About Trystt-----Description:-----
Her demeanor and posture suggests defiance and ferocity. Her mood can change quickly, like the wind. Her intelligence and wit are just as likely to get her in trouble as they are to get her out. Her power derives from her ability to manipulate electricity. She can use this ability to do remarkable things like quick healing and effects that resemble telekinesis or telepathy, and even twist chance in her favor.
-----Defense-----
-----Offense-----
-----Trained Skills: 60-----
-----Racial Traits: Sylph-----
• Boon: Quick to Master: You have always found it easy to pick up new skills and master the ones you already know. Benefit: Select any skill – it becomes a class skill if it is not already and also gain Skill Focus. You gain an additional skill point per level. • Breeze-Kissed: Breezes seem to follow most sylphs wherever they go, but some sylphs are better able to control these winds than others. A Sylph with this racial trait surrounds herself with swirling winds, gaining a +2 racial bonus to AC against non-magical ranged attacks. The Sylph can calm or renew these winds as a swift action. Once per day, the Sylph can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Whether or not the attempt succeeds, the winds are exhausted and no longer provide a bonus to the sylph’s AC for 24 hours. This is a supernatural ability. This racial trait replaces air affinity. • Like the Wind: A Sylph with this racial trait gains a +5 foot bonus to her base speed. This racial trait replaces energy resistance. • Whispering Wind: Some sylphs are especially thin and wispy, as though they were made more of air than flesh. Sylphs with this racial trait gain a +4 racial bonus on Stealth checks. This racial trait replaces the sylph’s spell-like ability racial trait.
-----Feats-----
• Skill Focus (Perception): Choose a skill. You are particularly adept at that skill. You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6. • Alertness: While your familiar is within arm's reach, you get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. • Accursed Hex: 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. • Extra Hex(x2): You gain an extra Hex. You can take this feat more than once. • Slashing Grace(Bladed Scarf): Choose one kind of light or one-handed slashing weapon. When wielding your chosen weapon one-handed, you can treat it as a one-handed piercing melee weapon for all feats and class abilities that require such a weapon and you can add your Dexterity modifier instead of your Strength modifier to that weapon’s damage. • Weapon Finesse: You may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. • Weapon Focus (Bladed Scarf): You gain a +1 bonus on all attack rolls you make using the selected weapon.
-----Rogue(Unchained) Special Abilities-----
• Sneak Attack(1d6): If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC or when the rogue flanks her target. This additional damage is precision damage and is not multiplied on a critical hit. • Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Engineering checks(minimum +1). A rogue can use Engineering to disarm magic traps.
-----Magus: Bladed Scarf Dancer/Hexcrafter Special Abilities-----
• Spell Combat (Ex): At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks. • Spellstrike (Su): At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier. • Bonus Feats: At 5th level, and every six levels thereafter, a magus gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat, item creation, or metamagic feats. She must meet the prerequisites for these feats as normal. • Weapon and Armor Proficiency: A bladed scarf dancer is proficient in simple weapons and bladed scarves. Additionally, a bladed scarf dancer can wield a bladed scarf as a one-handed melee weapon. A bladed scarf dancer is not proficient with armor or shields and suffers the normal arcane spell failure chance when casting magus spells while armored. • Diminished Spellcasting: A bladed scarf dancer can cast one fewer spell of each level than normal. If this reduces the number to 0, he can cast spells of that level only if his Intelligence allows bonus spells of that level. • Canny Defense (Ex) : At 1st level, when a bladed scarf dancer is wielding a bladed scarf, she gains the canny defense ability. This is identical to the duelist prestige class ability of the same name, save that her magus level affects her Armor Class. When wearing light or no armor and not using a shield, a duelist adds 1 point of Intelligence bonus (if any) per duelist class level as a dodge bonus to her Armor Class while wielding a melee weapon. If a duelist is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus. • Weapon Focus (Ex): At 1st level, a bladed scarf dancer gains Weapon Focus (bladed scarf) as a bonus feat. • Hex Magus (Su): At 4th level, the hexcrafter magus gains access to a small number of witch’s hexes. The hexcrafter magus picks one hex from the witch’s hex class feature. She gains the benefit of or uses that hex as if she were a witch of a level equal to her magus level. This feature replaces spell recall. • Hex Arcana: A hexcrafter may select any witch hex in place of a magus arcana. At 12th level, the hexcrafter may select a hex or major hex in place of a magus arcana. At 18th level, a hexcrafter can select a hex, major hex, or grand hex in place of a magus arcana. She cannot select any hex or arcana more than once. • Spells: A hexcrafter magus adds the following spells to her magus spell list: bestow curse, major curse, and all other spells of 6th level or lower that have the curse descriptor. • Hex: Cackle: 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. • Hex: Soothsayer: When the witch uses the evil eye hex, fortune hex, misfortune hex, or retribution major hex, she can choose to delay the effect. If she does so, the hex takes effect the next time the target makes a roll that could be affected by the hex or is affected by an action that could be modified by the hex, whichever comes first (ignoring actions that are not in combat and actions that have no penalty for failure). The duration of the hex begins on the same round as the action that causes it to take effect. The hex is wasted if it is not triggered within 24 hours.
-----Magus Spells: CL: 5 | Concentration: +11-----
• 0: (DC:16): | Brand | Ghost Sound | Mage Hand | Prestidigitation | Spark | • 1: (DC:17): | Burning Hands | Expeditious Retreat | Ray of Enfeeblement | Vanish | • 2: (DC:18): | Blindness/Deafness | Glitterdust | Pilfering Hand |
-----Witch Special Abilities-----
• Patron Spells(Storms): At 1st level, when a witch gains her familiar, she must also 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.
• Hex: Distraction(DC:19)(1 round): The witch can cause a creature within 30 feet to suffer hallucinatory distractions whenever it tries to cast a spell or use a spell-like ability for 1 round. Anytime it attempts to do so, it must succeed on a concentration check(15 + twice the spell level) or lose the spell. A Will save negates this hex. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. At 8th level and 16th level, the duration of this hex is extended by 1 round. Hexes that affect the Misfortune hex, such as Cackle, also affect the Distraction hex. • Hex: Evil Eye(DC:19)(9 rounds): The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. Effect: 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. • Hex: Flight: The witch grows lighter as she gains power, eventually gaining the ability to fly. 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. • Hex: Fortune: 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. • Hex: Healing(2d8+6): 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. • Hex: Misfortune(DC:19)(1 round): 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.
-----Witch Spells: CL: 6 | Concentration: +12-----
• 0: (DC:16): | Dancing Lights | Detect Magic | Detect Poison | Mending | Message | Read Magic | • 1: (DC:17): | Comprehend Languages | Cure Light Wounds | Obscuring Mist | Snowball | • 2: (DC:18): | Communal Mount | Fog Cloud | Mage Armor(DR 5/-) | • 3: (DC:19): | Call Lightning | Storm Step |
-----Other Gear-----
Familiar: Rocky: -------------------------------------------------------------------
Arcane Familiar: -----Defense-----
-----Offense-----
-----Adventuring Skills:-----
-----Racial Traits:-----
-----Automatic Bonus Progression-----
Background:
Childhood: Trystt was abandoned when she was born. She assumes it was because of her unnatural appearance. She grew up in the system, bouncing around foster homes where she was mostly ignored by both her foster parents and the other kids out of fear. She found a lot of solace in books because they never judged her. Religion: Trystt doesn’t care for organized religions, but every time she looks at Rocky, she is reminded that there is something out there. Strangers: Trystt is initially distrustful of people she doesn’t know. But if people can ever find a way past that, they will find a fiercely loyal friend. Fear: Trystt does not like confined spaces. She loves the outdoors and the open sky. Also, dolls… because they’re creepy as hell. Talent: Trystt is really good at most card games, and especially poker. Celebrity Crush: Captain America!!! Trystt was in one of the buildings that Cap evacuated during the Chitauri invasion. She credits him with saving her life and thinks he can do no wrong. Living Situation: Studio apartment in Spanish Harlem, not far from Central Park. Quirks: Quick mood changes, likes to sleep late, often buys decks of playing cards Progression Ideas:
7: Airy Step
Magus 6: Flamboyant Arcana
Witch 6: Fortune(Jack Burton Syndrome)
Non-level based Hexes:
Major:
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