Race |
Witch 10 |ST: 0/36 | HP: 58/80 | AC: 24 / T: 18 / FF: 16 | Fort: +5, Ref: +6, Will: +7 | CMB: +4, CMD: 18 | Init: +3, Perception: +14 | |
About Sir Walter Aringham
Male Human Ley Line (With Havocker) Witch 10
Chaotic Neutral Humanoid (Human)
Initiative; +3 Perception +14
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Defense
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AC, 24 touch 18 flat-footed 16
(Base +10 - +3 Dex - +5 Game - +4 Mage Armour - +2 Natural Armour)
hp 45 HP
Fort +5, Ref +6, Will +6
(Dex +3 - Con +2 - Wis +0 - Fort +3 - Reflex +3 - Will +6)
Resistance: None
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Offence
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Speed 30 ft.
Melee
Ranged
Negative Energy Blast - To Hit +7 (Touch Attack) 4d6+2 Negative Energy Damage - x2 Crit - 30ft.
Negative Admixture Blasts - To Hit +7 (Touch Attack) - 4d6+1 Negative Energy - 4d6+1 Electric - x2 Crit - 30ft.
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Magic
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Cantrips - 10 Known
Detect Magic - Sense magic in a 60ft cone. Continued concentration reveals more details.
Read Magic - Understand magic scripture.
Mending - Repair small, non-magical items.
Message - Send a short message and receive a reply.
Light - Make an item glow.
Arcane Mark - Mark an item with a magical mark.
Spark - Set a target on fire.
Stabilize - Keep a target from dying.
Dancing Lights - Create four spheres of light.
Prestidigitation - Use a number of small, magical tricks like cleaning clothes or flavouring food.
1st Level Spells - 8 Per Day - 7 + Patron Spell Known
Cure Light Wounds - Heals a touched target for 1d8 + level (Max 5).
Snowball - Inflict 1d6 per level in Cold damage.
Mage Armour - Add +4 to AC for 1 hour per level.
Damp Powder - Destroys the ammunition in one firearm.
Ill Omen - Target must roll twice and take the worse result once for every 5 levels.
Unseen Servant - Create a servant who can perform most basic tasks.
Remove Sickness - Give target a +4 to resist disease, or suppress it for the duration.
Patron Spell - Burst of Insight - On one Intelligence d20 roll gain a +8, but be dazed the next round.
2nd Level Spells - 8 Per Day - 6 + Patron Spell Known
Cure Moderate Wounds - Heal 2d8 + level (max 10).
Hold Person - A humanoid target must make a Will Save or be frozen in place.
Recoil Fire - A gun will fire with ludicrous force, making it hard to control.
See Invisibility - See through magical invisibility.
Anonymous Interaction - Target forgets the proceeding conversation.
Merge with Familiar - Familiar merges with there master.
Patron Spell - Aid - +1 toHit and Fear effects, and 1d8+ Caster Level in Temp Hit Points.
3rd Level Spell - 6 Per Day - 5 + Patron Spell Known
Akashic Communion - Gain answers to life’s mysteries.
Bestow Curse - Bestow a powerful, permanent curse.
Ice Spears - Unleash 2d6 cold damage and 2d6 piercing per spear, with 1 spear per 4 levels.
Conjure Carriage - Summon a carriage, steeds and driver for a number of hours equal to level.
Howling Agony - Targets take a penalty unless they spend a move action screaming.
Patron Spell - Analyze Aura - Gain information while studying a target.
4th Level Spells - 5 Per Day - 2 Known + Patron
Cure Serious Wounds - Heal 3d6+ Level (max 15).
Masochistic Shadow - Turns the targets shadow against them, draining there strength.
Patron Spell - Blessing of Fervour - Each affected can choose one of several buffs to improve there abilities.
5th Level Spells - 4 per day - 1 known + Patron.
Baleful Polymorph - Force the creature to assume another, usually weaker, form.
Patron Spell - Retrocognition - Read the psychic residue of the room.
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Statistics
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Str 10 (0 Point Buy)
Dex 16 (5 Point Buy - +2 Item)
Con 14 (5 Point Buy)
Int 22 (10 Point Buy - +2 Level Up - +2 Item)
Wis 10 (0 Point Buy)
Cha 10 (0 Point Buy)
Base Atk +4; CMB +4; CMD 16
Feats
1st - Familiar Bond - Gain a Familiar, but without the ability to communicate with it’s own kind, scry, share spells or spell resistance..
3rd - Extra Hex - Gain an additional Hex.
5th - Cataract (Blood Hex) - As a standard action force a creature that you have wounded in the last turn to treat any ranged touch attack they make as having concealment.
7th - Improved Familiar - Change familiar into a more unusual one.
9th - Extra Hex - Add one additional Hex.
Bonus Feats
Human - Interweave Kinetic Blast - Combine a Simple Blast with another character within 15 feet to make a Composite Blast.
Traits
Student of Philosophy - Use Int instead of Cha for Diplomacy (except gather information) and bluff (except for feint).
Seeker - Gain +1 to Perception, and make it a class skill.
Racial Traits
Bonus Feat - Human’s get 1 feat of their choice.
Skilled - Gain 1 additional skill point per level.
Skills
Acrobatics - +3 (+3 Dex - 0 Ranks - Non-Class Skill)
Appraise - +4 (+6 Int - 0 Ranks - Non-Class Skill )
Bluff - +15 (+6 Int - 9 Ranks - Non-Class Skill)
Climb - +0 (+0 Str - 0 Ranks - Non-Class Skill)
Craft (Food) - +11 (+6 Int - 2 Rank - Class Skill)
Craft (Arms and Armour) - +6 (+6 Int - 0 Ranks - Class Skill)
Diplomacy - +18 (+6 Int - 10 Ranks - Class Skill)
Disable Device - +0 (+3 Dex - 0 Ranks - Class Skill)
Disguise - +0 (+0 Cha - 0 Ranks - Non-Class Skill)
Escape Artist - +3 (+3 Dex - 0 Ranks - Non-Class Skill )
Fly - +14 (+3 Dex - 8 Ranks - Class Skill - Item)
Handle Animal - +0 (+0 Cha - 0 Ranks - Non-Class Skill)
Heal - +10 (+0 Wis - 7 Ranks - Class Skill)
Intimidate - +0 (+0 Cha - 0 Ranks - Class Skill)
Knowledge (Arcana) - +17 (+6 Int - 8 Ranks - Class Skill)
Knowledge (Dungeoneering) - +6 (+6 Int - 0 Ranks - Non-Class Skill)
Knowledge (Engineering) - +10 (+6 Int - 1 Ranks - Non-Class Skill)
Knowledge (Geography) - +10 (+6 Int - 1 Ranks - Non-Class Skill)
Knowledge (History) - +11 (+6 Int - 2 Ranks - Class Skill)
Knowledge (Local) - +10 (+6 Int - 1 Ranks Non-Class Skill)
Knowledge (Nature) - +12 (+6 Int - 3 Ranks - Class Skill)
Knowledge (Nobility) - +12 (+6 Int - 3 Ranks Class Skill)
Knowledge (Planes) - +10 (+6 Int - 3 Ranks - Class Skill)
Knowledge (Religion) - +10 (+6 Int - 1 Ranks - Non-Class Skill)
Linguistics - +9 (+6 Int - 3 Ranks - Non-Class Skill)
Perception - +13 (+0 Wis - 10 Ranks - Class Skill - +1 Trait)
Perform (Dance) - +0 (+0 Cha - 0 Ranks - Non-Class Skill)
Profession - +0 (+0 Wis - 0 Ranks - Class Skill)
Ride - +0 (+3 Dex - 0 Rank - Non-Class Skill)
Sense Motive - +4 (+0 Wis - 4 Ranks - Non-Class Skill)
Sleight of Hand - +0 (+3 Dex - 0 Rank - Non-Class Skill)
Spellcraft - +17 (+6 Int - 8 Ranks - Class Skill)
Stealth - +3 (+3 Dex - 0 Rank - Non-Class Skill)
Survival - +0 (+0 Wis - 0 Ranks - Non-Class Skill)
Swim - +0 (+0 Str - 0 Ranks - Non-Class Skill )
Use Magic Device +11 (+0 Cha - 8 Ranks - Class Skill)
Languages Britanglish, Pruscian, Franesh, Esperan, Danaen, Zanzerbian
Combat Gear:
Gear: Belt of Incredible Dexterity +2, Headband of Aerial Agility, Cloak of Resistance +1
Silver Mirror, Noble Outfit, Hollow Elegant Cane
Cash: 300gp
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Special Abilities
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Conduit Surge - Roll 1d4-1 and add that number of caster levels to a spell. Must roll a DC 10 + Spell Level + levels added Fortitude Save or become Staggered.
Defensive Bonus - Gain +5 to touch AC.
Hex - Hex’s are powerful abilities that can only be used on a limited amount. The DC for these abilities is 10 + half the witch’s level + there Int modifier.
- Gift of Consumption - If the Witch is forced to make a Fortitude Save, as an Immediate Action, she can force another creature within 30ft to make the same save and suffer the same effect if they fail. Can only be used per creature in each 24 hour period.
- Greater Gift of Consumption - If the Witch succeeds on a Fortitude save the target takes a -4 penalty. If the witch fails this save, or chooses to inflict themselves with a Fortitude save, they can force the target to be the only one to suffer this effect.
- Tongues - For one minute per level speak and understand any other language.
- Cackle - As a move action extend certain Hexes.
- Flight - Fly for 1 minute per character level.
- Healing - Heal 2d6+Level once per day per creature.
- Iceplant - Gain +2 AC and Endure Elements as an effect.
- [i]Retribution - (Major Hex) - Half of any damage the target inflict is reflected back upon itself.
Infusion - Add an effect to a Kinetic Blast, at a price
- Extended Range (1st Level) - Increase the blast to 120ft.
- Mobile Blast (3rd Level) - Create a 5ft square that deals half damage. It can be moved 30ft per turn as a move action. Reflex Negates.
Ley-Line Powered - Gain spells as a Sorcerer of the same level, and cast spontaneously rather than in a prepared fashion.
Infusion - Gain an Infusion at 2nd level and every 4 thereafter. Can’t accept Burn, but can use Spellburn to activate them.
Ancestors Patron (Empath) - A Patron adds additional spells known, and in this case the Tongues Hex but a -5 against emotional effects.
Patron Element (Negative Energy) - Inflict damage as though you have a Kinetic Blast matching the chosen element (1d6 per two levels Negative Energy Damage).
Ley-Line Powered - Gain spells as a Sorcerer of the same level, and cast spontaneously rather than in a prepared fashion.
Spell Burn - Sacrifice a spellslot to use a Wild Talent.
Favoured Class Bonus - +8 Spells