Hialin

Zhoron Moonmist's page

172 posts. Organized Play character for gossamar4.


Full Name

Zhoron Moonmist

Race

Tiefling

Classes/Levels

Witch(Cartomancer)/2: HP (14/14): AC (13/touch=13/flat=10): Saves (Fort=1/Ref=3/Will=2): Initiative +3: Perception +1: Sense Motive -1

Gender

Male

Size

medium

Alignment

Chaotic Good

Deity

Patron of time

Languages

Common, Infernal, Draconic, Elven, Dwarven, Orc, Goblin

Occupation

Fortune Teller

Strength 10
Dexterity 16
Constitution 12
Intelligence 18
Wisdom 8
Charisma 13

About Zhoron Moonmist

Background:

Offense:
Initiative = +3

Melee
Claw = +1 (1d4/20x2)
Dagger = +1 (1d4/19-20x2)

Ranged
Harrow Card (dart) = +4 (1d4+1/20x2) (requires Arcane Strike)
Sling = +4 (1d4/x2)

Defense:
HP = 14

AC(Touch) = 13(13)

Fortitude = 1
Reflex = 3
Will = 2

CMD = 13

Witch Features:
Hexes

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.

Evil Eye: The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. 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. DC = 15 will

Patron: Time

Spells:
2/day

1st Level

Adhesive Spittle
Beguiling Gift
Cause Fear
Command
Cure Light Wounds
Ear Piercing Scream
Mage Armor
Obscuring Mist
Unseen Servant
Ventriloquism (2nd lvl patron)

Standard Prep

0-Level

Arcane Mark
Daze
Detect Magic
Read Magic

1-Level

Adhesive Spittle
Unseen Servant

Skills:
Bluff = 6 (1+1+3+1)
Craft = (4+0+3)
Diplomacy = 2 (1+1+0)
Fly = (3+0+3)
Heal = (-1+0+3)
Intimidate = (4+0+3)
Knowledge (Arcana) = 8 (4+1+3)
Knowledge (History) = 8 (4+1+3)
Knowledge (Nature) = 8 (4+1+3)
Knowledge (Planes) = 8 (4+1+3)
Linguistics = 5 (4+1+0)
Perception = 1 (-1+2+0)
Profession = (-1+0+3)
Sleigh of Hand = 10 (3+1+3+3)
Spellcraft = 8 (4+1+3)
Use Magic Device = 5 (1+1+3)

Feats:
Extra Hex (1st lvl): You gain one additional hex. You must meet all of the prerequisites for this hex. Cackle

Deadly Dealer (2nd lvl): You can throw a card as though it were a dart, with the same damage, range, and other features. You must use the Arcane Strike feat when throwing a card in this way, or else the card lacks the magical force and precision to deal lethal damage. A card is destroyed when thrown in this way.

Harrow cards are treated as masterwork weapons when thrown using this feat, but are still destroyed after they are thrown. A harrow deck can no longer be used as a fortune-telling device after even a single card is thrown.

A spellcaster with this feat can enhance a deck of cards as though it were a ranged weapon with 54 pieces of ammunition. This enhancement functions only when used in tandem with this feat, and has no affect on any other way the cards might be used.

Only a character who possesses this feat can use an enhanced deck of cards; she must still use the Arcane Strike feat to activate the cards' enhancement.

At 2nd level, a cartomancer gains the Deadly Dealer feat as a bonus feat, even if she does not meet the prerequisites. The cartomancer gains the benefits of the Arcane Strike feat, but only for the purposes of using Deadly Dealer.

This replaces the witch's 2nd-level hex.

Equipment:
Armor = none
Weapon = dagger
Weapon = sling

Magic Item = Special Harrow Deck (Cartomancer)
Magic Item = Wand of Cure Light Wounds (44 Charges)
Magic Item = Wand of Ill Omen (50 charges)

Backpack
--Bedroll
--Case (map/scroll)
--Chalk
--Ink Pen & Ink
--Paper
--Pouch, Belt
--Rations, Trail
--Rope, 50'
--Water skin

-- throwing Harrow Deck

Traits:
Alternate Racial

Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.

Maw or Claw: Some tieflings take on the more bestial aspects of their fiendish ancestors. These tieflings exhibit either powerful, toothy maws or dangerous claws. The tiefling can choose a bite attack that deals 1d6 points of damage or two claws that each deal 1d4 points of damage. These attacks are primary natural attacks. This racial trait replaces the spell-like ability racial trait. Claws

PFS

Bitter Nobleman (Campaign): A local unscrupulous family was hit hard recently, revealing criminal ties that damaged its reputation as well. One noble is eager to rebuild his presence in town, and you're one of the ones he's selected as an agent. Choose one of the following skills: Bluff, Sleight of Hand, or Stealth. Your work for the family gives you a +1 trait bonus on that skill, and it is always a class skill for you. Sleight of Hand

Fast-Talker (Social): You had a knack at getting yourself into trouble as a child, and as a result developed a silver tongue at an early age. You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.