Galenna Icethrone

Zephyros Hunter's page

2 posts. Alias of Helikon.


Full Name

Zephyros Hunter

Race

Human

Classes/Levels

Witch 1

Gender

female

Size

medium

Age

21

Special Abilities

Hexes

Deity

Nethys

Languages

Common, Aklo, Draconic, Infernal, Abyssal, Elven

Strength 8
Dexterity 14
Constitution 12
Intelligence 20
Wisdom 10
Charisma 8

About Zephyros Hunter

Data:

Name: Zephyros Hunter
Race: Human
Job: Witch
Age: 19
Height: 5´4"
Weight: 120 lbs
Alignment: CG
Personality:
Likes: spiced wine, soothsaying,
Dislikes:
Favorite foods: Roasted chicken in honeymustard, halfling cooking
Hobbies: Enjoying life,
Physical Description: Red coloured hair in many curls, lots of cheap copper jewelery, multicoloured clothing cut to reveal
Deity:
Languages: Common,
Fav CB: Witch
LV1 HP,


XP: 0
Stat allocation:
Str 08 Dex 14 Con 12 Int 20 Wis 10 Cha 08
Combat:

Hit Points: 8
Initiative: +2
Armor Check Penalty: -0
Speed: 30 feet
Armor Class: 12 (10 + 2 Dex)
Touch: 12
Flat-footed: 10
Saves:
Fortitude: +4 (0 +1 Con+1 Trait+2Familiar)
Reflex: +2 (0 +2 Dex)
Will: +2 (2 +0 Wis)
Situational Bonuses:
Combat:
Base Attack Bonus: +0
Melee Attack Bonus: 0 (0 BAB + -1 Str)
Range Attack Bonus: +2 (0 BAB + 2 Dex)
Combat Maneuver Bonus: -1 (0 BAB - 1 Str) CM DC: 11 (10+ 0 Base -1 Str + 2 Dex)
Dagger -0/+3 (1D4-1;19-20/x2)

Racial & Class Traits:

Ability Score Racial Traits:
Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size:
Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed:
Humans have a base speed of 30 feet.
Languages:
Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Comprehensive Education
Humans raised with skilled teachers draw upon vast swathes of knowledge gained over centuries of civilization. They gain all Knowledge skills as class skills, and they gain a +1 racial bonus on skill checks for each Knowledge skill that they gain as a class skill from their class levels.
Extra Feat
Witch
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: Witch. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells). 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: Witch 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.
Hex
Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on Table: Witch. A witch cannot select an individual hex more than once. Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch's level + the witch's Intelligence modifier.
Cackle(Su)
As a move action a witch can extend the duration of a hex for one round.
Misfortune (Su)
Effect: 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
Evil Eye (Su)
Effect: 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.
Patron Spells
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. 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.
Insanity:
2nd—memory lapse, 4th—hideous laughter, 6th—distracting cacophony, 8th—confusion, 10th—mind fog, 12th—envious urge, 14th—insanity, 16th—symbol of insanity, 18th—overwhelming presence.
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.

Feats, Traits &Skills:

Feats:
(1) Extra Hex
(H) Extra Hex

Traits:
Resilient
+1 bonus to Fortitude saves.
Seeker
+1 Perc + Class skill
Methodical Mind:
When you awake with nothing but hazy memories, you begin carefully cataloging your thoughts to determine the reasons for your condition and where you might be. This comforts you, and you know deep down that you have always relied on your ordered mind and pragmatic approach to face challenges. You use this focus and sensibility to your advantage as you investigate your current dire situation.
Choose three Knowledge skills. You gain a +1 trait bonus
on Knowledge checks of these kinds and on concentration checks. In addition, choose one Knowledge skill. When researching, you are considered to have Skill Focus for that Knowledge skill when determining what die you roll to reduce a library’s knowledge points (Knowledge Arcane).

Skills:
Skillpoints gained/level: {2+ 5(int) } = 7
Acrobatics: +2 (0 ranks;+0 trained ; +2 Dex; 0 armor)
Appraise: +5 (0 ranks; +0 trained; +5 Int)
Bluff: -1 (0 ranks; +0 trained; -1 Cha)
Climb: -1 (0 ranks; +0 trained; -1 Str; 0 armor)
Diplomacy: -1 (0 ranks; +0 trained; -1 Cha)
Disguise: -1 (0 ranks; +0 trained; -1 Cha)
Escape Artist: +2 (0 ranks;+0 trained ; +2 Dex; 0 armor)
*Fly: N/A (0 ranks;+0 trained ; +2 Dex; 0 armor)
*Heal: +0 (0 ranks; +0 trained; +0 Wis)
*Intimidate: +3 (1 ranks; +3 trained; -1 Cha)
*Know (arcana): +11 (1 ranks; +3 trained; +5 Int+1rac+1T)
*Know (dungeoneering) +10 (1 ranks; +3 trained; +5 Int+1T)
*Know (local): +5 (0 ranks; +0 trained; +5 Int)
*Know (geography): +5 (0 ranks; +0 trained; +5 Int)
*Know (history): +11 (1 ranks; +3 trained; +5 Int+1rac)
*Know (nature): +6 (0 ranks; +0 trained; +5 Int+1rac)
*Know (planes): +11 (1 ranks; +3 trained; +5 Int+1rac+1T)
Know (religion): +5 (0 ranks; +0 trained; +5 Int)
Linguistics: +5 (0 ranks; +0 trained; +5 Int)
Perception: +7 (1 ranks; +3 trained; +0 Wis+1+2 A)
Ride: +2 (0 ranks;+0 trained ; +2 Dex; 0 armor)
Sense Motive: +2 (0 ranks; +0 trained; +0 Wis+2 A)
Sleight of Hand NA (0 ranks;+0 trained ; +2 Dex; 0 armor)
Stealth: +2 (0 ranks;+0 trained ; +2 Dex; 0 armor)
*Spellcraft: +9 (1 ranks; +3 trained; +5 Int)
Survival: +0 (0 ranks; +0 trained; +0 Wis)
Swim: -1 (0 ranks; 0 trained; -1 Str; 0 armor)
*Use magic device NA (0 ranks; +0 trained; -1 Cha)


Spells:

Concentration:1d20 +11(+1 level + 5stat)
Cantrips
Cantrips per Day: 3
Prepared: Detect Magic, Mending, Daze
Level 1:
Charm person, Cure light wounds, Ear piercing scream, Enlarge Person, Mage Armor; Obscuring Mist,
Prepared: Cure light wounds, Charm person,

Equipment:

Starting Gold 180gp
Dagger 2gp
Kit, Witch's
Price 21 gp; Weight 21 lbs.
a spell component pouch
Carrying Capacity:
Light Load: 0 lbs - 38 lbs
Medium Load: 39 lbs - 76 lbs
Heavy Load: 77 lbs - 115 lbs
Lift Over Head: 115 lbs
Lift Off Ground: 230 lbs
Push or Drag: 575 lbs
Carried Possessions (4 lbs):
Pouch with Coins (1 lbs):
CP: 20
SP: 7
GP: 1916
PP:

Cruth:

Rat
N Tiny animal
Init +2; Senses low-light vision, scent; Perception +1
Defense
AC 15, touch 14, flat-footed 13 (+2 Dex, +2 size+1nat Armor)
hp 4 (1d8)
Fort +2, Ref +4, Will +1
Offense
Speed 15 ft., climb 15 ft., swim 15 ft.
Melee bite +4 (1d3–4)
Space 2-1/2 ft., Reach 0 ft.
Statistics
Str 2, Dex 15, Con 11, Int 6, Wis 13, Cha 2
Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
Feats Weapon Finesse
Alertness, improved evasion, share spells, empathic link
Skills Climb +10, Stealth +18, Swim +10; Racial Modifiers +4 Stealth
Ecology
Environment any temperate
Organization solitary, pair, nest (3–12), or plague (13–100)
Treasure none

Backstory:

Zephyros Hunter is the third child and only daughter of Kasimir Hunter and Eustachia Hunter, two estimed professors at the prestigious Cassomir University, eight years younger than Konrad, the oldest brother and one year younger than Karsten, the middle child. Even as a young girl she was somewhat different. Due to their parents dedication to research all Hunter children had difficulties coping with social situations, she lacked emotion and for years the ability to understand other people´s emotions. As an example she had a singular preference for Konrad, declaring him as her favourite family member. Making Konrad scream, which she initially understood as laughter, was the one thing that made her most happy.
She also lacked the ability to distinguish her own pain, cutting open her arm because she wanted to see how her muscles worked. After a few accidents, involving the family dog and the complete burning down of her familys home, she was brought to a special asylum to take care of her needs.