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Madeleine Rareté Chaotic Good

Character Name Alignment Player

Seducer/ Wyrmwitch (6) Not set Not set


Character Level Deity Homeland Campaign

Naiad Medium Not set Not set (Adult) Not set Not set Not set Not set
Race Size Gender Age Height Weight Hair Eyes

Ability Score Mod Temp. Temp.


Name Score Modifi HP
Hit Points
24 Movement
STR
Strength
7 -2 Total nonlethal Damage

30 ft. 6 sq. 30 ft. 6 sq.


Base Speed Armor Speed Burrow
DEX
Dexterity
16 +3
Wounds / Curent HP

CON 7 -2 Initative 3 3 0 Fly Maneuverability Swim Climb Temp. Mods


Constitution = +
TOTAL Dex Misc. SKILLS
INT
Intelligence
10 +0 Damage Skill Names Total Abilit Ranks Misc
Reduction
Acrobatics 3 =DEX 3 +0 +0
WIS 10 +0
Wisdom Power 1 Appraise 0 =INT 0 +0 +0

CHA
x Artistry 0 =INT 0 +0 +0
Charisma
21 +5 Power 2
Bluff 5 =CHA 5 +0 +0
Climb -2 =STR -2 +0 +0
AC
Armor Class
13 =10+ 0 + 0 + 3 + 0 + 0 + 0 + 0
TOTAL Armor Shield Dex. Size Natural Deflect. Misc.
x Craft (a) 0 =INT 0 +0 +0
x Craft (b) 0 =INT 0 +0 +0
Touch AC 13 Flat Footed AC 10
x Craft (c) 0 =INT 0 +0 +0
Total Base Save Ability Magic Misc. Mod. Temp. Mod.
Diplomacy 13 =CHA 5 +6 +2
FortitudeConstitution
0 = 2 + -2 + 0 + 0 + Disable Device* =DEX + +
Disguise 5 =CHA 5 +0 +0
Reflex 5 = 2 + 3 + 0 + 0 +
Dexterity
Escape Artist 3 =DEX 3 +0 +0

Will 10 = 5 + 5 + 0 + 0 +
x Fly 3 =DEX 3 +0 +0
Wisdom

Handle Animal* =CHA + +


Spell Energy x Heal 0 =WIS 0 +0 +0
B.A.B. 3 Resistance Resistance
x Intimidate 10 =CHA 5 +2 +3
CMB 1 = 3 + -2 + 0 + 0 x Knowledge (arcana)* =INT + +
Total BAB Strength Size Mod. Misc. Mod.
Knowledge (dungeoneering)* =INT + +
CMD 14 =10+ 3 + -2 + 3 + 0 + 0 Knowledge (engineering)* =INT + +
Total BAB Strength Dex Mod. Size. Mod. Misc. Mod.
Knowledge (geography)* =INT + +
Weapon x Knowledge (history)* =INT + +
Knowledge (local)* =INT + +
Critical Type Range Ammo
x Knowledge (nature)* =INT + +
Knowledge (nobility)* =INT + +
Attack Damage
x Knowledge (planes)* =INT + +
Knowledge (religion)* =INT + +
Weapon Linguistics* =INT + +
x Lore* =INT + +
Critical Type Range Ammo Perception 5 =WIS 0 +5 +0
Perform (a) 11 =CHA 5 +5 +1
Attack Damage
Perform (b) 5 =CHA 5 +0 +0
x Profession (a)* =WIS + +
Weapon x Profession (b)* =WIS + +
Ride 3 =DEX 3 +0 +0
Critical Type Range Ammo Sense Motive 0 =WIS 0 +0 +0
Sleight of Hand* =DEX + +
Attack Damage x Spellcraft* =INT + +
Stealth 3 =DEX 3 +0 +0

Weapon
Survival 0 =WIS 0 +0 +0
Swim 6 =STR -2 +0 +8

Critical Type Range Ammo


x Use Magic Device* =CHA + +
X Class Skill *Trained Only

Conditional Modifiers
Attack Damage
Armor check penalties applied to skills.

Weapon
Languages

Critical Type Range Ammo

Attack Damage
Armor Item Bonus Type Check Penalty Spell Failure Weight Properties

Totals 0 0 0% 0 lbs.

Feats Witch Hexes Equipment Qty. lbs. Head Qty. lbs.

City Born Aura of Purity


Psychic Sensitivity Seduction
Headband Qty. lbs.

Steadfast Personality Other Specials

Weapon Proficiency, Simple Charm


Draconic Patronage Eyes Qty. lbs.

Fey Charm
Otherworldly Allure
Shoulders Qty. lbs.
Seducer's Kiss
Wyrmwitch's Hoard

Neck Qty. lbs.

Chest Qty. lbs.

Body Qty. lbs.

Belt Qty. lbs.

Wrist Qty. lbs.

Hands Qty. lbs.

Feet Qty. lbs.

Rings Qty. lbs.

Play Notes

Racial Traits

Fey Nature
Inspiration
Low-Light Vision
Swim

Background Traits

Vain
Voice of Velvet
Charming

Light 23 lbs. or less Lift Over 70 lbs.


Load Head PP 0 Experience Points
GP 0
Medium 24-46 lbs. Lift Off 140 lbs.
Load Ground
SP 0 Next Level
Heavy
Load
47-70 lbs. Drag or
Push
350 lbs. CP 0 35 000 (Medium Progression)
Witch Spell Book

Spell Level 0 1 2 3 4 5 6 7 8 9

Spells per day (adjusted) ∞ 3 (5) 3 (4) 2 (3) - - - - - -

Prepared Spells
Prepared Spell Level 0 Metamagic School Duration Cast time Range/Area Save SR DC

Prepared Spell Level 1 Metamagic School Duration Cast time Range/Area Save SR DC

Charm Person Enchantment 1 hour/level; 1 standard close (25 ft. + 5 ft./2 Will yes 16

Prepared Spell Level 2 Metamagic School Duration Cast time Range/Area Save SR DC

Adoration Enchantment 1 minute/level; 1 standard close (25 ft. + 5 ft./2 Will yes 17

Prepared Spell Level 3 Metamagic School Duration Cast time Range/Area Save SR DC

Suggestion Enchantment 1 hour/level or until 1 standard close (25 ft. + 5 ft./2 Will yes 18

Known Spells

Spell Level 0 Bleed; Dancing Lights; Daze; Detect Fiendish Presence; Detect Magic; Grasp; Guidance; Light; Mending; Message; Putrefy Food and Drink; Read Magic;
Resistance; Spark; Stabilize; Touch of Fatigue;

Spell Level 1 Air Bubble; Beguiling Gift; Bungle; Charm Person; Command; Cure Light Wounds; Damp Powder; Hypnotism; Lock Gaze; Nereid's Grace; Peacebond;
Strand of the Tangled Knot; Tap Inner Beauty;
Spell Level 2
Adoration; Covetous Urge; Hold Person; Unnatural Lust;
Spell Level 3
Gullibility; Matchmaker; Pillow Talk; Suggestion;
Spell Descriptions (A-Z)
ADORATION

School: Enchantment
Level: bard 1, sorcerer/wizard 2, witch 2, psychic 2, mesmerist 1
Descriptor: emotion, mind-affecting
Casting time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Targets: one creature
Duration: 1 minute/level;
Saving Throw: Will negates (harmless)
Spell Resistance: yes
The target of this spell is the subject of adoration by those whom it tries to affect with Diplomacy or during performance combat. If the target is out
of combat, it receives a +2 morale bonus on all Diplomacy checks it makes to influence creatures. If the creature is engaged in performance combat
(see page 153), the target gains a +2 morale bonus on all performance combat checks.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Ultimate Combat. Copyright 2011, Paizo Publishing, LLC

CHARM PERSON

School: Enchantment (charm)


Level: bard 1, sorcerer/wizard 1, witch 1, shaman 1, occultist 1, psychic 1, mesmerist 1
Descriptor: mind-affecting
Casting time: 1 standard action
Components: V, S
Range: close (25 ft. + 5 ft./2 levels)
Targets: one humanoid creature
Duration: 1 hour/level;
Saving Throw: Will negates
Spell Resistance: yes
This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target's attitude as friendly). If the creature is currently
being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw. The spell does not enable you to control the
charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject
orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed.) An affected
creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you
or your apparent allies that threatens the charmed person breaks the spell. You must speak the person's language to communicate your
commands, or else be good at pantomiming.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

SUGGESTION

School: Enchantment (compulsion)


Level: bard 2, sorcerer/wizard 3, witch 3, occultist 3, psychic 2, mesmerist 2
Descriptor: language-dependent, mind-affecting
Casting time: 1 standard action
Components: V, M (a snake's tongue and a honeycomb)
Range: close (25 ft. + 5 ft./2 levels)
Targets: one living creature
Duration: 1 hour/level or until completed;
Saving Throw: Will negates
Spell Resistance: yes
You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in
such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of
the spell. The suggested course of activity can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell
ends when the subject finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If
the condition is not met before the spell duration expires, the activity is not performed. A very reasonable suggestion causes the save to be made
with a penalty (such as -1 or -2).
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

Open Game License and Copyright details available at: http://pathbuilder.x10host.com/license.html


FEATS

CITY BORN

Requirements: 1st-level character, cannot have Country Born or Lone Wolf.


Select Diplomacy, Bluff or Intimidate based on your RotR home city. Gain a +2 bonus to that skill.
Section 15 Copyright Notice: Pathfinder Adventure Path: Rise of the Runelords Players Guide 2012, Paizo Publishing,
LLC

PSYCHIC SENSITIVITY

Requirements: None
You gain access to occult skill unlocks (see page 194) for any skills in which you have ranks. If you have no ranks in the
appropriate skill, you can't use the occult skill unlock, even if that skill can be used untrained.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Occult Adventures Copyright 2015, Paizo Inc

STEADFAST PERSONALITY

Requirements: None
Add your Charisma modifier instead of your Wisdom bonus to Will saves. If you have a Wisdom penalty, you must apply
both your Wisdom penalty and your Charisma modifier.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Advanced Class Guide Copyright 2014, Paizo Inc

WEAPON PROFICIENCY, SIMPLE

Requirements: None
You make attack rolls with simple weapons without penalty.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

Open Game License and Copyright details available at: http://pathbuilder.x10host.com/license.html


Description
A PFRPG character build.

Notes
No build notes.

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