About VarrelBorn a Slave, Varrel has known pain and suffering his whole life.
He had fought wildly and without skill but his rage and ferocity was equal to the task. His master looked on in disbelief as he used a firepoker to fend an assasin and, unexpectedly he was able to daze his foe with magic before felling him. The fact he had only seen his master cast this spell and further, the fact he managed to recite the inflections and complete the gestures, whilst simultaneously swinging his improvised weapon spoke of possibility to his master. Meaning to use Varrel as a secret body quard, he began having him trained under skilled and repeatedly brutal instructors. Varrel asked for none of this, hated it. Hated not having a life, hated his master for deciding his fate, hated himself for not letting the assasin finish his work. Varrel had enough, but was not beyond reason. His foolish master believed him finally tamed, an so he would appear, until he had sufficient power to find his justice. Statblock:
Traits: Magical Lineage (Frostbite), Wayang Spellhunter (Shocking Grasp),Paranoid DC15 aid another
Bruising Intellect Int to Intimidate Varrel CR 6
Fort +9 , Ref +5, Will +6 (+2racial vs mind affecting),included +1 Cloak
Melee Spell Combat +1 Cruel Cold Iron Scimitar +10/+5 (1d6+3+1/19-20/x2/S) or Spellstrike Two Handed Masterwork Scimitar +12 (1d6+4/19-20/x2/S) Spell Combat Masterwork Alchemical Silver Heavy Pick+10/+5 (1d6-1+3/x4/P) or Spellstrike Two Handed +12
Spell Combat Masterwork Alchemical Silver Warhammer +10/+5 (1d8+3/x3/B) or Spellstrike Two Handed +12
Spell Combat Masterwork Cold Iron Cestus +10/+5 (1d4+3/19-20/x2/B or P) or Spellstrike +12 Spell Combat Masterwork Alchemical Silver Cestus +10/+5 (1d4+3/19-20/x2/B or P) or Spellstrike +11 Ranged Masterwork (+3)Composite Longbow +10/+5 (1d8+3/x3/P) range: 110ft
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Base Atk +6/+1 (+1 Ioun stone); CMB +11; CMD 23
Supernatural Abilities::
Hexes-DC= 10+1/2HD+Int. Slumber Hex, Will DC19 Range 30ft Flight Hex- The witch grows lighter as she gains power, eventually gaining the ability to fly. At 1st level, the witch can use feather fall at will and gains a +4 racial bonus on Swim checks. At 3rd level, she can cast levitate once per day. At 5th level, she can fly, as per the spell, for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects the witch. Evil Eye- The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on 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.
Skills::
49
Acrobatics 1+2(DEX)=3 Appraise 0+5(INT)= 5 Bluff 0-2 (CHA)=-2 Climb 4+3(STR)=7 Craft (Weapons) 4+5(INT)=5 Diplomacy 3-2(CHA)= 1 Fly 4+2(DEX)=6 Intimidate 11+5(INT)=16 Knowledge-Arcana 8+5(INT)=13 Knowledge-Dungeoneering 5+5(INT)=10 Knowledge-Planes 5+5(INT)=10 Knowledge-Nature 1+5(INT)=6 Knowledge-Religion 4+5(INT)=9 Linguistics 1+5 (Int)=6 Profession-Bodyguard 4-1(WIS)=3 Ride 4+2(DEX)=6 Sense Motive 0=0/w/familiar=2 Spellcraft 11+5(INT)=16 Swim 4+3(STR)+4(racial hex)=11 Stealth 7+2(DEX)+5 (Magic)=14 Perception 7-1(WIS)+2(racial)+5(Magic)=13+2 Alertness familiar Use Magic Device 4-2(CHA)=2 -1 Armor check Penalty Racial Abilities:
Standard Racial Traits •Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution. •Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size. •Type: Elves are Humanoids with the elf subtype. •Base Speed: Elves have a base speed of 30 feet. •Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages. Defense Racial Traits •Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects. Feat and Skill Racial Traits •Keen Senses: Elves receive a +2 racial bonus on Perception checks.
•Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
•Arcane Focus: Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. This racial trait replaces weapon familiarity. •Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Class Abilities:
Arcane Pool: 9 points.
Uses: Enchance wpn (+2), At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Hex Arcana- Flight, Slumber Empathic Link with Familiar (Su), Share Spells with Familiar Deliver Touch Spells Speak with Master Gear::
Arms/Armor: Arrows (20), Masterwork Composite Shortbow (+3str) 700gp +1 Cruel Cold Iron Scimitar 8030gp Masterwork Cold Iron Cestus R.Hand 310gp Masterwork Alchemical Silver Cestus L.Hand 310gp Masterwork Alchemical Silver Pick 398gp Masterwork Alchemical Silver War hammer 402gp Magic+2 Shadow Mithral Breastplate/Armored Kilt Magnatist Glove 6000 Ring of Protection +1 Amulet of Natural Armor +1 2000gp Headband of Vast Intelligence +2 4000gp Belt of Physical Might 10000gp Cloak of Resistance +1 1000gp Ring of Wizardry 1 20000gp Cracked Prism +1 Attack 4000gp Eyes of the Eagle 2500gp Other Gear:
GP- 905 SPECIAL ABILITIES:
Alertness: You gain the Alertness feat while your familiar is within arm's reach. Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Feats/Special::
1- Arcane pool, cantrips, spell combat, Rime Spell 2- Spellstrike 3- Arcana: Familiar (either raven or pterosaur), Enforcer 4- Hex Magus: Slumber 5- Bonus Feat: Blindfight, Combat Expertise 6- Hex Arcana: Evil Eye Racial: Hex Arcana- Flight 7- Medium Armor, Moonlight Stalker 8- Improved Spell Combat Arcane Poolpoints 9 9 left
Spellist:
Magus Spells Known (CL 5, P=Prepped) 0- DC15(at will, all spells known) P-Light P-Detect Magic P-Brand P-Mage Hand P-Prestidigiation 1-DC16 (6/day)
Known-Blend, Enlarge Person, Vanish, True Strike, Silent Image, Reduce Person, Mount, Frostbite, Shield, Color Spray, Grease, Shocking Grasp, Ill Omen, Chill Touch, Weaponwand, Infernal Healing, Obscuring Mist, Magic Weapon, Warding Weapon, Keep Watch, Ray of Enfeeblement 2- DC17 5/day
Known-Glitterdust, Frigid Touch, Invisibility, Brow Gnasher, Blindness/Deafness, Tactical Acumen, Blur, Bladed Dash, Serren's Armor Lock, Flaming Sphere, Ablative Barrier 3- DC18 3/day
Known- Bestow Curse, Aqueous Orb, Slow, Haste, Fly, Gtr Magic Weapon, Fireball,Dispel Magic, Sleet Storm, Water Breathing, Vampiric Touch, Stinking Cloud, Monstrous Physique Disposable Magic:
Wand of SHIELD 46 charges
To buy: Mirror Image, Bulls Str, Scorching Ray, Gust of Wind, Stone Call 3- Cloak of Winds, Displacement, Ray of Exhaust, Stinking Cloud, Wind Wall Silf:
Rhamphorhynchus
CR1/3 XP 135 N Tiny animal Init +3; Senses low-light vision, scent; DEFENSE
OFFENSE
STATISTICS
Acrobatics 1+3(DEX)=4 (-1 Armor)
SPECIAL ABILITIES
If a rhamphorhynchus makes a charge attack while flying, it does not provoke attacks of opportunity when it enters an opponent’s space to make a melee attack. It also gains a +2 bonus on damage rolls with its bite attack when it makes a sudden swoop. Silf's Gear:
+1 Magic Leather Lamillar (Ally craft for 1/2) 530gp Proposed Level 20 Build:
1- Arcane pool, cantrips, spell combat, Rime Spell 2- Spellstrike 3- Arcana: Familiar (either raven or pterosaur), Enforcer 4- Hex Magus: Slumber 5- Bonus Feat: Blindfight, Combat Expertise 6- Hex Arcana: Misfortune, Racial: Hex Arcana- Flight 7- Medium Armor, Moonlight Stalker 8-Improved Spell Combat 9-Hex Arcana-Evil Eye, Or SPELL SCARSImproved Familiar (Fairie Dragon) 10-Fighter Training 11-Power Attack, Spell Recall, Intensify Spell 12- Hex Arcana- Ice Tomb, Racial: Hex Arcana- Retribution or major healing 13- Heavy Armor, Extra Arcana: Arcane Accuracy 14 Greater Spell Combat 15- Arcana- Bane Blade, Craft Rod 16- Counterstrike 17-Quicken Spell, Spell Perfection:Chain Lightning 18- Hex Arcana- Summon Spirit, Racial: Lifegiver 19- Greater Spell Access, Dazing Spell 20- True Magus |