Illithid

Zirix's page

1 post. Alias of william Nightmoon.


Full Name

Zirix

Race

Quillick

Classes/Levels

Witch (ley-line guardian)1

Gender

Female

Size

Medium

Alignment

True Neutral

Strength 10
Dexterity 16
Constitution 16
Intelligence 17
Wisdom 10
Charisma 11

About Zirix

Racial Traits:

Quillick
This race is thin, bipedal, and aquatic. Its head is elongated, with large black eyes.four tentacles hide a sharp beak for its mouth. Females have large frills on their spine, collar, tail, and underside of their limbs. Males lack these frills.
Quillick are a logical and understanding race. Most lack social skills, but are smart and quick. Females dominate the society, being treated as royalty. They are treated as such due to the role of bearing children.
They get along well with elves, but find humans and dwarves as stubborn and slow. Gnomes are viewed as curious beings who tend to be self-destructive. Halflings are rarely in relation with quillick.
Quillick live in freshwater, particularly large lakes where they can build their cities.
Type:Aberration(aquatic)(3RP)
Size: Medium
Speed: 30ft land, swim 30ft (2RP)
Abilities: +2Int, +2Dex, -2Cha
Language: Aquan, Common. Bonus: Elven, Teran, gnome, Draconic, Infernal, Dwarf
Traits
Lesser spell resistance(2Rp):6+hitdie
Aquatic Camouflage:(1RP) +4 to stealth in/under water.
+4 to swim checks.
Toxic flesh(1rp): the blood and flesh is poisonous: Weakening Venom: Injury or ingest; save Fort DC 10 + 1/2 the user's Hit Dice + the user's Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save.
Water sense:(1RP)Members of this race can sense vibrations in water, granting them blindsense 30 feet against creatures that are touching the same body of water.
Amphibious:(2rp)Members of this race are amphibious and can breathe both air and water.
RP total:12

Class Traits:

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.

Ley Line Powered: Instead of preparing her spells, a ley line guardian draws the power 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.

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.

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 2–10. 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.

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 modif ier.

This ability replaces familiar and the hexes gained at 1st and 8th levels.

Major Hex: Starting at 10th level, and every two levels thereafter, a witch can choose one of the following major hexes whenever she could select a new hex.

Grand Hex: Starting at 18th level, and every two levels thereafter, a witch can choose one of the following grand hexes whenever she could select a new hex.

Hex:

Evil Eye (Su): 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

Charm (Su): A witch can charm an animal or humanoid creature within 30 feet by beckoning and speaking soothing words. This improves the attitude of an animal or humanoid creature by 1 step, as if the witch had successfully used the Diplomacy skill. The effect lasts for a number of rounds equal to the Witch's Intelligence modifier. A Will save negates this effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. At 8th level, this effect improves the attitude of the target creature by 2 steps. This is a mind-affecting charm effect.

Spells:
Patrion:Transformation : 2nd — jump, 4th — bear's endurance, 6th — beast shape I, 8th — beast shape II, 10th — beast shape III, 12th — form of the dragon I, 14th — form of the dragon II, 16th — form of the dragon III, 18th — shapechange.

0-(at will):Guidence, Read magic, Detect magic, Prestidigitation

1-(4/day):Burning hands, Mage armor

Skills/Feats/Traits:

Skills
Craft (Alchemy)(Int),4
Fly (Dex),
Heal (Wis),4
Intimidate (Cha),
Knowledge (arcana) (Int),4
Knowledge (history) (Int),
Knowledge (nature) (Int),
Knowledge (planes) (Int),4
Profession (Wis),
Spellcraft (Int),
Use Magic Device (Int),4

Feats
Extra Hex

Traits
Dangerously Curious:
Category Basic (Magic)
You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent’s laboratory or shrine to tinker with spell components and magic devices, and frequently caused quite a bit of damage and headaches for your parent as a result. You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.

Clever Wordplay :
Your cunning and logic are more than a match for another’s confidence and poise. Choose one Charisma-based skill. You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier.(Use magic divice)