Ashavir Elvarien | NG | ||
Character Name | Alignment | ||
Witch 1 | |||
Character Level | |||
Fey | M | ||
Race | Size | ||
Male | 243 | ||
Gender | Age | ||
6ft. 1 | 182 | ||
Height | Weight | ||
Brown | Green | ||
Hair | Eyes |
Michael | |
Player | |
Ashina | Babblebrook |
Deity | Homeland |
Mercy | 0 |
Domain/Oath/Patron/School | XP |
SAVING THROWS | ||||||
---|---|---|---|---|---|---|
Save | Total | Base | Ability | Magic | Misc | Temp |
Fortitude | +6 | +3 | CON +3 | +0 | +0 | +0 |
Reflex | +2 | +1 | DEX +1 | +0 | +0 | +0 |
Will | +4 | +3 | WIS +1 | +0 | +0 | +0 |
Combat Maneuver Bonus CMB | |||||
---|---|---|---|---|---|
CMB | BaB | STR | Size | Misc | |
+1 | +0 | +1 | +0 | +0 |
Combat Maneuver Defense CMD | ||||||
---|---|---|---|---|---|---|
CMD | Base | BaB | STR | DEX | Size | Misc |
12 | 10 | +0 | +1 | +1 | +0 | +0 |
Seelie
Trade Common
Human Standard
Builders
Tuner
Ulak
Mending (0th): This spell repairs damaged objects, restoring 1d4 hit points to the object. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this spell to function. Magic items can be repaired by this spell, but you must have a caster level equal to or higher than that of the object. Magic items that are destroyed (at 0 hit points or less) can be repaired with this spell, but this spell does not restore their magic abilities. This spell does not affect creatures (including constructs). This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.
Guidance (0th): This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.
Message (0th): You can whisper messages and receive whispered replies. Those nearby can hear these messages with a DC 25 Perception check. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path's entire length lies within the spell's range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning; it doesn't transcend language barriers. To speak a message, you must mouth the words and whisper.
Touch of Fatigue (0th): You channel negative energy through your touch, fatiguing the target. You must succeed on a touch attack to strike a target. The subject must succeed on a Fortitude save or is immediately fatigued for the spell's duration. This spell has no effect on a creature that is already fatigued. Unlike with normal fatigue, the effect ends as soon as the spell's duration expires.
Daze (0th): This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions on a failed Will save. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. After a creature has been dazed by this spell, it is immune to the effects of this spell for 1 minute.
Stabilize (0th): Upon casting this spell, you target a living creature that has –1 or fewer hit points. That creature is automatically stabilized and does not lose any further hit points. If the creature later takes damage, it continues dying normally.
Cure Light Wounds: When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.
Inflict Light Wounds: When laying your hand upon a creature, you channel negative energy that deals 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it.
Hex Vulnerability: The targeted creature becomes susceptible to a repeat use of your harmful hexes, even if you could not otherwise target that creature with a particular hex for a certain time period. For example, normally after you target a creature with a charm hex, you cannot target it again for 1 day. But after casting this spell on a creature, you could try the charm hex repeatedly as long as the spell persists. The end of this spell has no effect on any active or ongoing hex on a creature. For example, if the creature failed its save against a second use of your charm hex, it remains charmed for the normal duration, even if the spell expires before the hex does. Each subsequent casting of this spell on a target within a 24-hour period gives the target a +4 bonus on its save against the spell and imposes a –4 penalty on your caster level check to overcome the target's spell resistance with this spell.
Mage Armor: An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC. Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can't bypass it the way they do normal armor.
Adventuring Skills | |||||
---|---|---|---|---|---|
CS | Skill | Total | AB Mod | Ranks | Misc |
Acrobatics | +1 | (DEX) +1 | +0 | +0 | |
Bluff | +2 | (CHA) +2 | +0 | +0 | |
Climb | +1 | (STR) +1 | +0 | +0 | |
Diplomacy | +2 | (CHA) +2 | +0 | +0 | |
Disguise | +2 | (CHA) +2 | +0 | +0 | |
Escape Artist | +1 | (DEX) +1 | +0 | +0 | |
Fly | +3 | (DEX) +1 | +0 | +2 | |
Heal | +5 | (WIS) +1 | +1 | +3 | |
Intimidate | +2 | (CHA) +2 | +0 | +0 | |
Knowledge: Arcana | +8 | (INT) +4 | +1 | +3 | |
Knowledge: Dungeoneering | +4 | (INT) +4 | +0 | +0 | |
Knowledge: Local | +4 | (INT) +4 | +0 | +0 | |
Knowledge: Nature | +8 | (INT) +4 | +1 | +3 | |
Knowledge: Planes | +4 | (INT) +4 | +0 | +0 | |
Knowledge: Religion | +4 | (INT) +4 | +0 | +0 | |
Perception | +5 | (WIS) +1 | +0 | +4 | |
Ride | +1 | (DEX) +1 | +0 | +0 | |
Sense Motive | +1 | (WIS) +1 | +0 | +0 | |
Spellcraft* | +8 | (INT) +4 | +1 | +3 | |
Stealth | +1 | (DEX) +1 | +0 | +0 | |
Survival | +3 | (WIS) +1 | +0 | +2 | |
Swim | +1 | (STR) +1 | +0 | +0 | |
Use Magic Device* | +6 | (CHA) +2 | +1 | +3 | |
Background Skills | |||||
CS | Skill | Total | AB Mod | Ranks | Misc |
Appraise | +4 | (INT) +4 | +0 | +0 | |
Knowledge: Engineering | +4 | (INT) +4 | +0 | +0 | |
Knowledge: Geography | +4 | (INT) +4 | +0 | +0 | |
Knowledge: History | +8 | (INT) +4 | +1 | +3 | |
Knowledge: Nobility | +4 | (INT) +4 | +0 | +0 | |
Custom Skills | |||||
CS | Skill | Total | AB Mod | Ranks | Misc |
Extra Hex: You gain one additional hex. You must meet the prerequisites for this hex. If you are a shaman, it must be a hex granted by your spirit rather than one from a wandering spirit. You can take this feat multiple times. Each time you do, you gain another hex.
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 his choice. He gains an additional hex at 2nd level and for every 2 levels attained after 2nd level. 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.
Gliding: While not able to truely fly Asparas are able to glide at a speed of 60 feet per round. For every 5 feet they move horizontally they drop one foot in height. Strong winds or other effects can cause them to rise up and increase the distance they gilde. They also take no damage from falls as if protected by the feather fall spell.
Low-Light Vision: Asparas can see twice as far as humans in conditions of dim light.
Seelie Resistances: Asparas get a +2 racial saving throw bonus against illusion and enchantment spells and effects.
Asparas Nature Lore: Asparas receive a +2 racial bonus on Knowledge (nature) and Survival skill checks when above ground. They also receive a +2 racial bonus on the Fly skill.
Keen Senses: Asparas receive a +4 racial bonus on Perception skill checks and are able to see twice as far as humans in all conditions.
Energy Resistance: Asparas have electricity resistance 5.
Air Affinity: Asparas sorcerers with the elemental (air) or Stormborn bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Asparas clerics with the Air domain use their domain powers and spells at +1 caster level.
Return to the Sky: Asparas that die of natural causes will have their body vanish in the air. This will prevent any sort of resurrection of reincarnation. Asparas seem to have an innate sense of when their natural passing will occur and seek to find an appropriate spot to pass on.
Weapon Familiarity: Asparas are proficient with spears and long bows, and treat any weapon with the word "elven" in its name as a martial weapon.
Sovereign Pact: Through a special ritual, a Lady of the Court can bestow a link to the land upon a mortal. The mortal becomes sickened if the land is blighted or polluted; the land becomes blighted and fallow if the mortal becomes seriously weakened through injury or illness. Similarly, if the mortal is happy and strong, the land will be abundant and healthful (crop yields may increase as per plant growth if the land is tended and blessed, the mortal's lot improves (+2 luck bonus on saving throws). The mortal can affect the weather as per control weather (as a druid of his character level), but may not consciously control the effect; rather, it manifests appropriate changes in the weather whenever the mortal experiences emotions which are very strong or which are dominant for a long time. Finally, the mortal can affect the spirits of those who inhabit his land. If the mortal is feeling strongly or lastingly hopeful, fearful, sad, weak, tired, or angry, any denizen of the land who sees or otherwise notices him must succeed on a Will save or be affected by good hope, doom, crushing despair, touch of fatigue, or rage, respectively. No creature with more than 10 Hit Dice can be affected and no creature can be affected more than once in 24 hours. Caster level is equal to character level and the save DC is Charisma-based.
WEAPONS | ||||||
---|---|---|---|---|---|---|
Name | AB | Critical | Type | Range | Ammo | Dmg |
Quarterstaff | +1 | {20}x2 | Bludgeoning | Contact | None | 1d6+1 |
Longbow | +1 | {20}x2 | Piercing | 100 ft | None | 1d6+1 |
Evil Eye (Su): The witch can cause doubt to creep into the mind of a foe within 30 feet that he can see. The target takes a -2 penalty to 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.
Healing (Su): A Witch can soothe the wounds of those he touches. This acts as a Cure Light Wounds, using the Witch's caster level. Once a creature has been affected by the hex, it cannot be affected by it again for 24 hours. At 5th level, this hex acts like Cure Moderate Wounds.
Quarterstaff
Longbow
40 arrows
Quiver
Familiar: Thalios, Fox.
Medium Tent
Witch's Hat (normally appears somewhat floppy and unassuming but in moments when Asher is calling upon the gravitas of his station, it sits at a perfect point upon his head.
Cloak
Witch's Kit (backpack, bedroll, belt pouch, 10 candles, 10 chalk, flint and steel, ink, ink pen, iron pot, mess kit, soap, component pouch, 10 torches, 5 days of trail rations, waterskin)
Healer Kit (bandages, herbs, provides +2 circumstance bonus to Heal checks. Exhausted after 10 uses) (10 remaining)
Purse: 140 GP
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.