Ishmael Galchin

Researcher, Business Manager

Description:

NG Small Humanoid (Gnome)
Init 2; Senses Low-Light Vision; Perception +2


DEFENSE

AC 14, touch 13, flat-footed 12   (2 Dex, 1 size, +1 natural)
hp 21 (4d6
4)
Fort 2, Ref 3, Will 4
Defensive Abilities Defensive Training

OFFENSE

Spd 20 ft.
Melee Club +2 (1d4-1/20/x2) and
   Unarmed Strike +2 (1d2-1/20/x2)
Ranged Crossbow, Light +3 (1d6/19-20/x2)
Special Attacks Evil Eye (DC 16), Misfortune (DC 16), Slumber (DC 16)
Spell-Like Abilities Dancing Lights (1/day), Ghost Sound (1/day), Prestidigitation (1/day), Speak with Animals (1/day)
Witch Spells Known (CL 4, 2 melee touch, 5 ranged touch):
2 (3/day) Hold Person (DC 16), Mirror Image (DC 17), Fog Cloud
1 (4/day) Enlarge Person (DC 15), Comprehend Languages (DC 15), Cure Light Wounds (DC 15), Charm Person (DC 15)
0 (at will) Detect Poison, Read Magic (DC 14), Detect Magic, Guidance (DC 14)

STATISTICS

Str 8, Dex 14, Con 12, Int 19, Wis 10, Cha 12
Base Atk
2; CMB 0; CMD 12
Feats Combat Casting, Extra Hex
Skills Fly +11, Knowledge (Arcana) +11, Knowledge (Dungeoneering) +8, Knowledge (History) +11, Knowledge (Religion) +8, Perception +2, Spellcraft +11, Stealth +6, Use Magic Device +8
Languages Common, Dwarven, Elven, Gnome, Goblin, infernal, Sylvan
SQ bonus on Diplomacy checks, Cackle, Deliver Touch Spells Through Familiar (Su), Empathic Link with Familiar (Su), Gnome Magic, Hatred, Illusion Resistance, Share Spells with Familiar
Combat Gear Club, Crossbow, Light; Other Gear Acid (flask), Alchemist’s Kindness (2), Amulet of Natural Armor +1, Backpack (empty), Bedroll, Paper (sheet) (11), Sack (empty), Sack (empty), Thunderstone, Vial, ink or potion (2), Wand of Color Spray, Wand of Cure Light Wounds, Wand of Cure Light Wounds, Wand of Enlarge Person

SPECIAL ABILITIES

bonus on Diplomacy checks You gain the Alertness feat while your familiar is within arm’s reach.
Cackle A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Dancing Lights (1/day) (Sp) With Charisma 11
, cast Dancing Lights once per day.
Defensive Training (4) +4 dodge bonus to AC against monsters of the Giant type.
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 -2 (7 round(s)) (DC 16) (Su) The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 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. At 8th level the penalty increases to –4.
Ghost Sound (1/day) (Sp) With Charisma 11, cast Ghost Sound once per day.
Gnome Magic 1 to the save DC of all illusions spells you cast.
Hatred +1 racial bonus to attacks against humanoids of the reptilian and goblinoid subtypes.
Illusion Resistance +2 racial bonus to saves against illusions.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Misfortune (1 round(s)) (DC 16) (Su) The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
Prestidigitation (1/day) (Sp) With Charisma 11
, cast Prestidigitation once per day.
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).
Slumber (4 rounds) (DC 16) (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.
Speak with Animals (1/day) (Sp) Speak with Animals 1/day.

Bio:

Ishmael is a gnome warlock who hired himself out to the thieves and merchants of manifest as a consultant and now-and-again arcane body guard.

Lilith used him as a contact and informant for the underworld of the free city but seeing her talent wasted he was enacting a plan to slowly steal her away from Smenk as a partner in future ventures.

Recently he lost contact with Lilith after she mentioned an order to investigate an undead cult below a mine in diamondlake, he headed out and met Roman along the way, who decided to join in the hope of smiting undead.

Ishmael Galchin

Age of worms (DSP) SteampunkAutolycus