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Mithral Scarab

Black Addie's page

601 posts. Alias of Max Hellspont.

Full Name



Human (Varisian)


Witch (Hedge Witch) 2 {HP 14/14; AC 12, T 11, FF 11; F+2 R+1 W+5; Init+2 Perc+4} {Effects: none}







Special Abilities

Hexes, Witch's Familiar, Spells




The Gentleman (Deception Patron)




Common, Abyssal, Draconic, Elven, Infernal


Witch of Rego Cader

Strength 10
Dexterity 13
Constitution 12
Intelligence 18
Wisdom 14
Charisma 13

About Black Addie

Black Addie was a foundling babe taken in by Ol' Meg, the Witch of Rego Cader. All Ol' Meg found with the baby girl was an ancient, hand-drawn Harrow deck wrapped in a colorful Varisian pocketed scarf (both rarities in the Chelish city). Meg named the baby ‘Adalyn.’

As Adalyn grew into a young woman, Meg taught her the secrets of witchcraft, which consisted primarily of herbal medicine, fortune-telling, and looking after the poor and downtrodden of the district. It was Meg that taught Adalyn that something was very wrong with their world. That spouses were not meant to huddle at their windows hoping and fearing day after day that their loved ones returned from work safely. That parents were not meant to hush their children when questioned about what happened to their neighbors. That citizens were not meant to avert their eyes and hurry by as guardsmen beat old friends in the street. Most importantly, Meg taught Adalyn that it was time for a change.

Adalyn’s tutelage culminated with the old witch helping the girl to forge a pact with ‘The Gentleman’ - an otherworldly entity embodying the hopes and dreams of change. Not long after, Meg was killed by a dottari patrol for violating a curfew placed on the district. With her death, the old witch’s few belongings and her familiar, an old black tom cat named His Lordship, passed to Adalyn. It was at this time that Adalyn took the name ‘Black Addie’ to reflect that she was now the Witch of Rego Cader.

The term 'witch' conjures images of wart-ridden hags stooped with age. In Addie's case, nothing could be further from the truth. Although she dresses in poor peasant's clothing, Addie is a young Varisian beauty with tanned skin and dark hair. With the death of her mentor, Addie has taken to dressing in black and wearing a black veil over her face, hence the name 'Black Addie.'

(NOTE: Ability Scores generated using 23 pt-buy)
Initiative: +2 [+1 Dex; +1 trait]
Senses: Perception +4
Speed: 30 ft.

AC: 12, touch 11, flat-footed 11; [+1 armor, +1 Dex]
AC w/Mage Armor: 15, touch 11, flat-footed 14; [+4 armor, +1 Dex]
Hit Points: 14 [2x(d6+CON) + 2x(1 per favored class level)]
Current hp = 14
Fort: +2 Ref: +1 Will: +5

Base Atk: +1; CMB: +1; CMD: 12
Alchemical Silver Sickle: +2 to Hit; Dmg 1d6-1 (min. 1) (S); crit 20/x2; Trip
Dagger: +2 to Hit; Dmg 1d4 (P or S); crit 19-20/x2
Ranged Attack Spells: +2 to Hit (+0 BAB + 1 Dex)
Sling: +2 to Hit; Dmg 1d4 (B); crit 20/x2; range 50 ft.
Dagger: +2 to Hit; Dmg 1d4 (P or S); crit 19-20/x2; range 10 ft.

Combat Modifiers:
Weapon Finesse: Use Dex instead of Str on attack rolls with a light weapon.
Westcrown Firebrand: If Addie acts in a surprise round, she gains a +1 trait bonus on all attack rolls.

Skill Ranks Per Witch Level: 2 + 4 (Int) + 1 (human)
GM-specified bonus skill point at 1st level to one Craft, Profession, or Perform skill
• Acrobatics +2 (1 rank + 1 Dex)
• Appraise +4 (0 ranks + 4 Int)
• Bluff +1 (0 ranks + 1 Cha)
• Climb +1 (1 rank + 0 Str)
• Diplomacy +1 (0 ranks + 1 Cha)
• Disguise +1 (0 ranks + 1 Cha)
• Escape Artist +1 (0 ranks + 1 Dex)
• Heal +7 (2 ranks + 3 class + 2 Wis)
• Intimidate +6 (2 ranks + 3 class + 1 Cha)
• Knowledge (arcana) +9 (2 ranks + 3 class + 4 Int)
• Knowledge (history) +8 (1 rank + 3 class + 4 Int)
• Knowledge (nature) +8 (1 rank + 3 class + 4 Int)
• Knowledge (planes) +8 (1 rank + 3 class + 4 Int)
• Perception +4 (0 ranks + 2 Wis + 2 Alertness)
• Profession (herbalist) +6 (1 rank + 3 class + 2 Wis)
• Sense Motive +4 (0 ranks + 2 Wis + 2 Alertness)
• Spellcraft +9 (2 ranks + 3 class + 4 Int)
• Stealth +5 (1 rank + 1 Dex + 3 Familiar)
• Swim +0 (0 ranks + 0 Str)
• Use Magic Device T (0 ranks + 1 Cha)
Languages: Common, Abyssal, Draconic, Elven, Infernal

Weapon Finesse: Use Dex instead of Str on attack rolls with a light weapon, rapier, whip, or spiked chain made for a creature of your size category. If you carry a shield, its armor check penalty applies to your attack rolls. (GM-specified bonus feat)
Additional Traits: You gain two character traits of your choice. These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait (Resilient [Combat Trait] and Two-World Magic [Magic Trait]). (human bonus feat)
Extra Hex: You gain one additional hex [Cackle Hex]. (1st level feat)

Harrow Chosen: All her life Addie has been drawn to the mysteries surrounding her mother's harrow deck. Benefit: You begin play with your family's heirloom harrow deck. If you use this specific harrow deck as an additional focus component when you cast a divination spell, your caster level is treated as being 2 levels higher. Additionally, twice per week, you can spend 10 minutes consulting this harrow deck on a particular action to gain the effects of the spell augury as a spellcaster of your character level. No one other than you gains these benefits from this harrow deck. If your harrow deck is destroyed, it cannot be replaced. However, by returning to your family, paying 300 gp on materials, and spending 1 week immersed in the songs and stories of your people, you can create a new harrow deck that grants half the benefits of the lost heirloom. [Regional Trait (Varisia)]
Westcrown Firebrand: Addie is quick to react to opportunity, both physically and mentally, and knows that it is with sudden and swift action that many conflicts are best resolved. She gains a +1 trait bonus on Initiative checks, and if she acts in a surprise round, she gains a +1 trait bonus on all attack rolls. [Campaign Trait]
Resilient: Growing up in a poor neighborhood often forced Addie to subsist on food and water from doubtful sources. She's built up her constitution as a result. Benefit: You gain a +1 trait bonus on Fortitude saves. [Basic (Combat) Trait]
Two-World Magic: Select one 0-level spell from a class spell list other than your own (Prestidigitation - Bard). This spell is a 0-level spell on your class spell list. [Basic (Magic) Trait]

• +2 to one ability score: Human characters get a +2 bonus on one ability score of their choice at creation, to represent their varied nature. Addie’s bonus is to Intelligence.
• Medium: Humans are Medium creatures, and have no bonuses or penalties due to their size.
• Normal Speed: Humans have a base speed of 30 feet.
• Bonus Feat: Humans select one extra feat at 1st level. Addie's bonus feat is Additional Traits.
• Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
• Languages: Humans begin play speaking Common.
• Favored Class: Humans can choose any one class as their favored class at 1st level. Once made, this choice cannot be changed. Addie's favored class is witch. Whenever she takes a level in her favored class, she receives either +1 hit point, +1 skill point, or may add one spell from the witch spell list to her familiar (this spell must be at least one level below the highest spell level she can cast; if she ever replaces her familiar, the new familiar knows these bonus spells). (Addie has taken the bonus hit point at levels 1-2).

Class Skills: 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).

Cantrips: Witches can prepare a number of cantrips, or 0-level spells, each 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.

Hexes: Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. 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 (DC 15).

Hexes Known:
Evil Eye (Su) [mind-affecting]: 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 (7 rounds). A Will save reduces this to just 1 round. 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, misfortune hex, or ward hex caused by the witch has the duration of that hex extended by 1 round.

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.

His Lordship - Witch’s Familiar (Cat):
Tiny animal
Initiative: +2
Senses: low-light vision, scent; Perception +5
AC: 15, touch 14, flat-footed 13 (+2 Dex, +2 size, +1 natural armor)
hp 7
Current hp = 7
Fort +1, Ref +4, Will +4
Speed: 30 ft.
Melee 2 claws +5 (1d2–4), bite +5 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.
Str 3, Dex 15, Con 8, Int 6, Wis 12, Cha 7
Base Atk +1; CMB +1; CMD 7 (11 vs. trip)
Feats Weapon Finesse
Skills Acrobatics +6, Climb +10, Perception +5, Stealth +18;
Racial Modifiers +4 Climb, +4 Stealth
Size Modifiers +4 Fly, +8 Stealth

Familiar Abilities:
Special Ability: His Lordship grants Addie a +3 bonus to Stealth checks. This special ability applies only when Addie and His Lordship are within 1 mile of each other.
Alertness: While His Lordship is within arm’s reach, Addie gains the Alertness feat.
Empathic Link (Su): Addie has an empathic link with His Lordship to a distance of 1 mile. Addie can communicate empathically with His Lordship, but cannot see through his eyes. Because of the link’s limited nature, only general emotions can be shared. Addie has the same connection to an item or place that His Lordship does.
Improved Evasion: When subjected to an attack that normally allows a Reflex saving throw for half damage, His Lordship takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: Addie may cast a spell with a target of “you” on His Lordship (as a touch spell) instead of on herself. Addie may cast spells on His Lordship even if the spells do not normally affect creatures of the familiar’s type (magical beast).
Store Spells: His Lordship stores all of the spells that Addie knows. This does not allow His Lordship to cast these spells or use spell-trigger or spell completion magic items. Starting at 2nd level, and every two levels thereafter, His Lordship adds new bonus spells to Addie’s spell list. These spells are automatically stored by His Lordship and can be prepared as normal once they are gained.

Resistance: Subject gains +1 on saving throws.
Stabilize: Cause a dying creature to stabilize.
Detect Magic: Detects all spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or small object.
Guidance: +1 on one attack roll, saving throw, or skill check.
Read Magic: Read scrolls and spellbooks.
Daze: A single humanoid creature with 4 HD or less loses its next action. [Will DC 14]
Dancing Lights: Creates torches or other lights.
Light: Object shines like a torch.
Spark: Ignites flammable objects.
Bleed: Cause a stabilized creature to resume dying. [Will DC 14]
Touch of Fatigue: Touch attack fatigues target. [Fort DC 14]
Mending: Makes minor repairs on an object.
Message: Whisper conversation at distance.
Putrefy Food and Drink: Makes food and water inedible.
Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
Prestidigitation: Performs minor tricks.

1st Level:
Cure Light Wounds: Cures 1d8 damage + 1/level (max +5).
Mage Armor: Gives subject +4 armor bonus.
Comprehend Languages: You understand all spoken and written languages.
Command: One subject obeys selected command for 1 round. [Will DC 15]
Ill Omen: On the next d20 roll the target makes, it must roll twice and take the less favorable result.
Ventriloquism: You can make your voice (or any sound that you can normally make vocally) seem to issue from someplace else. You can speak in any language you know. With respect to such voices and sounds, anyone who hears the sound and rolls a successful save recognizes it as illusory (but still hears it). [Will DC 15 disbelief]
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds. [Will DC 15 shaken]
Ray of Enfeeblement: Ray causes 1d6 Str penalty + 1 per 2 levels. [Fort DC 15 for half]
Ray of Sickening: Ray makes subject sickened (–2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks). [Fort DC 15 negates]
Enlarge Person: Humanoid creature doubles in size.

0-Level: 4 (unlimited casting)
1st Level: 3 [2 + bonus]

Concentration Check Modifier: +6 (+2 witch caster level + 4 Int)

Witch Spells Prepared:
Dancing Lights: Creates torches or other lights.
Daze: A single humanoid creature with 4 HD or less loses its next action. [Will DC 14]
Detect Magic: Detects all spells and magic items within 60 ft.
Prestidigitation: Performs minor tricks.

1st Level:
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds. [Will DC 15 shaken]
Enlarge Person: Humanoid creature doubles in size.
Mage Armor: Gives subject +4 armor bonus.

Starting Wealth = 105 gp-equivalent (Witch average)
Peasant's Outfit (free) [2 lb]
Haramaki (3 gp) [1 lb] - under clothing
Alchemical Silver Sickle (26 gp) [2 lb]
Spring-loaded Wrist Sheath (5 gp) [1 lb]
-- Dagger (2 gp) [1 lb]
Sling (free) [- lb]
-- Bullets, 10 (1 sp) [5 lb]
Backpack (2 gp) [2 lb]
-- Trail Rations, 2 days (1 gp) [2 lb]
-- Waterskin (1 gp) [4 lb]
-- Healer's Kit (50 gp) [1 lb]
-- Flint and Steel (1 gp) [- lb]
-- Potion: Cure Light Wounds (from Janiven)
-- Potion: Cure Light Wounds (from Janiven)
-- Potion: Cure Light Wounds (from Janiven)
Spell Component Pouch (5 gp) [2 lb]
Pocketed Scarf (8 gp) [0.5 lb] - This scarf grants you a +4 bonus on Sleight of Hand checks made to hide objects on your body. This bonus does not stack with the bonus wearing heavy clothing provides but does stack with bonuses for attempting to hide small objects.
-- Heirloom Harrow Deck (from Harrow Chosen trait)
-- 9 sp

Total: 23.5 lb carried (Light)
Carrying Capacities: 33 lbs / 34-66 lbs / 67-100 lbs

Level 2 Advancement:
Witch Level 2
6 hp gained (4 + 1 Con + 1 Favored Class)
+1 BAB; +1 Will
Hex: Misfortune
Will DC to resist Hexes increases to 15
Two new spells known: Enlarge Person, Ray of Sickening,
Patron spell: Ventriloquism
7 Skill points:
Acrobatics - 1 pt
Climb - 1 pt
Heal - 1 pt
Intimidate - 1 pt
Know (arcana) - 1 pt
Spellcraft - 1 pt
Stealth - 1 pt

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