About Shoshin the Fox
Shoshin-a mercenary archer in the beginning-worked with a band of adventures as both a member and navigator, They had faced many creatures together, from dragons, the undead, corrupt politicians, or worse. That was, until, a dark god turned the other two and filled their minds with thoughts of great power and wealth. When they propositioned him to join them, sickened, he refused and pulled his weapon before shooting two arrows at them, scarring one of them in the face and blinding the other in one eye with his arcane arrows before fleeing. As he crested a hill, on the outskirts of the village they stayed in, the smell of sulfur and blood reached his nose. The village was burning. As he watched, stunned, he thought "If only I were better, maybe this wouldn't have happened. One day, I'll come for the both of you, I'll save you someday, my former comrades" before running farther, into the nearby woods.
HP:304, AC:19, Flatfooted:14, Touch:16, Speed:30 ft., BAB:+16/+11/+6/+1, CMB:+20/+16/+10/+5, CMD:+40/+35/30/+25, Fortitude:+29, Reflex:+25, Will:+28, Initiative:+14
Point Blank Shot, Precise Shot, Weapon Focus (longbow), Poison Use, Skill Focus (Perception), Skill Focus (Survival), Alertness, Stealthy, Improved Initiative, Animal Affinity, Deceitful, Weapon Finesse, Fox Shape
Craft (Poison) (Int):8+13=21
Handle Animal (Cha):10+13+4=27
Knowledge (Arcana) (Int):8+13=21
Knowledge (dungeoneering) (Int):8+13=21
Knowledge (engineering) (Int):8+13=21
Profession (Engineer) (Wis):3+13=16
Armor:Razored Leather Armor (1d4 damage/round when grappled, non-magical), Razor Straps (1d4 damage/round when grappled, non-magical), Bladed Cloak (1d4/round when grappled, non-magical), Spiked Collar (+2 to AC against grapples, non-magical), Archer's Glove (+1 Initiative with a bow; non-magical).
Weapons: Composite Longbow of Endless Ammunition and Distance w/ Bow Sight (+1 to attack with a bow), and Silencer (+2 to avoid being heard with a bow), 20 Arrows, Longsword, Sap
20 vials of Ectogamict poison (DC 30, primary effect: shooting and tingling pains, blurred vision, nausea, trembling, and muscle spasms; seconday effect: Death; Onset: 5 rounds, Type: Contact. Effects living and undead) NOTE: this will only be used in an emergency or on the two involved in "Background"
Enhance Arrow (Su)
Imbue Arrow (Sp)
Seeker Arrow (Sp)
Phase Arrow (Sp)
Using this ability is a standard action (and shooting the arrow is part of the action).
Hail of Arrows (Sp)
Arrow of Death (Sp)
Athletic, Conceal Scent, Armor Training, Arcane Shield, Weapon training (Longsword), Combat Expertise, Bravery +2
Blight Pool (Su): At 1st level, the Witchblade gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This Blight pool has a number of points equal to his Witchblade level (minimum 1) + his Charisma modifier. The pool refreshes once per day when the Witchblade refreshes his spell slots.
At 1st level, the Witchblade can expend 1 point from his Blight pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
At 5th level, these bonuses can be used to add any one of the following weapon properties: flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, or thundering. Adding these properties consumes an amount of bonus equal to the property’s base price modifier. The Witchblade can add only a single magical property to his weapon at any one time, regardless of the Witchblade’s class level. Adding a second property while another is still in effect immediately ends the first property. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the blight pool point is spent and cannot be changed until the next time the Witchblade uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the Witchblade.
A Witchblade can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.
Cursed Blight (Su): At 1st level, the Witchblade is able to bestow a curse on a person of his choice; this is known as a Cursed Blight. He may unleash a Cursed Blight by spending 1 point of his Blight pool on a target that the Witchblade can see and is within 60 feet of; this is a swift action and the Witchblade may only bestow a single Cursed Blight each round. Spell resistance does not apply to a Cursed Blight, but the target gets a Will save (DC 10 plus ½ the Witchblade’s level plus the Witchblade’s Charisma modifier) to partially negate the effect. If the target fails his saving throw, he suffers a penalty of -2 on all attack rolls, damage rolls, saving throws, skill checks, ability checks, CMB, CMD, and armor class for the next hour. A successful save by the target reduces the penalties to -1 and cuts the duration to just one round. A Cursed Blight can by ended prematurely by any effect that can remove a curse.
Arcane Grace (Su): At 2nd level, the Witchblade gains a bonus equal to his Charisma bonus (if any) on all saving throws.
Harrier (Ex): At 3rd level, when an opponent tries to cast an arcane spell within a Witchblade's threatened area, the DC for that caster to cast defensively increases by 2. At 10th level, and again at 17th level, the DC to cast defensively increases by an additional 2, to a maximum DC increase of 6 at 17th level.
Stalwart (Ex): A Witchblade receives training in not only delivering spells while in combat, but in resisting them. Similar to the evasion ability possessed by rogues, stalwart allows a Witchblade to shrug off the effects of spells that have a Fortitude or Will saving throw that have a reduced effect on a successful save (such as Will half or Fortitude partial). A successful saving throw by the Witchblade against these types of spells results in no effect to the Witchblade.
Witchblade’s Familiar (Ex): At 4th level, the Witchblade forms a powerful bond with an animal, magical beast, outsider, or elemental that becomes his constant companion and partner. The Witchblade can choose any of the standard wizard familiars, treating his Witchblade class level as his wizard level for this purpose only. The Witchblade’s familiar gains all of the standard familiar abilities, but the rate of progression is slower than that of a wizard or sorcerer. The Witchblade Familiar’s improves according to the chart in the wizard class as if the Witchblade were a wizard three levels lower than his Witchblade level.
In all other respects, treat the Witchblade’s Familiar as a normal familiar.
Quickcast (Ex): At 5th level, a Witchblade gains the ability to quicken a limited number of his spells each day. By spending 1 point from his Blight pool, any Witchblade spell cast by the Witchblade with a casting time of one standard action or less can instead be cast as a swift action. Unlike the quicken spell feat, the use of this ability does not require the Witchblade to use a higher level spell slot in order to cast this spell.
Aura of Unluck (Su): At 6th level, a Witchblade can spend 1 point from his Blight pool to invoke an aura around himself that causes any melee or ranged attack (including spells) made against the Witchblade to suffer a 20% miss chance (similar to concealment) and any sneak attacks or critical hits inflicted on the Witchblade have a 20% chance to be negated (similar to fortification). The Witchblade can activate this aura in an instant as a reaction to an attack upon them. Activating the aura of unluck is an immediate action, and the aura lasts for 3 rounds plus 1 round per point of the Witchblade’s Charisma modifier (minimum of 1).
Cursed Blade (Su): At 7th level, a Witchblade can spend 2 points from his Blight pool as a swift action to curse the wounds inflicted by his melee attacks for one round. Any creature injured by a melee weapon wielded by the Witchblade must make a Will save (DC 10 + ½ the Witchblade’s level + the Witchblade’s Charisma modifier) or suffer a cursed wound. The cursed wound cannot be healed until the curse has removed via a remove curse, break enchantment, or similar effect. All creature’s injured by the Witchblade during the round the cursed blade is active must save versus this effect. Like all damage, the damage inflicted by a cursed blade stacks with itself. Targets of this effect need to keep a running tab of the total damage inflicted on them by the cursed blade, as damage taken from other sources can be healed normally.
Fighter Training (Ex): At 8th level, a Witchblade counts ½ his total Witchblade level as his fighter level for the purpose of qualifying for feats. If he has levels in fighter, these levels stack.
Greater Blight (Su): At 9th level, the Witchblade’s Cursed Blight ability improves. If the target fails his saving throw, he suffers a penalty of -4 on all attack rolls, damage rolls, saving throws, skill checks, ability checks, CMB, CMD, and armor class for the next hour. A successful save by the target reduces the penalties to -2 and cuts the duration to just one round.
Dispelling Blight (Su): At 10th level, whenever the Witchblade hits an opponent in melee, and that opponent has one or more magical effects currently active on their person, the Witchblade can expend 2 points from his Blight pool to trigger a targeted dispel magic on his opponent.
Mass Blight (Su): At 11th level, the Witchblade can choose to affect all targets in a 20-foot radius burst with his Cursed Blight ability (but not his Greater Blight ability). At 19th level, the Witchblade can choose to affect all targets in a 20-foot radius burst with his Greater Blight ability (but not his Dire Blight ability).
Improved Aura of Unluck (Su): At 12th level, when the Witchblade activates his Aura of Unluck ability, the miss chance is 35% and he gains a 35% to negate sneak attacks and critical hits.
Counter Blight (Su): At 13th level, the Witchblade can expend 2 points from his Blight pool as an immediate action to force one opponent within 60 feet to reroll an attack roll or saving throw he has just made.
Stolen Luck (Ex): At 14th level, the Witchblade can, as a free action once per day, reroll any d20 roll that he has just made. The Witchblade must take the results of the second roll, even if they are worse than the previous roll. At 20th level, he may use this ability three times per day.
Witchblade’s Insight (Ex): At 16th level, the Witchblade gains arcane insight into the ways of magic. He can select eight new spells from the abjuration, enchantment, necromancy, or transmutation schools of the sorcerer/wizard spell list and add them to his spells known. He gains two spells each of 1st, 2nd, 3rd, and 4th level.
Spells per Day:4/4/4/3/2
0-level Spells: Bleed; Dancing Lights; Detect Magic; Detect Poison; Light; Mage Hand; Mending; Open/Close; Prestidigitation; Read Magic
1st-level Spells: Alarm; Bleed; Cause Fear; Charm Person; Comprehend Languages; Disguise Self; Endure Elements; Expeditious Retreat; Feather Fall; Forced Quiet; Hideous Laughter; Hold Portal; Identify; Jump; Magic Aura; Mount; Obscuring Mist; Peacebond; Protection from Alignment; Sleep; Undetectable Alignment; Unseen Servant
2nd-level Spells: Accelerate Poison; Alter Self; Arcane Lock; Bear’s Endurance; Blindness/Deafness; Bull’s Strength; Darkness; Darkvision; Eagle’s Splendor; Enthrall; False Life; Fog Cloud; Glitterdust; Invisibility; Knock; Levitate; Locate Object; Make Whole; Mirror Image; Obscure Object; Phantom Trap; Protection from Arrows; Pyrotechnics; Rage; Resist Energy; Scare; See Invisibility; Shatter; Spider Climb; Steal Voice; Summon Swarm; Touch of Idiocy; Whispering Wind
3rd-level Spells: Arcane Sight; Beast Shape I; Clairaudience/Clairvoyance; Charm Monster; Confusion; Deep Slumber; Dispel Magic; Fly; Hex of Truth; Invisibility Sphere; Keen Edge; Magic Circle against Alignment; Nondetection; Phantom Steed; Poison; Protection from Energy; Ray of Exhaustion; Repel Vermin; Slow; Stinking Cloud; Vampiric Touch; Wind Wall
4th-level Spells: Baleful Polymorph; Beast Shape II; Bestow Curse; Contact Other Plane; Crushing Despair; Detect Scrying; Dimension Door; Dominate Person; Elemental Body I; Enervation; Enforced Choke; Fear; Forgetful Slumber; Invisibility, Greater; Locate Creature; Phantasmal Killer; Rusting Grasp; Scrying; Sending; Solid Fog