Shalelu Andosana

Spica Antares's page

80 posts. Alias of Cydrius.


Full Name

Spica Antares

Race

Elf

Classes/Levels

Witch 5 | AC 15 (19 with Mage Armor) T 12 FF 13 (17 with Mage Armor) | HP 22/30 | F +3 R +4 W +6 | Init+8 | Perc+1, low light | Magic

Gender

Female

Size

F

Age

158

Alignment

CG

Deity

Desna

Location

Elsir Vale

Languages

Common, Elven, Celestial, Draconic, Goblin, Orc, and Sylvan

Strength 8
Dexterity 15
Constitution 12
Intelligence 20
Wisdom 12
Charisma 10

About Spica Antares

Spica Antares
Female Elf Witch
CG Medium Humanoid (Elf)
Init +8; Senses Perception +2, low-light vision
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Appearance
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Appearance:

Age : 158
Size : Medium, 6’0", 122 lbs.
Type : Humanoid (Elf)
A tall and thin elven woman, Spica Antares has long, straight white hair and a piercing azure gaze. She is usually clad in the garb of Desna’s elven clergy, comfortable robes of black and white. Desna’s emblem of a starry butterfly is visibly embroidered on the back of her cloak, giving the impression of a pair of wings on her back.

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Background
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Spica Antares:
Desna was brought up by her mother to replace her as the next archpriest of Desna for their village. She was taught, as all other children of her village, to aim a bow, wield a sword, and ride a horse. However, she soon discovered that her talents lay elsewhere: She had a gift for the arcane.
This did not, however, turn her away from worship. After a chance encounter with one of Desna’s own elusive star monarchs, Spica was driven to turn her arcane powers to assisting the cause of her village’s deity and spread the good word of the Starsong. She turned her arts to healing and bringing fortune to those around her.
It is this same pursuit, as well as sheer curiosity, which has led Spica Antares to Elsir Vale, where she met a group of adventurers…

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Defense
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AC 15 (10 + 2 buckler + 2 dex + 1 natural from familliar) (+4 if Mage Armor)), Touch 12, Flat 13 (+4 if Mage Armor)
HP 30 (5d6+5+5 favored class)
Fort +3 (1 base + 1 con + 1 untype); Ref +4 (+1 base + 2 dex + 1 untyped); Will +6 (4 base + 1 will + 1 untyped) (+2 vs Enchantment, immune to sleep effects)
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Offense
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Speed 30 ft
BAB +0
Ranged
Longbow +5 (1d8-1, x3, P, 100 ft)
Ranged Touch +4
Melee
Longsword +1 (1d8-1, 19-20, S)
Melee Touch +1
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Statistics
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Statistics:

Str 8; Dex 15 (+1 at level 3, +2 racial); Con 12 (-2 racial); Int 20 (+1 at level 3, +2 racial); Wis 10; Cha 10
Feats
  • Extra Hex
  • Extra Hex
  • Improved Initiative

Traits
  • Elven Reflexes
  • Desperate Focus

Racial Traits:
  • Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
  • Keen Senses: Elves receive a +2 racial bonus on Perception checks.
  • 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.
  • Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Hexes:

  • Misfortune (Su): The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
  • Fortune (Su): The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made. At 8th level and 16th level, the duration of this hex is extended by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.
  • Healing (Su): 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.
  • Cackle (Su): A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round. Spica’s own special brand of this hex substitutes ardent prayer to Desna for the cackling.
  • Flight (Su): 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.

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Magic
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Spica's Magic
Spells known:
0 (Per day: 4): All
1 (Per day: 5): Remove Fear, Blend, Burning Hands, Comprehend Languages, Cure Light Wounds, Ear Piercing Scream, Identify, Mage Armor, Summon Monster I, Whispering Lore
2 (Per day: 3): Lesser Restoration, Carry Companion, Cure Moderate Wounds, Gliterdust, Summon Monster II, Web
3 (Per day: 2): Summon Monster III, Stinking Cloud
Patron: Healing
Familiar: Canopus the Turtle (+1 Natural Armor)
Concentration Check +12
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Skills
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Skills:
Trained Skills: (2 + 5 int= 7)
  • Knowledge (Arcana) +13
  • Knowledge (History) +13
  • Knowledge (Nature) +13
  • Knowledge (Planes) +13
  • Spellcraft +13
  • Stealth +7
  • Ride +7

Spoken Languages: Common, Elven, Celestial, Draconic, Goblin, Orc, and Sylvan

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Equipment
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Equipment:

Adventuring Gear
  • Kit, Witch's + Extra Spell Component Pouch
  • Familiar Satchel
  • Wooden holy symbol of Desna
  • Small tent
  • Masterwork Longbow with 20 arrows in a quiver
  • Longsword
  • +1 Mithril Buckler

    Magical Items

  • Handy Haversack
  • Ring of Feather FAlling
  • Quick Runner's Shirt
  • Pearl of Power (Level 1)
  • Sleeves of Many Garments

    Scrolls and wands

  • Scrolls: Unbreakable Heart, Remove Sickness, See Invisibility
  • Wands: Cure Light Wounds

    Mount

  • Procyon, Light Horse, Combat Trained
  • Military Saddle
  • Masterwork Light Chain Barding

    Extra spells learned

  • Carry Companion (purchased and used scroll to teach familliar)

    Currency

  • 1394 gp