A Chronoshift: Spelljammer Character

THURSDAY LEVEL 11

Female human witch (veneficus witch) 11

LN Medium humanoid (human)

Init +3+2 Dex plus +1 Arcane Temper trait; Senses low-light vision; Perception +2

 DEFENSE

AC 20, touch 14, flat-footed 18 (+4 armor, +2 deflection, +2 Dex, +2 natural)

hp 89 (11d6+4411d6 witch, +33 Con, +11 Favored Class, +0 Toughness feat)

Fort +9+3 base, +3 Con, +2 Great Fortitude, +1 resistance cloak of fangs, Ref +6+3 base, +2 Dex, +1 resistance cloak of fangs, Will +8+7 base, +0 Wis, +1 resistance cloak of fangs; +2 vs. fear

 OFFENSE

Speed 35 ft.30 ft. base, -0 ft. armor, +5 ft. boots of quick pace (7 squares)

Melee

+2 morningstar +6BAB plus -1 Str plus +2 enchantment (1d8+1-1 Str plus +2 enhancement)

Ranged

+1 light crossbow +8BAB plus +2 Dex plus +1 enhancement (1d8+1+1 enhancement/19-20; increments 105 = thrown/early firearm | 10 = projectile; range 8080 ft. ft.)

Special Attacks hexes (evil eye [-4, 83 rounds plus Int modifier rounds], flight, healing [2d8+10witch level up to 10], poison conversion, sticky poison [5Int modifier hits]), toxic words

Witch Spells Prepared (CL 11th; concentration +1711 witch levels plus +1 Arcane Temper trait plus +5 Int [+21 casting defensively or grappled])

6th—fire spiders (DC 20)

5th—break enchantment, cloudkill (DC 20), greater contagion (DC 20)

4th—bane weapon, ice storm, neutralize poison, Simbul's skeletal deliquescence (DC 19)

3rd—dispel magic, lightning bolt (DC 18), mangle limbs (DC 18), mass curse of impending blades, speak with dead (DC 18)

2nd—blessing of courage and life, bonefiddleF (DC 17), extended mage armor, unluck on that (2)

1st—breath of the jungle, command (2; DC 16), inflict light wounds (2; DC 16), sow thought (DC 16)

0 (at will)—detect magic, detect poison, guidance, read magic

Patron Death; F requires focus

 STATISTICS

Str 88 base, +0 race, +0 level, Dex 1413 base, +0 race, +1 level, Con 1614 base, +0 race, +0 level, +2 enhancement plague rat belt, Int 2015 base, +2 race, +1 level, +2 enhancement headband of vast intelligence, Wis 1010 base, +0 race, +0 level, Cha 1212 base, +0 race, +0 level

Base Atk +5; CMB +4+5 BAB, +0 size, -1 Str; CMD 1810 +5 BAB, +0 size, -1 Str, +2 Dex, +2 deflection, +0 dodge

Traits Arcane Temper, Courageous

Feats Combat Casting, Extend Spell, Extra Hex (flight), Great Fortitude, Improved Familiar, Master Alchemist, Simple Weapon Proficiency (all), Split Hex

Skills (armor check penalty -0-0 armor, -0 shield); Acrobatics +20 ranks, +2 Dex, -0 armor, Appraise +50 ranks, +5 Int, Bluff +32 ranks, +1 Cha, Climb -10 ranks, -1 Str, -0 armor, Craft (alchemy) +2111 ranks, +5 Int, +3 class skill, +2 Master Alchemist feat, Diplomacy +10 ranks, +1 Cha, Disguise +10 ranks, +1 Cha, Escape Artist +20 ranks, +2 Dex, -0 armor, Fly +105 ranks, +2 Dex, +3 class skill, -0 armor, Heal +74 ranks, +0 Wis, +3 class skill, Intimidate +106 ranks, +1 Cha, +3 class skill, Knowledge (arcana) +1911 ranks, +5 Int, +3 class skill, Knowledge (engineering) +1611 ranks from headband of vast intelligence, +5 Int, Knowledge (history: Greyspace) +102 ranks, +5 Int, +3 class skill, Knowledge (nature) +113 ranks, +5 Int, +3 class skill, Knowledge (planes) +179 ranks, +5 Int, +3 class skill, Knowledge (religion: Wildspace) +83 ranks, +5 Int, Linguistics +105 ranks, +5 Int, Perception +20 ranks, +0 Wis, +2 competence eyes of keen sight, Perform (dance) +65 background ranks, +1 Cha, Perform (string) +65 background ranks, +1 Cha, Profession (herbalist) +85 ranks, +0 Wis, +3 class skill, Ride +20 ranks, +2 Dex, -0 armor, Sense Motive +00 ranks, +0 Wis, Spellcraft +135 ranks, +5 Int, +3 class skill, Stealth +86 ranks, +2 Dex, -0 armor, Survival +00 ranks, +0 Wis, Swim +30 ranks, -1 Str, +4 racial from flight hex, -0 armor, Use Magic Device +1511 ranks, +1 Cha, +3 class skill

Languages Abyssal, Aklo, Common, Draconic, Elven, Goblin, Infernal, Semaphore, Undercommon

SQ poison use

Combat Gear potion of fly, potion of gaseous form, potion of neutralize poison, potion of remove curse, potion of remove disease (2), potion of resist energy (cold), potion of slime form, wand of cure serious wounds (CL 5th; 30 charges), wand of leechspray (CL 5th; 30 charges), bolts (10), giant wasp poison (6), large scorpion venom (6)

Other Gear +1 light crossbow, +2 morningstar, amulet of natural armor +2, boots of quick pace, bracers of armor +4, eyes of keen sight, handy haversack, headband of vast intelligence +2 (Knowledge [engineering]), cloak of fangs, plague rat belt, poisoner's gloves, ring of escape, ring of protection +2, miniature silver fiddle (worth 30 gp), spell component pouch, 783 pp, 71 gp

 SPECIAL ABILITIES

Equipment Descriptions

cloak of fangs 5/day—As swift action, grow oversized teeth for 1 round usable as primary natural attack dealing 1d6 damage (1d4 if Small). If already possess bite attack, increase damage one step. Grants +1 resistance bonus on saving throws (factored into stat block above).

eyes of keen sight Gain low-light vision and +2 competence Perception. If you already have low-light vision, double normal range.

giant wasp poison Injury; save Fort DC 18; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.

handy haversack As move action provoking attacks of opportunity, retrieve any specific item stored in bag. Two side pouches can each hold 2 cu. ft. of material weighing up to 20 lbs. Central pocket can hold 8 cu. ft. of material weighing up to 80 lbs. Pack always weighs only 5 lbs.

large scorpion venom Injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save.

plague rat belt 3/day—As immediate action, reroll saving throw made to resist disease or poison but must use the second roll, even if it is worse. Grants wearer +2 enhancement bonus to Constitution (treat as temporary ability bonus for first 24 hours belt is worn).

poisoner's gloves 1/day per glove—Deliver single dose of poison, potion, alchemist infusion, holy water, or similar liquid (as long as liquid would not harm gloves) as a melee touch or as part of an unarmed strike or natural attack (such as claw or slam). Can use both gloves in same round using two-weapon fighting or multiple natural attacks. Filling a glove is a full-round that provokes attacks of opportunity.

ring of escape 1/day—As immediate action when you take damage or fail a saving throw, become invisible as per vanish for 1 round per character level (max 5).

Hexes Unless otherwise noted, standard action that does not provoke attack of opportunity. The save to resist equals 10 + 1/2 witch level + Int modifier.

Evil Eye (Su) Target you can see within 30 ft. takes a –4 penalty on one of the following (witch's choice): AC, ability checks, attack rolls, saving throws, or skill checks for a number of rounds equal to 3 + the your Int modifier. A Will save reduces this to just 1 round. This is a mind-affecting effect.

Flight (Su) Can use feather fall at will and gain +4 racial bonus on Swim checks (factored into Skills already). 1/day—Cast levitate. Can fly, as spell, for one minute per day per witch level. Minutes need not be consecutive but must be spent in 1-minute increments. Hex only affects you.

Healing (Su) Touch mends injuries as cure moderate wounds. Each individual creature can only benefit from this once every 24 hours.

Poison Conversion (Su) Spend 1 minute using alchemy lab to convert 1 dose of poison from current type (contact, ingested, inhaled, or injury) to another.

Sticky Poison (Su) Any poison you create, when you apply it to a weapon, remains poisoned for number of strikes equal to Int modifier.

Master Alchemist Receive +2 bonus on Craft (alchemy) checks (factored into Skills above). When making poisons, create an additional number of doses equal to your Int modifier (1 minimum) at one time. These additional doses do not increase time required but do increase raw material cost. Whenever you make alchemical items or poisons using Craft (alchemy), use the item's gp value as its sp value when determining your progress (do not multiply the item's gp cost by 10 to determine its sp cost).

Metamagic Feats During spell preparation, choose which spells to prepare with metamagic feats (and thus take up higher-level spell slot). Does not change level of the spell, so the DC for saving throws does not increase. Does not affect spell-like abilities. Can apply multiple metamagic feats (assuming you have an available spell slot of the resulting level) but cannot apply same metamagic feat to single spell multiple times.

Extend Spell Duration is doubled. Cannot affect spell with duration of concentration, instantaneous, or permanent. Uses spell slot one level higher than spell's actual level.

Poison Use (Ex) Never risk accidentally poisoning yourself applying poison to a weapon.

Split Hex When you use a hex (not major or grand) targeting a single creature, choose another target within 30 ft. of first to also target with hex.

Toxic Words (Ex) When targeting a single target with a hex, can imbue hex with a dose of injury, inhaled, injury or contact poison you are holding. Reduce the DC of both the hex and poison by 1becomes 1 at witch level 10. If the target fails its save against the hex, the poison is expended and the creature must make a saving throw against the poison.


Height 5'3"; Weight 123 lbs.; Hair Black; Eyes Brown; Skin Caucasian; Age 19; Religion None; Homeland Ginsel, Greyspace; Favored Class Witch

Defeated Enemies None

Defining Characteristic Detached and stoic.

History Thursday is a naturally talented witch from the crescent planet Ginsel in Greyspace. She prefers to wear all black and rarely smiles or shows much emotion. Thursday is obsessed with the morbid and macabre, but she is not evil. She is fascinated with alchemy and has a strong affinity for poison. Thursday uses her hexes, spells, and poisons to hamper her foes and provide healing to allies. Thursday's best friend is her familiar, Apparatus, a severed crawling hand that she animated herself. She is very quiet about whose hand it is.

Future Level-Up Plans: Pick up more poison-related hexes and discoveries. Keep in mind familiar skills ranks match master skill ranks, so every point in Stealth also affects familiar. Pick up Hex-related feats and metamagic feats.


APPARATUS

Crawling hand familiar

LN Diminutive undead

Init +0+0 Dex; Senses Perception +0

DEFENSE

AC 21, touch 15, flat-footed 21 (+1 deflection, +6 natural, +4 size)

hp 55 (11d811d8 witch class levels; hp equal half master's plus 11 Toughness)

Fort +5+3 base equal to master, +2 Cha, Ref +3+3 base equal to master, +0 Dex, Will +6+6 base equal to master, +0 Wis

Defensive Abilities improved evasion; SR 16witch level 11 plus 5

OFFENSE

Speed 40 ft.40 ft. base, -0 ft. armor, climb 40 ft.

Melee claw +10BAB plus +1 Str plus +4 size (1d1+1+1 Str plus grab)

Space 1 ft.; Reach 0 ft.

Special Attacks deliver touch spells, mark quarry, strangle

STATISTICS

Str 1313 base, +0 race, +0 level, Dex 1111 base, +0 race, +0 level, Con n/a base, +0 race, +0 level, Int 1111 base, +0 race, +0 level, Wis 1111 base, +0 race, +0 level, Cha 1414 base, +0 race, +0 level

Base Atk +5equal to master's BAB; CMB +2+5 BAB, -4 size, +1 Str; CMD 1310 +5 BAB, -4 size, +1 Str, +0 Dex, +1 deflection, +0 dodge

Feats Toughness

Skills Acrobatics +00 ranks, +0 Dex, -0 armor, Appraise +00 ranks, +0 Int, Bluff +42 ranks, +2 Cha, Climb +90 ranks, +1 Str, +8 racial, -0 armor, Craft (alchemy) +1212 ranks, +0 Int, Diplomacy +20 ranks, +2 Cha, Disguise +20 ranks, +2 Cha, Escape Artist +00 ranks, +0 Dex, -0 armor, Fly +145 ranks, +0 Dex, +3 class skill, +6 size, -0 armor, Heal +44 ranks, +0 Wis, Intimidate +97 ranks, +2 Cha, Knowledge (arcana) +1212 ranks, +0 Int, Knowledge (history: Greyspace) +22 ranks, +0 Int, Knowledge (nature) +33 ranks, +0 Int, Knowledge (planes) +99 ranks, +0 Int, Knowledge (religion: Wildspace) +44 ranks, +0 Int, Linguistics +55 ranks, +0 Int, Perception +00 ranks, +0 Wis, Perform (dance) +75 ranks, +2 Cha, Perform (string) +75 ranks, +2 Cha, Profession (herbalist) +55 ranks, +0 Wis, Ride +20 ranks, +0 Dex, -0 armor, Sense Motive +00 ranks, +0 Wis, Spellcraft +55 ranks, +0 Int, Stealth +238 ranks, +0 Dex, +3 class skill, +12 size, -0 armor, Survival +40 ranks, +0 Wis, +4 racial, Swim +10 ranks, +1 Str, -0 armor, Use Magic Device +1412 ranks, +2 Cha; Racial Modifiers +4 Survival

SQ alertness, empathic link, share spells

Other Gear ring of protection +1

SPECIAL ABILITIES

Alertness (Ex) While a familiar is within arm's reach, the master gains the Alertness feat.

Blindsense (Ex) Do not need Perception check to pinpoint creature within range provided you have line of effect. Unseen creatures still gain total concealment and normal miss chance. Visibility still affects movement. Still denied Dex bonus to AC against attacks from creatures you cannot see.

Deliver Touch Spells (Su) If the witch and the familiar are in contact at the time the witch casts a touch spell, she can designate her familiar as the "toucher." The familiar can then deliver the touch spell just as the witch would. As usual, if the witch casts another spell before the touch is delivered, the touch spell dissipates. If the witch activates a hex, her familiar can be used to make the touch. She does not have to be in contact with the familiar to use this ability.

Empathic Link (Ex) The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Grab (Ex) If you hit with attack associated with this special attack, deal normal damage and start grapple as free action without provoking an attack of opportunity. Normally, only usable against targets of equal or smaller size. You can either conduct grapple normally or take -20 CMB on future grapple checks on simply use body part to maintain grapple but do not gain grapple condition yourself. A hold does not deal damage unless you have constrict special attack. If you do not, each successful grapple check in successive rounds deals damage for attack initiating the hold. Otherwise, it deals this damage and constrict damage. You receive +4 bonus on CMB to start and maintain a grapple.

Improved Evasion (Ex) If you make a successful Reflex save against an attack that normally deals half damage on a successful save, instead take no damage. If you fail the save, you only take half damage. Must be wearing light or no armor and cannot be helpless.

Mark Quarry (Su) Assign a quarry by anointing hand with drop of intended quarry's blood. If it has no current quarry, next creature it damages becomes quarry. Once attuned, it is aware of target's location as if under continuous locate creature. Hand gains +1 on all attack rolls, damage rolls, and skill checks made to seek out and destroy marked quarry. Lasts until quarry or hand is slain.

Share Spells The witch may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself even if the spell does not normally affect magical beasts.

Speak with Master Familiar and master may communicate verbally, but other creatures cannot understand without magical help.

Strangle (Ex) An opponent grappled by you cannot speak or cast spells with verbal components.

Stored Spells 0-level—arcane mark, bleed, dancing lights, daze, detect magic, detect poison, grasp, guidance, keep dry, light, mending, message, purify food and drink, read magic, resistance, spark, stabilize, touch of fatigue. 1st—breath of the jungle, command, deathwatch, inflict light wounds, mage armor, sow thought. 2nd—blessing of courage and life, bonefiddle, levitate, see invisibility, unluck on that. 3rd—dispel magic, lightning bolt, mangle limbs, mass curse of impending blades, speak with dead. 4th—bane weapon, ice storm, neutralize poison, rest eternal, Simbul's skeletal deliquescence. 5th—break enchantment, cloudkill, greater contagion, reincarnate. 6th—fire spiders, raise dead.


SESSION NOTES
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