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Andrea Greenholt's page

672 posts. Alias of Wellard.

Full Name

Andrea Greenholt


Human (Mixed race)


Hedge Witch 5 (favoured class)




5'4" 98 lbs



Special Abilities

Domain power


Chaotic Good


Pharasma (also Shelyn)




Common, Varisian,Elven, Skald



Strength 10
Dexterity 14
Constitution 13
Intelligence 17
Wisdom 12
Charisma 14

About Andrea Greenholt

Hitpoints 31

Armour Class 13

BAB +2

Saving throws: Fortitude +2, Reflex +3,Will +5(+7 vs Fear effects)

Initiative +2

Important Skills (including non class skills with a high bonus)

The witch's class skills are Craft (Int), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).

7pts/lvl 2(class)+3(Int)+1(race)+1(FC)(FC Bonus only used for levels 1+2 then shifted to alternate FC bonus allowing one spell of a level lower than highest availble to be stored in familiar[)

Bluff:+2(+3 if person could be sexually attracted to you)

Craft (Alchemy):2+3+3+4 (+12)

Diplomacy:+2(+3 if person could be sexually attracted to you)

Heal:5+3+1 (+9)

Intimidate: 4+3+2 (+9)

Knowledge Arcana: 4+3+3 (+10)

Nature: 4+3+3 (+10)

Planes 3+3+3 (+9)

Profession (Courtesan) 1+3+1 (+5)

Spellcraft: 5+3+3 (+11)

Perception +1(+3 when familiar within arms reach)

Sense Motive +1(+3 when familiar within arms reach)

Use Magical Device 5+2+3 (+10)

Eschew Materials,Extra Hex(x3),Brew Potion(from Cauldron Hex), Alertness(from Familiar)

Favoured class option:Add one spell from the witch spell list to the witch’s familiar. This spell must be at least one level below the highest spell level she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.(not used at 1st or 2nd level)

Special abilities: Hexes(DC 14),Spontaneous Healing (Su):

Healing (Su): Healing (Su): A witch can soothe the wounds of those
she touches. This acts as a cure light wounds spell, using
the witch’s caster level. Once a creature has benefited
from the healing hex, it cannot benefit from it again
for 24 hours. At 5th level, this hex acts like cure moderate

Cauldron (Ex): The witch receives Brew Potion as a bonus feat and a +4 insight bonus on Craft (alchemy) skill checks.

Ward (Su): A witch can use this hex to place a protective ward over one creature. The warded creature receives a +2 deflection bonus to AC and a +2 resistance bonus on saving throws. This ward lasts until the warded creature is hit or fails a saving throw. A witch knows when a warded creature is no longer protected. A witch can have only one ward active at a time. If the witch uses this ability again, the previous ward immediately ends. A witch cannot use this ability on herself. At 8th level and 16th level, the bonuses provided by this ward increase by +1.

Evil Eye (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.

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.


0 Lvl:4 (at will)
1st Level:4
2nd Level:3
£rd Level:2

Spells Known


Cantrips:arcane mark, bleed, dancing lights, daze, detect magic, detect poison, guidance, light, mending, message, putrefy food and drink*, read magic, resistance, spark*, stabilize, touch of fatigue.

1st: Burning hands,Charm Person,,Cause Fear,Cure Light Wounds,Command, Sleep,Remove Fear(p), Mage Armour, Enlarge Person, Bungle.

2nd:Cure Moderate Wounds, Summon Swarm,Web,Lesser Restoration(p),Hold Person,Burning Gaze

3rd: Heroism,Lightning Bolt

Spells normally Prepared

Cantrips:Resistance, Stabilize, Guidance, Read Magic

1st Level: Charm Person,Remove Fear,Sleep,Mage Armour

2nd Level: Summon Swarm,Web,Lesser Restoration

3rd Level: Lightning Bolt, Heroism



Feats:Alertness,improved evasion,share spells, empathic link

N Diminutive animal
Init +1; Senses low-light vision, scent; Perception +5
AC 16, touch 16, flat-footed 15 (+1 Dex, +4 size,+1 Nat)
hp 5 (spcl)
Fort + 0, Ref +3, Will +5
Speed 5 ft.
Space 1 ft.; Reach 0 ft.
Str 1, Dex 12, Con 6, Int 6, Wis 15, Cha 4
Base Atk +0; CMB –3; CMD 2 (6 vs, trip)
Feats Skill Focus (Perception)
Skills Perception +5, Stealth +21; Racial Modifiers +4 Stealth

Patron Spells
Healing: 2nd—remove fear, 4th—lesser restoration, 6th—
remove disease, 8th—restoration, 10th—cleanse**, 12th—
pillar of life** 14th—greater restoration, 16th—mass cure
critical wounds, 18th—true resurrection.

Making Good on Promises:
At some point in the past, Professor Lorrimor did you a favor under the condition that he would someday call on you to repay it. After he came to your aid, however, you never saw nor heard from him again, leaving you with a sense of unending anticipation that each day might be the day you were asked to return the favor. Yet that day never came, and your fears and anxiety about what the professor would call on you to do abated. Assuming the old man had either forgotten about you or died, you eventually assumed you’d never have to follow through on your end of the bargain. When you received word of the professor’s death, and that he had named you specifically in his will, your dread of what he could possibly want from you has grown throughout your entire journey to Ravengro.

Years of living with the fear and uncertainty of the unclaimed debt to Professor Lorrimor have inured you to extreme anxiety. You gain a +2 trait bonus on saves against fear effects.

Charming: Blessed with good looks, you've come to depend on the fact that others find you attractive. You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures


Hedge Witch (Archetype)

Among witches, there are those who devote themselves
to the care of others and restrict their practices to the
healing arts. They often take the place of clerics in rural
communities and may wander the countryside servicing
the needs of several small communities.

Patron: A hedge witch’s patron is normally one with a
healing theme (see page 83).

Spontaneous Healing (Su): A hedge witch can channel
stored spell energy into healing spells that she did not
prepare ahead of time. The witch can “lose” any prepared
spell that is not an orison in order to cast any cure spell
of the same spell level or lower, even if she doesn’t know
that cure spell. This replaces the witch’s hex gained at
4th level.

Empathic Healing (Su): A hedge witch can minister to
a diseased or poisoned target, redirecting the affliction
into herself. For a poisoned target, the witch must
tend to him as a standard action; he makes his next
saving throw against the poison as normal, but the
witch suffers the effects of the failed save instead of
the poisoned creature. For a diseased target, the witch
must tend to the sick person for an hour; he makes his
next saving throw against the disease as normal, but the
witch suffers the effects of the failed save instead of the
diseased creature. The witch does not actually become
poisoned or diseased (and is not contagious and does not
need to be cured), but suffers the effects of the affliction
as if she had been. The witch normally uses this ability
to extend the life of someone near death, giving him
time to recover. This ability has no effect if the witch is
immune to disease or poison. This replaces the witch’s
hex gained at 8th level.

Hexes: The following witch hexes complement
the hedge witch archetype: cauldron, feral speech*,
healing, tongues.

Major Hexes: The following major hexes complement
the hedge witch archetype: major healing, weather
control, witch’s brew*.

Grand Hexes: The following grand hex complements
the hedge witch archetype: life giver.


Starting Wealth 150GP

Staff +1 1-6 B
1 self brewed Potions of Cure Light Wounds (1d8+1)
4 self brewed Potions of Cure Light Wounds (1d8+4)(1 cherry, 3 orange)
Wand of CLW (10charges)
Wand of CMW (19 Charges)
Wand of CLW (50 charges)
Wand of Magic Missile
Bracers of armour +1
3 Healers Kits
Small Cauldron
Winter Blanket
Large Belt pouch 1GP(home for her toad)
Cold weather outfit(free)
3 Entertainer's Outfits(her 'working' clothes) 9GP
MW Hvy X-Bow +4 1-10

500 gold banked

Stats: Use MW Cauldron - magical, all potions of conjuration (healing) brewed in the cauldron act as if brewed by a caster lvl. +2 at no extra cost and take on a sweet, pleasant taste that seems to be unpredictable. Roll d4 for 1 cherry, 2 peppermint 3 orange and 4 apple. Maybe with more experience you might be able to predict the taste ahead of time or even to generate new ones.

30GP 26SP 30CP in coin

The daughter of a physician from Magnimar Andrea discovered her magical talent at the age of nine when she saved her pet cat from a dog's attack by driving the dog away with a blinding flash of light

After that the word 'Witch' followed her wherever she went..despite the assurances of a number of clerics that she carried no taint of evil Andrea found herself increasingly shunned by her peers and their families.Eventually at 15 the pressure drove her to run away from home and she eventually found herself forced to support herself in the oldest profession.

One thing she has discovered about herself is a talent for making men happy...she's been a quick and enthusiastic learner in the many ways of delivering pleasure though she inwardly hates herself for having to live the way she does. She arrived in Ustalav as a camp follower to a mercenary band but has since left them to work in a village inn where she became a popular attraction...her leaving the mercenaries was the result of the favour the Professor did for her.

She also makes a living by providing healing services to whoever needs them having discovered a natural talent for the healing arts (and the making of healing potions) which made her popular amongst the other camp followers before she quit their ranks after meeting the Professor.She likes Ustalav as the people accept her for what she is without the hatred she encountered in earlier life.However since she aqquired the toad that acts as her channel to the mysterious entities that provide her with her powers the voices that whisper to her in her dreams speak of destruction and raining fire down upon her one time tormentors..something that scares her and causes a lot of sleepless nights.

Although her experiences should have made her jaded with men her faith in her Goddess means that she still believes that somewhere out there she will find her one true also helps keep her spirits up in the face of the general gloom that Ustalav lives under.

Andrea is 19 stands 5'4" tall and weighs a compact and exceedingly pleasingly packaged 98 pounds. Her face is strong featured with high cheekbones and a slightly fey cast the legacy of a half elven Grandmother.She has a winning though currently seldom seen smile and her emerald eyes tell of the pain in her past for those who care to look deep enough.Her voice is soft and melodious but shows some indication of the stress she has undergone recently. Her hair is Dark Auburn,waist length and usually worn loose though she ties it back for domestic and common room work

Andrea dresses in the classic Varisian style her love of bright colours showing through in the revealing dresses she wears.

She arrives in Ravengro on foot.

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