Wayang

Zuru Chan's page

No posts. Alias of Peet.


Full Name

Zuru Chan

Size

Small

Strength 7
Dexterity 16
Constitution 14
Intelligence 18
Wisdom 10
Charisma 12

About Zuru Chan

Race: Wayang
Class: Witch
Archetype: Ley Line Guardian
Patron: Deception

HP: 9 (1d6 +2 CON +1 FCB)
AC: 15 (10 +3 DEX +1 size +1 armor) or 18 with mage armor
* Touch AC: 14
* Flat-footed AC: 12 or 15 with mage armor
Saves: Fort +2, Reflex +3, Will +1
Initiative: +3
Move: 20 feet
BAB: +0 CMB: -2 CMD: 10

Melee: (-1 STR, +1 size)
Spiked Gauntlet +0, 1d3-1

Ranged: (+3 DEX, +1 size)
Light Crossbow +4, 1d6
Light Crossbow (within 30 feet of target) +5, 1d6+1

Combat Gear: (105 gp starting cash, carrying capacity 17.75 lbs.)
Small Haramaki 3 gp 0.5 lbs
Small Spiked Gauntlet 5 gp 0.5 lbs
Small Light Crossbow 35 gp 2 lbs
20 Small Crossbow Bolts 2 gp 1 lb

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The witch's class skills are Craft (Int), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Adventuring Skills:
Knowlegde (arcana) +8 (1 rank, +4 INT, +3 Class)
Knowlegde (nature) +8 (1 rank, +4 INT, +3 Class)
Perception +6 (1 rank, +0 WIS, +3 class, +2 race)
Spellcraft +8 (1 rank, +4 INT, +3 Class)
Stealth +10 (1 rank, +3 DEX, +4 size, +2 race)
UMD +8 (1 rank, +4 INT, +3 Class)

Background Skills:
Craft (obsidian) +8 (1 rank, +4 INT, +3 Class)
Knowlegde (geography) +5 (1 rank, +4 INT)

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Traits:
Seeker (social): +1 Perc. +class
Pragmatic Activator (magic): use Int for UMD

Feats:
1st level: Point-Blank Shot

Hexes:
1st level: N/A (conduit surge - from archetype)

Planned Feats & Hexes:

Feats:
3rd level: Precise Shot
5th level: Weapon Finesse
7th level: Spell Focus: Illusion
9th level: Great Fortitude
11th level: Quicken Spell
13th level: Greater Spell Focus: Illusion

Hexes:
2nd level: Evil Eye
4th level: Healing
6th level: Flight
8th level: N/A (conduit surge)
10th level: Ice Tomb
12th level: Major Healing

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Magic:
Spells Known:
Cantrips: (DC 14) daze, detect magic, guidance, read magic
1st level: cure light wounds (DC 15), shadow trap (DC 17)

Spells Per Day:
1st level: 4

Spell-like abilities (each 1/day):
ghost sound DC 11, pass without trace, ventriloquism DC 12

Patron Spells:
: 2nd — ventriloquism, 4th — invisibility, 6th — blink, 8th — confusion, 10th — passwall, 12th — programmed image, 14th — invisibility (mass), 16th — scintillating pattern, 18th — time stop.

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Combat Gear: (105 gp starting cash, carrying capacity 17.75 lbs.)
Total 45 gp, 4 lbs.

Miscellaneous Gear:
Shadow Stencil Set 30 gp 2 lbs
Scroll of mage armor 25 gp

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Favored class bonus plan:
FCB
1 - hp
2 - hp
3 - hp
4 - hp
5 - hp
6 - darkness
7 - hp
8 - shadow enchantment
9 - wall of split illumination
10 - shadow conjuration
11 - Shadow Dragon Aspect
12 - shadow evocation
13 hp
14 - shadow enchantment (greater)
15 - shadow endurance
16 - shadow conjuration, greater
17 hp
18 - shadow evocation
19 hp
20 hp

touch of blindness
twilight haze
shadowform
Baleful Shadow Transofrmation

Wayang Race Details:
Wayang Racial Traits
+2 Dexterity, +2 Intelligence, –2 Wisdom: Wayang are nimble and cagey, but their perception of the world is clouded by shadows.

Wayang: Wayangs are humanoids with the wayang subtype.

Small: Wayangs are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on their CMB and to CMD, and a +4 size bonus on Stealth checks.

Slow Speed: Wayangs have a base speed of 20 feet.

Darkvision: Wayangs can see in the dark up to 60 feet.

Light and Dark (Su): Once per day as an immediate action, a wayang can treat positive and negative energy effects as if she were an undead creature, taking damage from positive energy and healing damage from negative energy. This ability lasts for 1 minute once activated.

Lurker: Wayangs gain a +2 racial bonus on Perception and Stealth checks.

Shadow Magic: Wayangs add +1 to the DC of any saving throws against spells of the shadow subschool that they cast. Wayangs with a Charisma score of 11 or higher also gain the following spell-like abilities: 1/day—ghost sound, pass without trace, and ventriloquism. The caster level for these effects is equal to the wayang's level. The DC for these spells is equal to 10 + the spell's level + the wayang's Charisma modifier.

Shadow Resistance: Wayangs get a +2 racial bonus on saving throws against spells of the shadow subschool.

Languages: Wayangs begin play speaking Common and Wayang. Wayangs with high Intelligence scores can choose from the following: any human language, Abyssal, Aklo, Draconic, Goblin, Infernal, Nagaji, Samsaran, and Tengu.