Queen Ileosa Arabasti

Yhen's page

283 posts. Organized Play character for Lecky.


Classes/Levels

Witch 2; AC 13/ T 12/ FF 11; Hp 14/14; Init +8; Per +6; BAB +0; CMB +0; CMD 12; F +1/R +2/ W +4; Speed 30 ft

About Yhen

Yhen of the Unknown
Female Human Witch 2 2/3 xp
Chaotic Neutral Medium Humanoid (Human)
Init +8 (Compsognathus Familiar + Reactionary trait); Perception +6

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Defense
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AC 13; Touch 12; Flat-footed 11 (Silken Ceremonial Dress +1, +2 Dex)
Hp 14 (2d6 +2 Con, +2 Favored Class Bonus)
Fort +1; Ref +2; Will +4

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Offense
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Speed 30ft
Melee Dagger +0 (1d4) 19-20/x2 crit
Ranged Dagger +2 (1d4) 19-20/x2 crit 10 ft range (same weapon)
Ranged Light Crossbow +2 (1d8) 19-20/x2 ft 80 ft

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Statistics
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Str 8
Dex 14
Con 12
Int 19 (+2 from racial)
Wis 12
Cha 10
Base Attack Melee +0; Ranged +2; BAB +1; CMB +0; CMD 12
Feats Extra Hex: Evil Eye; Extra Hex: Slumber (from racial)
Languages Common, Kelish, Draconic, Dwarven, Elven
Witch Class Skills
+4 Craft (+4 Int)
+6 Fly (+2 Dex, +1 Rank, +3 CS)
+1 Heal (+1 Wis)
+5 Intimidate (+0 Cha, +2 Rank, +3 CS)
+8 Knowledge Arcana (+4 Int, +1 Rank, +3 CS)
+8 Knowledge History (+4 Int, +1 Rank, +3 CS)
+8 Knowledge Nature (+4 Int, +1 Rank, +3 CS)
+8 Knowledge Planes (+4 Int, +1 Rank, +3 CS)
+5 Profession (+1 Wis, +1 Rank, +3 CS)
+9 Spellcraft (+4 Int, +2 Rank, +3 CS)
+6 Perception (+1 Will, +2 Rank, +3 CS)
+5 Use Magic Device (+0 Cha, +2 Rank, +3 CS)
Total =14 (4 +8, Int, +2 Racial)

Witch Class Features:

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.

Witch's Familiar (Ex): At 1st level, a witch forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Familiars also aid a witch by granting her skill bonuses, additional spells, and help with some types of magic. This functions like the wizard's arcane bond class feature, except as noted in the Witch's Familiar section.

A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar. A witch's familiar begins play storing all of the 0-level witch spells plus three 1st-level spells of the witch's choice. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each new witch level, she adds two new spells of any spell level or levels that she can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual (see sidebar).

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. At 2nd level, and every two levels thereafter, a witch's patron adds new spells to a witch's list of spells known. These spells are also automatically added to the list of spells stored by the familiar. Spells marked with an asterisk (*) appear in Chapter 5 of this book. The spells gained depend upon the patron chosen. Each patron is listed by its theme. Its actual name is up to the GM and the witch to decide.


Human Racial Traits:

+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Humans are Medium creatures and have 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).

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Equipment
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Light Crossbow (35 gp) 4 lbs
- crossbow bolts (10) (1 gp) 1 lb
Dagger
Cold Weather Outfit (8 gp) 7 lbs
Ceremonial Silk Dress
Alchemist's Fire x2 (40gp) 2 lbs
Spring Loaded Wrist Sheath - wand of cure light wounds
Spring Loaded Wrist Sheath - wand of Ill Omen
Wand of Cure Light Wounds 48/50 (2 PP)
Wand of Ill Omen 47/50 (2 PP)
Witch's kit 21gp 21lbs
Total 2305gp 43 lbs load (medium load)
Total 6 PP

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Traits
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Reactionary - +2 Initiative
Magical Knack - Witch

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Patron
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Time

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Spells
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Level 0 (all cantrips known) -
Level 1 (3 + 6 spells known) - Ear-Piercing Scream, Ray of Sickening, Obscuring Mist, Ill Omen, Mage Armor, Chill Touch, Command, Bungle, Mount, VentriloquismP
Spells Prepared:
Level 0 (4): Daze, Light, Read Magic, Stabilize
Level 1 (3): Command, Mount, Ear-Piercing Scream

Background:
A daughter of 2 scholars, obviously on a path to acquire more knowledge, and she's hellbent on doing so. Once she heard rumors about the society, she followed her instincts and tried to her best to get into the society.

Compsognathus Familiar:

N Tiny animal
Init +6; Senses low-light vision, scent; Perception +4
DEFENSE
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 3 ( Yhen's Hp/2)
Fort +4, Ref +4, Will +0
OFFENSE
Speed 40 ft., swim 20 ft.
Melee bite +2 (1d3–1 plus poison) (+2 Dex)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 8, Dex 15, Con 14, Int 2, Wis 11, Cha 5
Base Atk +0; CMB +0; CMD 9
Feats Improved Initiative
Skills Perception +4, Swim +10
ECOLOGY
Environment temperate or warm forests or plains
Organization solitary, pair, or pack (5–20)
Treasure none
SPECIAL ABILITIES
Poison (Ex) Bite—injury; save Fort DC 12; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save.
The compsognathus is a small dinosaur that moves in swift, darting motions. Its bite injects a venom that causes numbness and weakness, a trait that the animal uses to bring down larger prey. A compsognathus measures 3 feet long and weighs 15 pounds.

These dinosaurs can serve spellcasters as a familiar. A compsognathus familiar grants its master a +4 bonus on Initiative checks.

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Hexes
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Hex DC 15
Cackle
Evil Eye
Slumber
Fortune