Changeling Cultist

Shelya Dakne's page

39 posts. Organized Play character for FreakyFlyingElf21.


Full Name

Shelya Dakne

Race

Elf

Classes/Levels

Witch 1 (AC: 12 [T: 12 /F: 10]; CMD 12; HP: 7/7; F+2, R+2, W+2; Init: +2; Perc: +2[+4 w/familiar], Low light vision)

Gender

Female

Size

H: 5 ft 8 in W:122 lbs

Age

116

Special Abilities

Evil Eye (DC 15)

Languages

Common and Elven Draconic Sylvan Celestial Gnome

Strength 10
Dexterity 14
Constitution 12
Intelligence 18
Wisdom 10
Charisma 13

About Shelya Dakne

Racial traits:

Elven Immunities: immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: +2 racial bonus on Perception checks
Elven Magic: receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks

made to identify the properties of magic items.
Weapon Familiarity: proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any

weapon with the word “elven” in its name as a martial weapon.
Low-Light Vision: see twice as far as humans in conditions of dim light.

Class Features:

Weapon and Armor Proficiency: 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.
Spells: A witch may know any number of spells. She must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour communing with

her familiar. While communing, the witch decides which spells to prepare.
Cantrips: can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Witch under “Spells per Day.” These spells are cast like any other spell, but

they are not expended when cast and may be used again.
Hex: 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
Patron Spells: Deception: 2nd—negative reaction; 4th—demand offering; 6th—sepia snake sigil; 8th—charm monster; 10th—dream; 12th—envious urge; 14th—waves

of ecstasy; 16th—euphoric tranquility; 18th—symbol of strife.

Feats:

Extra Hex: You gain one additional hex. You must meet all of the prerequisites for this hex.

Traits:

Dilettante Artist You gain a +1 trait bonus to one category of Perform checks and a +1 trait bonus to Diplomacy checks. One of these skills (your choice) is always a

class skill for you.
Resilient: You gain a +1 trait bonus on Fortitude saves

Basic Attacks:

Dagger: +0, 1d4+1 damage, crit 19-20/x2, Slash or Pierce
Dagger (thrown 10'): +2, 1d4+1 damage, crit 19-20/x2, Slash or Pierce

Skills (*Class Skill):
6
+2 Acrobatics
+4 Appraise
+1 Bluff
+0 Climb
+4 Craft*
+6 Diplomacy* 1r (+1 Dukettabte Artist)
+2 Disable Device
+1 Disguise
+2 Escape Artist
+2 Fly*
+1 Handle Animal
+0 Heal*
+1 Intimidate*
+8 Knowledge (Arcana)* 1r
+4 Knowledge (Dungeoneering)
+4 Knowledge (Engineering)
+4 Knowledge (Geography)
+4 Knowledge (History)*
+5 Knowledge (Local) 1r
+8 Knowledge (Nature)* 1r
+4 Knowledge (Nobility)
+4 Knowledge (Planes)*
+5 Knowledge (Religion) 1r
+4 Linguistics
+2 Perception + 2 keen senses
+2 Perform (+1 Dukettabte Artist)
+0 Profession*
+2 Ride
+0 Sense Motive
+2 Sleight of Hand
+8/+10 Spellcraft* +2 identify eleven magic trait 1r
+2 Stealth
+0 Survival
+0 Swim
+1 Use Magic Device*

Spells:
# of Spells Known:ALL /0th 6/1st
Spells/Day: 3/0th 1/1st
Concentration:
Spell List:

0th - DC 14
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

1st - DC 15
Cure Light Wounds, Hex Vulnerability*, Mage Armor*, Ray of Enfeeblement, Cause Fear, Sleep*

Hex:
Evil Eye (DC 15)
Healing

NEED TO CHANGE

Equipment:
starts at 150 gold
Encumbrance: 19.5/58 lbs (116/175)
Gear:
Pouch, spell components [2 lbs]
Backpack [2 lbs]
Bedroll [5 lbs]
Waterskin [4 lbs]
Pouch, belt [.5 lbs]
Rations, trail x3 [3 lbs]
Explorer's outfit
Dagger [1 lb]
Longbow [3 lbs]
20 arrows [3 lbs]

Money:
PP:
GP:
SP:
CP:

Nikita, Viper Familiar:

N Tiny magical beast (animal)

AC: 17
Touch: 15 Flat: 14
CMD: 8

HP: 4

BAB: +0
CMB: +1
Fort: +1
Ref: +5
Will: +3

Init: +3
Speed: 20' (20' climb/swim)

Bite: +5, damage 1d2–3 (plus poison DC 9; frequency 1/round for 6 rounds; effect 1d2 Con; cure 1 save.)

Feats: Weapon Finesse

Skills
+3/-1 Acrobatics (jump)
+11 Climb
-3 Intimidate
-1 Knowledge (arcana)
-1 Knowledge (nature)
-1 Knowledge (planes)
+9 Perception
+2 Profession (herbalist)
-1 Spellcraft
+15 Stealth
+11 Swim

Special Abilities:
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Background: