Aiveria

Shruti Afshur's page

66 posts. Organized Play character for Mjolbeard89.


Full Name

Shruti Afshur

Race

Samsaran Witch 1

Classes/Levels

(HP 7/7) | AC:12 | T:12 | FF:10 | cmd:12 | Fort +0 | Ref +2 | Will +3 | Init. +6 | Perc:+1 | Speed 30ft | Spells: 2/2 | Status: N/A

Size

M

Strength 10
Dexterity 14
Constitution 11
Intelligence 18
Wisdom 12
Charisma 12

About Shruti Afshur

Shruti Afshur - PFS #177216-14
XP 1 | PP 2 | Fame 2
Faction: Concordance of Elements

Lives, past and future:
Silverhex Chronicles

Asex (pronoun they/them/their) Samsaran Witch 1
NG Medium Humanoid (Samsaran)
Init +6; Senses Perception +1
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STATISTICS
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Str 10, Dex 14, Con 11, Int 18, Wis 12, Cha 12
Base Atk +0; CMB 0; CMD 13
Traits
Feats Extra Hex (Peacebond)
Skills (6 Ranks = 2/lvl + 4 Int) Craft (alchemy) +8, Heal +5, Knowledge (arcana) +8, Knowledge (history) +9, Spellcraft +8, Use Magic Device +5
ACP 0
Languages Common, Vudran, Samsaran, Aquan, Auran, Draconic, Sylvan
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DEFENSE
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AC 12, touch 12, flat-footed 10
hp 7 (1d6+1 FCB)
Fort +0, Ref +2, Will +3 (see Lifebound racial ability)
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OFFENSE
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Speed 30 ft.
Melee Short spear +0 (1d6); Dagger +0 (1d4; 19-20/x2)
Ranged Short spear (thrown) +2 (1d6); Dagger (thrown) +2 (1d4; 19-20/x2); Ranged Touch +2
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SPELLS
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Racial SLA (1/day; DC10) Comprehend Languages, Deathwatch, Stabilize
0-level (3/day; DC 14) Detect Magic, Read Magic, Spark
1-level (2/day; DC 15) Burning Hands, Mage Armor
Spells Known:
0-Level Witch Spells— 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.
1-Level Witch Spells— karmic blessing (ARG), burning hands, cure light wounds, enlarge person, mage armor, mount

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SPECIAL ABILITIES
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CLASS
Hex: 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.
Ward (Su): A witch can use this hex to place a protective ward over one creature. The warded creature receives a +2 deflection bonus to AC and a +2 resistance bonus on saving throws. This ward lasts until the warded creature is hit or fails a saving throw. A witch knows when a warded creature is no longer protected. A witch can have only one ward active at a time. If the witch uses this ability again, the previous ward immediately ends. A witch cannot use this ability on herself. At 8th level and 16th level, the bonuses provided by this ward increase by +1.
Peacebond (Su) (Champions of Purity pg. 27): A witch can use this hex on a creature to prevent it from drawing a weapon for a number of rounds equal to the witch’s level. This hex has no effect on natural weapons or weapons already in a creature’s hands, but does prevent an archer from drawing arrows. A Will save negates this effect, and whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
Witch's Familiar (Ex): At 1st level, a witch forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Familiars also aid a witch by granting her skill bonuses, additional spells, and help with some types of magic. This functions like the wizard's arcane bond class feature, except as noted in the Witch's Familiar section.
A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar. A witch's familiar begins play storing all of the 0-level witch spells plus three 1st-level spells of the witch's choice. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each new witch level, she adds two new spells of any spell level or levels that she can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual (see sidebar).
Store Spells: Starting at 1st level, a witch's familiar stores all of the spells that the witch knows. This does not allow the familiar to cast these spells or use spell-trigger or spell completion magic items. Starting at 2nd level, and every two levels thereafter, a witch's familiar adds new bonus spells to the witch's spell list based on her patron. These spells are automatically stored by the familiar and can be prepared as normal once they are gained.

RACE ABILITIES
Low-Light Vision (Ex): Samsarans can see twice as far as humans in conditions of dim light.
Lifebound (Ex): Samsarans gain a +2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points.
Samsaran Magic (Sp): Samsarans with a Charisma score of 11 or higher gain the following spell-like abilities: 1/day—comprehend languages, deathwatch, and stabilize. The caster level for these effects is equal to the samsaran's level.
Mystic Past Life (Su): You can add spells from another spellcasting class to the spell list of your current spellcasting class. You add a number of spells equal to 1 + your spellcasting class's key ability score bonus (Wisdom for clerics, and so on). The spells must be the same type (arcane or divine) as the spellcasting class you're adding them to. For example, you could add divine power to your druid class spell list, but not to your wizard class spell list because divine power is a divine spell. These spells do not have to be spells you can cast as a 1st-level character. The number of spells granted by this ability is set at 1st level. Changes to your ability score do not change the number of spells gained. This racial trait replaces shards of the past.

Selected Spells (5):
1 - Shock Shield (UC), Adjuring Step (UC)
2 - Ablative Barrier (UC)
3 - Haste
4 - Fire Shield

TRAITS
Eldritch Delver: You have an unquenchable thirst for knowledge about the world and desire to obtain it firsthand. You gain a +1 trait bonus on all Knowledge (dungeoneering) and Knowledge (history) checks, and you may treat your caster level as 1 level higher for all conjuration spells of the teleportation sub school.
Natural Negotiator: Negotiating with other creatures, whether they be animals or people from far-flung realms, is second nature to you. Either Diplomacy or Handle Animal becomes a class skill for you. Add your choice of Aklo, Aquan, Auran, Ignan, Sylvan, or Terran as a bonus language to your list of languages known.
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GEAR/POSSESSIONS
Short spear
Dagger
Scroll Case
Scrolls (Enlarge Person, Karmic Blessing, Cure Light Wounds)
Carrying Capacity
Light 0-33 lb. Medium 34-66 lb. Heavy 67-100 lb.
Current Load Carried 22.75 lb.
Money 71 GP 0 SP 0 CP

Major Purchases:
Scrolls (Enlarge Person, Karmic Blessing, Cure Light Wounds) (75gp, chronicle 1)

Boons:
Reincarnated Heritage: You may play a samsaran character (Pathfinder Campaign Setting: Dragon Empires Gazetteer 11, Pathfinder Campaign Setting: Inner Sea Races 247, Pathfinder Player Companion: Dragon Empires Primer 5, Pathfinder RPG Advanced Race Guide 198, or Pathfinder RPG Bestiary 4 230), beginning at level 1 as normal. Other than access to this additional race, all character creation rules are the same as those outlined in the Pathfinder Society Roleplaying Guild Guide. This Chronicle sheet must be the first Chronicle sheet for the given character, and you must bring a copy of one of the rulebooks listed above to all sessions in which this character appears as if access to this race selection were granted by the Additional Resources list.

Concordance Faction Journal Card (Season 9):
0 Goal(s) completed
_ _ Adventure either on another plane or in the Mana Wastes, the Shackles, or the Worldwound.
_ _ Peacefully resolve an encounter with a creature with the air, earth, fire, or water subtype.
_ _ Help grow the Concordance by recruiting a named figure with either a significant connection to the natural world (such as a druid) or a significant connection to elemental forces (such as a creature with an elemental subtype). Recruitment requires a successful Diplomacy or Knowledge (local) check with a DC equal to 15 + your character level.
_ _ Forgo your Downtime to map ley lines attuned to the elements. Doing so requires a successful Craft (maps), Knowledge (geography), Knowledge (planes), or Profession (cartographer) check with a DC equal to 15 + your character level.
_ Restore balance to an area by closing a planar portal or removing a significant elemental disturbance.
_ Recover a valuable magic item that produces an effect that is strongly tied to air, earth, fire, or water during the course of an adventure. To qualify, this item must be worth at least 400 gp plus 100 gp × your character level.
_ Have a number of ranks in one of the following skills equal to your character level (minimum 4): Diplomacy, Knowledge (nature), or Knowledge (planes).
_ _ _ / _ _ Serve as the GM for an adventure that grants 1 or more XP, and apply credit and the Chronicle sheet to this character. Checking 3 boxes counts as one goal for the purpose of earning faction rewards; checking all 5 counts as two goals.