Female Human Witch (White-haired witchPC DEP) 4 (+3hp)
Lawful neutral Medium Humanoid (Human)
Player mosillan (37103-5)
Init +3 (+3 dex)
Senses Perception +3
AC 13, touch 13, flat-footed 10; (+3 dex)
hp 26 (HD(6 + 3x4) + con 4 + fc 4)
Fort +3, Ref +5, Will +5
Melee White hair1 +6 (1d4+3 / x2) -> free Graple +5 -> free constrict 1d4+3 OR trip +5
Melee Gauntlet, spiked silver +5 (1d4-2 / x2)
Ranged Crossbow, light +5 (1d8 / 19-20/x2) range: 80'
Str 8, Dex 16, Con 12, Int 17, Wis 10, Cha 14
Base Atk +2; CMB 1; CMD 14
Feats Weapon Finesse, Evolved Familiar, Weapon Focus (White-hair)
Traits Focused Mind2, Ease of Faith3
Languages Common, Abyssal, Draconic, Infernal
SQ White Hair1, Patron Spells(Transformation), Witch's Familiar4
2nd (3/day) (DC 14)- False Life, Vomit Swarm, Bear's Endurance, Glitterdust, CMW
1st (4/day) (DC 13)— Ray of Enfeeblement, Shadow Weapon, Infernal Healing, Mage Armor, Burning Hands, Beguiling Gift, Ill omen, Ear-Piercing Scream, Jump(patron spell)
Cantrips (4/day) — all witch lvl0 spells.
On person Traveler's outfit, Spell component pouch, Waterskin, Crossbow(light) + 15bolts, 2x Spring loaded wrist shead, clw-tikku, magic missile -tikku, Gauntlet(spiked, silver) 3412gp
In backpack Bedroll
Encumbrance 21 lb. without backpack, 28 lb. with backpack (26 lb. light/53 lb. medium/80 lb. heavy)
PC DEP Players Companion: Dragon Empire Primer.
1 White Hair (Su): White-haired witch gains the ability to use her hair as a weapon. This functions as a primary natural attack with a reach of 5 feet. The hair deals 1d4 points of damage plus the witch’s Intelligence modifier. In addition, whenever the hair strikes a foe, the witch can attempt to grapple that foe with her hair as a free action without provoking an attack of opportunity, using her Intelligence modifier in place of her Strength modifier when making the combat maneuver check. When a white-haired witch grapples a foe in this way, she does not gain the grappled condition.
2 Your childhood was either dominated by lessons of some sort (be they musical or academic) or by a horrible home life that encouraged your ability to block out distractions to focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.
3 Your mentor, the person who invested your faith in you from an early age, took steps to ensure that you understood that what powers your divine magic is no different than that which powers the magic of other religions. This philosophy makes it easier for you to interact with others who may not share your views. You gain a +1 bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
4 Wirgo the Thrust(Rastas) familiar
Init +2 (+2 dex)
Senses Perception +5, Scent
AC 18, touch 16, flat-footed 16; (+2 dex, +4 size, +2 natural)
Fort +0, Ref +4, Will +2
Speed 10ft, fly 40ft
Melee Bite +2 (1d2-5)
Str 1, Dex 15, Con 6, Int 6, Wis 15, Cha 6
Base Atk +0; CMB -9; CMD 3
Feats Skill Focus(Perception)
Skills Diplomacy 1 (3), Fly +12, Intimidate -1 (1), Knowledge(arcana) -1 (1), Knowledge(History) -1 (1), Knowledge(nature) -1 (1), Knowledge(planes) -1 (1), Linguistics -1 (1), Perception +11 (1), Spellcraft 1 (3), Stealth +18
|10.2.2012||0-8: Slave pits of Absalom||Kurz, Heikki hei, Milon, Kyra||NiTessine||2|
|26.2.2012||Intro 1: First steps: Part I - In Service to Lore||Valeros, Kyra, Fisi||xJx||2|
|26.2.2012||Intro 3: First steps: Part III||Järkäle, Kyra, Fisi||xJx||2|
|18.3.2012||Masks of the Living God||Fisi, Hawke, Marek, Rainwhatever, Oron||mrdk?||4|
|28.4.2012||2-01: Before the Dawn, Part I: The Bloodcove Disguise||??, ??, ??, ??, ??||Zaha||2|