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.'
AC: 12, touch 11, flat-footed 11; [+1 armor, +1 Dex]
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).
WITCH (HEDGE WITCH) ABILITIES:
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).
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):
Senses: low-light vision, scent; Perception +5
AC: 15, touch 14, flat-footed 13 (+2 Dex, +2 size, +1 natural armor)
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
WITCH SPELLS KNOWN:
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.
WITCH SPELLS PER DAY:
Concentration Check Modifier: +6 (+2 witch caster level + 4 Int)
Witch Spells Prepared:
Total: 23.5 lb carried (Light)
Level 2 Advancement:
Witch Level 2
6 hp gained (4 + 1 Con + 1 Favored Class)
+1 BAB; +1 Will
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