Female Human Witch 11
Chaotic Neutral Medium Humanoid (Human)
Player Swyrlyn


Init +15 (+3 dex + 1 trait + 1 ioun stone, + 4 familiar + 4 feat + 2 insight)
Senses Perception +15


AC 15, touch 14, flat-footed 12; (+3 dex, +1 deflection, +1 natural armor)
HP 90 (11d6 + 22 con + 11 fcb + 11 toughness)
Fort +9 (con +2, class +3, resistance +4)
Refl +10 (dex +3, class +3, resistance +4)
Will +11 (wis +0, class +7, resistance +4)
Special Defences:


Speed 30ft, with armor 30ft
1-handed Melee Dagger +5 1d4 (19-20/*2)


Ranged Light Crossbow +8 1d8 (19-20/*2)


Spells:(CL 11, Concentration +20, vs SR +13)
Spells Prepared Usually
6th (1+1/day)(DC 25) Cone of Cold (13d6), Greater Dispel Magic
5th (2+2/day)(DC 24) Overland Flight, Summon Monster V, Hold Monster, Break Enchantment
4th (3+2/day)(DC 23) Dimension Door, Confusion, Secure Shelter, Blessing of Fervorx2
3rd (4+2/day)(DC 22) Lightning Bolt, Heroism x2, Vampiric touch, Dispel Magic, Fly
2nd (4+2/day)(DC 21) Glitterdust*2, Flurry of Snowballs, See Invisibility, False Life, CMW
1st (4+3/day)(DC 20) Burning Hands, Obscuring Mistx2, Ear-Piercing Scream, Snowball, Bless, Comprehend Languages
Cantrips (4) Light, Guidance, Detect Magic, Read Magic
Known Spells
1. Mage Armor, Ear-Piercing Scream, Burning hands, Comprehend languages, Cure light wounds, Snowball, Enlarge Person, Bless, Obscuring mist, Ill omen, Remove sickness, Infernal Healing
2. CMW, Glitterdust, Flurry of Snowballs, Aid, Pox Pustules, Summon Monster II, Agressive thundercloud, False life, See invisibility
3. Dispel Magic, Heroism, Lightning bolt, Prayer, Ice Spears, Ray of Exhaustion, Fly, Remove curse, Vampiric touch, Remove Disease, Remove Blindness/deafness, Adjustable Disguise
4. Wandering Star Motes, Dimension Door, Blessing of Fervor, Spite, Neutralize Poison, Confusion, Secure Shelter
5. Teleport, Overland Flight, Summon Monster V, Waves of Fatigue, Break Enchantment, Commune, Hold Monster
6. Greater Dispel Magic, Cone of Cold


Hexes: (Patron - Ancestors)
Evil Eye (DC 24) - The target takes a –4 (at 8th level) penalty on one of the following (witch’s choice): AC, ability checks, attack rolls, saving throws, or skill checks.
Slumber (DC 24) - 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.
Misfortune (DC 24) - The witch can cause a creature within 30 feet to suffer grave misfortune for 2 rounds (at 8th level). Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result.
Fortune - The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result.
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.
Flight - At 1st level, the witch can use feather fall at will and gains a +4 racial bonus on Swim checks. At 3rd level, she can cast levitate once per day. At 5th level, she can fly, as per the spell, for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.
Healing - This acts as a cure light wounds spell, using the witch’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds.
Ice Tomb (DC 24) - A storm of ice and freezing wind envelops the target, which takes 3d8 points of cold damage (Fortitude half). If the target fails its save, it is paralyzed and unconscious but does not need to eat or breathe while the ice lasts. The ice has 20 hit points; destroying the ice frees the creature, which is staggered for 1d4 rounds after being released. Whether or not the target’s saving throw is successful, it cannot be the target of this hex again for 1 day.


Str 10 , Dex 16, Con 14, Int 28, Wis 10, Cha 7
Base Atk +5; CMB 5; CMD 19
Feats

  • 1: Extra Hex, Extra Hex
  • 3: Toughness
  • 5: Accursed Hex
  • 7: Improved Initiative
  • 9: Spell Penetration
  • 11: Split Hex

Skills acp: 0; total skill ranks: 99

  • Acrobatics (3) +6
  • Appraise
  • Bluff
  • Climbc (1) + 1
  • Craft Alchemyc
  • Diplomacy (11) +20
  • Disable device
  • Disguise
  • Escape artist (11) + 14 Headband
  • Fly (8) +14
  • Handle animal (1) -1
  • Healc (1) + 4
  • Intimidatec (1) +2
  • Knowledge(arcana)c (11) +23
  • Knowledge(dungeoneering) (2) +11
  • Knowledge(engineering) (2) +11
  • Knowledge(geography) (2) +11
  • Knowledge(history)c (8) +20
  • Knowledge(local) (2) +11
  • Knowledge(nature)c (6) +18
  • Knowledge(nobility) (2) +11
  • Knowledge(planes)c (8) +20
  • Knowledge(religion)(2) +11
  • Linguisticsc (4) +13
  • Perception (11) +15
  • Perform
  • Profession Soothsayerc (1) +4
  • Ride
  • Sense motive (11) +15 Headband
  • Sleight of hand
  • Spellcraftc (11) +23
  • Stealth
  • Survival
  • Swim(1) +1
  • Use magic devicec (11) +12 Headband

Traits: Harrow Born, Clever Wordplay
Languages: Common, Varisian, Sylvan, Infernal, Draconic, Ancient Osiriani, Osiriani, Polyglot, Aklo, Thassilonian, Undercommon, Terran, Tien, Minkaian, Ignan
RSQ
SQ


On person:
In backpack:
Wealth
Mule:
Potions/Oils: Darkvision
Scrolls:
Wands: CLW, Infernal Healing, Lesser Restoration, Prayer
Miscs: Lesser Extend Rod
Ioun Stones: Cracked dusty rose prism
Encumbrance lb. without backpack (//), lb. with backpack


Wondrous Items

  • Head Hat of Disguise
  • Headband Headband of Vast Intelligence +6 (UMD + Escape artist + Sense Motive)
  • Face/Eyes
  • Neck Amulet of Natural Armor +1
  • Shoulders Cloak of resistance +4
  • Chest
  • Body
  • Armor
  • Belt Belt of physical might +2 (Dex&Con)
  • Wrist
  • Hand
  • Ring Ring of Protection +1
  • Ring Ring of Invisibility
  • Feet

Notes

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