Age: | 171 |
Hair: | Ashen |
Eyes: | Copper |
Height: | 6'3" |
Weight: | 163 |
Race: | Elf |
Class: | Witch 1 |
Alignment: | Neutral Evil |
Level: | 1 |
Experience: | 0 |
Hit Points: | 7/7 |
Hero Points: | Antihero |
Gold: | 221 |
Current Status: | Active |
Played by Dakheel |
- Description
- Abilities & Skills
- Feats,Traits, Class Abilities
- Familiar
- Equipment
- Hexes
- Spells
- Character Information
Gallery

Ability | Score | Mod | Temp Score | Temp Mod |
Strength | 8 | -1 | +0 | +0 |
Dexterity | 20 | +5 | +0 | +0 |
Constitution | 12 | +1 | +0 | +0 |
Intelligence | 20 | +5 | +0 | +0 |
Wisdom | 12 | +1 | +0 | +0 |
Charisma | 10 | +0 | +0 | +0 |
Temp Mod Used to track Magic Item bonuses etc
Armor Class | Saving Throws | Base | Bonus | Total | ||
Total | Base 10 + 5 Dexterity +1 armor = | 16 | Fortitude | +0 | +1 | +1 |
Flat-Footed | 10 | 15 | Reflex | +0 | +5 | +5 |
Touch | 10 | 11 | Will | +2 | +1 | +3 |
BAB | Mod | Total Range/Melee | Initiative | CMB | CMD |
+0 | +5Dex/-1Str | +5/-1 | +9 | Str+bab+size/other mods | +10 +strength +dex +other mods |
Skills | Ranks | Stat Bonus | Class Skill | Magical Bonuses | Total | |
X | Acrobatics (Dex) | +0 | +5 | +0 | +0 | +5 |
X | Appraise (Int) | +0 | +5 | +0 | +0 | +5 |
X | Bluff (Cha) | +0 | +0 | +0 | +0 | +0 |
X | Climb (Str) | +0 | -1 | +0 | +0 | -1 |
C | Craft (Int) | +1 | +5 | +3 | +0 | +9 |
X | Diplomacy (Cha) | +0 | +0 | +0 | +0 | +0 |
X | Disable Device (Dex) | +0 | +5 | +0 | +0 | +0 |
X | Disguise (Cha) | +0 | +0 | +0 | +0 | +0 |
X | Escape Artist (Dex) | +0 | +5 | +0 | +0 | +5 |
C | Fly (Dex) | +0 | +5 | +0 | +0 | +5 |
X | Handle Animal (Cha) | +0 | +0 | +0 | +0 | +0 |
C | Heal (Wis) | +0 | +0 | +1 | +0 | +1 |
C | Intimidate (Cha) | +0 | +0 | +0 | +0 | +0 |
C | Knowledge (Arcana) (Int) | +1 | +5 | +4 | +0 | +9 |
C | Knowledge (History) (Int) | +0 | +5 | +0 | +0 | +0 |
C | Knowledge (Nature) (Int) | +1 | +5 | +3 | +0 | +9 |
C | Knowledge (Planes) (Int) | +1 | +5 | +3 | +0 | +9 |
X | Linguistics (Int) | +0 | +5 | +0 | +0 | +0 |
X | Perception (Wis) | +1 | +1 | +0 | +4 | +6 |
X | Perform (Cha) | +0 | +0 | +0 | +0 | +0 |
X | Pilot (Dex) | +0 | +5 | +0 | +0 | +5 |
C | Profession (merchant) (Wis) | +0 | +1 | +0 | +0 | +0 |
X | Ride (Dex) | +0 | +5 | +5 | +0 | +5 |
X | Sense Motive (Wis) | +0 | +1 | +0 | +2 | +3 |
X | Sleight of Hand (Dex) | +0 | +5 | +0 | +0 | +0 |
C | Spellcraft (Int) | +1 | +5 | +3 | +0 | +9 |
X | Stealth (Dex) | +0 | +5 | +5 | +0 | +5 |
X | Survival (Wis) | +0 | +1 | +0 | +0 | +1 |
X | Swim (Str) | +0 | -1 | +0 | +0 | -1 |
C | Use Magic Device (Cha) | +1 | +0 | +3 | +0 | +4 |
Where X is Cross Class and C is a Class Skill
skills per level
Languages Known: Common, Elven, Celestial, Draconic, Goblin, Orc, Sylvan.
Feats:
Level 1 - Extra Hex
Antihero - Extra Hex
Level 3 - : Description
Level 5 - : Description
Level 7 - : Description
Level 9 - : Description
Level 11 - : Description
Level 13 - : Description
Level 15 - : Description
Level 17 - : Description
Level 19 - : Description
Class Abilities:
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 (see Arcane Spells and Armor on page 83 of the Pathfinder RPG Core Rulebook).
Spells: A witch casts arcane spells drawn from the witch spell list. A witch must choose and prepare her spells ahead of time.
To learn or cast a spell, a witch must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a witch’s spell is 10 + the spell level + the witch’s Intelligence modifier.
A witch can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 2–10. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).
A witch may know any number of spells. She must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour communing with her familiar. While communing, the witch decides which spells to prepare.
Cantrips: Witches can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Witch under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Cantrips prepared using other spell slots, due to metamagic feats for example, are expended normally.
Hex: Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on Table: Witch. A witch cannot select an individual hex more than once.
Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch’s level + the witch’s Intelligence modifier.
Racial Abilities:
+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.
Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Elves have a base speed of 30 feet.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Ancient Foe: Against Orcs, Elves gain a +2 dodge bonus to AC and a +2 racial bonus on combat maneuver checks made to grapple.
Dreamspeaker: A few elves have the ability to tap into the power of sleep, dreams, and prescient reverie. Elves with this racial trait add +1 to the saving throw DCs of spells of the divination school and sleep effects they cast. In addition, elves with Charisma scores of 15 or higher may use dream once per day as a spell-like ability (caster level is equal to the elf's character level). This racial trait replaces elven immunities.
Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Sprinter: Elves gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions.
Terrain Stride: Elves may choose a favored terrain type. When in this terrain they can move through natural difficult terrain at their normal speed. Magically altered terrain affects them normally. (Jungle)
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. See Vision and Light.
Alternate Class Option:
Witch: Add one spell from the witch spell list to the witch's familiar. If the witch ever replaces her familiar, the new familiar knows these bonus spells.
N Tiny vermin
Init +3; Senses darkvision 60 ft.; Perception +4
AC 19, touch 15, flat-footed 16 (+3 Dex, +4 natural, +2 size)
hp 3 (1d8)
Fort +2, Ref +5, Will +2
Immune mind-affecting effects
Speed 30 ft.
Melee sting +5 (1d2–4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks poison
Str 3, Dex 16, Con 10, Int 6, Wis 10, Cha 2
Base Atk +0; CMB +1; CMD 7 (19 vs. trip)
Feats Weapon FinesseB
Skills Climb +7, Perception +4, Stealth +15; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
SPECIAL ABILITIES
Familiar
The master of a greensting scorpion familiar gains a +4 bonus on Initiative checks.
Poison (Ex)
Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.
Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: 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).
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Speak with Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, monkeys with other simians, rats with rodents, toads with amphibians, and weasels with ermines and minks. Such communication is limited by the Intelligence of the conversing creatures.
Spell Resistance (Ex): If the master is 11th level or higher, a familiar gains spell resistance equal to the master's level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar's spell resistance.
Scry on Familiar (Sp): If the master is 13th level or higher, he may scry on his familiar (as if casting the scrying spell) once per day.
Weapon | Attack Bonus | Damage | Crit | Damage Type | Range |
Light Crossbow | +5 | 1d8 | 19-20x2 | P | |
Dagger | -1 | 1d4-1 | x2 | P or S |
Armour / Shield | Armour/Shield Bonus | Max Dex | Armour Check | Arcane Spell Failure | Movement Speed | Weight |
Haramaki | +1 | - | - | - | 30ft | 1lb |
Slot | Item | Description |
Head | Item name goes here | Brief item description |
Face | Item name goes here | Brief item description |
Neck | Item name goes here | Brief item description |
Shoulders | Item name goes here | Brief item description |
Torso | Item name goes here | Brief item description |
Arms | Item name goes here | Brief item description |
Hands | Item name goes here | Brief item description |
Right Ring | Item name goes here | Brief item description |
Left Ring | Item name goes here | Brief item description |
Waist | Item name goes here | Brief item description |
Feet | Item name goes here | Brief item description |
Pack | Item name goes here | Brief item description |
List of Items Here:
Light Crossbow 35 gp 4 lb
Haramaki 3 gp 1lb
Crossbow Bolts x20 2 gp 2lb
Familiar Satchel (Total concealment for familiar) 25 gp 6 lb
Backpack 2 gp 2 lb
Chalk x 3 3 cp
Flint and Steel 1 gp
Fishhook 1 sp
Candle x3 3 cp
Spell Component Pouch
Whetstone (1lb 2cp) 15 minutes +1 damage first hit
Trail rations
Waterskin 4 lbs 1 gp
Waterproof bag 5 gp 1/2 lb
Vial x3 3 gp
Sewing Needle 5 sp
Powder x1 1 cp 1/2lb
Parchment x 3 6 sp
Statistics of Items Here:
Familiar Satchel: This armored case provides total cover to any Tiny or smaller creature contained within it. It includes air holes (which can be plugged with cork stoppers if you need to go underwater) and two receptacles for food and water.
Level 1: Misfortune (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.
Extra Hex: 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.
Extra Hex: Cackle (Su): 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.
Spells per Day:
0th: 3
1st: 3
Spell DCs:
10+5+Spell Level=15+lvl
Spells Known:
*Prepared
Orisons:
Acid Splash *
Arcane Mark
Bleed
Dancing Lights *
Daze
Detect Magic *
Detect Poison
Guidance
Light
Mending
Message
Putrefy Food and Drink
Read Magic
Resistance
Spark
Touch of Fatigue
Level 1:
Beguiling Gift
Bungle
Comprehend Languages *
Ear Piercing Scream
Mage Armor *
Obscuring Mist
Summon Monster I *
Unseen Servant
Originally from the great continent of the Empire, after the unearthing of the Stone his powers awakened and he exiled himself to the Blight Jungle out of self-preservation. Years went by before the widening hunts of the Inquisitor Squads forced relocation upon him again and now he finds himself arriving off the boat in Arae'saena