Race |
| HP 65/65 | AC 19 (14 Touch, 17 Flat-footed) | CMB +5, CMD 21 | Fort. +8, Ref. +5, Will +8 | Init. +5 | Perc. +10/12 |
Classes/Levels |
| Speed 30ft | Active conditions: N/A |
Gender |
"Jokril" NG Male Human Witch 9 |
About Thaddeus Claville
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Statblock
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Thaddeus Claville
NG Male Human Witch 9
Init +5; Perception +10/12
STR: 13 (+1)
DEX: 12 (+1)
CON: 14 (+2) [16 (+3)]
INT: 19 (+4) [21 (+5)]
WIS: 12 (+1)
CHA: 10 (0)
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Defense
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AC 19, touch 14, flat-footed 15 (+1 Dex, +1 Dodge, +1 Natural, +2 Deflection, +4 Armour (Force))
HP: 56 (1D6) [65]
Fort: 3B+2Con[+1Con]+1Trait+1En = +7 [+8]
Ref: 3B+1Dex+1En = +5
Will: 6B+1Wis+1En = +8
+1 Bonus vs. Fear saves (Special)
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Offense
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Speed 30 ft
Melee: +1 Dagger - +6 (1D4+2)
Ranged: Sling - +5 (1D4+1)
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Statistics
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Base Atk +4; CMB +5; CMD 21
Feats
Dodge {+1 Dodge AC}
Improved Initiative {+4 Initiative}
Combat Casting {+4 to Cast Defensively}
Defensive Combat Training {Use Hit Dice as BAB for CMD}
Spell Focus (Conjuration) {+1 to save DC}
Craft Wand
Traits
Researching the Blot (Spellcraft to identify magic items)
Desperate Resolve (+1 trait to Concentration. +4 when grappled, pinned, entangled, or in violent weather.)
Life of Toil (+1 trait Fortitude save)
Skills
Craft-Alchemy (Int): 5R + 4S [+1S] + 3C = +12 [+13]
Fly (Dex): 4R + 1S + 3C = +8
Knowledge-Arcana (Int): 9R + 4S [+1S] + 3C = +16 [+17]
Knowledge-Geography (Int): 1R + 4S [+1S] = +5 [+6]
Knowledge-History (Int): 5R + 4S [+1S] + 3C = +12 [+13]
Knowledge-Nature (Int): 5R + 4S [+1S] + 3C = +12 [+13]
Knowledge-Planes (Int): 6R + 4S [+1S] + 3C = +13 [+14]
Linguistics (Int): 5R + 4S [+1S] = +9 [+10]
Perception (Wis): 9R + 1S + 2Sp = +10/+12
Perform-Wind (Cha): 5R = +5
Profession-Farming (Wis): 1R + 1S + 3C = +5
Spellcraft (Int): 9R + 4S [+1S] + 3C = +16 [+17]
Survival (Wis): 9R + 1S + 3Sp = +13
Swim (Str): 1R + 1S = +2
Languages
Common, Varisian, Shoanti, Dwarven, Elven, Sylvan, Terran, Aklo, Undercommon
Temporary Drow Traits:
Darkvision 120 ft.
Immune to sleep
Proficient with hand crossbow, rapier, and short sword
Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds the character for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
Spell Resistance 20
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Special Abilities
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Witch Patron: Endurance
Hexes
Standard action, save 10 + 1/2 witch level + Int. Mod. (18) [+19]
Disrupt Connection (Su): Disrupt connection between summoned creature within 30 feet and its master. Succeed at a Will save or be Confused for 1D4 rounds. On percentile roll of 51-100, summoned creature acts as though the hexer had summoned it. Once targeted, a creature cannot be the target again for 24 hours.
(Upgrade at 16th level)
Evil Eye (Su, Mind-affecting): Target within 30 feet takes a -4 penalty to armour class, ability checks, attack rolls, saving throws, or skill checks. Duration is 3+Int. mod. rounds. (7/8 rounds) Will Save to reduce duration to 1 round.
Swamp's Grasp (Su): 90 ft. range. One 10-ft. square/Witch level becomes difficult terrain for 3+Int. mod. rounds. (7/8 rounds)
Feral Speech (Su): Speak to animals as though using Speak With Animals. Must choose between amphibians, birds, fish, mammals, or reptiles when using the hex. At 12th level, may speak with Vermin.
Flight (su): May cast Feather Fall at will, and gain +4 racial bonus to swim checks. Can cast Levitate once per day. May Fly as the spell for a number of minutes equal to Witch level. (8 minutes) Must be spent in minute increments.
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Familiar
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Old Horn - Goat
N Small animal
Initiative +1, Low-light vision, Perception +9/11
AC 19, touch 13, Flat-footed 17 (+1 Dex, +1 Size, +1 Deflection, +6 Natural)
HP: 28 [32]
Fort: 3B+1Con = +4
Ref: 3B+1Dex = +4
Will 6B = +6
Speed 30 ft
Melee: Gore +5 (1D4+1)
Str 12, Dex 13, Con 12, Int 10, Wis 11, Cha 5
BAB +4, CMB +5, CMD 16 (18 vs. Trip)
Feats: Nimble Moves
Skills: Climb +5 (4R)
+4 Acrobatics when jumping, +4 Survival to find food
Special:
Alertness, Improved Evasion, Empathic link, Share spells, Deliver Touch Spells, Speak with Master.
+1 Ring of Protection
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Spells
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Spells known
0th – All
1st – Adhesive Spittle*, Air Bubble, Burning Hands, Charm Person, Comprehend Languages, Cure Light Wounds*, Darting Duplicate, Ear-Piercing Scream, Endure Elements, Identify, Mage Armour*, Nauseating Dart*, Obscuring Mist*, Pattern Recognition, Ray of Enfeeblement, Snowball*, Unseen Servant*
2nd - Bear's Endurance, Buoyancy, Climbing Beanstalk*, Cure Moderate Wounds*, Delay Poison*, False Life, Frost Fall, Glitterdust*, Ironskin, Levitate, See Invisibility, Vomit Swarm*, Web*
3rd - Arcane Sight, Babble, Cure Serious Wounds*, Dispel Magic, Fly, Inflict Pain, Lightning Bolt, Protection from Energy, Remove Blindness/Deafness*, Remove Curse, Remove Disease*, Stinking Cloud*, Tongues
4th - Arcane Eye, Charm Monster, Clairaudience/Clairvoyance, Confusion, Cure Critical Wounds*, Death Ward, Dimension Door, Enervation, Ice Storm, Neutralize Poison, Phantasmal Killer, Scrying, Secure Shelter, Spell Immunity, Tongues (Communal)
5th - Break Enchantment, Cloudkill*, Hold Monster, Smug Narcissism, Teleport*
* = Conjuration Spell
Spells per level
0th - 4
1st - 4+1
2nd - 4+1
3rd - 3+1
4th - 2+1
5th - 1
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Background
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Thaddeus grew up in a small, isolated farming village, far away from any major trade routes or population centers. Aside from the rare visit by merchants, soldiers on patrol, or the occasional minstrel, little disturbed the village.
Thaddeus was both blessed and cursed with an inquisitive and clever mind. Cursed, for there was little to stimulate his intelligence in the village. One can only learn about proper grain planting techniques or watch the same ants crawl over the same old log so many times before one desires to expand their knowledge.
Thaddeus had heard tales of wizards, those who studied ancient tomes of knowledge and learned how to shape reality to their whim. But there seemed little hope for Thaddeus to ever become a wizard, as his parents could never afford to have him learn under a hedge wizard, let alone attend a prestigious academy. He made several trips to a nearby wise woman, though all he learned was some basic magical theory, that she didn't like people (let alone annoying children), and that her magic was innate, not something she could teach him. And so, he continued to help his family in the fields, wondering if his fate was to waste his intellect toiling until he dies.
Still, the bits of magical theory he learned from her gave him a little knowledge. And a little knowledge is a dangerous thing, as the saying goes. Thaddeus, in desperation, began attempting to summon somebody (or something) to teach him. He had no idea if the runes he sketched on the ground in a rough circle, or the nonsense he babbled, actually meant anything, and so he was quite surprised when his pitifully amateur attempts to contact something succeeded.
Thaddeus does not know specifically what happened. All he could recall was feeling incredibly small, nearly suffocating in the presence of an overwhelming entity. He woke up in the hayloft, drenched in sweat, wondering if it had simply been a delusional dream, until he walked out of the barn, and one of his family's goats began talking to him.
He learned that the goat was now his familiar, his conduit with the entity he had contacted in the hayloft, and would teach him the magic and knowledge he so craved. Half-frightened, half-intrigued, Thaddeus continued his daily life at the farm, speaking to his familiar (Which he named Old Horn) when he could seize the opportunity. While he learned much about magic (both applied and theoretical) as well as several languages, he never could get an answer of who or what, exactly, his otherworldly patron was, or what it wanted.
Eventually, Thaddeus decided it was time to leave. While he was learning much from Old Horn, he needed to know more, both to slake his general thirst for knowledge, and to figure out the source of his power. And so, one night he gathered his meager belongings, and left his village.
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Description & Personality
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Thaddeus stands about 6'1, with short, messy, dark hair. His face is young, but tanned and weatherbeaten, as is the rest of him. He wears dusty, worn traveller's clothes and a wide-brimmed leather hat. He generally looks at things with an odd mix of curiosity and detatchment. Following closeby is a silver-furred goat. To all the world, he looks like a peasant on an extended journey.
Thaddeus is an unusual sort, mixing a simple peasant upbringing with a curious, intelligent nature. Having learned his lesson on what can result from an unrestrained pursuit of knowledge, his curiosity is tempered with a simple, down-to-earth acceptance and common sense.
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Gear
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Pack Saddle, Belt Pouch x2, Waterproof Bag, Scroll Case, Waterskin (x2)
Traveller's outfit (x2) [1 left at Gold Goblin], Hat
Spell component pouch (x2) Pan pipes, Rope (50ft), Rope (Silk, 50ft) Chalk (x10), Lamp, Oil (x3), Rations (x7), Feed (2 days)
Blanket, Bedroll, Mess Kit, Pot, Flint and Steel, Journal, Ink, Inkpen, Small tent, Medium Tent, Canvas (4x4), Platinum Ring (x2, 1 on Old Horn)
House Vonnarc Signet Ring
Sling
-Sling Bullets x14
-Cold Iron sling bullets x9
Cold Iron Dagger
Adamantium Chisel [1000 GP]
MW Thieve's Tools [100 GP]
Acid (x3), Alchemist's Fire (x3), Antitoxin (x1), Holy Water (x2), Smokestick, Sunrod (x5), Vermin Repellent (x2)
Money: 553.18 GP
Carrying Capacity: 50lb light, 100lb medium, 150lb heavy
Old Horn: 43lb light, 86lb medium, 130lb heavy
Current Load:
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Magical Items
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Belt of Constitution +2 (Belt Slot)
------------------------ (Body Slot)
------------------------ (Chest Slot)
------------------------ (Eyes Slot)
------------------------ (Feet Slot)
------------------------ (Hands Slot)
------------------------ (Head Slot)
Headband of Intellect +2 (Headband Slot)
Amulet of Nat. Armour +1 (Neck Slot)
Cloak of Protection +1 (Shoulder Slot)
Bracers of Armour +4 --- (Wrist Slot)
Ring of Protection +2 -- (Ring Slot 1)
------------------------ (Ring Slot 2)
Other/Consumables:
Dagger +1
Handy Haversack
Immovable Rod
Scrolls: CMW (3), Clairvoyance (3), Web (3)
Potions: CLW, (x8) CMW, (x4)Feather Fall, Remove Paralysis(x3), Neutralize Poison,
Wands: CLW (14 charges), CLW (50 charges), False Life Lv. 3(x2) (10 charges)
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Spells prepared
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* = Conjuration (+1 DC)
0 - Detect Magic, Guidance, Light, Read Magic
1 - Adhesive Spittle*, Air Bubble, Obscuring Mist*, Snowball*, Unseen Servant
2 - Climbing Beanstalk*, Delay Poison, Ironskin, See Invisibility, Vomit Swarm*
3 - Dispel Magic, Lightning Bolt, Protection from Energy, Stinking Cloud*
4 - Confusion, Dimension Door, Neutralize Poison
5 - Cloudkill*
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Notes:
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St. Caspieran's Salvation: Father Walker, Pidge, Old Maggie, Frull
Update Intelligence effects from Headband
Thaddeus: Jokril
==> Old Horn: Old Tooth
Fiona: Yasraena Zauviir
Variel: Varelle
Mutt: Zov
House Azinrae - Main organizing force. Scattered, currently trying to locate
House Vonnarc - Guard force. Current house we're allied with.
= Allied, but fell apart. (Check favorited posts.)
Cover Story: Yasraena (Fiona) is the First-Born daughter of House Zauviir. Seeking an alliance with House Vonnarc
Varelle is Yasraena's cousin.
Zov (Mutt) is Yasraena's bodyguard.
Jokril is a freelance spellcaster under long term contract.