Agiz Luch (sunshadow21)

__NOTOC__
===Basic Information===
 Race: Ratfolk
 Class: Witch (Cartomancer)
 Level: 2
 Experience: 1300 XP (1,300 TNL)
 Alignment: Chaotic Good
 Languages: Aquan, Common, Draconic, Undercommon, Halfling, 
 Middle Landellian
 Deity: Apathetic
 First Seen: URL to introduction appearance at DWI
 Location: URL-new-post.html to current game
 Background: Closed
===Details===
 Size: Small
 Gender: Male
 Age: 16
 Height: 3' 11"
 Weight: 77 lb
 Fur Color: Gray
 Eye Color: Green
Appearance: Most often seen wearing a long, hooded cloak; outer garments and gear
 tend to be practical and dark shades of color; inner garments and jewelry 
 are more flashy and bright; all gear show uneven wear that comes with a 
 rough life
 Demeanor: A bit of a loafer despite having at least some natural talent; good 
 natured; tends to a bit apathetic about most things unless pushed; very 
 much oriented on the present, not the past or the future
===Mini-Stats===
Agiz Luch
AC: 14 (Touch 14, Flatfooted 11)
HP: 12/12 Initiative: +4
Perception : +4 Sense Motive: +4
CMB: 0 CMD: 13
Fort: +0 Reflex: +3 Will: +5
Current Weapon in Hand:
Current Conditions in Place:
Magic:
CL 2; +6 Concentration; SR +2
Healing Hex: Cure Light Wounds 1/day/target
Cantrips - Detect Magic, Guidance, Light, Touch of Fatigue
1st - Cure Light Wounds, Identify(x), Mage Armor
===Background===
Agiz felt the cold wind blow sharp against his long coat as he wandered the dark city streets yet again. It was as if the city herself felt the inner workings of his mind as he wandered, making all of his inner tensions into an external reality.
Family. Can't live with them; can't live without them. While never particularly close to his family, Agiz had always in the past had someone to talk to, someone to pull him in and anchor him if not in the family harbor, at least close by. Because of those anchors, he had managed to learn enough of the family trade to be useful when he wasn't driven to the gambling table by his darker impulses. Now though, all the anchors were gone, passed on to what he hoped was a better existence for them, and Agiz was adrift in the cold vastness of the world, and the comfort of a harbor never fully appreciated was sorely missed. Only the cards remained, and it was to these that he turned to more and more often.
It had been a normal night. The normal wornout bar scene, the normal wornout gambler sitting across the table from him, the normal disavowal of gambling uttered by the loser, that night, his opponent rather than himself thankfully. And then the weirdness started. While picking things up for the night, Agiz had discovered that the unlucky man he had just beat had left behind an old worn out deck of cards; mostly on reflex, Agiz had thrown them into it into his pocket with his own and headed home. His sleep that night, however, was troubled; voices and visions crowded into his normally blank dreams. To add to the weirdness, when he took the time to examine the stranger's deck the next morning, the images on the cards had shifted slightly. Since then, the strangeness inside his head has only increased and the cards have continued to shift from time to time. Still, cards are cards and cards are all he has left, so he gave into the strangeness with little enough trouble. Now it's just figuring out what the cards are trying to say, and hoping that it's something helpful rather than the alternative.
He wandered quietly, letting his mind get used to the new sensations bombarding it, letting his feet go where they pleased with little regard to destination or distance. His mind wandered; the mysteries of the cards had always drawn him in and this new deck was even more mysterious than most. Perhaps one of these nights, those mysteries would make themselves clear to his feet and guide them to whereever he was supposed to go; until then, the streets of Venza would continue to his home night after night.
===Abilities===
* Please indicate Racial and Level Adjustments
STR: 10 +0 (12;2 pts -2(racial))
DEX: 16 +3 (14;5 pts +2(racial))
CON: 10 +0 (10;0 pts)
INT: 16 +3 (14;5 pts +2(racial))
WIS: 14 +2 (14;5 pts)
CHA: 13 +1 (13;3 pts)
===Combat Statistics===
(HP Option) HP: 12 = [2d6 (6,4) + CON (0) + FC (2)]
 AC: 14 = [10 + DEX (3) + Size (1)]
 AC Touch: 14 = [10 + DEX (3) + Size (1)]
 AC Flatfooted: 11 = [10 + Size (1)]
 INIT: +4 = [DEX (3) + Trait (1)]
 BAB: +1 = [Witch (1)]
 CMB: +0 = [BAB (1) + STR (0) + Size (-1)]
 CMD: 13 = [10 + BAB (1) + STR (0) + DEX (3) + Size (-1)]
 Fortitude: +0 = [Witch (0) + CON (0)]
 Reflex: +3 = [Witch (0) + DEX (3)]
 Will: +5 = [Witch (3) + WIS (2)]
 Speed: 20'
===Weapon Statistics===
* Please specify the nature of Special and Miscellaneous Adjustments
Melee : +1 = BAB (1) + STR (0)
Dagger (melee):
 Damage: 1d3, Crit: 19-20/x2, Piercing/Slashing
Longspear:
 Damage: 1d6, Crit: x3, reach
Unarmed:
 Damage: 1d2, Crit: x2, nonlethal
Ranged : +4 = BAB (1) + DEX (3)
+1 with thrown splash weapons
Dagger (thrown):
 Damage: 1d3, Crit: 19-20/x2, 10 ft, Piercing/Slashing
Light Crossbow:
 Damage: 1d6, Crit: 19-20/x2, 80 ft, Piercing
Dart (Card):
 Damage: 1d3(1 (Arcane Strike)), Crit: x2, 20 ft, Piercing/Slashing
===Skills===
Background Skill Points = 2/Level
Adventure Skill Points: 10 = [Base (2) + INT (3)/Level] (Witch)
Skills Total Adven Back CS Stat ACP Misc
Acrobatics 3 0 - 3 -0 +0
Appraise^ 4 0 1 - 3 +0
Bluff* 6 2 3 1 +1
Climb 0 0 - 0 -0 +0
Craft(Alchemy)*^ 9 1 3 3 +2
Diplomacy 1 0 - 1 +0
Disguise 1 0 - 1 +0
Escape Artist 3 0 - 3 -0 +0
Fly* 3 0 0 3 -0 +0
Heal* 7 2 3 2 +0
Intimidate* 1 0 0 1 +0
Knowledge (Arcana)* 4 1 0 3 +0
Knowledge (History)*^ 0 0 3 +0
Knowledge (Local) 5 2 - 3 +0
Knowledge (Nature)* 0 0 3 +0
Knowledge (Planes)* 0 0 3 +0
Linguistics ^ 4 0 1 - 3 +0
Perception 4 0 - 2 +2
Perform ( ) 3 0 - 3 +0
Profession (Fortune Telling)*^ 0 0 2 +0
Profession (Gambling)*^ 6 0 1 3 2 +0
Ride 3 0 - 3 -0 +0
Sense Motive 4 0 - 2 +0
Sleight of Hand^ 4 0 1 - 3 -0 +0
Spellcraft* 8 2 3 3 +0
Stealth 3 0 - 3 -0 +0
Survival 2 0 - 2 +0
Swim 0 0 - 0 -0 +0
Use Magic Device* 0 0 1 +2
* = class skill
^ = background skill
===Spell Casting (Prepared)===
Caster Level = 2
Concentration: 6 = Caster Level (2) + Trait (1) + INT (3)
Spell Penetration = 2 (Caster Level)
Healing Hex - CLW 1/day/target
Prepared
0 Level (DC 13) Level 1 (DC 14) Level 2 (DC 15)
* Detect Magic * Cure Light Wounds * ---
* Guidance * Ray of Enfeeblement * ---
* Light * Mage Armor * ---
* Touch of Fatigue * --- * ---
 * --- * ---
Known
0 Level Level 1
* Arcane Mark * Chill Touch
* Bleed * Cure Light Wounds
* Dancing Lights * Frostbite
* Daze * Mage Armor
* Detect Magic * Ray of Enfeeblement
* Detect Poison * Reduce Person
* Guidance
* Light
* Mending
* Message
* Putrefy Food & Drink
* Read Magic
* Resistance
* Spark
* Stabilize
* Touch of Fatigue
===Equipment===
Equipment Cost Weight
Explorer's Outfit -- -- lb
Masterwork Light Crossbow 335 gp 2 lb
 Bolts (20) 2 gp 1 lb
Dagger 2 gp 0.5 lb
Darts (8) 4 gp 2 lb
Longspear 5 gp 4 lb
 348 gp 9.5 lb
Belt/Bandolier
 Hip Flask 1 gp 0.125 lb
 Bandolier (2) 1 gp --- lb
 Chalk (10) 0.1 gp --- lb
 Pouch (4) 4 gp 0.5 lb
 Rations (p1) 1 gp 0.5 lb
 Beatup deck of playing cards (p2)0.5 gp --- lb
 Dice (p2) 0.1 gp --- lb
 Flint & Steel (p3) 1 gp --- lb
 Small Mirror (p3) 10 gp 0.5 lb
 Signal Whistle (p3) 0.8 gp --- lb
 Potion of CLW (2) (p4) 100 gp --- lb
 Scroll Case (attached to belt) 1 gp 0.5 lb
 Spell Component Pouch 5 gp 2 lb
 125.4 gp 4.125 lb
MW Backpack 50 gp 1 lb
 Waterproof Bag 0.5 gp 0.5 lb
 Spell Deck --- gp --- lb
 Bedroll and Blanket 0.6 gp 2 lb
 Hammock 0.1 gp 0.75 lb
 Rations (6) 3 gp 1.5 lb
 Waterskin (medium sized) 1 gp 4 lb
 Silk Rope, 50' 10 gp 5 lb
 Chalk (10) 0.1 gp --- lb
 65.3 gp 14.75 lb
 ======== ======
 Totals: 538.7 gp 28.375 lb
 Light Medium Heavy
Max Weight: 24.75 49.5 75
Max w/MW: 28.5 57 86.25
Consumed or Destroyed Items 
 (none yet) 0 gp
 ======
 Total Consumed: 0 gp
===Finances===
 PP: 0 Initial Character Money: +150 gp
 GP: 12 earned on first adventure: +0 gp
 SP: 3 ==========
 CP: 0 Career Earnings: 150 gp
 Carried Inventory: -138.7 gp
 consumed or destroyed items: -0 gp
 Gems/Jewelry/Other: living accommodations: -0 gp
 0000 ==========
 Coinage: 11.3 gp
===Racial Features===
Ability Adjustments: +2 (Dex), +2 (Int), -2 (Str)
 Size: Small
 Speed: 20'
 Favored Class: Witch (Favored option taken)
 Cornered Fury: Whenever a ratfolk with this racial trait is reduced to 
 half or fewer of his hit points, and has no conscious ally
 within 30 feet, he gains a +2 racial bonus on melee attack 
 rolls and to Armor Class.
 Darkvision: Ratfolk can see perfectly in the dark up to 60 feet.
 Tinker: +2 to Craft (alchemy), Perception, Use Magic Device
 Rodent Empathy: Ratfolk gain a +4 racial bonus on Handle Animal checks made 
 to influence rodents.
===Class Features===
Witch Cartomancer)
Armor/Weapons: Simple Weapons
Spells & Cantrips: Prepared Caster that uses Intelligence as the casting trait. Has
 an old card deck that serves as both familiar and spellbook.
 Patron: Deception
 Familiar: Spell Deck
 Hex: Healing 
 Bonus Feat: Deadly Dealer (gains the benefits of the Arcane Strike feat, but only 
 for the purposes of using Deadly Dealer)
----------
 Future Hexes: Disguise
===Feats===
Throw Anything (1st): no penalties for using an improvised ranged weapon; +1 
 circumstance bonus on attack rolls made with thrown splash 
 weapons
Deadly Dealar (bonus): throw a card as though it were a dart; must use the Arcane 
 Strike feat when throwing a card in this way, or else the card 
 doesn't deal lethal damage; card is destroyed when thrown in this way
 cartomancer gives Arcane Strike for use with this feat only
----------
Future Feats: Improved Initiative, Point Blank Shot/Far Shot, Splash Weapon Mastery,
 Improvised Weapon Mastery, Catch Off-Guard
===Traits===
Capable (Bluff): +1 to skill, class skill
Arcane Temper: You gain a +1 trait bonus on concentration and initiative checks
===Adventure Log===
[link=https://www.myth-weavers.com/showthread.php?p=13626429#post13626429]
 XP Received: 0000
Treasure Received: 1000 GP
 0000 Gems/Jewelry
 MW Crossbow, Scroll of Identify
Consumables Used : Scroll of Identify
===Level Ups===
 Level 2:
 Class: Rogue
 BAB: +0 to +1
 Fort: +0 to +0
 Ref: +0 to +0
 Will: +2 to +3
 Features: Deadly Dealer Bonus Feat
 +1 cantrip/day; +1 1st lvl/day; learn Identify, Mount
 HP: Max -2 or Link to IC Roll, +1 FC Bonus (If Chosen)
Skill Pts: +5(+2 (Class) +3 (Race)) +5 (Old Total) = 10 (New Total)
Background Skills: Appraise, Sleight of Hand
===Approvals===
*Level 1 (3-1-17) (FrancisJohn) Approved
*Approval (January 14, 2017) (Ealt) Level 1
Category:Approved Characters
Category:The Witch Tower of Belhaim