Copper Asp

Yochtanl Torufo's page

159 posts. Alias of Shane Gifford.


Full Name

Yochtanl Torufo

Race

Vesh

Classes/Levels

Witch 1

Gender

Male

Size

Small, 3'8", 43 lbs.

Age

31

Deity

Rainbow Serpent

Location

Riftview

Languages

Common, Vesh, Calistari, Draconic, Jyp-Turrani

Occupation

Druid Apprentice

Strength 11
Dexterity 16
Constitution 14
Intelligence 16
Wisdom 10
Charisma 12

About Yochtanl Torufo

Combat:
General:
Stealth +10, Perception +1, low-light vision
Initiative +3
Speed: 35'

Defense:
HP: 9
AC: 15, FF: 12, Touch: 15
Fort: +2
Ref: +3
Will: +3
CMD: 12

Offense:
BAB: +0
Melee: +1
Ranged: +4
CMB: -1

Attacks:
2 claws +1/+1 melee (-4 if used with a weapon), 1d4 damage, Slashing
spear +1 melee (+4 thrown), 1d6 damage, 20' range, Piercing
blowgun +4 melee, 1 damage, 20' range, Piercing

Skills:
Acrobatics +5
Appraise +3
Bluff +6
Climb +2
Craft (Alchemy) +7
Diplomacy +3
Disguise +1
Escape Artist +3
Fly +3
Heal +0
Intimidate +3
Knowledge (nature) +7
Knowledge (planes) +7
Perception +1
Perform +1
Ride +3
Sense Motive +0
Spellcraft +7
Stealth +10
Survival +0
Swim +0

Abilities and Feats:
Racial Abilities:
Small: Vesh are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Normal Speed: Vesh have a base speed of 30 feet.
Senses: Vesh have low-light vision.
Sneaky: Vesh gain a +2 racial bonus on Stealth checks.
Gifted Linguist: Vesh gain a +2 racial bonus on Bluff, Diplomacy, and Linguistics checks, and learn 2 languages each time they put a rank in Linguistics rather than 1 language.
Wing-Aided Movement: (Ex): Vesh can use their vestigial wings to help with movement. The extra lift from their wings grants a Vesh a +10 racial bonus on Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, Vesh always counts as having a running start when making jump checks using Acrobatics. Once per day, a Vesh can gain a +20 bonus on Acrobatics checks made to jump for 1 round. Acrobatics is always a class skill for Vesh.
Prehensile Tail: A Vesh has a long prehensile tail that grants it a +2 bonus on Acrobatics and Climb checks. A Vesh’s tail can manipulate objects (but not weapons) nearly as dexterously as a hand. The tail has a Strength score equal to half the Vesh’s Strength score, rounded down. Transferring an object from the Vesh’s tail to hand is a swift action.
Natural Weapons: Vesh possess two vicious natural claw attacks that inflict 1d4 points of damage on a hit. These are primary attacks, or secondary attacks if the Vesh wields a manufactured weapon.

Class Abilities:
Familiar: 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.
Hex: Slumber (Su): A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Feats:
Go Unnoticed: During the first round of combat, flat-footed opponents are considered not to have noticed you yet for the purposes of Stealth skill checks, allowing you to make a Stealth check that round to hide from them.

Spells:
Patron: Deception

Spells known (by familiar):
1st: beguiling gift, charm person, comprehend languages, hypnotism, sleep, summon monster I
0: all

Spells prepared:
1st: sleep, summon monster I
0: daze, light, message

Familiar:
Quetzalcoatl
Tiny Magical Beast
Init: +3; Senses: low-light vision, scent; Perception +9

Defense
AC: 17, touch: 15, flat-footed: 14 (+3 Dex, +2 natural, +2 size)
hp: 4 (1 HD)
Fort: +1, Ref +5, Will +3

Offense
Speed: 20 ft., climb 20 ft., swim 20 ft.
Melee: bite +5 (1d2–3 plus poison)
Space: 2-1/2 ft.; Reach: 0 ft.

Statistics
Str 4, Dex 17, Con 8, Int 1, Wis 13, Cha 2
Base Atk +0; CMB +1; CMD 8 (can’t be tripped)
Feats: Go Unnoticed
Skills: Climb +11, Perception +9, Stealth +15, Swim +11; Racial
Modifiers +4 Perception, +4 Stealth

Special Abilities
Poison (Ex): Bite—injury; save Fort DC 9; frequency 1/round for 6 rounds; effect 1d2 Con; cure 1 save.
Alertness (Ex): While a familiar is within arm’s reach, the master gains the Alertness feat.
Improved Evasion (Ex): When subjected to an attack that normally allows a Ref lex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar’s type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Store Spells: Starting at 1st level, a witch’s familiar stores all of the spells that the witch knows. This does not allow the familiar to cast these spells or use spell-trigger or spell completion magic items. Starting at 2nd level, and every two levels thereafter, a witch’s familiar adds new bonus spells to the witch’s spell list based on her patron. These spells are automatically stored by the familiar and can be prepared as normal once they are gained.

Inventory:
1 Spear, 3 lbs
1 Blowgun, 10 blow darts, 1/2 lb
1 potion of cure light wounds (CL 1)
1 Artisan's Tools (Craft: Alchemy), 5 lbs
1 backpack, 1/2 lb
1 cauldron, 5 lbs
1 smokestick, 1/2 lb
4 days trail rations, 1 lb
1 hot weather outfit, 1 lb

Total weight: 17.5
Encumbrance: L=0-28.5, M=29-57, H=86.25

Cash: 1 sp

Backstory:
Yochtanl was born on the summer solstice, a time when praises and encouragement are sung to the Sun to help it move along during the longest day of the year. The solstice was a holy day for his tribe, Clan Torufo; this solstice was even more sacred given that rainbows were seen in the sky without clouds blocking the Sun. The mystics interpreted these portends as the blessing of the Feathered Serpent upon the newly born Yochtanl. At the age of 10, he was given his first mask, a rite of passage into puberty for young vesh. His was brightly colored, with painted scales and feathers sticking out of the sides. This was to show his great affinity with the Feathered Serpent, highest among the totems. At that age, Yochtanl was given to one of the two druidic leaders of the clan as a pupil. He rigorously studied the various natural and spiritual aspects of druidic practices, memorizing types of plants and their uses, which creatures lived in the surrounding regions and on the Thunder Plains they dwelt in, the myraid totems of the tribe and their connections to the world. Yochtanl could easily grasp these things, and yet floundered in more concrete subjects such as tracking a beast or diagnosing an ailment. Instead of practicing more diligently in those areas, he specialized himself, learning to mix oils and roots to make alchemical items, and carefully studying the magic that his instructor performed.

When Yochtanl reached the age of 22, he and his instructor went alone many miles from the rest of the clan. Yochtanl's instructor told him that in order to reap the rewards of Nature, he must listen carefully to her whispers. He then left Yochtanl alone. This was no surprise; in fact, this was a day he had been waiting for many years to see. The task he had before him was to find a suitable animal to make his companion; one of the final rites before he became a druid. He communed for several hours with the totem spirits, following the path they set before him until eventually coming upon a magnificent snake coiled up in a clearing. Its scales were a multitude of colors, looking just like the drawings the druids had made of the Feathered Serpent. Yochtanl performed the required ritual, and returned to the tribe triumphant. Everyone was amazed at his companion, and all agreed it was a clear sign that the Feathered Serpent had something big planned for Yochtanl. There was to be a feast the following day in his honor.

Unfortunately, during the next day, the tribe encountered a very heavily armored slaver caravan, and the two groups clashed. The vesh tribe was no match, and nearly all of them were slaughtered by the slavers. Even the tribe's druidic leaders succumbed to the assault. However, four vesh managed to escape the carnage, Yochtanl and three others. They rode full speed on their axe beaks until the birds could go no further. They then walked with the birds, not knowing where to go but never turning back. The four vesh surely would have perished, if not for a chance encounter with another vesh, named Gairat, from another tribe. She took care of the beleaguered refugees, providing them food and leading them to the city of Touli.

During the journey to Touli, the group ran into Clan Gorredegh, another nomadic clan wandering the Thunder Plains. They offered to take the refugees in, and Yochtanl agreed. These vesh were more primitive than his tribe was, yet Yochtanl felt comfortable within their ranks. He attracted much attention from his adoptive clan, and all eyes were on his magnificent snake. The tribe's witch doctor was most interested in him, and over the next few years taught him more things. The witch doctor had a snake as well, and taught Yochtanl the way of the snake. He showed him practical things, such as how to brew poisons, and to sneak stealthily without making a sound. Yochtanl learned much from his new teacher, and yet soon found that he no longer needed his teachings. Yochtanl was 28 when he left his new clan and headed out for adventure, seeking to make the world his teacher. He passed briefly through Touli, yet continued on the road toward Riftview. He heard much about the Rift during his short stay in Touli, and wanted to learn more about it for himself.