Ariadney's Character Sheet

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Ariadney

Female Human Witch 2
CG Medium Humanoid (Human)
Hero Points 1
Init +2; Senses Perception +4

Defense

AC 11, touch 11, flat-footed 10:(+1 Dex)
HP 14 (2d6+2)
Fort +1, Ref +2, Will +3

Offense

Spd 20 ft.
Melee Hair Secondary Natural Attack (Prehensile Hair) +6 (1d3+5/20/x2) [Note: Uses INT instead of STR for to-hit and damage bonus.]
Sickle +1 (1d6/20/x2) and
Unarmed Strike +1 (1d3/20/x2)
Ranged Crossbow, Light +3 (1d8/19-20/x2)
Special Attacks Prehensile Hair, Slumber (DC 16)
Witch Spells Memorized(CL 2, 1 melee touch, 3 ranged touch):
1 (4/day) Cure Light Wounds (DC 16), Cure Light Wounds (DC 16), Mage Armor (DC 16), Ear-Piercing Scream (DC 16)
0 (at will) Message, Light, Detect Magic, Stabilize
Witch Spells Known in Familiar:
Arcane Mark (0), Bleed (0), Cure Light Wounds (1), Dancing Lights (0), Daze (0), Detect Magic (0), Detect Poison (0), Ear-Piercing Scream (1), Enlarge Person (1), Guidance (0), Hypnotism (1), Light (0), Lock Gaze (1), Mage Armor (1), Mending (0), Message (0), Mount (1), Putrefy Food and Drink (0), Read Magic (0), Remove Fear (1), Resistance (0), Spark (0), Stabilize (0), Summon Monster I (1), Touch of Fatigue (0)

STATISTICS

Str 10, Dex 14, Con 12, Int 20, Wis 11, Cha 10
Base Atk +1; CMB +1; CMD 12
Feats Accursed Hex, Extra Hex, Extra Hex
Flaws Foul-Mouthed
Skills Acrobatics -4, Appraise +6, Climb -6, Craft (Alchemy) +9, Escape Artist -4, Fly -4, Handle Animal +2, Heal +5, Knowledge (Arcana) +9, Knowledge (Dungeoneering) +6, Knowledge (History) +9, Knowledge (Local) +6, Knowledge (Nature) +9, Knowledge (Planes) +9, Perception +4, Profession (Fisherman) +4, Ride -4, Sense Motive +2, Spellcraft +10, Stealth -1, Swim -6, Use Magic Device +4
Languages Common, Goblin, Orc, 3 Picks To Be Named Later
SQ +3 to Stealth checks, Compass, Empathic Link with Familiar (Su), Feral Speech (Su), Healing (Cure Light Wounds) (Su), Hero Points (1), Share Spells with Familiar
Combat Gear Crossbow, Light, Sickle; Other Gear Backpack (empty), Bedroll, Bucket (empty), Case, map or scroll (empty), Chalk, 1 piece, Compass, Fishhook (6), Fishing net, 25 sq. ft., Oil (1-pint flask) (3), Perfume, common (10), Pole, 10-foot, Potion of Cure Light Wounds (5), Potion of Mage Armor, Potion of Protection From Evil (2), Potion of Shield of Faith +2, Rations, trail (per day) (10), Rope, hempen (50 ft.), Sack (empty), Sewing needle, Soap (per lb), Spell component pouch, Torch, Waterskin

SPECIAL ABILITIES

Familiar-related

Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Alertness You gain the Alertness feat while your familiar is within arm's reach.
Share Spells with Familiar The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Hex-related

Accursed Hex Target a creature with a hex a second time that day if it made its save the first time
Healing (Cure Light Wounds) (Su) Cure Light wounds at will (1/day/person).
Slumber (2 rounds) (DC 16) (Su) Target falls asleep.
Prehensile Hair (Su) The witch can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Intelligence score. Her hair has reach 10
Feral Speech (Su) This hex grants the witch the ability to speak with and understand the response of any animal as if using speak with animals, though each time she uses the hex, she must decide to communicate with either amphibians, birds, fish, mammals, or re

Misc

Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.

Gear

Magic Items: Potion of Cure Light Wounds (x5), Potion of Mage Armor, Potion of Protection From Evil (x2), Potion of Shield of Faith +2

Other Gear: Backpack (empty), Bedroll, Bucket (empty), Case, map or scroll (empty), Chalk, 1 piece, Compass, Crossbow, Light, Fishhook (x6), Fishing net, 25 sq. ft., Oil (1-pint flask) (x3), Perfume, common (x10), Pole, 10-foot, Rations, trail (per day) (x10), Rope, hempen (50 ft.), Sack (empty), Sewing needle, Sickle, Soap (per lb), Spell component pouch, Torch, Waterskin

Other

Familiar is Sweetie and she has 4 other random cats that follow her around.

Sweetie (Familiar)

SWEETIE
Female Cat
NN Tiny Magical Beast
Init +2; Senses Low-Light Vision, Scent; Perception +6


DEFENSE


AC 15, touch 14, flat-footed 13:(+2 Dex, +2 size, +1 natural)
hp 7 (1d10-1)
Fort +1, Ref +4, Will +4


OFFENSE


Spd 30 ft.
Melee Bite (Cat) +5 (1d3-4/20/x2) and

Claw x2 (Cat) +5 x2 (1d2-4/20/x2) and
Unarmed Strike +5 (1-4/20/x2)

Space 2 ft.; Reach 0 ft.


STATISTICS


Str 3, Dex 15, Con 8, Int 6, Wis 12, Cha 7
Base Atk +1; CMB +1; CMD 7 (11 vs. Trip)
Feats Weapon Finesse
Skills Appraise -1, Climb +6, Fly +6, Handle Animal +0, Heal +3, Perception +6, Spellcraft +0, Stealth +14, Swim +2, Use Magic Device -1
Languages
SQ Hero Points (1), Improved Evasion (Ex)


SPECIAL ABILITIES


Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.