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About Theophilus CarterDescription:
"Why is a raven like a writing desk?"
Theo wears a large top hat with a hatband reading "In this style 10/6". This is the hat's price tag, indicative of his trade, and giving the price in pre-decimal British money as ten shillings and six pence (or half a guinea). He dresses in flamboyant, but impeccable finery. The color combinations seem to be just off; from his brown suede top coat to his black and grey pinstripped pants to his multi-colored socks;and from his bird and flower printed ruffled shirt to his bright orange-dyed mop of hair. The style also seems just late of fashion. He has a constant big grin that doesn't always match his expressive and piercing blue eyes. Theo stands just under 6' and weighs roughly 170 lbs. His current state of lucidity depends upon the moment... Prompt:
The slow, tortuous bead of perspiration sluggishly slides down his scruffy cheek; easily eager to erase any sense of his self-confidence. Lifting his top hat, he swipes his coated arm across his temples. A small victory. Replacing the hat, he leans warily upon a broken, ruined fence. His ragged breath matching his appearance, the lone gentleman warily watches as the murderous fog creeps ever closer. Glancing furtively at the indifferent sky, his faded blue eyes reflect a hopelessness that his body begins to morning. The tapping, tapping, tapping of hidden feet impress upon him a resolution to this ordeal. The choices for survival having been lessen by the moment, he peers intently at the two roads before him.
Alas, it seems they finally found me!, he whispers to the fog. With a sudden change of resolve, the lanky gentleman doffs his top hat at the ghastly fog. Not yet, not yet!, he defiantly announces, as he stumbles up the hill.... White Rabbit:
Gift from Mad Poet:
The leaves are remarkably thin but resilient parchment that looks almost greasy, That is not dead which can eternal lie,
And with strange aeons even death may die. Theo remembers a life he never lived. Choose one: gain +2 to int, gain one hex you qualify for, or learn one spell you could cast. Spells:
Cantrips
1st
2nd
3rd
4th
5th
6th
7th.
8th.
Insanity (Ultimate Magic pg. 83): 2nd — memory lapse, 4th — hideous laughter, 6th — distracting cacophony, 8th — confusion, 10th — mind fog, 12th — envious urge, 14th — insanity, 16th — symbol of insanity, 18th — overwhelming presence. Druid favored terrain (Urban) spells 1/day each 0-level
1st
Crunch:
Theophilus Carter
Male Human Witch 16 Humanoid (Varisian) Init +13; Senses Low light vision; Perception +22 -------------------- Defense -------------------- AC 27, touch 16, flat-footed 21 (+4 armor, +0 shield, +3 deflection, +3 Dex, +3 natural, +0 dodge, +4 enhancement) hp 160(16d6+96) Fort +15 Ref +13, Will +15 --------------------
..............
Skill Points at each Level: 2 + Int modifier. Favored class bonus: +1 hp x16
Other Gear Headband of the Unstudious Mage (+level Spellcraft)
Automatic Bonus Progression
Class:
Weapon and Armor Proficiency: Witches are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a witch’s gestures, which can cause her spells with somatic components to fail.
Spells: A witch casts arcane spells drawn from the witch spell list. A witch must choose and prepare her spells ahead of time. To learn or cast a spell, a witch must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a witch’s spell is 10 + the spell level + the witch’s Intelligence modifier. A witch can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 2–10. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table 1–3 of the Pathfinder RPG Core Rulebook). A witch may know any number of spells. She must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour communing with her familiar. While communing, the witch decides which spells to prepare. Cantrips: Witches can prepare a number of cantrips, or 0-level spells, each day, as noted on Table 2–10 under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Cantrips prepared using other spell slots, due to metamagic feats for example, are expended normally. Hex: Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on Table 2–10. 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. Hexes:
Major Ameliorating (Su) (Healer's Handbook pg. 17): The witch can touch a creature to suppress or protect it from more debilitating negative conditions. Each time she uses this hex, the witch either chooses the blinded or deafened condition, or chooses a type of effect: curse, disease, or poison. If the target is or later becomes afflicted with the chosen condition or effect, that condition or effect is suppressed for a number of minutes equal to the witch’s level. Alternatively, for 24 hours the witch can grant her target a +4 circumstance bonus on saving throws against effects that cause any two of the above conditions or effects (witch’s choice; she can choose any combination of conditions or effects, as long as she chooses only two total). At 15th level, the witch can choose up to two total conditions or types of effects to suppress or three total conditions or types of effects to grant a circumstance bonus against each time she uses the major ameliorating hex. Once a creature has benefited from this hex, it cannot benefit from it again for 24 hours. Healing* (Su) A witch can soothe the wounds of those she touches.
Flight* (Su)
Effect: 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. Cackle (Su) (Advanced Player's Guide pg. 66 (Amazon)): 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. Evil Eye (Su) (Advanced Player's Guide pg. 66 (Amazon)): 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. At 8th level the penalty increases to –4. Misfortune (Su) (Advanced Player's Guide pg. 66 (Amazon)): 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)
Retribution (Su) (Advanced Player's Guide pg. 68): A witch can place a retribution hex on a creature within 60 feet, causing terrible wounds to open across the target's flesh whenever it deals damage to another creature in melee. Immediately after the hexed creature deals damage in melee, it takes half that damage (round down). This damage bypasses any resistances, immunities, or damage reduction the creature possesses. This effect lasts for a number of rounds equal to the witch's Intelligence modifier. A Will save negates this effect. Regenerative Sinew (Su) (Healer's Handbook pg. 17): The witch can cause the debilitating wounds of a creature she touches to quickly close, helping it heal rapidly. The target either gains fast healing 5 for a number of rounds equal to 1/2 the witch’s class level or it heals up to 4 points of ability score damage from any two ability scores (witch’s choice). At 15th level, in addition to the chosen effect, the target’s severed body members, broken bones, and ruined organs grow back, as per regenerate. Once a creature has benefited from this hex, it cannot benefit from it again for 24 hours. Prehensile Hair (Su) (Ultimate Magic pg. 81): The witch can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Intelligence score. Her hair has reach 10 feet, and she can use it as a secondary natural attack that deals 1d3 points of damage (1d2 for a Small witch). Her hair can manipulate objects (but not weapons) as dexterously as a human hand. The hair cannot be sundered or attacked as a separate creature. Pieces cut from the witch's elongated hair shrink away to nothing. Using her hair does not harm the witch's head or neck, even if she lifts something heavy with it. The witch can manipulate her hair a number of minutes each day equal to her level; these minutes do not need to be consecutive, but must be spent in 1-minute increments. A typical male witch with this hex can also manipulate his beard, moustache, or eyebrows Patron:
Insanity (Ultimate Magic pg. 1 (Amazon)): 2nd — memory lapse, 4th — hideous laughter, 6th — distracting cacophony, 8th — confusion, 10th — mind fog, 12th — envious urge, 14th — insanity, 16th — symbol of insanity, 18th — overwhelming presence. White Rabbit Food:
1. chill touch
2nd
3rd
4th
5th
6th
7th
8th
Feats:
Accursed Hex You can make a second attempt at failed hexes. Prerequisites: Hex class feature Benefit: When you target a creature with a hex that cannot target the same creature more than once per day, and that creature succeeds at its saving throw against the hex’s effect, you can target the creature with the same hex a second time before the end of your next turn. If the second attempt fails, you can make no further attempts to target that creature with the same hex for 1 day. Normal: You can only target a creature with these hexes once per day. Split Hex
Prerequisites: Witch level 10th. Benefit: When you use one of your hexes (not a major hex or a grand hex) that targets a single creature, you can choose another creature within 30 feet of the first target to also be targeted by the hex. Evolved Summoned Monster
Prerequisites: Augmented Summoning, Spell Focus (conjuration), ability to cast summon monster I. Benefit: Each time you cast a summon monster spell, you can select a 1-point evolution other than pounce or reach from those available to a summoner’s eidolon. Your summoned creature gains this evolution. The summoned creature must conform to any limitations of the evolution. (For instance, only a creature with a reach of 10 feet or more can have the pull evolution.) Evolutions that grant additional attacks or enhance existing attacks can be applied only to Medium or larger summoned creatures. If you summon more than one creature with a single spell, only one creature gains this evolution. Special: You can take this feat multiple times. Each time you do, select an additional 1–point evolution for one of your summoned creatures. If you summon more than one creature, you can choose to apply all the evolutions to a single summoned creature, or split them between the creatures summoned. Traits:
Twitchy Your first thought upon awaking in the asylum isn’t confusion over why you can’t remember anything clearly—it’s a sudden urge to find safety. You feel like everything around you, aside from your companions, might threaten you and you’re always ready to react. You have a hard time staying still, and you’re constantly surveying your surroundings. Maybe you are paranoid, or maybe it’s just an overactive imagination, but whatever it is, you know that keeping these feelings honed will help you stay alive. You gain a +2 trait bonus on initiative checks and a +1 trait bonus on Reflex saves. Seeker Source Ultimate Campaign pg. 61 (Amazon)
Diabolical Dabbler
Practiced Gambler
Drawback
Source Ultimate Campaign pg. 65 (Amazon)
Race:
Human Racial Traits
+2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature. Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size. Normal Speed: Humans have a base speed of 30 feet. Bonus Feat: Humans select one extra feat at 1st level. Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). Fey Thoughts Source Heroes of the Wild pg. 5 (Amazon) The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand,Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. A dwarf can take this trait in place of hatred. An elf, gnome, or half-orc can take this trait in place of racial weapon familiarity. A half-elf can take this trait in place of multitalented. A half ling can take it in place of fearless. In the case of humans, this trait replaces the skilled trait (and the human also gains fey magic and low-light vision, as detailed in Fey Magic, above). Fey Magic
A dwarf can take this trait in place of greed and stonecunning. An elf, half-elf, or half ling can take this trait in place of keen senses. A gnome can take this trait in place of obsessive. A half-orc can take it in place of orc ferocity. A human can take it in place of skilled. A human who replaces skilled with fey magic also gains fey thoughts and low-light vision. Equipment:
PFS Legal Dilettante's outfit Source Advanced Race Guide pg. 1 (Amazon) Price 20 gp; Weight 8 lbs. Category Clothing Description These clothes are favored by gnome inventors and wanderers, and consist of sturdy boots, a pair of stout linen pants or skirt, a cloth shirt, leather gloves, a hat and cloak, and numerous belts, straps, and accessories (such as scarves, a vest, bits of rope or twine, and bandoleers). These items are generally mismatched, each having been selected as "superior" from some other set of clothing, and are rife with pockets and small hidey-holes. It the wearer a +2 circumstance bonus on Sleight of Hand checks made to conceal a small object on her body.. Harrow deck spellbook/familiar
Cards(1gp) x5
Pathfinder's kit
Artisan's tools(mw)craft Hats
Firework (paper candle)
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