About YaveneeYavenee
Special Attacks
==STATISTICS==
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,
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]
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
Wands/Scrolls
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
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: 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
• 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. Wealth
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
Matron: AC 17 hp: 53
Crone: AC 17 hp: 53
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