Dragon-Charming Bard

"Unatti"'s page

49 posts. Alias of Monkeygod.


Race

Vitals:
HP 7/7 | AC 15 T 13 FF 12 | F +1 R +3 W +3 | CMD 13 MSD PSD | Init +3 | Perc +2

Classes/Levels

Witch

Gender

Female

Size

Medium

Age

18

Alignment

Chaotic Good

Deity

Bastet

Languages

Catfolk, Common, Dwarven, Osiriani

Occupation

Witch Priest of Bastet

Strength 10
Dexterity 16
Constitution 12
Intelligence 16
Wisdom 12
Charisma 12

About "Unatti"

Basic Info:
Initiative+3, Senses Perception+2

Defense:
AC 15 (10+2 Armor +3 Dex) , Touch 13, Flat-Footed 12

HP 7

Fort+1, Ref+3, Will+3

Offense:
Speed 30t

Melee +0 Dagger (1d4/19-20 x2)

Ranged +3 Light crossbow(1d8/19-20 x2)

Special Attacks:

Statistics:
Base Attack+0 CMB+0, CMD 13

Feats Believer’s Boon(Background), Distill Compound(b), Self-Sufficient.

Traits: Pocket Space

Skills Heal+8(1 rank, +3 class, +1 Wis, +2 SS, +1 Tradition), Arcana+7(1 rank, +3 class, +3 Int), Nature+8(1 rank, +3 class, +3 Int, +1 Tradition), Linguistics+7(1 rank, +3 class, +3 Int), Lore(Bastet)+7(1 rank, +3 class, +3 Int), Occult+7(1 rank, +3 class, +3 Int), Spellcraft+7(1 rank, +3 class, +3 Int), Survival+7(1 rank, +3 class, +1 Wis, +2 SS).

Class Features:

Background Acolyte

Ability Boost: Intelligence or Wisdom

Bonus Feat: Believer's Boon

Class Skills: Spellcraft and Lore (one deity of your choice)

Healing Arts: You can spend one hit die to cast cure light wounds.

Clerical Arts: At 5th level, you can elect to permanently reduce your hit dice by three. If you do, you can spend one hit die to cast bless or shield of faith, two hit dice to cast spiritual weapon, and three hit dice to cast daylight.

Patron Animals

Familiar: The witch’s familiar looks feral and appears to be in peak physical form. It can move through any sort of undergrowth or natural difficult terrain at its normal speed without taking damage or suffering from any impairment. If the animal has a fly speed, it can ignore the penalty on Fly skill checks for winds up to windstorm strength.

Hexes:
Dire Familiar (Su): The witch touches her familiar, and it gains the Giant Creature template for a number of rounds per day equal to her level. These rounds do not need to be consecutive. This hex can only affect the witch’s familiar.

Tradition: Herbology

Tradition Benefit: You gain the Instill Compound feat as a bonus feat at 1st level. You also never suffer a chance to poison yourself when applying poison to a weapon. This counts as possessing the poison use class feature.

Tradition Power: Your magical understanding of herbs is great enough that you may combine common herbs together and, mixing them with a little of your own magic, create a concoction. You may create concoctions a total number of times in a day equal to 3 + 1/2 your witch level. The materials required to craft a concoction are common herbs and as such are considered to have a negligible cost. Creating a concoction takes 1 minute and must be used within 1 hour or lose its potency. Concoctions must be drunk (with the exception of herbalist’s poison) and can only affect living creatures. If a target is unwilling they are allowed a Fortitude save against a DC of 10 + 1/2 your witch level + your Intelligence modifier to negate the effect. You gain the following concoctions:

Empowering Concoction: The target gains a +2 alchemical bonus to one ability score of your choice (chosen when this concoction is created) and a -2 penalty to its inverse ability score (Strength’s inverse is Intelligence, Dexterity’s inverse is Wisdom, Charisma’s inverse is Constitution, etc.) This benefit lasts for 1 minute. At 5th level, the target no longer suffers a penalty to their inverse ability score. At 9th level, this benefit lasts for 10 minutes. At 13th level, this benefit lasts for 1 hour. At 17th level, the bonus increases to +4.

Fortifying Concoction: The target gains a +2 alchemical bonus to one saving throw for 1 minute. At 5th level, this bonus increases to +3. At 9th level, the benefit to their saving throw lasts 10 minutes. At 13th level, this benefit lasts 1 hour. At 17th level, the bonus applies to all saving throws.

Healing Concoction: The target is healed 1d6 hit points per 2 witch levels you possess (minimum: 1d6).

Herbalist’s Poison: You may create an injury poison (Fort DC 10 + 1/2 your witch level + your Intelligence modifier, frequency 1/rd for 6 rds, 1 save, effect 1d2 damage to an ability score that is chosen when creating the poison). At 5th level, the ability damage increases to 1d4, and you may make the poison ingested instead of injury. At 9th level, you may make your herbalist poison inhaled or contact. In addition, you may change the effect to making the target confused for 1 round per level. At 13th level, your poison deals 1d6 ability damage. At 17th level, you may change the effect of your poison to making the target sleep for 1 hour. This sleep is especially heavy and is similar to the Sleep powerful charm from the Mind sphere.

Spherecasting:

Spheres Known: Destruction, Life, Protection.

Talents Known: Deeper Healing, Focused Blast, Ranged Healing.

Spell Points: 4

Gear: