Manius

Rugged outdoorsman sporting a viper coiled around his neck and torso.

Description:

MANIUS NAEVIUS MERENDA CR 8
Male Human (Chelaxian) Witch 9
CG Medium Humanoid (Human)
Init 3; Senses Perception +16
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DEFENSE
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AC 13, touch 12, flat-footed 12 (
1 Dex, 1 natural, +1 deflection)
hp 66 (9d6
27)
Fort +10, Ref +6, Will +8
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OFFENSE
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Spd 30 ft.
Melee Masterwork Cold Iron Mace, Heavy +5 (1d8/20/x2) and
Unarmed Strike +4 (1d3/20/x2)
Special Attacks Evil Eye (DC 20), Misfortune (DC 20)
Spell-Like Abilities Feather Fall (At will), Fly (9 minutes/day), Levitate (1/day)
Witch Spells Known (CL 9, 4 melee touch, 5 ranged touch):
5 (2/day) Break Enchantment (DC 21), Teleport
4 (3/day) Black Tentacles, Arcane Eye, Summon Monster IV
3 (4/day) Haste (DC 19), Dispel Magic, Remove Blindness/Deafness, Seek Thoughts (DC 19)
2 (6/day) Alter Self, Hold Person (DC 18), Hold Person (DC 18), Hold Person (DC 18), Cure Moderate Wounds (DC 18), Cure Moderate Wounds (DC 18)
1 (6/day) Cure Light Wounds (DC 17), Command (DC 17), Command (DC 17), Mage Armor, Ray of Enfeeblement (DC 17), Ill Omen
0 (at will) Light, Detect Magic, Read Magic, Stabilize
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STATISTICS
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Str 11, Dex 12, Con 14/16, Int 20/22, Wis 10, Cha 12
Base Atk +4; CMB +4; CMD 16
Feats Combat Casting, Extra Hex, Great Fortitude, Improved Familiar, Scribe Scroll, Spell Penetration
Traits Poverty-Stricken, Reactionary
Skills Acrobatics +7, Bluff +4, Climb +2, Escape Artist +9, Fly +12, Knowledge: Arcana +18, Knowledge: Local +9, Knowledge: Nature +11, Knowledge: The Planes +18, Linguistics +13, Perception +16, Ride +10, Sense Motive +2, Spellcraft +18, Survival +13, Swim +4
Languages Abyssal, Celestial, Common, Draconic, Dwarven, Elven, Giant, Goblin, Ignan, Infernal, Orc, Osiriani, Osiriani, Ancient, Undercommon; Tongues (9 minutes/day)
SQ +3 to Bluff checks, Cackle, Deliver Touch Spells Through Familiar (Su), Empathic Link with Familiar (Su), Footprint Book, Healing (Cure Moderate Wounds) (Su), Metamagic Rod, Extend, Lesser, Ring of Sustenance, Share Spells with Familiar, Speak with Animals (Ex), Speak With Familiar (Ex)
Combat Gear Masterwork Cold Iron Mace, Heavy; Other Gear Amulet of Natural Armor +1, Bedroll, Belt of Mighty Constitution, +2, Blanket, Boots of the Winterlands, Bread, per loaf (4), Candle (2), Chalk, 1 piece (5), Cheese, hunk of (2), Cloak of Resistance, +2, Crowbar, Eyes of the Eagle, Fishhook, Fishing net, 25 sq. ft., Footprint Book, Hammer, Handy Haversack (23 @ 56.5 lbs), Headband of Vast Intelligence, +2: Ride, Holy water (flask) (2), Ink (1 oz. vial, black) (2), Iron Spike (2), Lantern, bullseye, Metamagic Rod, Extend, Lesser, Mirror, small steel, Oil (1-pint flask) (2), Pouch, belt (8 @ 7 lbs), Ring of Protection, +1, Ring of Sustenance, Rope, Spider Silk (50’), Signet ring, Sledge, Soap (per lb), Spell component pouch, Spellbook, wizard’s (blank), String (50’) (2), Tent, Small, Torch (5)
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SPECIAL ABILITIES
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+3 to Bluff checks You gain the Alertness feat while your familiar is within arm’s reach.
Cackle Extend the duration of other hexes.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evil Eye -4 (9 round(s)) (DC 20) (Su) Inflict penalties with a glance.
Feather Fall (At will) (Sp) Feather Fall at will.
Fly (9 minutes/day) (Sp) Fly for 9 minutes/day.
Footprint Book +2 to identity a creature by its tracks.
Healing (Cure Moderate Wounds) (Su) Cure Moderate Wounds at will (1/day/person)
Levitate (1/day) (Sp) Levitate 1/day
Metamagic Rod, Extend, Lesser The wielder can cast up to three spells per day that are extended as though using the Extend Spell feat.

Strong (no school); CL 17th; Craft Rod, Extend Spell; Price 3,000 gp.
Misfortune (2 round(s)) (DC 20) (Su) Target must take the lower of 2d20 for rolls.
Ring of Sustenance This ring continually provides its wearer with life-sustaining nourishment. The ring also refreshes the body and mind, so that its wearer needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep. The ring must be worn for a full week before it begins to work. If it is removed, the owner must wear it for another week to reattune it to himself.

Faint conjuration; CL 5th; Forge Ring, create food and water; Price 2,500 gp.
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).
Speak with Animals (Ex) Your familiar can communicate with similar animals to itself.
Speak With Familiar (Ex) You can communicate verbally with your familiar.
Spell Penetration +2 to caster levels checks to overcome spell resistance.
Water Lung(Su) Air breathes water, or water breathes air. 1 minute or indef self
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FAMILIAR

Anna (Anastasia) CR 1/2
Female, Silvanshee
CG, Tiny Outsider
Init 6; Senses Low-Light Vision, Dark Vision; Perception +17
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DEFENSE
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AC 20, touch 14, flat-footed 18 (
2 Dex, 2 size, +6 natural)
hp 33 (1d10-1)
Fort +5, Ref +6, Will +8
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OFFENSE
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Spd 30ft, 60ft flt. (Good)
Melee Bite +6 (1d3-4/20/x2) and
Claw/Claw +6/
6 d2-4(20/x2)
Space 2 ft.; Reach 0 ft.
Special Attacks Poison: Bite—Injury (DC 9)
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STATISTICS
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Str 3, Dex 15, Con 12, Int 10, Wis 12, Cha 13
Base Atk +4; CMB +5; CMD 12 (can’t be Tripped)
Feats Weapon Finesse

Skills Acrobatics +15, Climb +—, Escape Artist +2, Fly +25, Linguistics +7, Perception +17, Stealth +19,
Languages: True Speech (speaks all languages)
SQ Combat Improved Evasion (Ex)


SPECIAL ABILITIES
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Immunity: Electricity
Resistances: Cold 10, Sonic 10
SR: 13
DR: 5/evil or silver
Gaseous Form (5 minutes a day, 1 minute increments)
Dim Door 1/day
+8 Strength 1/day
SLA: Speak with Animals (at will), Know Direction (at will)
Communne (1/week 6 questions)
Lay on Hands (1/day, 1d6)
Cat’s Luck: +1 on Saves (already accounted for above)

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Bio:

Born the sixth son to an insignificant noble house of Cheliax, he rebelled against the strict teachers imposed by his parents and instead sought the freedom and escape of the out doors, often dreaming of leaving his oppressive home for the safety of the stars.

His wish was granted when, at the age of 10, his affection for a rather poisonous viper was discovered. At first elated- their joy turned to dismay when it turned out to be an ordinary old viper rather than some demonic form of assistance. Forced with orders to destroy the beast and find a more “suitable” playmate- he instead left his home entirely.

Heading north, he spent the next several years exploring the wilds of northern Cheliax. He learned with age that his conversations with his viper were not entirely imaginary and, as his parents had claimed, also had nothing to do with the demonic influences advanced by his homeland.

Not being much of a seaman, he headed north and west rather than south to cross the Inner Sea. He made work as a caravan guard. The job paid well, the folks mostly left him alone, and it kept him on the move. He heard of a school of magic in Korvosa and started taking jobs that headed in that general direction.

Though he had the funds for admission- his hope was dashed when they denied him a seat in the esteemed school. It would seem young men who get their spells from the local wildlife rather than from esoteric books and tomes were not welcome. One of the locals however took pity on him though and sent him to Sandpoint where an alumni of the school was said to take in those the school formally would not teach.

It was in Sandpoint that he came under both the employ and tutelage of Brodert Quink, where he still resides and furthers his training.

Manius

North Houston Rise of the Runelords selgard