
Dagger: -2, 1d4-2 damage, crit 19-20 x2, slash/pierce

Skills (*class):

L1 8 ranks
+3 Acrobatics
+5 Appraise
+0 Bluff
-2 Climb
+9 Craft (alchemy) (1 rank) *
+0 Diplomacy
+0 Disable Device
+0 Disguise
+0 Escape Artist
+0 Fly
+0 Handle Animal
+0 Heal
+4 Intimidate (1 rank) (1 rank)*
+9 Knowledge (Arcana) (1 rank)*
+0 Knowledge (Dungeoneering)
+0 Knowledge (Engineering)
+0 Knowledge (Geography)
+9 Knowledge (History) (1 rank)*
+0 Knowledge (Local)
+9 Knowledge (Nature) (1 rank)*
+0 Knowledge (Nobility)
+9 Knowledge (Planes) (1 rank)*
+0 Knowledge (Religion)
+0 Linguistics
+1 Perception (1 rank)
+0 Perform
+4 Profession (herbalist) * free rank
+0 Ride
+0 Sense Motive
+0 Sleight of Hand
+9 Spellcraft *Free Rank
+3 Stealth (1 rank)
+0 Survival
+0 Swim
+4 Use Magic Device *(1 rank)

Spells:
Spells/Day: 3/0th, 3/1st
Concentration: +6
Spellbook:
0th -
1st Charm Person, Enlarge Person, Sleep, Adhesive Spittle, Ill Omen, Mage Armor, Mount
Spells Prepared:
0th Dancing Lights, Daze, Detect Magic DC 15
1st Enlarge Person, Sleep, Mage Armor DC 16

Equipment:

Encumbrance: 30.5/54 with backpack (medium) (14.5 without)
Gear:
Traveler's Outfit [5 lbs] free
Light Crossbow 4[lbs] 35 gp
Dagger 1[lbs] 2 gp
20 bolts 2[lbs] 2 gp
Spell Component Pouch [2 lbs] 5gp
[-]
Backpack, Masterwork [4 lbs] 50 gp [12.5 lbs with content]
Blanket [3 lb] 1 sp
Bedroll [5 lbs] 5 sp
Soap [1/2 lb] 1 cp
Waterskin 4 [lbs] 1 gb
[-]
[lbs]
[lbs]
[lbs]

Money:
PP:
GP: 44
SP:
CP:

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Background:

Sevrin Withers does not yet understand that he is a witch. The son of a woodcutter and a hunter, he spent his youth exploring the local wilds, foraging for useful and edible plants. He always seemed a little wild and strange, but not so unusual that he ever failed to find the love and acceptance of his family and community. Things began to change for Sevrin as he entered his early teens, he began to feel the attention of something he could not see or name as he began to wander increasingly far from home. It was not malevolent and it did not frighten him, but it led him to spend more time further away from home. He became more moody and mercurial, but it was nothing his friends and family saw as unusual in a teenager.
In time he began to notice a small brightly colored creature haunting his peripheral vision. The creature proved elusive, flying away every time Sevrin turned to face it. Eventually he tracked the creature to a secluded grove, where it proved to be a tiny flying lizard. The creature locked eyes with Sevrin and in a sudden rush a deep understanding established itself between the two, and his familiar began to show him things he could not imagine.

Now 20 Sevrin has become initiated into mysteries he cannot begin to grasp the depth of. His patron remains a remote, seemingly amused force. His mood swings have cleared up, he has begun to spend more time in town, always helpful, always thoughtful. Nobody yet knows that this behavior is masking a growing coldness in his heart as the teachings of his patron have begun to influence him in strange ways, encouraging him to see the people he has known all his life in a more removed and clinical fashion. He is not evil or cruel at heart, and he still loves his home but he feels more apart than ever.

Sevrin knows he's different, he knows he is a magician, but he has not connected what he is with dark tales of witches who can hunt children by smell and consume the flesh intelligent beings. Thus far he has concealed what really makes him different from his fellow villagers.