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Belsarious's page

7 posts. Pathfinder Society character for Freddy Honeycutt.

Profile

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Race

Human

Classes/Levels

Witch / 1

Gender

Male

Size

M

Age

20

Alignment

TN

Languages

Common, orc, sylvan, celestial, abyssal

Occupation

Minor healer

Strength 13
Dexterity 16
Constitution 13
Intelligence 18
Wisdom 7
Charisma 7

About Belsarious

Combat Stats

Spoiler:

Hit points
8

Initiative
5 (+3 dex +2 familiar)

Armor class
16
studded leather (3)
Dex (3)
spell failure Somatic 15%

Fortitude 1
Reflex 3
Will 0

Hexes

Spoiler:

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.

2. 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 wounds.

3. 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.

Magic

Spoiler:

Spells Orisons
1. Detect magic
2. Light
3. Daze

1st level spells
1. Command (0%) Options: Approach, Drop, Fall, Flee, Halt
2. Sleep (15%)

Weapons

Spoiler:

Longbow attack bonus +3
Damage (regular arrows) 1d6 1d8
Piercing
100 ft. *3 critical

Longspear attack bonus +1
1d6+1 1d8+1
Piercing
critical *3
brace & reach

Traits:

Spoiler:

Faction Trait....
Hunter's eye (Andoran)P
Source Guide to Society Organized Play 15
Your parents had you blessed by Erastil as a youth and you are a prodigy with
a bow. You do not suffer a penalty for the second range increment when using a
longbow or shortbow and you are always considered proficient with one of these
weapons (your choice).

Quick learner
You’re skilled at learning the feel of a particular weapon after a few swings
in combat.

Benefit: After your first attack with a weapon in which you are not proficient,
the non-proficiency penalty decreases by 2 (to a –2 penalty). This effect lasts
only while you have the weapon in hand; you must “relearn” the weapon each time
you pick it up.
Source Adventurer's Armory 31

Feats:
Extra Hex
Extra Hex

Skills:

Spoiler:

Knowledge (arcana) 8
Knowledge (history) 8
Knowledge (nature) 8
Knowledge (planes) 8

Perception 1*
Spellcraft 8
Sense motive 0*

*if familiar is close......

Quotes
A traveler's* debt is always paid:
Once for any simple trade
Twice for freely given aid
Thrice for any insult made
from "The Name of the Wind" by Patrick Rothfuss.
*changed from tinker's

Let fate decide
It is a longshot
Don't tempt fate

Equipment:

Spoiler:

Longbow
Arrows (common) 60

Longspear
Studded leather armor
Spell component pouch
Backpack
winter blanket
grappling hook
rope (silk) 50
waterskin (2)
Explorerer's outfit

10 gold pieces
4 silver
10 copper

Familiar
Greensting Scorpion

Spoiler:

The scorpion the size of a house cat scrabbles forward,
small but fierce claws raised in challenge, stingered tail arched
over its back.

Greensting Scorpion
CR 1/4
XP 100
N Tiny vermin
Init +3; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4

DEFENSE
AC 21 touch 16, flat-footed 18 (+3 Dex, +6 natural, +2 size)
hp 4
Fort +2, Ref +3, Will +0
Immune mind-affecting effects

OFFENSE
Speed 50 ft.
Melee 2 claws +3 (1d2-4 plus grab), sting +6 (1d2-4 plus poison)
Space 2 1/2 ft.; Reach 0 ft.
Special Attacks constrict (1d2-4)

STATISTICS
Str 3, Dex 16, Con 10, Int 6, Wis 10, Cha 2
Base Atk +0; CMB -6 (-2 grapple); CMD 7 (19 vs. trip)
Skills Climb -1, Perception +4, Stealth +15; Racial Modifiers +4 Climb,
+4 Perception, +4 Stealth

SPECIAL ABILITIES
Poison (Ex)
Sting—injury; save Fort DC 12; frequency 1/round for 6 rounds;
effect 1d2 Strength damage; cure 1 save. The save DC is Constitutuion-based
and includes a +2 racial bonus.

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 emphatically 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.

Spells the familiar "knows"
All orisons

1st level spells
1. Command
2. Enlarge Person
3. Sleep
4. Summon Monster I
5. Identify
6. Mount
7. Obscuring mist

Patron
Trickery

Background:
Raised in the wilderlands by his mother and a Hag.
Was a rare male child that learned the art of magic notably associated with
women....

Valued highly in the martial world as a healer as the soothing healing hex
can heal many individuals in a day, as long as the wounds are not too severe!

Often mistaken for a ranger, casually refers to himself as a traveler....



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