Thevanan Quain

Skerrin Maltisse's page

175 posts. Alias of Luke_Parry.


Full Name

Skerrin Maltisse

Race

Elf

Classes/Levels

Witch(Beast-Bonded/Pact Witch) 6

Gender

Male

Size

Medium

Age

375

Alignment

Chaotic Good

Location

Kyonin

Languages

Common, Elven, Celestial, Draconic, Giant, Sylvan, Infernal, Terran

Strength 8
Dexterity 16
Constitution 12
Intelligence 23
Wisdom 10
Charisma 10

About Skerrin Maltisse

Appearance:

Skerrin is an elderly Elf, with a mane of fine silvery hair, and a tanned, weather-lined face. He generally dresses in a sturdy explorer’s outfit, dyed green with designs picked-out in silver thread. He typically has a journal and quill in hand, ready to make note of anything interesting which catches his eye.

Although he can be quite distracted at times, going off onto tangents about esoteric subjects, he is quick to smile, and is filled with boundless energy – although his strength is failing, he is still as spry as ever!

Background:

Originally from Kyonin, Skerrin moved to Korvosa almost two hundred years ago, when his master was made the Kyonin cultural attaché to Korvosa. As a means of furthering better magical relations between the Korvosan Acadamae and the mages of Kyonin, his master deemed that it was politically expedient for him to send his apprentice to take classes at the Acadamae.

Skerrin found that the majority of the humans were aloof, but he kept his head-down, and despite the fact that he had no particular skill at Conjuration, eventually took the Test of Summoning.

Having ensured that his token ‘olive branch’ of intercollegiate goodwill had succeeded, Skerrin’s master turned his attention away from the Acadamae, and focused on his ‘cultural’ portfolio with great zeal – in fact, he became quite notorious for his interest in the young women of Korvosa, much to the chagrin of more than one noble house or merchant family.

However, such scandalous activities were simply a cover for his actual purpose in the city – using a combination of magic and money, he maintained a web of informants that specialised in knowing anything and everything about the city.

Invariably, Skerrin was in the thick of whatever long game his master was running. Things continued in this fashion for close to a century, before someone managed to unravel the carefully constructed web, and attempted to finger the puppet-master – Skerrin took the fall for his master, and was ultimately expelled from the city for spying.

He returned back to Kyonin, and lived a life of quiet mediocrity, pouring over ancient books, and developing a reputation as a respectable sage. Skerrin remained fascinated by extraplanar studies, with a particular predilection for the First World and its denizens - after all, it was the literal 'First Draft' for his own world.

One day, as part of these studies, there was an accident - his passage through the eddies of the First World caused a fragment of his own soul to take on the form of a snark, a colourful, winged rodent that glowed with bioluminescent light. Skerrin was delighted by his new companion, whom he named Elizabeth. However, it was only many years later, when Elizabeth evolved into a Lyrakien, like a caterpillar transforming into a butterfly, that Skerrin was seized by wanderlust – he remembered the fierce excitements and the rush of adrenaline associated with adventure and discovery, and decided that he would like to experience it again before he retired.

He has heard rumours of recent changes in the area formerly known as the Stolen Lands, and decided that that might be as good an area as any to explore, and so hit the road, taking Elizabeth, the other half of his life and soul, with him!

Initiative: +5 [+3 Dex + 2 Trait]
Senses: Low-Light Vision, Perception +17
Speed: 30 ft

AC: 18 (10 + 4 (Mage Armor) + 4 Dex)
Touch: 14 (10 + 4 Dex)
Flat-footed: 14 (10 + 4 (Mage Armor)

Hit Points: 32/32

Fort: +4 Ref: +6 Will: +6

Immune to Magic Sleep effects
+2 to saves Vs Enchantment spells or effects

Combat:

Base Atk: +3; CMB: +3; CMD: 16

Skills:

Skill Points per level:
Witch: 2 (Class) + 6 (Intelligence) + 1 (FC) + 2 (Background*)
Athletics -1
Appraise +6
Bluff +0
Craft(Alchemy)* +17 (+6 Int + 6 ranks + 3 class skill + 2 Lab)
Diplomacy +0
Disguise +0
Escape Artist +3
Fly +12 (+3 Dex + 6 ranks + 3 class skill)
Heal +0
Intimidate +0
Knowledge(Arcana) +15 (+6 Int + 6 ranks + 3 class skill)
Knowledge(Dungeoneering) +12 (+6 Int + 6 ranks)
Knowledge(History)* +15 (+6 Int + 6 ranks + 3 class skill)
Knowledge(Nature) +15 (+6 Int + 6 ranks + 3 class skill)
Knowledge(Planes) +15 (+6 Int + 6 ranks + 3 class skill)
Knowledge(Religion) +12 (+6 Int + 6 ranks)
Perception +17 (+0 Wis + 6 ranks + 3 class skill + 1 Trait + 2 Racial + 5 Eyes of the Eagle)
Perform +0
Ride +3
Sense Motive +0
Spellcraft +15 (+6 Int + 6 ranks + 3 class skill)
Stealth +3
Survival +0
Swim -1
Use Magic Device +8 (-1 Cha + 6 ranks + 3 class skill)

Trait:
Seeker:

You are always on the lookout for reward and danger.

Benefit: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Reactionary:

You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.

Benefit: You gain a +2 trait bonus on initiative checks.

Feats:

1st: SF: Evocation
3rd: SF: Conjuration
5th: Brew Potion
7th:
9th:
11th:
13th:
15th:
17th:
19th:

Racial Abilities:
Low-Light Vision:
Elves can see twice as far as humans in conditions of dim light (see low-light vision).
Elven Immunities:
Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic:
Elves 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.
Keen Senses:
Elves receive a +2 racial bonus on Perception skill checks.
Arcane Focus:
Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. This racial trait replaces weapon familiarity.

Class Features:
Spells
Familiar
Transfer Feats (Ex):
Whenever the beast-bonded witch is capable of learning a new feat, she may choose to instead have her familiar learn the feat as a bonus feat. The familiar must meet the prerequisites for any feats that it learns this way. If her familiar is lost or dies, the witch can reclaim the feat slots and select new feats for herself, or apply the slots toward her new familiar.

Slumber (Su):
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.

Enhanced Familiar (Su):
At 4th level, the beast-bonded witch’s connection with her familiar strengthens. For the purposes of determining her familiar’s powers and abilities, she treats her familiar as if she were one level higher than her actual witch level. This ability replaces the witch’s 4th-level hex.

Planar Pact (Su):
A pact witch chooses one Outer Plane with which to forge a pact. This plane determines the alignment a pact witch must maintain and the type of improved familiar he gains at 6th level. Many pact witches worship specific deities or demigods native to the planes with which they forged their pacts. When a pact witch chooses his plane, his body transforms in minor, cosmetic ways associated with that plane. A pact with Hell might give a pact witch small devil horns, while a pact with the Heaven might cause a pact witch to have a softly glowing golden halo, and a pact with Axis might give a pact witch’s skin strange rune patterns. The nature of this cosmetic change varies from witch to witch, but has no mechanical effect. Instead of learning new spells from a patron, a pact witch learns new spells from his planar pact, starting at 2nd level and again every 2 levels thereafter.

2nd Level: Protection from chaos/evil/good/law (choose one appropriate to your plane)
4th Level: Time shudder.
6th Level: Infuse self.
8th Level: Lesser planar ally.
10th Level: Plane shift (as a 5th level spell).
12th Level: Planar ally.
14th Level: Banishment.
16th Level: Greater planar ally.
18th Level: Gate.

This replaces patron.

Planar Familiar:
When a pact witch reaches 6th level, his familiar turns into an outsider native to his chosen plane. The familiar retains its spells known; its memories; and its Intelligence, Wisdom, and Charisma scores, but is treated as a member of its new race in all other respects. The type of creature the familiar becomes is indicated above on Table 1–1: Planar Pacts; if more than one type of familiar is listed, a pact witch can choose which type his familiar becomes.

This alters the witch’s familiar and replaces the hex normally gained at 6th level.

Spells Known:

Cantrips: Arcane Mark, Bleed, Dancing Lights, Daze, Detect Fiendish Presence, Detect Magic, Detect Poison, Grasp, Guidance, Light, Mending, Message, Putrefy Food and Drink, Read Magic, Resistance, Spark, Stabilize, Touch of Fatigue

1st: (10) Blend, Blood Money, Cheetah's Sprint, Comprehend Languages, Cure Light Wounds, Identify, Ill-Omen, Infernal Healing, Mage Armor, Protection From Evil*, Shield Companion

2nd: (4) Force Sword, Glitterdust, Lay of the Land, Time Shudder*, Web Shelter

3rd: (4) Conjure Carriage, Dispel Magic, Infuse Self*, Lightning Bolt, Trial of Fire and Acid

Spells Prepared:

Cantrips (4): Detect Magic, Guidance, Read Magic, Stabilize

1st (3+2): Identify, Infernal Healing x3, Mage Armor

2nd (3+1): Glitterdust x4

3rd (2+1): Lightning Bolt x3

Equipment:

Headband of Vast Intelligence +2 (4000)
Vest of Endure Elements (1000)
Eyes of the Eagle (2500)
Boots of the Cat (1000)
Cloak of Resistance +1 (1000)
Ioun Torch (75)
Explorer's Outfit
Signet ring (5) (-)
Waterskin (1) (4 lbs)
Spell Component Pouch [x2] (10) (4 lbs)

Belt Pouch (1): (0.5 lbs)
Flint and Steel (1) (-)
Iron Vial x3 (0.3) (3 lbs)

Handy Haversack (2000) (5 lbs) {Capacity: 120 lbs}
Winter Blanket (0.5) (3 lbs)
Small Steel Mirror (10) (0.5 lbs)
Alchemist's Lab (200) (40 lbs)
Goblet of Quenching (180) (1 lb)
Elven Trail Rations x8 (8 lbs)

Coins: 0gp, 2sp, 0cp

Elizabeth, Lyrakien Sage Familiar:
CG Tiny outsider (azata, chaotic, extraplanar, good)
Init +8; Senses darkvision 60 ft., detect evil, detect magic, low-light vision; Perception +7
Defense
AC 18, touch 16, flat-footed 14 (+4 Dex, +2 size, +2 NA)
hp 19 (3d10+3)
Fort +2, Ref +7, Will +6
DR 5/evil; Immune electricity, petrification; Resist cold 10, fire 10
Offense
Speed 30 ft., fly 80 ft. (perfect)
Melee slam +2 (1d2–3)
Space 2-1/2 ft., Reach 0 ft.
Special Attacks starlight blast
Spell-Like Abilities (CL 3rd; concentration +8)
Constant—detect evil, detect magic, freedom of movement
At will—dancing lights, daze (DC 15), summon instrument, ventriloquism (DC 16)
1/day—cure light wounds, lesser confusion (DC 16), silent image (DC 16)
1/week—commune (6 questions, CL 12th)
Statistics
Str 5, Dex 19, Con 12, Int 12, Wis 12, Cha 13
Base Atk +3; CMB +5; CMD 12
Feats Agile Maneuvers, Improved Initiative
Skills Acrobatics +10, Bluff +7, Diplomacy +7, Fly +16, Knowledge(Geography*) +13, Knowledge (Local) +10, Knowledge(Nobility*) +13, Perception +7, Perform (Sing) +7, Spellcraft +4, Stealth +18
Languages Celestial, Draconic, Infernal; truespeech
SQ traveler’s friend
Ecology
Environment any (Elysium)
Organization solitary, band (2–5), or company (6–24)
Treasure none
Special Abilities
Starlight Blast (Su) As a standard action once every 1d4 rounds, a lyrakien can tap into the divine power of Elysium, unleashing a blast of holy starlight in a 5-foot burst. All creatures in this area take 1d4 points of holy damage, plus 1 point for each step their alignment deviates from chaotic good. For example, a chaotic neutral or neutral good creature would take 1d4+1 points of damage, a neutral creature would take 1d4+2 points of damage, and a lawful evil creature would take 1d4+4 points of damage. A DC 12 Reflex save negates this damage. Chaotic good creatures are unaffected by this ability. The save DC is Constitution-based.

Traveler’s Friend (Su) The performances and company of a lyrakien ease the burden of travel. Once per day, a creature may spend a minute listening to a lyrakien’s performance—doing so removes the effects of exhaustion and fatigue from the listener.

Dazzling Intellect (Ex): A sage’s Intelligence score is always equal to 5 + its master’s class level, but it gains natural armor increases as if its master’s class level were half what of the actual class level.

This alters the familiar’s Intelligence score and natural armor adjustment.

Sage’s Knowledge (Ex): A sage stores information on every topic and is happy to lecture its master on the finer points of a subject. A sage can attempt all Knowledge checks untrained and gains a bonus on Knowledge checks equal to half its master’s class level. Additionally, a sage gains 2 skill ranks each time its master gains a class level (Geography and Nobility). Its maximum number of ranks in any given skill is equal to its master’s class level.

This replaces alertness and the familiar’s ability to share its master’s skill ranks.

Improved Evasion
Share Spells
Empathic Link
Deliver Touch Spells
Speak With Master
Speak With Animals Of Its Kind