About Skerrin MaltisseAppearance:
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]
AC: 18 (10 + 4 (Mage Armor) + 4 Dex)
Hit Points: 32/32 Fort: +4 Ref: +6 Will: +6 Immune to Magic Sleep 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):
Enhanced Familiar (Su):
Planar Pact (Su):
2nd Level: Protection from chaos/evil/good/law (choose one appropriate to your plane)
This replaces patron. Planar Familiar:
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)
Handy Haversack (2000) (5 lbs) {Capacity: 120 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
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