About Aarakess Halcorn
+5 CMB (+5 BAB, +0 Str)
+6 Rapier (+5 BAB, +0 Str, +1 Masterwork) [Damage: 1d6]
Max hp: 92 (+6+6+6+5+5+5+6+6+6+6; +30 Con, +5 FC)
+8/+10 Fort (+3 base, +3 Con, +2 Cloak)
Stats & Ability Status:
AC: 16 --> 12+4 Mage Armor; T: 16; FF: 14
Spells in effect:
Healing Hexes used:
Fortune Hexes Used:
Evil Eye Hex - Will DC22
Healing Hex - Will DC22
Flight Hex - 10/10 - 1 minute per use
Misfortune Hex - Will DC23
Aura of Purity - max level 4 spells negated
Agony - Fort DC22
Hexing Runes - +1 DC to Misfortune
Pearl of Power(1st Level) x2
+2 Racial Bonus on Spell Resistance Checks
0-Level - 4/day
1st-Level - 6/day
Pearl of Power(Level 1)
2nd-Level - 6/day
3rd-Level - 5/day
4th-Level - 4/day
5th-Level - 3/day
+6 Acrobatics (Dex +2, Ranks 4),
+8 Appraise (Int +7, Ranks 1),
+0 Bluff (Cha +0, Ranks 0)
+0 Climb (Str +0, Ranks 0)
+11 Craft, Alchemy (Int +7, Ranks 1, Class Skill +3)
+0 Diplomacy (Cha +0, Ranks 0)
+* Disable Device (Dex +2, Ranks 0)
+0 Disguise (Cha +0, Ranks 0)
+2 Escape Artist (Dex +2, Ranks 0)
+10 Fly (Dex +2, Ranks 5, Class Skill +3)
+* Handle Animal (Cha +0, Ranks 0)
+8 Heal (Wis +1, Ranks 3, Class Skill +3)
+0 Intimidate (Cha +0, Ranks 0, Class Skill +3)
+18 Knowledge, Arcana (Int +7, Ranks 8, Class Skill +3)
+16 Knowledge, Dungeoneering (Int +7, Ranks 1(9)) (Headband of Intellect - level ranks)
+8 Knowledge, Engineering (Int +7, Ranks 1)
+8 Knowledge, Geography (Int +7, Ranks 1)
+12 Knowledge, History (Int +7, Ranks 2, Class Skill +3)
+16(+8) Knowledge, Local (Int +7, Ranks 1(9))(Headband of Intellect - level ranks)
+13 Knowledge, Nature (Int +7, Ranks 3, Class Skill +3)
+* Knowledge, Nobility (Int +7, Ranks 0)
+17 Knowledge, Planes (Int +7, Ranks 7, Class Skill +3)
+15 Knowledge, Religion (Int +7, Ranks 8)
+14 Linguistics (Int +6, Ranks 4, Class(Trait) Skill +3, Trait +1)
+13/+17 Perception (Wis +1, Ranks 10, +2 Racial) (Alertness +4 if with familiar)
+0 Perform, Untrained (Cha +0, Ranks 0)
+* Profession, Untrained (Wis +1, Ranks 0, Class Skill +3)
+1/3 Sense Motive (Wis +1, Ranks 0) (Alertness +2 if with familiar)
+* Sleigh of Hand (Dex +2, Ranks 0)
+19/21 Spellcraft (Int +6, Ranks 10, Class Skill +3) (+2 Racial to determine magic item properties)
+6 Stealth (Dex +2, Ranks 4)
+1 Survival (Wis +1, Ranks 0)
+0 Swim (Str +0, Ranks 0)
+4 Use Magic Device (Cha +0, Ranks 1, Class Skill +3)
Each level skill points gained = 7 (+2 Witch, +5 Int) +FC
Gifted Adept - +1 CL on all Cure Wounds Spells done via Healing Hex (CLW & CMW)
Lettered - +1 Linguistics, is Class Skill -- never draw false conclusions on failed check, just don't understand.
Extra Hex - Evil Eye (Level 1 Feat)
Extra Hex - Cackle (Level 3 Feat)
Accursed Hex (Level 5 Feat)
Improved Familiar (Level 7 Feat)
Spell Focus (Conjuration) (Level 9 Feat)
Ability Bonuses: +2 Intelligence (originally Elf), +2 Constitution
Speed: Slow & Steady - 20', never encumbered.
Elven - retained
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.
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.
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.
Dwarven - gained
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Favored Class: Witch
Lvl 1 (HP)
Lvl 2 (HP)
Lvl 3 (Skill +1)
Lvl 4 (HP)
Lvl 5 (HP)
Lvl 6 (HP)
Lvl 7 (Skill +1)
Lvl 8 (Skill +1)
Lvl 9 (Skill +1)
Lvl 10 (Skill +1)
Original Assigned Stats:
+2 Int (elf originally)
+1 Int @ Level 4
Agility - The Falling Cat
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.
Healing Hex (Level 1 Hex)
Current DC = 21 --> 7(Int) + 4 (level) + 10
Witch Spells Known:
Level 1 Spells - DC15
Level 2 Spells - DC16
Level 3 Spells
Level 4 Spells
Level 5 Spells
** Patron Spell
Witch Familiar - Cieslx:
Faerie dragon CR 2
CG Tiny dragon
Init +3; Senses darkvision 60 ft., low-light vision; Perception +8
AC 21, touch 16, flat-footed 18 (+3 Dex, +1 dodge, +5 natural, +2 size)
Speed 10 ft., fly 60 ft. (perfect), swim 30 ft.
3/day greater invisibility (self only)
Spells Known (CL 3rd; concentration +6)
1st (6/day) grease (DC 14), silent image (DC 14), sleep (DC 14)
Base Atk +3
Languages: Common, Draconic, Elven, Sylvan; telepathy 100 ft.
5-foot cone, euphoria for 1d6 rounds, DC 12 Fort negates. Creatures affected by euphoria are staggered, sickened, and immune to fear effects for the duration. A faerie dragon can use this breath weapon once every 1d4 rounds. The save DC is Constitution-based.
Witch Familiar (former):
Auxilium - Owl
The master of an Owl gains a +3 on Perception in shadows or darkness.
Natural Armor Bonus: - +1 @ Level 1-2 --> increases thereafter
Alertness (Ex) - While a familiar is within arm's reach, the master gains the Alertness feat.
Empathic Link (Su)
Improved Evasion (Ex) - no damage on reflex save, 1/2 damage if save failed
Share Spells - The witch may cast a spell with a target of “You” on her familiar (as a touch spell) instead of on herself. A witch may cast spells on her familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Deliver Touch Spells (Su) - If a witch is 3rd level or higher, her familiar can deliver touch spells or hexes for her. If the witch and the familiar are in contact at the time the witch casts a touch spell, she can designate her familiar as the “toucher.” The familiar can then deliver the touch spell just as the witch would. As usual, if the witch casts another spell before the touch is delivered, the touch spell dissipates. If the witch activates a hex, her familiar can be used to make the touch. She does not have to be in contact with the familiar to use this ability.
Arms, Armor, and Clothing
Wand of Shatter (4 charges)
Potion of CLW
Chalk, 0 pieces
Current Weight: 30.5 lbs
Light Load: x < 33 lbs.
With fair skin and almost silverish hair, Aarakess always stood out among her compatriots as a child. Now standing over 6 feet tall with long silver hair, she stands out from, and frequently above, those in town. As one of the few elves in Diamond Point, Aarakess tends stay apart, quietly watching others, but when she decides to interject into a conversation, it is frequently with a thought or idea of profound importance, although usually too complex for others to comprehend.
Aarakess was born far to the north of Diamond Point. For centuries, her family and the elven village in which they lived was one of the last holdouts against the threats from the orcs in the Hold of Belkzen. As a youth, she had primarily elvish friends and training learning about hunting and the use of common elvish weaponry such as bows and the rapier. Sadly, the impending doom that is the orc tribes of Belkzen pushed close enough to the Hoarwood Forest and Aarakess’ village therein that about thirty years ago, her parents were forced to gather their belongings and leave their ancient elven home. While most of the elves moved to other elvish lands such as Kyonin and the forests of Nirmathas. However Aarakess’ parents chose instead to move to Diamond Point where they became part of the mostly human community.
Upon arriving in Diamond Point, her family built a new home outside of the town and away from most of the mines. Instead of mining, her father who was a skilled ranger began to hunt the wild game in the hills surrounding Diamond Point. With this he provided for the family while also serving many of the wealthy mine owners by serving as a guide on hunts and also by selling them fresh game. Her mother who was trained in the arcane arts was less sociable and did not integrate as well with the human population. While she willingly provided arcane assistance when requested. She primarily devoted herself to running the home, keeping a small family farm and garden.
As with most elves, Aarakess’ parents taught her the importance of education and she spent her youth devouring any books she could find, particularly those related to history, nature, the arcane and the planes. While her mother had a substantial library of elvish works, Aarakess quickly discovered that there was more to be learned than was contained within the small repository at home. This lead her more and more often into town where she met many other youths who were also interested in learning anything they could so that they could escape the life that work in the mines created. Although chronologically much older than the humans, she made many friends in the town and then sadly watched as they aged and either moved to Magnimar in hopes of a better life, or took jobs in the mines and lost their love of adventure and learning.
While she had many friends over the years, two people in Diamond Point stand out as mentors for Aarakess. The first was Allustan, local wizard, the brain of the town, and one of the few humans with whom Aarakess’ mother also maintained a personal relationship. The other was Fydor Neff, a cousin to Allustan and Governor-Mayor Lanod Neff. Aarakess met Fydor at Allustan’s home one day when she was devouring books on the planes and the creature which dwell there. Fydor at this time had just retired as the head priest of the local Pharasma temple and was enjoying life without the administrative duties of the temple. After talking for a while, Fydor told Aarakess that he was considering establishing a clinic to provide inexpensive care to the many worker’s injured in the frequent mining accidents. Aarakess felt that this was a novel idea and offered to help him in the clinic.
A few weeks later, the clinic was opened and for the next twenty years, Aarakess happily helped Fydor care for the sick and injured who came to the clinic unable to pay for the more costly service provided by the Pharasma temple of the local shrine to Torag. While Aarakess knew that she would eventually turn to the arcane which her mother had been patiently teaching her for years and which she frequently studied before or after working at the clinic at Allustan’s home, she was fascinated by Fydor’s ability to use divine powers to mend wounds in moments. She would spend days watching this process and seeking knowledge on how she could perform similar healing. Unfortunately she showed no skills in the divine arts and had little interest in strictly adhering to the teachings of Pharasma or any of the other deities of Golarian.
Then, one night while walking home late from the clinic, she felt as though she was being watched, but did not see anyone. She continued to have this same feeling for the next week, but only at night. It was as though she could sense the presence of something even though she could not see what it was. Then one night, she saw a dark shadow pass between her and the moon blanking out the light for a second with long feathered wings. When she arrived home, sitting there before the door to her home was a beautiful grey owl. The owl appeared neither afraid nor concerned about Aarakess or being so near to the elf’s home. When Aarakess reached out her hand toward the owl thinking that it might be injured, the owl casually jumped onto her arm, staring straight into her eyes. Sensing a connection, Aarakess carried the owl into her home where her mother determined that the owl had been sent to her as a familiar and that it was likely Aarakess’ magical powers would soon develop. However, as acquiring a familiar in this way was not normal for a wizard, Aarakess’ mother was unsure what the nature of Aarakess’ powers would be
Over the next weeks, Aarakess began to manifest magical healing abilities on top of her training as a healer. As a result, she named her familiar Auxilium, from an ancient southern word meaning ‘healing’. She was able to cause even serious wounds to mend in moments where formerly they might have taken weeks or required a visit to the local clergy. Aarakess and her mother determine that while she had been granted amazing healing powers, the power granting her these arcane abilities appeared more focused on transformation. As a result, Aarakess found that she could use her spell casting abilities for other purposes such as increasing the size of people which was frequently useful to remove rubble from a cave in, and the ability to summon a horse to allow her to return to her home quickly at night.
Recently, tragedy struck. Fydor with whom Aarakess had worked for so many years, finally passed to the Boneyard. Aarakess has sought to keep the clinic open, but does not have the resources. In addition, while the healing available to injured miners was scarce at best twenty years earlier, the temple and the shrine now offer better and more affordable healing - perhaps because of the competition from Fydor and Aarakess in their clinic. While Aarakess has always enjoyed Diamond Point, she knows there is more out there. Great libraries in Magnimar, people to help, lands to see. A whole world of adventure. While she knows that Diamond Point has always appreciated her healing abilities, her elven heritage and love of knowledge is stronger. Thus, with the passing of Fydor, Allustan recently asked Aarakess if she would be willing to join a group he was assembling to seek out knowledge. First in one of the burial cairns outside of town, and then potentially elsewhere. Giving this opportunity, Aarakess closed the doors to the clinic for one last time and is prepared for whatever her future may hold.