Narciso ‘Narc’ Trentson, human witch 7, LN
[sblock=Description]
Narsius ‘Narc’ Trentson is 5’6” tall, age 19, with his blond hair and tan skin. He is friendly but sometimes seems lost in his own thoughts.
He is the only son of a minor human nobleman, Lord Charles Roland Trentson, and Beatrice Trentson. When he showed talent for magic, his father sent him to receive training, but instead of becoming a wizard as his father expected, his magic was that of the witch tradition on his mother’s side. His father taught him how to fight and to ride a horse as well. Thus trained, he hoped to gain glory in service to the Prince. His pampered upbringing led some of his peers to question his ability to stand on his own, but that only made him work hard to prove himself. Together with his hawk Sahdzi and his other companions, has served well and been rewarded with a measure of wealth and respect.
Which is better : honor or the law? Honor
Power or wealth? Power
Fear or love? Love
Law or justice? Justice[/sblock]
[sblock=stats]Score/bonus (cost)
Str 14/+2 (5 pt)
Dex 14/+2 (5 pt)
Con 12/+1 (2 pt)
Int 20/+5 (13 pt + 2 racial +1 level)
Wis 12/+1 (2 pt)
Cha 12/+1 (2 pt)
HD 7d6+14, hp 56
Move 30’, init +2, BAB +3, CMB +5, CMD 17
perception +7 (+9 w/familiar, +10 in bright light, +12 both)
Saves Fort +3, Reflex +4, Will +6; Concentration +14
AC 12 (+2 dex) (touch 12, ff 10)
AC 16 (+2 dex, +4 mage armor) (touch 12, ff 14) w/mage armor
Example Attack MW longspear +6 melee (1d8+3, crit 20/x3; brace, 10’ reach)
Traits: Quantium University Graduate (regional; +2 conc to cast arcane), Magical Lineage (magic; unadulterated loathing)
Feats: Spell Focus (evocation), Mage’s Tattoo (evocation), Heighten Spell, Preferred Spell (ear-piercing scream), Bouncing Spell
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)
Skills: (ranks/total): bluff 7/8, climb 0/2, diplomacy 6/7, disguise 6/7, fly 6/11 (14 w/hex ability), heal 6/10, intimidate 3/7, knowledge(arcana) 1/6, perception 6/7 (9 w/familiar, 10 in bright light, 12 both), ride 6/8, sense motive 1/2 (4 w/familiar), spellcraft 7/15, survival 1/2, swim 0/2
Hexes:
flight (self only; feather fall at will; levitate 1/day; fly 7 min/day)
healing (2d8+7; can affect each creature 1/day)
slumber (Will negates DC 18; 30’ range; 1 target; 7 rounds sleep; 1/day/creature)
disguise (disguise self, 7 hr/day in 1 hr increments)
SLA (Mage’s Tattoo (evocation)): dancing lights 3/day
Patron: Time: 2nd—ventriloquism, 4th—silence, 6th—haste
Spells/day (level/number): 0/4, 1/6, 2/4, 3/3, 4/2; DC 15 + spell level
Typical spells prepared (+ = evocation; +1 DC and CL); DC 15 + spell level
0: detect magic, light, message, stabilize
1: burning hands+ (5d4, Reflex half), charm person, command, cure light wounds (1d8+5), hypnotism, mage armor
2: blindness/deafness, glitterdust, silence, vomit swarm
3: haste, lightning bolt+ (8d6, Reflex half), bouncing unadulterated loathing
4: confusion, black tentacles
note: Preferred Spell: can cast spontaneously
level 1: ear-piercing scream+ (4d6 + daze 1 round, Fort DC 17 partial, 45’)
note: Below is the minimum; he may have been able to get scrolls to learn more spells
Spells known (inc patron) (level/number): 1/9+1, 2/4+1, 3/4+1, 4/2; DC 15 + spell level
0: all witch cantrips
1: burning hands+ (5d4, Reflex half), charm person, command, comprehend languages, cure light wounds (1d8+5), ear-piercing scream+ (4d6 + daze 1 round, Fort partial, 45’), hypnotism, mage armor, obscuring mist, ventriloquism
2: blindness/deafness, cure moderate wounds (2d8+7), glitterdust, silence, vomit swarm
3: dispel magic, haste, lightning bolt+ (8d6, Reflex half), stinking cloud, unadulterated loathing
4: confusion, black tentacles
[/sblock]
[sblock=familiar]Familiar: Sahdzi, Hawk, N Tiny animal
HD 7, hp 28
Init +3; Senses low-light vision; Perception +14
AC 19, touch 15, flat-footed 16 (+3 Dex, +2 size, +4 natural)
Saves Fort +2, Ref +5 (Improved Evasion), Will +7
Speed 10 ft., fly 60 ft. (average)
Melee 2 talons +8 (1d4–2)
Space 2-1/2 ft.; Reach 0 ft.
Str 6, Dex 17, Con 11, Int 9, Wis 14, Cha 7
Base Atk +0 (+3 for attacks); CMB +1; CMD 9
Feats Weapon Finesse
Skills Fly +13, Perception +20; Racial Modifier +8 Perception
Alertness (Ex)
While a familiar is within arm's reach, the master gains the Alertness feat. (+2 bonus on Perception and Sense Motive skill checks)
Empathic Link (Su)
The master has an empathic link with her familiar to a 1 mile distance. The master can communicate emphatically 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 her familiar does.
Share Spells
The witch may cast a spell with a target of “You” on her familiar (as a touch spell) instead of on herself. A witch may cast spells on her familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Store Spells
Starting at 1st level, a witch’s familiar stores all of the spells that the witch knows. This does not allow the familiar to cast these spells or use spell-trigger or spell completion magic items. Starting at 2nd level, and every two levels thereafter, a witch’s familiar adds new bonus spells to the witch’s spell list based on her patron. These spells are automatically stored by the familiar and can be prepared as normal once they are gained.
Deliver Touch Spells (Su)
If a witch is 3rd level or higher, her familiar can deliver touch spells or hexes for her. 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.
Speak with Master (Ex)
If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Speak with Animals of Its Kind (Ex)
If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, monkeys with other simians, rats with rodents, toads with amphibians, and weasels with ermines and minks. Such communication is limited by the Intelligence of the conversing creatures.[/sblock]
[sblock=Description]
Narsius ‘Narc’ Trentson is 5’6” tall, age 19, with his blond hair and tan skin. He is friendly but sometimes seems lost in his own thoughts.
He is the only son of a minor human nobleman, Lord Charles Roland Trentson, and Beatrice Trentson. When he showed talent for magic, his father sent him to receive training, but instead of becoming a wizard as his father expected, his magic was that of the witch tradition on his mother’s side. His father taught him how to fight and to ride a horse as well. Thus trained, he hoped to gain glory in service to the Prince. His pampered upbringing led some of his peers to question his ability to stand on his own, but that only made him work hard to prove himself. Together with his hawk Sahdzi and his other companions, has served well and been rewarded with a measure of wealth and respect.
Which is better : honor or the law? Honor
Power or wealth? Power
Fear or love? Love
Law or justice? Justice[/sblock]
[sblock=stats]Score/bonus (cost)
Str 14/+2 (5 pt)
Dex 14/+2 (5 pt)
Con 12/+1 (2 pt)
Int 20/+5 (13 pt + 2 racial +1 level)
Wis 12/+1 (2 pt)
Cha 12/+1 (2 pt)
HD 7d6+14, hp 56
Move 30’, init +2, BAB +3, CMB +5, CMD 17
perception +7 (+9 w/familiar, +10 in bright light, +12 both)
Saves Fort +3, Reflex +4, Will +6; Concentration +14
AC 12 (+2 dex) (touch 12, ff 10)
AC 16 (+2 dex, +4 mage armor) (touch 12, ff 14) w/mage armor
Example Attack MW longspear +6 melee (1d8+3, crit 20/x3; brace, 10’ reach)
Traits: Quantium University Graduate (regional; +2 conc to cast arcane), Magical Lineage (magic; unadulterated loathing)
Feats: Spell Focus (evocation), Mage’s Tattoo (evocation), Heighten Spell, Preferred Spell (ear-piercing scream), Bouncing Spell
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)
Skills: (ranks/total): bluff 7/8, climb 0/2, diplomacy 6/7, disguise 6/7, fly 6/11 (14 w/hex ability), heal 6/10, intimidate 3/7, knowledge(arcana) 1/6, perception 6/7 (9 w/familiar, 10 in bright light, 12 both), ride 6/8, sense motive 1/2 (4 w/familiar), spellcraft 7/15, survival 1/2, swim 0/2
Hexes:
flight (self only; feather fall at will; levitate 1/day; fly 7 min/day)
healing (2d8+7; can affect each creature 1/day)
slumber (Will negates DC 18; 30’ range; 1 target; 7 rounds sleep; 1/day/creature)
disguise (disguise self, 7 hr/day in 1 hr increments)
SLA (Mage’s Tattoo (evocation)): dancing lights 3/day
Patron: Time: 2nd—ventriloquism, 4th—silence, 6th—haste
Spells/day (level/number): 0/4, 1/6, 2/4, 3/3, 4/2; DC 15 + spell level
Typical spells prepared (+ = evocation; +1 DC and CL); DC 15 + spell level
0: detect magic, light, message, stabilize
1: burning hands+ (5d4, Reflex half), charm person, command, cure light wounds (1d8+5), hypnotism, mage armor
2: blindness/deafness, glitterdust, silence, vomit swarm
3: haste, lightning bolt+ (8d6, Reflex half), bouncing unadulterated loathing
4: confusion, black tentacles
note: Preferred Spell: can cast spontaneously
level 1: ear-piercing scream+ (4d6 + daze 1 round, Fort DC 17 partial, 45’)
note: Below is the minimum; he may have been able to get scrolls to learn more spells
Spells known (inc patron) (level/number): 1/9+1, 2/4+1, 3/4+1, 4/2; DC 15 + spell level
0: all witch cantrips
1: burning hands+ (5d4, Reflex half), charm person, command, comprehend languages, cure light wounds (1d8+5), ear-piercing scream+ (4d6 + daze 1 round, Fort partial, 45’), hypnotism, mage armor, obscuring mist, ventriloquism
2: blindness/deafness, cure moderate wounds (2d8+7), glitterdust, silence, vomit swarm
3: dispel magic, haste, lightning bolt+ (8d6, Reflex half), stinking cloud, unadulterated loathing
4: confusion, black tentacles
[/sblock]
[sblock=familiar]Familiar: Sahdzi, Hawk, N Tiny animal
HD 7, hp 28
Init +3; Senses low-light vision; Perception +14
AC 19, touch 15, flat-footed 16 (+3 Dex, +2 size, +4 natural)
Saves Fort +2, Ref +5 (Improved Evasion), Will +7
Speed 10 ft., fly 60 ft. (average)
Melee 2 talons +8 (1d4–2)
Space 2-1/2 ft.; Reach 0 ft.
Str 6, Dex 17, Con 11, Int 9, Wis 14, Cha 7
Base Atk +0 (+3 for attacks); CMB +1; CMD 9
Feats Weapon Finesse
Skills Fly +13, Perception +20; Racial Modifier +8 Perception
Alertness (Ex)
While a familiar is within arm's reach, the master gains the Alertness feat. (+2 bonus on Perception and Sense Motive skill checks)
Empathic Link (Su)
The master has an empathic link with her familiar to a 1 mile distance. The master can communicate emphatically 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 her familiar does.
Share Spells
The witch may cast a spell with a target of “You” on her familiar (as a touch spell) instead of on herself. A witch may cast spells on her familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Store Spells
Starting at 1st level, a witch’s familiar stores all of the spells that the witch knows. This does not allow the familiar to cast these spells or use spell-trigger or spell completion magic items. Starting at 2nd level, and every two levels thereafter, a witch’s familiar adds new bonus spells to the witch’s spell list based on her patron. These spells are automatically stored by the familiar and can be prepared as normal once they are gained.
Deliver Touch Spells (Su)
If a witch is 3rd level or higher, her familiar can deliver touch spells or hexes for her. 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.
Speak with Master (Ex)
If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Speak with Animals of Its Kind (Ex)
If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, monkeys with other simians, rats with rodents, toads with amphibians, and weasels with ermines and minks. Such communication is limited by the Intelligence of the conversing creatures.[/sblock]
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