The following is an extended character profile for Cara from the Fiendspur RP. It is important to note that the Fiendspur RP is D&D inspired, and while I have included links to spells and abilities from the D&D 3.5/Pathfinder rulesets it is only a guideline for RP. We will not be rolling dice for damage or making saving throws. All this does is allow you to better understand the sort abilities and powers which Cara possesses
Cara is a witch, chosen to be so at the time of her birth. The first 60 years of her life was spent under the tutelage of her Great Grandmother. During this time Cara was taught many things which would enable her to take up the mantle of clan wise woman when the time came. As a product of her training, and of her eventual pact with the Ancient powers which guide her, Cara does not see the world in shades of black and white. Good and evil are not such simple concepts to her and she can often appear to flout the laws of one in favour of the other simply because it suits her. Cara is not above utilizing a spell which a cleric may deem sinister if it suits her purposes. Likewise, she is not above showing cruelty when she deems is necessary. She is a creature of duality, much like the natural world which she was raised to be a part of.
Strength: 10 (+0)
Dexterity: 18 (+3)
Constitution: 10 (+0)
Intelligence: 18 (+4)
Wisdom: 15 (+2)
Charisma: 16 (+3)
As a witch the most important ability for Cara is Intelligence. Intelligence is what allows her to prepare and cast her spells. As an elf, Cara is naturally nimble and agile, however also more frail than some of the other mortal races.
What Cara's stats can tell us about her is that she is quick and light on her feet, very intelligent and wise and also quite personable. However she is not very strong in terms of physical strength and endurance.
Weapon and Armor Proficiency
Witches are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a witch’s gestures, which can cause her spells with somatic components to fail.
Cara uses a quarterstaff and wears no armor
By forging strange bonds with unnameable beings, witches gain the service of a mystical adviser, a familiar to both serve her and reveal to her secrets unknown to most mortals. A familiar is an animal chosen by a witch to aid her in her spellcasting and grant her special powers.
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.
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.
Cara's familiar is a tiny red panda whom she calls Malia.
Each day Cara must spend an hour communing with her familiar, Malia, to prepare her spells. Malia stores within him all the spells which Cara has knowledge of and she can prepare a certain number of them per day as follows
Cantrips 4 per day (unlimited use - Cara may prepare 4 Cantrips which she can use as many times as she wishes throughout the day)
Cantrips Known: Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Guidance, Light, Mending, Message, Putrefy Food and Drink, Read Magic, Resistance, Spark, Stabilize, Touch of Fatigue
1st Level Spells: 5 per day (Cara may prepare 5 1st level spells per day, once she casts one of these spells it is expended and can not be cast again until she has rested and re-prepared her spells)
1st Level Spells Known: Burning Hands, Cause Fear, Cure Light Wounds, Diagnose Disease, Frostbite, Inflict Light Wounds, Mage Armor
2nd Level Spells: 4 per day (Cara may prepare 4 2nd level spells per day, once she casts one of these spells it is expended and can not be cast again until she has rested and re-prepared her spells)
2nd Level Spells Known: Burning Gaze, Cure Moderate Wounds, Delay Poison, Protective Penumbra, See Invisibility
3rd Level Spells: 3 per day (Cara may prepare 3 3rd level spells per day, once she casts one of these spells it is expended and can not be cast again until she has rested and re-prepared her spells)
3rd Level Spells Known: Bestow Curse, Lightning Bolt, Witness
4th Level Spells: 2 per day (Currently, the highest level of spells which Cara knows as a witch. Cara may prepare 2 4th level spells per day, once she casts one of these spells it is expended and can not be cast again until she has rested and re-prepared her spells)
4th Level Spells Known: Dimension Door, Infernal Healing, Greater
Patron Spells: The ancient powers which Cara bonded with are known as her Patron, they make their will known through Cara's familiar, Malia. They also grant Cara additional spells which would usually not be available to her as a Witch. These arcane boons are able to be prepared in the same way Cara prepares spells normally, and the same rules for casting apply. The ancient spirits Cara communes with have granted her patronage over the Elements
Patron Spells Known: Shocking grasp, Flaming Sphere, Fireball, Wall of Ice
Cauldron (Ex): The witch receives Brew Potion as a bonus feat and a +4 insight bonus on Craft (alchemy) skill checks
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 –4 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.
Feral Speech: 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 reptiles, and can only speak to and understand animals of that type. The witch can make herself understood as far as her voice carries. This hex does not predispose any animal so addressed toward the witch in any way.
Flight: 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.
Healing: A witch can soothe the wounds of those she touches. This acts as a cure moderate wounds. spell, using the witch’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours.
Nails (Ex): The witch’s nails are long and sharp, and count as natural weapons that deal 1d3 points of damage. These attacks are secondary attacks. If trimmed, the witch’s nails regrow to their normal size in 1d4 days
Slumber (Su): A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
Ward: A witch can use this hex to place a protective ward over one creature. The warded creature receives a +3 deflection bonus to AC and a +3 resistance bonus on saving throws. This ward lasts until the warded creature is hit or fails a saving throw. A witch knows when a warded creature is no longer protected. A witch can have only one ward active at a time. If the witch uses this ability again, the previous ward immediately ends. A witch cannot use this ability on herself.
· Tue Jun 14, 2011 @ 05:52am · 0 Comments