About SirettisXP: 30.5
Hex resources:
Prehensile Hair 9/10 Flight 10/10 Disguise Hex 10/10 Tongues 10/10 Healing Hex used on:
Sirettis's Familiar
"Curious." She bats at the glass with some of her hair. "Do you...drink this for nutrition? Recreation? Or merely as a Social contract?" Drawing of Sirettis and Isa at the docks. Bot Me!:
Background:
The Sylph's movements are very deliberate, as if she'd be much more comfortable standing still. She will smile and make pleasantries with you, but when it comes time to identify herself she's at a loss. She will mention what the wind or her familiar told her as truth, and the only truth she'll listen to. She remembers an early life of augmentation and experimentation at the hands of a curious wizard. No smiles, no sadness, no real purpose until a bird flew into the laboratory and began speaking to her. Told her she had purpose. Told her she had a reason to exist. And so she left. After one of many parties, a Pathfinder invited her to join the society and find herself. The wind agreed with this decision and so she is here.
Saving Throws:
Fort 3 Wit + 1 Con + 2 Great Fortitude + 3 Cloak = 9 Reflex 3 Wit + 2 Dex + 3 Cloak = 8 Will 7 Wit + 1 Wis + 3 Cloak = 11 Energy Resistance: Sylphs have electricity resistance 5.
Defenses And Movement:
HP: 6 + (10 * 4) Wit + (11 * 1) Con + 11 Favored Class = 68 AC 10 + 2 Dex + 1 Armor = 13 T 10 + 2 Dex = 12 FF 10 + 1 Armor = 11 Init 2 Dex + 1 Trait = 3 CMD 10 + 5 BAB - 1 Str + 2 Dex = 16 Arcane Temper You gain a +1 trait bonus on concentration and initiative checks.
Offense:
BAB 5 CMB 5 BAB - 1 Str = 4 Melee
Prehensile Hair
Ranged
Skills:
Bluff 3 In Class + 1 Trait + 2 Cha + 8 Ranks = 14 Diplomacy 3 Familiar + 2 Cha + 8 Ranks = 13 Disguise 3 In Class + 2 Cha + 1 Ranks = 6 Fly 3 In Class + 2 Dex + 5 Ranks = 10 Heal 3 In Class + 1 Wis + 8 Ranks = 12 Intimidate 3 In Class + 2 Cha + 3 Ranks = 8 Knowledge (arcana) 3 In Class + 7 Int + 3 Ranks = 13 Knowledge (history) 3 In Class + 7 Int + 5 Ranks + 1 Chronicle = 16 Knowledge (local) 7 Int + 2 Ranks = 9 Knowledge (nature) 3 In Class + 7 Int + 2 Ranks = 12 Knowledge (nobility) 6 Int + 11 Headband (1 Ranks) = 17 Knowledge (planes) 3 In Class + 7 Int + 1 Ranks = 11 Linguistics 7 Int + 2 Ranks = 9 Perception 2 Familiar + 1 Wis + 7 Ranks = 10 Perform (Wind) 2 Cha + 2 Ranks = 4 Sense Motive 2 Familiar + 1 Wis + 9 Ranks = 12 Spellcraft 3 In Class + 7 Int + 9 Ranks = 19 Swim 4 Flight Hex - 1 Str = 3 Use Magic Device 3 In Class + 2 Cha + 11 Headband(1 Ranks) = 16 Witty Repartee You gain a +1 trait bonus on Bluff checks and Bluff is a class skill for you.
Familiar Bonus The master of a Thrush familiar gains a +3 bonus on Diplomacy checks.
Feats:
1 - Extra Hex (Prehensile Hair) 3 - Extra Hex (Charm) 5 - Spell Penetration 7 - Accursed Hex 9 - Great Fortitude 11 - Greater Spell Penetration Accursed Hex: When you target a creature with a hex that cannot target the same creature more than once per day, and that creature succeeds at its saving throw against the hex’s effect, you can target the creature with the same hex a second time before the end of your next turn. If the second attempt fails, you can make no further attempts to target that creature with the same hex for 1 day.
Class Abilities:
Traits Arcane Temper You gain a +1 trait bonus on concentration and initiative checks. Witty Repartee You gain a +1 trait bonus on Bluff checks and Bluff is a class skill for you. Racial
Class
Hex Descriptions:
hexes (DC 22 = 7 Int + 1/2 Witch) [/ooc][/url=http://www.d20pfsrd.com/classes/base-classes/witch/hexes---3rd-party-publishers/hexes/common-hexes/hex-slumber-su]Slumber Hex:[/url] Will Save DC 22 or fall asleep for 10 rounds.[/ooc] [/ooc][/url=http://www.d20pfsrd.com/classes/base-classes/witch/hexes---3rd-party-publishers/hexes/common-hexes/hex-charm-su]Charm Hex:[/url] Will Save DC 22 or improve your attitude to me by 2 steps for 10 rounds.[/ooc] Prehensile Hair The witch can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Intelligence score. Her hair has reach 10 feet, and she can use it as a secondary natural attack that deals 1d3 points of damage (1d2 for a Small witch). Her hair can manipulate objects (but not weapons) as dexterously as a human hand. The hair cannot be sundered or attacked as a separate creature. Pieces cut from the witch’s elongated hair shrink away to nothing. Using her hair does not harm the witch’s head or neck, even if she lifts something heavy with it. The witch can manipulate her hair a number of minutes each day equal to her level; these minutes do not need to be consecutive, but must be spent in 1-minute increments. Slumber A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. Healing This acts as a cure light wounds spell, using the witch’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds. Charm A witch can charm an animal or humanoid creature within 30 feet by beckoning and speaking soothing words. This improves the attitude of an animal or humanoid creature by 1 step, as if the witch had successfully used the Diplomacy skill. The effect lasts for a number of rounds equal to the Witch’s Intelligence modifier. A Will save negates this effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. At 8th level, this effect improves the attitude of the target creature by 2 steps. This is a mind-affecting charm effect. Flight The witch grows lighter as she gains power, eventually gaining the ability to fly. Effect: At 1st level, the witch can use feather fall at will and gains a +4 racial bonus on Swim checks. At 3rd level, she can cast levitate once per day. At 5th level, she can fly, as per the spell, for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects the witch. Disguise
Tongues [/url=https://www.d20pfsrd.com/classes/base-classes/witch/hexes/hexes/common-hexes/hex-tongues-su/]Tongues[/url] (Witch Level) minutes of Tongues, in 1 minute increments. Regenerative Sinew (Su) (Healer's Handbook pg. 17): The witch can cause the debilitating wounds of a creature she touches to quickly close, helping it heal rapidly. The target either gains fast healing 5 for a number of rounds equal to 1/2 the witch’s class level or it heals up to 4 points of ability score damage from any two ability scores (witch’s choice). At 15th level, in addition to the chosen effect, the target’s severed body members, broken bones, and ruined organs grow back, as per regenerate. Once a creature has benefited from this hex, it cannot benefit from it again for 24 hours.
Magic Consumables:
Wand of Mage Armor (28 charges) Wand of Cure Light Wounds (4 Charges) Scroll of Glitterdust (150) Scroll of Heroism (375) Potion of Remove Blindness/Deafness (750) Scroll of Teleport Scroll of Remove Curse Scroll of Remove Disease Witch:
Witch Enchantment Patron - Unnatural Lust at Level 2 (Level 1 spell), Calm Emotions at Level 4 (level 2 spell), Unadulterated Loathing at Level 6 (Level 3 spell), Overwhelming Grief at Level 8 (Level 4 spell) Concentration Check 17 = 9 Witch + 7 int + 1 Trait
Spell Penetration Caster level check gets a +2 bonus to overcome SR.
Today's Spells:
Spell Level 0, DC 17, 4 known per day - Read Magic - Detect Magic - Daze - Light Spell Level 1, DC 18, 6/day
Spell Level 2, DC 19, 6/day
Spell Level 3, DC 20, 6/day
Spell Level 4, DC 21, 4/day
Spell Level 5, DC 22, 3/day
Spell Level 6, DC 22, 2/day
Known Spells:
Spell Level 1 - Adhesive Spittle Charm Person Command Comprehend Languages Cure Light Wounds Ear-Piercing Scream
- Icicle Dagger
Remove Sickness
Spell Level 2
Enthrall
Hold Person
See Invisibility
Spell Level 3
Fly
Stinking Cloud
Spell Level 4
Symbol of Healing
False Life, Greater
Spell Level 5
Spell Level 6
Spell Reference:
Spell Level 1 - Adhesive Spittle Charm Person - [/url=http://www.d20pfsrd.com/magic/all-spells/c/charm-person/]Charm Person[/url] Command [/url=http://www.d20pfsrd.com/magic/all-spells/c/command/]Command[/url] Comprehend Languages [/url=http://www.d20pfsrd.com/magic/all-spells/c/comprehend-languages/]Comprehend Languages[/url] Cure Light Wounds [/url=http://www.d20pfsrd.com/magic/all-spells/c/cure-light-wounds/]Cure Light Wounds[/url] Ear-Piercing Scream - [/url=http://www.d20pfsrd.com/magic/all-spells/e/ear-piercing-scream/]Ear-Piercing Scream[/url]
- Icicle Dagger
- Ray of Sickening
Spell Level 2
Delay Poison [/url=http://aonprd.com/SpellDisplay.aspx?ItemName=Delay%20Poison]Delay Poison[/url]
Glitterdust - [/url=https://aonprd.com/SpellDisplay.aspx?ItemName=Glitterdust]Glitterdust[/url]
See Invisibility - [/url=https://aonprd.com/SpellDisplay.aspx?ItemName=See%20Invisibility]See Invisibility[/url]
Spell Level 3
Fly - [/url=http://www.d20pfsrd.com/magic/all-spells/f/fly/]Fly[/url]
Stinking Cloud - [/url=http://www.d20pfsrd.com/magic/all-spells/s/stinking-cloud/]Stinking Cloud[/url]
Spell Level 4
Symbol of Healing [/url=http://www.d20pfsrd.com/magic/all-spells/s/symbol-of-healing]Symbol of Healing[/url]
False Life, Greater [/url=http://aonprd.com/SpellDisplay.aspx?ItemName=False%20Life,%20Greater]False Life, Greater[/url] Spell Level 5
Spell Level 6
Non Magical Consumables:
Gear:
Season 10 Sovereign Court Goals (3 Achieved!):
(0/3) Recruit a named NPC ambassador, aristocrat, noble, or similar figure to cooperate with the faction with a successful Diplomacy or Knowledge (nobility) check (DC = 14 + your character level + 3 for each of this goal’s checked boxes). (1/1) Recover blackmail or incriminating evidence against a named NPC ambassador, aristocrat, noble, or similar figure.
(0/1) Dissuade an NPC from working with an organization that directly opposes the Pathfinder Society or the Sovereign Court’s goals during an adventure by presenting the NPC with evidence that doing so is contrary to her interests. This requires a successful Bluff, Intimidate, Knowledge (local), or Sense Motive check with a DC equal to 15 + your character level. (1/2) Fulfill one of the three goals above without revealing your faction affiliation to anyone other than a present member of the faction or a prospective NPC recruit. Checking a box for this goal does not prevent you from checking a box for another goal.
(2/2) Forgo your Downtime to reinforce your political connections. Doing so requires a successful Knowledge (local) or Knowledge (nobility) check with a DC equal to 15 + your character level.
(1/1) Have a number of ranks in one of the following skills equal to your character level (minimum 4): Bluff, Diplomacy, Disguise, Knowledge (nobility), or Sense Motive.
(0/1) Participate in an adventure that takes place in Taldor or that involves a prominent organization based in Taldor, such as the Lion Blades or the Ulfen Guard. (1/2) During the course of an adventure, secure an alliance with a powerful political figure or a governing body.
(0/3, 0/2) Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character. Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals.
The Sky Key Solution:
The Consortium Compact:
I'm Level 2!:
Gallows of Madness (A Foul Breed):
I'm Level 3!:
I want to buy these spells, too!
Gallows of Madness - The Festering Blot:
Bracers of Armor +1 (1000 gp)
Scrolls, each is 150 gp.
That's a total cost of 2228 gp And then sell my light mace for 3 gp. I'll lose a total of 2225 gp that way.
20 Point Buy:
Some of my PFS characters were made with 15 points. They should be built with 20. (Sylphs give +2 Dex, -2 Con, +2 Int)
Str 9 (-1)
Str 9
Str, Dex, Con changed
I'm Level 4!:
XP +3 (now 11) PP +4 (now 11) Fame +4 (now 16) attack bonus +1 (now BAB +2)
attribute bonus +1 (now 19 Int)
Patron Spell - Calm Emotions
Familiar
Gallows of Madness (Bonus Chronicle):
I'm Level 5!:
XP +3 (now 14) PP +6 (now 17) Fame +6 (now 22) skills 6 more:
1 level 3 spell/day (2 due to high int)
HP (4 + 1 Favored Class, now 27) Feat - Spell Penetration
I'm Level 6!:
HP 4 + 1 Favored Class Bonus (now 32) All Saving Throws +1 (now 2/4/6) BAB +1 (so CMB/CMD and attack values +1) (now +3) Skills 2 + 4 Int = 6
New Hex: Disguise
Spells per day: 1 more level 2, 1 more level 3 (noted)
Familiar Improvements: (all noted)
I want a Headband of Int +2. This increases my Int to 21. Here are the side effects:
Skills - Comes with a K Nobility, automatically maxed
8. Cosmic Captive:
10. (GM Credit) 5-09 The Traitor's Lodge:
Chronicle
2 Prestige Points to learn Orc. Spending 50 for 2 scrolls of Hex Vulnerability
I'm Level 7!:
New Feat: Accursed Hex More HP: 4 + 1 FCB = 5 (now 37) More Spell Slots: 1 extra 1st level, 1 extra 4th level 2 new spells learned - Ice Storm, Moonstruck Skill Points: 2 Witch + 4 Int = 6 Knowledge(Nobility) +1 via Headband of Int (now +12) Bluff (now 11)
Familiar also levels up.
12. 8-23 Graves of Crystalmaw Pass:
Thread Chronicle Purchases:
Time to go big on my purchase. I have the fame to afford a Headband of Vast Intelligence +4, so I'll upgrade my +2 Headband for 12 K in gold pieces. This increases my Int to 23.Here are the side effects:
Headband adds skill points to Use Magic Device (noted) Wayfinder (500)
Racial Spell Edit:
Sow Thought is a spell for Changlings. Replacing with Ray of Enfeeblement. Nereid's Grace is a spell for Undines. Replacing with Remove Sickness. 13. Race for the Runcarved Key:
Thread Spent 2 PP for Pathfinder Restful Lodge boon Boons
Formidable Renoun
I'm Level 8!:
Stat bonus - +1 Int (It's gonna be 24 Int) +1 Will Save (now +9) BAB +1 (now +4) More HP (4 + Con) (Done)
Skill Points
Spells per day: 1 3rd, 1 4th (Done)
Hex
Familiar
14. Solstice Scar B:
15. 8-24 Rain on the Cloudborne Keep:
Thread Buying
Paying 125 for my passage
Boons: Air Affinity: Your connection to elemental air has grown stronger over the course of your recent adventures. This boon has no mechanical effect on its own, but it may interact with other boons or play a role in future adventures - especially those set on elemental planes. Hurricane-Tempered: Your battle with Grasping Storm has granted you knowledge about the flow of winds. You may cross this boon off your Chronicle sheet to treat wind effects as if they were one category weaker per Air Affinity boon you possess for one round per Air Affinity boon. This includes penalties on ranged attacks, whether the wind checks you or blows you away, and the penalty the wind imposes on Fly checks. Treat the effective starting wind strength of effects that make ranged attacks impossible but do not specify a strength, such as wind wall, as if they were windstorms.
16. 1-40 Hall of Drunken Heroes:
Thread Faction Goal fulfilled
Get a scroll and learn:
I'm Level 9:
Level 9 Witch Fort/Reflex Saving Throws +1 (now +5/+7) Feat: Great Fortitude (Fort Save is now +7) Favored Class Bonus: +1 HP
Headband of Int will add +1 to
Level 5 Spells: 1 + 1 Int = 2 per day (noted) All hexes increase to level 9. Familiar increases
17. Assault on Absalom:
Thread Chronicle
Boon completed
Improve cloak of resistance from +2 to +3 (5000)
Belt of Mighty Constitution +2 (4000)
Buy scroll of:
Learned these spells from another spellcaster
Level 3 (90 per, 360 total)
Level 4 (160 per, 640 total)
Level 5 (250 per, 750 total)
500 prepping another symbol of healing
2-18 The Forbidden Furnace of Forgotten Koor:
2-S. Year of the Shadow Lodge:
Chronicle Chronicle Goal Achieved
Boon
20: 4-16 Fabric of Reality:
Burning a GM Replay Star on this. Thread Tapestry Fast Travel Because you were part of the team responsible for changing the nature of the Hao Jin Tapestry, you are granted special use of it on a limited basis. Select one location on Golarion other than Absalom. You may travel freely from this location to the City at the Center of the World and vice versa. When adventuring in either Absalom or the chosen location, you are treated as being in both locations for the purposes of boons and vanities that are location-dependent. If you did not successfully complete the reattunement ritual, cross this boon off the Chronicle sheet.
Subtier 8-9
I'm level 10!:
Level 10 Witch HP d6 +1 Con +1 FCB (now 62) +1 Will (now 11) BAB +1 (now it's 5)
Spells:
New Patron Spell:
Familiar is level 10 Skill Points (level 10 par 7)
Headband of Int also increases skills:
Major Hex, Hex
I'm level 11:
Level 11 Witch Witch 11
New spells slots:
2 spells learned automatically (noted)
New Feat
Skills: 2 Witch + 5 Int = 7 points
Bluff (now +14)
Headband of Vast Intellect gives 2 additional ranks:
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