Tonris the Vengeful (DalkonCledwin)

===Basic Information===
 Race: Human
 Class: Witch
 Level: 6
 Experience: 15036 Current // 23,000 TNL
 Alignment: Chaotic Good
 Languages: Common, Northern Isle, Elven, Dwarven, 
 Gnomish, Halfling, Orcish, Undercommon, 
 Goblin, Draconic.
 Deity: Atheistic
 First Seen: The Dunn Wright Inn
 Location: Darkness Rising
===Abilities===
 STR: 12 +1 (02 pts)
 DEX: 12 +1 (02 pts)
 CON: 14 +2 (05 pts)
 INT: 18 +4 (10 pts) Racial +2
 WIS: 08 -1 (-4 pts) Level +1
 CHA: 14 +2 (05 pts)
===Combat Statistics===
 (Max-2) HP: 42 = [6d6 + CON (12) + FC (04)] (Witch)
 AC: 13 = [10 + DEX (01) + Armor (01) + Shield (00) 
 + Natural (00) + Size (00) + Deflection (01)]
 AC Touch: 12 = [10 + DEX (01) + Size (00) + Deflection (01)
 + Misc (00)]
 AC Flatfooted: 12 = [10 + Armor (01) + Shield (00) + Natural (00)
 + Size (00) + Deflection (01) + Misc (00)]
 AC w/ Mage Armor: 16 = [10 + DEX (01) + Armor (04) + Shield (00)
 + Natural (00) + Size (00) + Deflection (01)
 FF Mage AC: 15 = [10 + Armor (04) + Shield (00) + Natural (00)
 + Size (00) + Deflection (01) + Misc (00)]
 INIT: +09 = [DEX (01) + Familiar (04) + Feat (04) + Misc (00)]
 BAB: +03 = [Witch (03)]
 CMB: +04 = [BAB (03) + STR (01) + Misc (00)]
 CMD: 15 = [10 + BAB (03) + STR (01) + DEX (01) + Misc (00)]
 Fortitude: +04 = [Witch (02) + CON (02) + Misc (00)]
 Reflex: +03 = [Witch (02) + DEX (01) + Misc (00)]
 Will: +05 = [Witch (05) + WIS (-1) + Trait (01) + Misc (00)]
 Special Resist: +01 Trait Bonus to Saving Throws vs. Divine Spells.
 Speed: 30 feet
 Fly Speed: 60 feet, lasts for 6 minutes, or six 1 minute increments
 (per day).
 Damage Reduction: 00/Any
 Spell Resistance: 00
 Spell Failure: 00
===Weapon Statistics===
 Prehensile Hair: Attack: +02 = [BAB (03) + INT (04) + 2nd Natural (-5)]
 Damage: 1d3+2, Crit: 20/x2, Special: 10 foot reach
 Quarterstaff: Attack: +05 = [BAB (03) + STR (01) + M.W. (01) + Magic (00)]
 Damage: 1d6+1 / 1d6+1, Crit: 20/x2, Special: Double, Masterwork
===Racial Features===
 Ability Adjustments: +2 Intelligence
 Size: Medium
 Speed: 30'
 Favored Class: Witch (+4 Hit Points, +2 Level 2 Spell)
 Bonus Feat: Humans gain one additional feat at first level
 Bonus Skills: Humans gain one additional skill point at each level.
 Languages: Humans begin play knowing Common, and an additional
 language of their choosing for each point of Intelligence
 Modifier
===Class Features===
Witch
 Armor/Weapons: Proficient with All Simple weapons. Not Proficient
 with any type of Armor or Shields. Armor and Shields interfere
 with his gestures which can cause spells with somatic components
 to fail.
 Patron (Vengeance): A vague and unknowable force grants Tonris
 Powers over the forces of Vengeance. These powers give
 to him his normal spells, his hexes, his familiar,
 and several special spells that include the following:
 2nd - Burning Hands, 4th - Burning Gaze,
 6th - Pain Strike
 Familiar (Compsognathus): Tonris has called forth a beast from
 Aeons past to serve as his ally in the pursuit of
 vengeance for crimes committed by the most foul of
 criminals. This creature is a Composognathus, a type
 of prehistoric reptile. This creature grants Tonris
 a +4 bonus on all Initiative Checks. Bestiary II, p.90.
 Hexes: Tonris has at his disposal several powerful abilities
 which allow him to defy the laws of nature and aid him in
 his pursuit of justice. These abilities have a Save DC of 17
 Evil Eye (Su): Tonris can cause doubt in a foe who is within 30
 Feet which he can see. That target takes a -2 penalty to
 one of the following (Tonris' choice): AC, Ability Checks,
 Attack Rolls, Saving Throws, or Skill Checks. The Hex lasts
 for 7 rounds. A Will save reduces this to just one round.
 This is a mind-affecting effect. At 8th Level the penalty
 Increases to -4.
 Flight (Su): As Tonris gains power he grows lighter, and will 
 eventually gain the power to fly. Starting at 1st Level 
 Tonris has the ability to use Feather Fall at will and 
 gains a +4 racial bonus on swim checks. At 3rd level 
 Tonris can cast levitate once per day. At 5th Level he 
 can Fly as per the spell for a number of minutes per
 day equal to his level. These minutes do not need to 
 be consecutive but they must be spent in 1 minute 
 intervals. This hex only affects Tonris.
 Prehensile Hair (Su): Tonris can instantly cause his hair
 to grow up to 10 feet long or to shrink to it's normal
 length, and can manipulate it as if it were a limb with
 a strength score equal to his Intelligence Score. His
 hair has a reach of 10 feet, and can be used as a
 secondary natural weapon that deals 1d3 points of damage.
 The hair can manipulate objects (but not weapons) as
 dextrously as the human hand. The hair cannot be sundered
 or attacked as a separate creature. Pieces cut from the
 Elongated hair shrink to nothing. Using his hair in this
 way does not harm his head or neck even if he lifts
 something heavy with it. The Witch can manipulate his hair
 a number of minutes each day equal to his level. These
 minutes do not need to be consecutive, but must be spent in
 1 minute increments.
 Slumber (Su): Tonris can cause any creature within 30 feet of
 fall into a deep magical sleep, as per the sleep spell.
 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 Tonris' level. This hex can affect
 creatures of any Hit Dice level. The creature will not wake
 due to noise or light, but it can be roused by a comrade
 as a standard action. This hex ends immediately if the
 creature takes damage. Whether or not the save is
 successful, the creature cannot be the target of the Hex
 again for one full day.
===Feats===
 Improved Initiative (Human Bonus): Tonris gains a +4 bonus on all
 Initiative rolls.
 Accursed Hex (1st Level): Target a creature with a hex a second
 time that day if it made its save successfully the first time.
 Combat Casting (3rd Level): Tonris is able to add +4 to his
 concentration checks when casting defensively.
 Evolved Familiar (5th Level): add a Summoner Eidolon Evolution to your Familiar
 from the 1 point list of Eidolon Evolutions.
===Traits===
 Resiliant: Will Saves (Generic, Campaign Specific): Being a member
 of an unpopular social group has allowed Tonris to gain some
 resistance to insults and other emotionally traumatizing effects.
 Tonris gains a +1 trait bonus to his Will Saving Throws.
 History of Heresy (Faith): Tonris was raised with heretical views
 that make it difficult for him to accept the views of established
 churches. As long as he does not possess any levels in a class that
 Grants Divine Spellcasting Power, he gains a +1 trait bonus on all
 saving throws against Divine Spells.
===Skills===
 Skill Points: 42 = [Base (02) + INT (04) + Race (01)] * (Witch 06)
 
 Skills Total Rank CS Ability ACP Misc
 Acrobatics +1 0 1 -0 +0
 Appraise +4 0 4 +0
 Bluff +2 0 2 +0
 Climb +1 0 1 -0 +0
 Craft ( ) +4 0 0 4 +0
 Diplomacy +7 5 2 +0
 Disable Device 0 0 -0 +0
 Disguise +2 0 2 +0
 Escape Artist +1 0 1 -0 +0
 Fly +10 6 3 1 -0 +0
 Handle Animal 0 0 +0
 Heal +6 4 3 -1 +0
 Intimidate +10 5 3 2 +0
 Knowledge (Arcana) +8 1 3 4 +0
 Knowledge (Dngnrng) 0 4 +0
 Knowledge (Engnrng) 0 4 +0
 Knowledge (Geography) 0 4 +0
 Knowledge (History) +8 1 3 4 +0
 Knowledge (Local) 0 4 +0
 Knowledge (Nature) +8 1 3 4 +0
 Knowledge (Nobility) 0 4 +0
 Knowledge (Planes) +8 1 3 4 +0
 Knowledge (Religion) +5 1 4 +0
 Linguistics +9 5 4 +0
 Perception -1 0 -1 +0
 Perform ( ) +2 0 2 +0
 Profession ( ) 0 0 0 +0
 Ride +1 0 1 -0 +0
 Sense Motive -1 0 -1 +0
 Sleight of Hand 0 0 -0 +0
 Spellcraft +13 6 3 4 +0
 Stealth +1 0 1 -0 +0
 Survival -1 0 -1 +0
 Swim +5 0 1 -0 +4 (Racial)
 Use Magic Device +11 6 3 2 +0
===Spells Per Day & Difficulty Classes===
 Level — SPD / Bonus / Save DC
 Cantrips — 4 / — / DC — 14
 1st Level — 3 / 1 / DC — 15
 2nd Level — 3 / 1 / DC — 16
 3rd Level — 2 / 1 / DC — 17
===Spells Stored on Familiar===
 Patron Spells Cantrips Level 01
 2nd: Burning Hands * Arcane Mark * Cure Light Wounds
 4th: Burning Gaze * Bleed * Ear Piercing Scream
 6th: Pain Strike * Dancing Lights * Fumbletongue
 8th: Shout * Daze * Identify
 10th: Symbol of Pain * Detect Magic * Ill Omen
 12th: Mass Pain Strike * Detect Poison * Inflict Light Wounds
 14th: Phantasmal Revenge * Guidance * Obscuring Mist
 16th: Incendiary Cloud * Light * Ray of Enfeeblement
 18th: Winds of Vengeance * Mending * Summon Monster I
 * Message * Unprepared Combatant
 Level 02 * Putrefy Food and Drink * Mage Armor
 * Enthrall * Read Magic * Mount
 * Cure Moderate Wounds * Resistance
 * Touch of Idiocy * Spark
 * Zone of Truth * Stabilize
 * Hold Person * Touch of Fatigue
 * Unnatural Lust
 * Web
 * Web Shelter
 
 Level 03
 * Summon Monster III
 * Spit Venom
 * Bestow Curse
 * Dispel Magic
===Spell Lists (Prepared)===
 Cantrips Level 01 Level 02
 * Guidance * Burning Hands * Cure Moderate Wounds
 * Resistance * Cure Light Wounds * Enthrall
 * Detect Magic * Ear Piercing Scream * Touch of Idiocy
 * Stabilize * Ray of Enfeeblement * Web
 
 Level 03
 * Summon Monster III
 * Spit Venom
 * Bestow Curse
===Familiar: Rex===
 Dinosaur, Compsognathus
 
 Neutral, Tiny Animal
 Init +6; Senses Lowlight Vision, Scent;
 Perception +4
 AC 18, Touch 14, Flat-Footed 16 (+2 Dex, +4 Nat, +2 Size)
 HP: 21 (1d8+2 treated as if it had 6d8+2)
 Fort +4; Ref +4; Will +4
 Speed 40 ft, Swim 20 ft.
 Melee - Bite +3, (1d3-1 + poison, 5 foot reach)
 space 2.5 feet // reach 0 feet
 STR 8, DEX 15, CON 14, INT 8, WIS 11, CHA 5
 Base Attack +2; CMB +2; CMD 11
 Feats: Improved Initiative
 Skills: Perception +4, Swim +10, plus all skills that Tonris has ranks in
 Eidolon Evolutions: Reach (Bite)
 Poison (Bite - Injury) Save Fort DC 12: Frequency 1/round for 4 rounds; 1d2 
 STR; Cure = 1 save.
 Special Abilities
 Alertness: Grants Tonris the Alertness Feat while within Arms
 Reach.
 Empathic Link: Tonris and the Familiar can share general emotions
 up to a distance of 1 mile.
 Improved Evasion: When subjected to attacks that force a reflex
 saving throw, the familiar takes no damage on a successful
 saving throw, and half damage on a failed saving throw.
 Share Spells: Tonris can cast spells with a target of "you" on
 his familiar instead of on himself as if it were a touch spell.
 Tonris can cast these spells on his Familiar, even if that spell
 does not normally affect animals of this type.
 Store Spells: Starting at first level, the Familiar stores all of
 the spells that Tonris knows how to cast.
 Deliver Touch Spells: Starting at 3rd level and forward Tonris can
 use his Familiar to deliver touch spells and hexes.
 Speak With Master: starting at 5th Level the Familiar can 
 communicate verbally with it's master as if they were using 
 a common language. Other creatures do not understand the 
 Familiar.
===Equipment===
 Equipment Cost Weight
 Explorer's Outfit 00 lb
 Bracers of Armor +1 1000 gp 01 lb
 Ring of Protection +1 2000 gp —— lb
 M.W. Quarterstaff 600 gp 04 lb
 Spell Component Pouch 05 gp 02 lb
 Handy Haversack (Cap. 120 lb.) 2,000 gp 05 lb
 Bedroll 01 sp 05 lb
 Common Blanket 02 sp 01 lb
 Winter Blanket 05 sp 03 lb
 Cold Weather Outfit 08 gp 07 lb
 Fur Clothing 12 gp 05 lb
 Hot Weather Outfit 08 gp 04 lb
 Flint and Steel 01 gp —— lb
 10 days trail rations 05 gp 10 lb
 Loaded Gaming Dice (DC 30) 50 gp —— lb
 Grappling Hook 01 gp 04 lb
 Climbers Kit 80 gp 05 lb
 Healers Kit (10 uses left) 50 gp 01 lb
 2 bars of soap 02 cp 01 lb
 Large Tent (4 peeps, 45 Minutes) 30 gp 40 lb
 3x Waterskins 03 gp 12 lb
 Wand of Mage Armor (40 Charges) 600 gp 01 oz (was 645 gp when purchased
 15 gp per charge)
 Wand of Neutralize Poison (was 2100 gp when purchased
 (5 Charges) 2100 gp 01 oz 420 gp per charge)
 Wand of Daylight (10 charges) 2250 gp 01 oz (was 2250 gp when purchased
 225 gp per charge)
 
 
 Total Weight in Haversack: 98 lb & 3 oz
 Total Weight Carried: 12 lb
 
 Light Medium Heavy Max Lift Push/Drag
 Max Weight: 0-43 44-86 87-130 130 260 650
===Consumed Scrolls===
 1x Scroll of Unprepared Combatant 25 gp
 1x Scroll of Mount 25 gp
 1x Scroll of Mage Armor 25 gp
 2x Scroll of Unnatural Lust 300 gp (failed 1st try to learn)
 1x Scroll of Hold Person 150 gp
 1x Scroll of Detect Thoughts 150 gp (failed to learn)
===Finances===
 PP: 00 Starting GP = 6000.00
 GP: 4816 Mopping Up Payout = +6775.00
 SP: 01 Darkness Rising = +1705.00
 CP: 08 DM Credit = +1860.00
 =================================
 Gems/Jewelry/Other: Total Earned = 16340.00
 0000 Current Inventory = -10803.82
 Consumed or Destroyed = -720.00
 =================================
 Remaining GP = 4816.18
===Details===
 Size: Medium.
 Gender: Male.
 Age: 20 years old.
 Height: 5 feet, 4 inches
 Weight: 150 pounds
 Hair Color: Bluish Black
 Eye Color: Violet
 Skin Color: Pale
 Appearance: Tonris is a fairly attractive man who has managed to
 He tends to wear dark blue colors, or furs as the depending
 on the situation. He has feathered hair that is rather
 striking in area's other than Illi Esse, especially since
 it is so difficult for most people to actually get their
 hair in that style. However due to the nature of Tonris'
 hair, he has little to know trouble getting exactly the
 style he wants, when he wants it. Speaking of his hair, it
 is also a striking bluish black color, very similar to the
 clothing that he wears. Tonris' eyes are a deep violet color
 which is unusual in and of itself, but there is a distinct
 possibility that his family has a distant ancestor that is
 from another plane of existence. If so that would explain
 both his unusual hair color as well as his unusual eye color.
 Demeanor: Despite his current attitude largely being the product of
 the brutal murder of the rest of his family, Tonris is a
 genuinely curious individual. He loves knowledge for the
 sake of knowledge, and has spent a great deal of time
 learning the languages of the various other races of E'n
 and even has some experience with the cultures of other
 planes of existence. This Curiosity is largely what 
 enabled him to have the courage to move forward with his 
 life and seek out the man who killed his family instead 
 of sitting idle in Illi Esse and doing nothing productive
 with survivor's guilt. The real problem however is that
 Tonris often has a tendancy to leap before he looks, and
 will often do things that will seem stupid to others
 despite the fact that he has really put a lot of thought
 into why that particular course of action is actually a
 good idea at that exact moment. Unfortunately, this often
 results in him getting into more trouble than he started
 in to begin with.
===Background===
Tonris is a decendant of one of the very few human families to survive on the Island of Illi Esse. His family is also part of a smaller subsection of the human population that practices the form of magic known as Witchcraft. This allows them a special connection to the tapestry that weaves itself through Illi Esse that grants them a unique view regarding the nature of how the cosmos actually works.
What sets these people apart more so than just their practice of witchcraft, is their staunch belief that the "Gods" that so much of the world worships and reveres, actually do not exist. Rather that the forces that power divine magic are really no different at all from the forces that power arcane magic, it just uses a different polarity field from arcane magic. This belief is much the same as their belief of why the opposite sides of a magnet repel each other.
Tonris was raised in a loving family, much as most young men would be. However about 7 years ago, a stranger from a far away land came to Illi Esse. This man wore the vestments of a Priest of some unknown order. He stormed into Tonris' families home, then killed everyone that was there. At the time, Tonris had been out doing an Errand for his mother and thus was spared the death that he would surely have suffered if he had been home. However upon arriving home, he discovered the deaths of his family and swore vengeance upon the one who killed them and he will not rest until he achieves this goal.
NOTE: The Priest was at least the same level as the highest level member of Tonris' family when he killed them. Additionally I would say that swearing to take vengeance out on someone would effectively make that person my character's rival. Which if the Trope I have seen in just about every Role Playing based Web Comic is true, would mean that this Priest effectively levels up every time my character levels up XD
===Adventure Log===
 Replacing: Veniarus Toliar
Mopping Up
 Starting XP: 6000
 XP Received: 5516 (3250 Enc XP / 2266 TBXP)
 Treasure Received: 6775 (4200 Enc GP / 2575 TBGP)
 0000 Gems/Jewelry
 Items
 Purchased the following during the Adventure:
 1x Wand of Mage Armor (43 Charges) 645 gp
 1x Scroll of Mage Armor 25 gp
 2x Scroll of Unnatural Lust 150 gp
 1x Scroll of Hold Person 150 gp
 1x Scroll of Detect Thoughts 150 gp
Darkness Rising
 Starting XP: 11516
 XP Received: 1840 (300 Enc XP / 1,540 TBXP) 
 Treasure Received: 1705 (none Enc GP / 1705 TBGP)
 Time Based rewards are calculated as of November 30th, 2012
 0000 Gems/Jewelry
 Items
 Purchased the following during the Adventure:
 Wand of Daylight (10 Charges) 2250 gp
 Wand of Neutralize Poison (5 charges) 2100 gp
DM Credit
 Spent 2 DMC
 Starting XP: 13356
 XP Received: 1680 (1680 TBXP) 
 Treasure Received: 1860 (1860 TBGP)
===Level Ups===
 Level 5:
 Class: Witch
 BAB: +2 to +2
 Fort: +1 to +1
 Ref: +1 to +1
 Will: +4 to +4
 Feat: Evolved Familiar
 HP: 36 = [5d6 + CON (10) + FC (04)] (Witch) (Max-2)
 Skill Pts: 7 =(+2 (Class) +1 (Race) +4 (INT)) + 28 (Old Total)
 = 35 (New Total)
 Skills: +1 Diplomacy, +3 Fly, +1 Knowledge (Religion), +1 Linguistics
 +1 Spellcraft
 Spell Slots: +2 Level 3 Slots (1 for Leveling, 1 Bonus)
 Spells: Summon Monster III, Spit Venom
 Favored Class: +1 Level 2 Spell (Web)
 
 Level 5 to Level 6 Next, and so on . . .
 Level 6:
 Class: Witch
 BAB: +2 to +3
 Fort: +1 to +2
 Ref: +1 to +2
 Will: +4 to +5
 Hex Slumber
 HP: 42 = [6d6 + CON (12) + FC (04)] (Witch) (Max-2)
 Skill Pts: 7 =(+2 (Class) +1 (Race) +4 (INT)) + 35 (Old Total)
 = 42 (New Total)
 Skills: +3 Fly, +1 Intimidate, +1 Spellcraft, +2 Use Magic Device
 Spell Slots: +1 Level 2 Spell Slot, +1 Level 3 Spell Slot
 Spells: Pain Strike (Patron Spell), Bestow Curse, Dispel Magic
 Favored Class: +1 Level 2 Spell (Web Shelter)
 
 Special Notation Level 6 obtained via DM Credit that was calculated based on 
 the Time XP and Encounter XP that was given to me as of November 30th, 2012.
 Unfortunately due to the malware issue that occurred on Enworld shortly there
 after I was unable to notify the Judges at that time that I had intended to
 level my character up using my DM Credit. As such I was hoping that I can
 retroactively apply the Time Based XP from December 1st and forward as if my
 character were level 6 instead of having to apply it as if my character were
 level 5 still, seeing as how my intention was to apply for level 6 at that 
 time anyways?
 Level 7:
 Class: Class
 BAB: +0 to +0
 Fort: +0 to +0
 Ref: +0 to +0
 Will: +0 to +0
 Feat: Feat
 Features: Class Features
 HP: Max -2 or Link to IC Roll, +1 FC Bonus (If Chosen)
 Skill Pts: +0 = +0 (Class) +0 (Race) +00 (Old Total) +1 
 (FC Bonus if Chosen) = 00 (New Total)
 
 Level 2 to Level 3 Next, and so on . . .
===Approvals===
*Approval (May 11th, 2012) (Satin Knights) level 4
*Approval (May 14th, 2012) (Sunshadow21) level 4
*Approval (Sept 3rd, 2012) (Satin Knights) level 5
*Approval (Dec 16th, 2012) (Mowgli) level 6
Category:Retired & Deceased Characters