Wizard

Yavenee's page

842 posts. Alias of Mark Thomas 66 (RPG Superstar 2009 Top 16).


Race

Female Human Witch (Ley Line Guardian) 10 HP: 53/53 | AC: 13 (17 mage armor) | T: 13 (15) | FF: 11(15) | CMD: 16 | Fort: +6 | Ref: +7 | Will: +10 | Init: +7| Perc: +3

Classes/Levels

Yavenee

Size

5'2 117lbs

Age

24

Languages

Common, Shoanti, Abyssal, Draconic, Elven, Infernal, Thassilonian

About Yavenee

Yavenee
Female human Witch (Ley Line Guardian) 10
CN Medium humanoid
Init +7 ; Senses Perception +3
==DEFENSE==
AC 14 (18 with Mage Armor), touch 14 (16), flat-footed 11 (15) (+3 Dex, +1 ring)
hp53 (8d6+20)Current 53
Fort +6, Ref +7, Will +10 Defensive Abilities
==OFFENSE==
Spd 30 ft./x4
Melee Impaler of Thorns (+1 darkwood longspear) +7 1d8+1 (1/day 30' burst of Dispair DC 16 Will or –2 penalties on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls for 6 minutes./ Target must make 2nd save or nauseated 1 round)
Melee Masterwork Silver sickle +6 1d6 x2
Ranged spell +6 (+5)

Special Attacks
Hex

==STATISTICS==
Str 10, Dex 16 (15), Con 14, Int 21, Wis 12, Cha 10
Base Atk +5, Cmb +5 Cmd 17
Feats Extra Hex, Ability Focus (Evil Eye), Improved Init, Spell focus (Enchantment), Ability focus (Misfortune), Split Hax (target two people at once)
Skills Acrobatics +4, Bluff +5, Climb +, Craft (Alchemy) +12, Fly +8, Heal +8, Intimidate +8, Knowledge (arcana) +13, Knowledge (History) +11, Knowledge (Nature) +12, Knowledge (Planes)+12, Knowledge (Local)+9, Knowledge (Dungeoneering) +9, Knowledge (Religion) +12, Linguistics +10, Perception +3 (+8 in eagle form),Profession+, Sense Motive +1, Spellcraft +14, Stealth +1, Survival +1, Swim +1, Use Magic Device +15,

Patron, Spells & Hexes:

Known: 0 level (7)/ Unlimited – Detect Magic, Detect Poison, Light, Read Magic, Resistance, Stabilize, Message

1st Known(4+1)/6 per day (Cast 0 )- . Charm Person (DC 17), Enlarge Person, Mage Armor, Obscuring Mist, Ventriloquism*(DC 16), Bungle (DC 17)

2nd Known(2+1)/5 per day (Cast 0)- Hold Person (DC 18), Lipstitch (DC 17), Glitterdust (DC 17 for blindness), Silence (DC 17 if cast on person/held item)*, Arcane Disruption (DC 18), Vomit Swarm

3rd Known (3+1) /4 per day (Cast 0)-Bestow Curse (DC 18), Haste*, Eldritch Fever (DC 18), Siphon Might,
(drain 1d6+4 Str and grant to another)

4th Known (3+1) / 3 per day( Cast 0) – Black Spot. (DC 19), Masochistic Shadow (1d4 str per round), Threefold aspect, Debilitating Portent (no initial save. DC 21, attacks do half damage, crits negated)

5th Known (2+1) / 3 per day( Cast 0)- Feeblemind, Feast on Fear, Teleport

Patron:The Spirit of Magnimar (Time): 2nd—ventriloquism, 4th—silence, 6th—haste, 8th—threefold aspect, 10th—teleport, 12th—disintegrate, 14th—expend, 16th—temporal stasis, 18th—time stop.

[spoiler=SPELL DETAILS]
1st level Bungle (–20 penalty on its next attack roll or check that requires a d20 roll)
2nd level Arcane Disruption ( subject must succeed at a concentration check (DC = 10 + 1/2 its caster level) in order to cast an arcane spell, use any spell-like ability (even those that come from a divine source), use arcane spell completion or spell trigger magic items, or use any of the following class features that come from an arcane spellcasting class: arcane school powers, arcanist exploits, bardic performances, magus arcana, or witch hexes. Spells, spell-like abilities, or class features that take a free, swift, or immediate action aren’t affected by this spell, nor are mythic spells or mythic powers.
While under the effect of this spell, if the subject must attempt a concentration check to cast an arcane spell or use an arcane spell-like ability for any reason other than the effect of this spell (such as casting defensively, being injured while casting, and so on), it takes a penalty on that check equal to 1/2 its caster level.
3rd level Eldritch Fever (Target gets Eldritch Ague)
Eldritch ague manifests itself as a sickness that is debilitating to spellcasters. A spellcaster with this spellblight is sickened until the curse is removed. When the subject of the curse casts a spell, she is overcome with shaking for 1 round, requiring any spellcasting or the use of a spell-like ability during that time to succeed at a concentration check (DC 15 + twice the spell level of the spell being cast). If she fails the save, the spell and the action to cast it is lost.
While a curse, eldritch ague acts much like a disease, and creatures with immunity to disease are also immune to eldritch ague. Remove disease cures

Hexes (DC 20)

*Evil Eye-(DC 22) 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.

*Healing - 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. (2d8+7)

*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.

*Misfortune – (DC 22) 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.

*Retribution- (DC 21) 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.

[/spoiler]

Other Gear
Witch’s kit (This kit includes a backpack, a bedroll, a belt pouch, candles (10), chalk (10), a flint and steel, ink, an inkpen, an iron pot, mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.), clothing, Seer’s Tea, Dreamer’s star 10 doses

Wands/Scrolls
Wand of Ray of Enfeeblement 42 , Wand of Burning hands 44, Wand of Boneshaker 49, Wand of cure moderate wounds 25, wand of acid arrow (43 charges), Wand of scorching ray (22/22 charges)
Scroll of Comprehend languages , Scroll of Alter self , Scroll of Mirror hideaway , scroll of cone of cold, scroll of hold monster

Naga Scale Bindi-This shining, jewel-like scale is usually worn on the forehead between the eyebrows, though a creature can affix the scale to any part of her body by pressing it to her skin and speaking its command word. Once affixed, the scale causes the creature to take on the attributes of a particular type of naga, chosen when the scale was created. Her skin becomes scaly, her eyes slitted and reptilian, her tongue forked, and her neck lengthens and distends until it resembles a cobra's hood. The creature gains a +4 bonus to her natural armor, darkvision 60 feet, and a poisonous bite attack that deals 1d4 points of damage (1d3 for a Small creature)

Bite—injury; save Fort DC 19; frequency 1/round for 6 rounds; effect varies by the scale's naga type (see below); cure 1 save.

Guardian naga: The wearer can spit venom up to 30 feet as a standard action. This is a ranged touch attack with no range increment. Opponents hit by this attack must make saves to avoid the poison's effect. Poison effect: 1d2 Con damage.

Worn Magic Items
Head: Medusa Mask (+4 bonus on all saving throws against visual effects/ 1/day 30ft DC 15 Fortitude save or be petrified for 1 minute)
Headband: Headband of Vast Intellect +2
Eyes:
Neck: Sihedron medallion (+1 resistance to saves, constant gentle repose, 1/day false life as a free action)
Chest: Cackling Hag's Blouse +2 Intim/ 2x/day Cackle as swift action
Shoulders: Eagle Cape (constant Featherfall/ 1x/day beastshape into an eagle for 10 mins)
Wrists:
Finger: Ring of Protection +1
Finger:
Hands:
Belt: Belt of Incredible Dexterity +2
Feet: Boots of the Winterland ( endure elements , normal speed, no slipping no tracks in snow and ice)

Slotless: Incense of Meditation (maximize all spells for 1 day)

Class Abilities:

• Cantrips -Witches can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Witch Sorceror 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

Ley Line Powered -Instead of preparing her spells, a ley line guardian draws the power for casting spells directly from ley lines. A ley line guardian is a spontaneous spellcaster. She knows the same number of spells and receives the same number of spell slots per day as a sorcerer of her witch level. Bonus spells granted by a ley line guardian's patron are added to the ley line guardian's total spells known at the appropriate levels.

This ability alters the witch's spellcasting.

• 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 (see Arcane Spells and Armor on page 83 of the Pathfinder RPG Core Rulebook).

• Hex - Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes.

• Patron (Time) - 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. While these forces need not be named, they typically hold influence over one of the following forces.

• Conduit Surge (Su)

At 1st level, a ley line guardian is adept at channeling energy from ley lines to enhance her own spells. As a swift action, she can increase her effective caster level for the next spell she casts in that round by 1d4–1 levels. After performing a conduit surge, the ley line guardian must succeed at a Fortitude save (DC = 10 + level of spell cast + number of additional caster levels granted) or become staggered for a number of minutes equal to the level of the spell cast. At 8th level, the caster level increase becomes 1d4. She can use this ability a number of times per day equal to 3 + her Charisma modifier.

This ability replaces familiar and the hexes gained at 1st and 8th levels.

Traits:

Arcane Temper
You have quick reactions and fierce concentration.
Benefits: You gain a +1 trait bonus on concentration and initiative checks.

Auspicious Tattoo
You bear a tattoo depicting one of the totems listed for your tribe (Hawk) that favors you with good fortune.
Benefit You gain a +1 trait bonus on Will saving throws.


Background (WIP):

Yavenee's life was never what one would call easy. Born of a tryst between a wandering Varisian bard and the daughter of a Shriikirri-Quah jothka, Yavenee was accepted at one of the clan, but at the same time looked down upon by many, ridiculed for her petite stature by the other children, unfavored by her grandfather as a constant memory of his daughter's poor decision.

Yet it was not a terrible life. Though things were hard, they made her tougher, able to better withstand the harshe realities of everyday life. What she lacked in strength or stature, she more than made up for in cleverness, easily able to out think the other children, the curiosity and hunger for knowledge often getting her into trouble for not knowing a child's place among elders. Especially her ideas on concepts that should be well beyond her, like the nature of time itself.

All this would change with her coming of age. Her performance and bravery during her coming of age ritual, Yavenee earned her adult name and her tribal tattoo of a Screaming Hawk across her back, a moment of pride for her mother and acceptance among her peers. Later that night, one of the young braves, a drunk from celebration and full of his own arrogance and hubris decide to become a bit to amorous, not accepting her refusal of his advances. As he grabbed her, Yavenee’s eyes went completely black as she instinctively called upon a power she’d always felt near but could never define. The young man’s resistance weakened, suddenly unable to hold his drink , he fell to his knees retching as she glared down at him. His friends who’d been hiding in the bushes rushed forward, calling her a witch, and began hurling stones at her. Again on instinct she drew upon the power she could feel encouraging her to become something greater as a shadowy field of force sprang up around her, deflecting their attacks.

As her attackers fled, she wandered off in a state of shock, eventually making her way to her home where the Tribal chieftain and the rest of the war council awaited having responded to the delinquents’ reports of a witch in the tribe’s midst. Already an embarrassment to her grandfather, this event was beyond his willingness to tolerate, refusing to in any way entertain her account of events. When her mother came to her defense, she was given an ultimatum. Cut loose the daughter that was a disgrace to the Quah, or share her fate. She would have one day to choose.

Yavenee spared her mother the pain of walking away from everything she’d ever known, leaving in the dead of night and setting out into the wilds.

Appearance

Wealth
17,314gp 160 sp

Healing hex today:

Threefold Aspect Adjustments:

Current base: AC 18 hp: 53
Fort +5, Ref +6, Will +9
Melee +1 Spear +8 1d8+1
Melee Masterwork Silver sickle +7 1d6 x2
Ranged spell +6
Hexes (DC 19)

Maiden:: AC 19 hp: 63
Fort +6, Ref +7, Will +8
Melee +1 Spear +8 1d8+1
Melee Masterwork Silver sickle +7 1d6 x2
Ranged spell +7
Hexes (DC 19)

Matron: AC 17 hp: 53
Fort +5, Ref +5, Will +10
Melee +1 Spear +8 1d8+1
Melee Masterwork Silver sickle +7 1d6 x2
Ranged spell +6
Hexes (DC 20) Bonus spells per day, +1 to all spell DC’s

Crone: AC 17 hp: 53
Fort +5, Ref +5, Will +11
Melee +1 Spear +7 1d8+1
Melee Masterwork Silver sickle +6 1d6 x2
Ranged spell +5
Hexes (DC 21) Bonus spells, +2 to all spell DC’s