Agath

Stanley Sydell's page

263 posts. Alias of Troy Malovich.


Full Name

Stanley Sydell

Race

Human

Classes/Levels

Hex Channeler Hedge Witch 1 (AC/Mage Armor: 12/16 [T: 12 FF: 10/14] | HP: 6/6 | F+0, R+2, W+3 | Init: +2 |Perc: +1/+3 [Vesnik: +5])

Gender

Male

Size

Med, 5' 9", 175 lbs.

Age

22

Special Abilities

Healing Hex [1d8+1], Evil Eye [-2, DC 15]

Alignment

Lawful Neutral

Deity

Wee Jas

Location

Diamond Lake

Languages

Common, Dwarven, Elven, Gnome, Halfling

Occupation

Physician/Mortician

Strength 10
Dexterity 14
Constitution 10
Intelligence 18
Wisdom 12
Charisma 13

About Stanley Sydell

[ooc]Healing Hexes used:
Adoven - 0/1
Dohrlok - 0/1
Ellantera - 1/1
Stanley - 0/1
Tyvall - 0/1
Verrik - 0/1[/ooc]

Basics:
AC:12 (16 w/Mage Armor)
Touch:12 Flat:10 (14 w/Mage Armor)
CMD: 12

HP: 6/6 (Dead at -10)

BAB: +0
CMB: +0
Fort: +0
Ref: +2
Will: +3

Init: +2
Speed: 30'

Racial traits:
Eye for Talent : +2 racial bonus on Sense Motive checks. In addition, when he acquires a familiar, that creature gains a +2 bonus to one ability score of the character's choice (Intelligence). This racial trait replaces the bonus feat trait.
Silver Tongued: +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature's attitude, they can shift up to three steps up rather than just two. This racial trait replaces skilled.

Class Features:
Hex: Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. A witch cannot select an individual hex more than once. Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch’s level + the witch’s Intelligence modifier.
Evil Eye (Su):The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch’s Intelligence modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect.
Healing (Su): A witch can soothe the wounds of those she touches. 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.
Patron Spells (Healing): At 1st level a witch must select a patron. This patron is a vague and mysterious force, granting the witch power for reasons that she might not entirely understand. At 2nd level, and every two levels thereafter, a witch’s patron adds new spells to a witch’s list of spells known. These spells are also automatically added to the list of spells stored by the familiar. The spells gained depend upon the patron chosen.
2nd—remove fear, 4th—lesser restoration, 6th—remove disease, 8th—restoration, 10th—cleanse, 12th—pillar of life, 14th—greater restoration, 16th—mass cure critical wounds, 18th—true resurrection.
Witch’s Familiar (Ex): At 1st level, a witch forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Familiars also aid a witch by granting her skill bonuses, additional spells, and help with some types of magic. This functions like the wizard’s arcane bond class feature, except as noted in the Witch’s Familiar section. A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar. A witch’s familiar begins play storing all of the 0-level witch spells plus three 1st level spells of the witch’s choice. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each new witch level, she adds two new spells of any spell level or levels that she can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual.Spontaneous Healing (Su): A hedge witch can channel stored spell energy into healing spells that she did not prepare ahead of time. The witch can “lose” any prepared spell that is not an orison in order to cast any cure spell of the same spell level or lower, even if she doesn’t know that cure spell.
Empathic Healing (Su): A hedge witch can minister to a diseased or poisoned target, redirecting the affliction into herself. For a poisoned target, the witch must tend to him as a standard action; he makes his next saving throw against the poison as normal, but the witch suffers the effects of the failed save instead of the poisoned creature. For a diseased target, the witch must tend to the sick person for an hour; he makes his next saving throw against the disease as normal, but the witch suffers the effects of the failed save instead of the diseased creature. The witch does not actually become poisoned or diseased (and is not contagious and does not need to be cured), but suffers the effects of the affliction as if she had been. The witch normally uses this ability to extend the life of someone near death, giving him time to recover. This ability has no effect if the witch is immune to disease or poison.

Feats:
Extra Hex: You gain one additional hex. You must meet all of the prerequisites for this hex.
Alertness (with Vesnik): You get a +2 bonus on Perception and Sense Motive skill checks.

Traits:
Ease of Faith: Your mentor, the person who invested your faith in you from an early age, took steps to ensure you understood that what powers your divine magic is no different from that which powers the magic of other religions. This philosophy makes it easier for you to interact with others who may not share your views. ou gain a +1 bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
Suspicious : You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.

Basic Attacks:
Quarterstaff: +0, 1d6 damage, crit x2, blunt
(Skane) Dagger: +0, 1d4 damage, crit 19-20/x2, pierce or slash
Sling (range 50'): +2, 1d4 damage, crit x2, blunt (move action to load, provokes AoO)

Skills (*trained):

+2 Acrobatics
+4 Appraise
+3 Bluff
+0 Climb
+4 Craft
+11 Diplomacy* 1r
+1 Disguise
+2 Escape Artist
+2 Fly
+5 Heal* 1r (Healer's Kit +2, Leeching Kit +2 vs Poison)
+1 Intimidate
+8 Knowledge (Arcana)* 1r
+8 Knowledge (History)* 1r
+8 Knowledge (Nature)* 1r
+1/+3 Perception (with Familiar)
+1 Perform
+2 Ride
+8/+10 Sense Motive* 1r (with Familiar)
+8 Spellcraft* 1r
+2 Stealth
+1 Survival
+0 Swim

Spells:
Spells/Day: 3/0th, 2/1st
Concentration: +5
Spellbook:
0th - Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Guidance, Light, Mending, Message, Putrefy Food and Drink, Read Magic, Resistance, Spark, Stabilize, Touch of Fatigue
1st - Charm Person, Delay Disease, Mage Armor, Peacebond, Remove Fear, Remove Sickness, Sleep
Spells Prepared:
0th - DC 14 Daze, Detect Magic, Light
1st - DC 15 Mage Armor, Remove Fear

Equipment:
Encumbrance: 30.5/33 lbs
Gear:
Scholar's Outfit
Quarterstaff [4 lbs]
Dagger [1 lb]
Sling (10 bullets) [5 lb]
Bandolier [-]
Filter Hood [4 lbs]
Healer's Kit (10/10 uses) [1 lb]
Leeching Kit (+2 vs. Poison) [5 lbs]
Hip flask (with whiskey) [1 lb]
Spell Component Pouch [2 lbs]
Wood Holy Symbol, Wee Jas [-]
Journal [1 lb]
Ink (1 vial)[-]
Inkpen [-]
Scroll Case [.5 lbs]
Belt Pouches (2) [1 lbs]
Antitoxin [-]

Money:
PP: 0
GP: 34
SP: 1
CP: 0

Vesnik, Whippoorwill familiar:
Vesnik
Male thrush (Pathfinder RPG Ultimate Magic)
LN Diminutive magical beast (animal)
Init +2; Senses low-light vision; Perception +5
--------------------
Defense
--------------------
AC 17, touch 16, flat-footed 15 (+2 Dex, +1 natural, +4 size)
hp 3 (1d8-2)
Fort +0, Ref +4, Will +4
--------------------
Offense
--------------------
Speed 10 ft., fly 40 ft. (average)
Melee bite -1 (1d2-5)
Space 1 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 1, Dex 15, Con 6, Int 8, Wis 15, Cha 6
Base Atk +0; CMB -2; CMD 3
Feats Skill Focus (Perception)
[b]Tricks
Attack, Attack, Attack Any Target, Come, Fetch, Seek, Stay
Skills Acrobatics +2 (-6 to jump), Diplomacy -1, Fly +12, Heal +3, Knowledge (arcana) +0, Knowledge (history) +0, Knowledge (nature) +0, Perception +5, Sense Motive +3, Spellcraft +0
Languages Common
SQ attack, attack any target, come, fetch, improved evasion, seek, stay
--------------------
Special Abilities
--------------------
Attack [Trick] The animal will attack on command.
Attack Any Target [Trick] The animal will attack any creature on command.
Come [Trick] The animal will come to you on command.
Fetch [Trick] The animal will get a specific object.
Fly (40 feet, Average) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Stay [Trick] The animal will stay where it is.

Hero Lab entry:
Stanley Sydell
Male human (Chelaxian) witch (hedge witch) 1 (Pathfinder RPG Advanced Player's Guide 65, Pathfinder RPG Ultimate Magic 84)
LN Medium humanoid (human)
Init +2; Senses Perception +3
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 6 (1d6)
Fort +0, Ref +2, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +0 (1d4/19-20) or
. . quarterstaff +0 (1d6)
Ranged sling +2 (1d4)
Special Attacks hexes (evil eye[APG], healing[APG])
Witch (Hedge Witch) Spells Prepared (CL 1st; concentration +5)
. . 1st—mage armor, remove fear
. . 0 (at will)—daze (DC 14), detect magic, light
. . Patron Healing
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 10, Int 18, Wis 12, Cha 13
Base Atk +0; CMB +0; CMD 12
Feats Alertness, Extra Hex[APG]
Traits ease of faith, suspicious
Skills Bluff +3, Diplomacy +11, Heal +7 (+9 to treat poison), Knowledge (arcana) +8, Knowledge (history) +8, Knowledge (nature) +8, Perception +3, Sense Motive +10, Spellcraft +8; Racial Modifiers +2 Sense Motive
Languages Common, Dwarven, Elven, Gnome, Halfling
SQ silver tongued[ARG], witch's familiar (thrush named Vesnik)
Combat Gear healer's kit; Other Gear dagger, quarterstaff, sling, sling bullets (10), bandolier[UE], belt pouch, belt pouch, filter hood[UE], hip flask[UE], ink, inkpen, journal[UE], leeching kit[APG], scroll case, spell component pouch, whiskey (per cup)[UE], wooden holy symbol of Pharasma, 34 gp, 1 sp
--------------------
Special Abilities
--------------------
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evil Eye -2 (7 rounds, DC 14) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Familiar Bonus: +3 bonus on Diplomacy You gain the Alertness feat while your familiar is within arm's reach.
Healing (1d8+1) (Su) Heal touched creature, but each target can only benefit once per 24 hrs.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Silver Tongued You can shift a creature's attitude by three steps with Diplomacy.
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.