Juliver

Dandilion Dreamstruck's page

1,476 posts. Alias of verdigris.


Full Name

Dandilion Dreamstruck

Race

half-elf

Classes/Levels

today's stuff, various:
Saves: ------------- HP: 96 Fort:12 Ref:15 Will:10 AC: 24 T:24 FL:14 Mutagen: Dex/Wis, lasts 20 minutes

Age

22-25

About Dandilion Dreamstruck

temporary changes:
AC=29 with shield of faith, and mutagen and shield, paragon surge

current wisdom @ 8 6 for 20 minutes

Today's Spells:

Alchemist Spells Prepared (CL 2nd; concentration +9):
. . 1st—ant haul (DC 18), shield (2 1), touch of the sea (DC 18)
Witch Spells Prepared (CL 14th; concentration +21):
. . 6th—greater dispel magic (2 1), transformation
. . 5th—hold monster (DC 22), prying eyes, teleport
. . 4th—detect scrying, vermin shape ii (2), web cloud(DC 21)
. . 3rd—bestow curse (DC 20), heroism (2), strangling hair, witness (21, DC 20)
. . 2nd—blindness/deafness (DC 19), see invisibility, spectral hand (21), touch of idiocy, web (DC 19)
. . 1st—ill omen (2), reduce person (DC 18), shield of faith (3)
. . 0 (at will)—detect magic, light, read magic, stabilize

Alchemist Formula Book:
(1)ant haul, Bomber's Eye, Comprehend Languages, crafter's fortune, cure light wounds, enlarge person, expeditious retreat, Shield, Keen Senses,targeted bomb admixture, touch of the sea

Witch familiar known spells(Wraith):

(6) dispel magic, greater, eyebite, globe of invulnerability, true seeing, suggestion, mass, unwilling shield,
(5) prying eyes, hold monster, damnation stride,magic jar, overland flight, siphon magic, spiritual symbiosis
(4) web Cloud (DC 17), vermin shape 2. shadow step, scrying, locate creature, divination, detect scrying, death ward, cape of wasps,
(3) bestow curse,clairaudience/clairvoyance, dispel magic, fly, heroism, magic vestments, howling agony, magic vestment, remove curse, share senses, suggestion, remove disease, web shelter, witness
(2) blindness/deafness, detect thoughts, frostfall, glide,mad hallucination, see invisibility,spectral hand, summon swarm, vomit swarm, touch of idiocy, web, web shelter
(1) air bubble, Bungle, cause fear, command, delusional pride, identify, ill omen, mage armor, obscuring mist, ray of sickening, reduce person, shield of faith, sleep, unseen servant

Witch familiar known spells(Malcolm):
(6) dispel magic, greater, true seeing
(5) prying eyes, hold monster, damnation stride, overlando flight, siphon magic
(4) web Cloud (DC 17), vermin shape 2. shadow step, death ward
(3) bestow curse, dispel magic, fly, howling agony, magic vestment, remove curse, share senses, remove disease, web shelter
(2) blindness/deafness, detect thoughts, frostfall, glide,mad hallucination, see invisibility,spectral hand, summon swarm, vomit swarm, touch of idiocy, web,
(1) Bungle, cause fear, comprehend languages, command, delusional pride, identify, ill omen, mage armor, obscuring mist, ray of sickening, reduce person, shield of faith, sleep, unseen servant

Dandi, level 15:
Dandi
Female Half-Elf Alchemist 2/Ninja 1/Witch 12 (Pathfinder RPG Advanced Player's Guide 26, 65; Pathfinder RPG Ultimate Combat 13)
CG Medium humanoid (elf, human)
Init +6; Senses low-light vision; Perception +24
--------------------
Defense
--------------------
AC 28, touch 18, flat-footed 24 (+4 armor, +4 shield, +4 Dex, +2 natural, +4 deflection)
hp 96 (3d8+12d6+30)
Fort +16, Ref +21, Will +13; +2 vs. enchantments, +2 bonus vs. poison
Immune sleep, fear; Resist poison resistance
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 magical beast-bane ghost touch dagger +16/+11 (1d4+2/19-20 plus 2d6 vs. magical beast) and
. . . . slam +18 (1d3+10) and
. . . . masterwork sickle +16/+11 (1d6+1) and
. . . . masterwork silver light mace +16/+11 (1d6+1)
Ranged
. .. . bomb +17 (1d6+7 Fire)
Special Attacks bomb 9/day (1d6+7 fire, DC 18), sneak attack +1d6
Spell-Like Abilities (CL 15th; concentration +17)
. . . . At will—feather fall (self only)
. . . . 12 minutes/day—fly (self only)
. . . . 2/day—Minor Spell Expertise
. . . . 1/day—levitate (self only)
Alchemist Spells Prepared (CL 2nd; concentration +9):
. . . .1st—ant haul (DC 18), shield (2), touch of the sea(DC 18)
Witch Spells Prepared (CL 14th; concentration +21):
. . . . 6th—greater dispel magic (2), transformation
. . . . 5th—hold monster (DC 22), prying eyes, teleport
. . . . 4th—detect scrying, vermin shape ii (2), web cloud (DC 21)
. . . . 3rd—bestow curse (DC 20), heroism (2), strangling hair, witness(2, DC 20)
. . . . 2nd—blindness/deafness (DC 19), see invisibility, spectral hand (2), touch of idiocy, web (DC 19)
. . . . 1st—ill omen (2), reduce person (DC 18), shield of faith (3)
. . . . 0 (at will)—detect magic, light, read magic, stabilize
--------------------
Statistics
--------------------
Str 12, Dex 18, Con 14, Int 24, Wis 6, Cha 15
Base Atk +7; CMB +8; CMD 26
Feats Additional Traits, Brew Potion, Extra Hex[APG], Greater Spell Penetration, Improved Familiar, Minor Spell Expertise[APG], Point-Blank Shot, Skill Focus (Craft [alchemy]), Spell Penetration, Throw Anything, Weapon Finesse
Traits accelerated drinker, elven reflexes, magical knack, unhappy childhood (tortured)
Skills Acrobatics +26, Appraise +15, Bluff +6, Climb +16, Craft (alchemy) +28 (+30 to create alchemical items), Diplomacy +10, Disable Device +15, Disguise +6, Escape Artist +12, Fly +15, Heal +6, Intimidate +6, Knowledge (arcana) +27, Knowledge (dungeoneering) +12, Knowledge (history) +18, Knowledge (local) +16, Knowledge (nature) +15, Knowledge (nobility) +15, Knowledge (planes) +20, Knowledge (religion) +12, Linguistics +29, Perception +24, Perform (dance) +24, Ride +8, Sense Motive +9, Sleight of Hand +12, Spellcraft +24, Stealth +15, Survival +6, Swim +13, Use Magic Device +24; Racial Modifiers +2 Perception
Languages Abyssal, Aklo, Azlanti, Celestial, Common, D'ziriak, Daemonic, Draconic, Dwarven, Elven, Gnome, Hallit, Infernal, Jistka, Kelish, Necril, Orc, Osiriani, Polyglot, Shoanti, Terran, Thassilonian, Thriae, Varisian
SQ human witch, half-elf witch, alchemy, discoveries (precise bombs), elf blood, mutagen, poison use, fast poisoning, hexes (cackle, cauldron, evil eye, flight, healing, prehensile hair, retribution), patron spells (wisdom)
Combat Gear extend metamagic rod (lesser), mutagen, necklace of netted stars, pearl of power (3rd level), staff of evocation, wand of magic missile, wand of prestidigitation (50 charges); Other Gear +1 magical beast-bane ghost touch dagger, masterwork sickle, masterwork silver light mace, bracers of armor +4, cloak of resistance +3, headband of vast intelligence +6, backpack, backpack, masterwork, thieves' tools, 148 gp
--------------------
Special Abilities
--------------------
+1 Witch's Familiar's Spells 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.
+7 Witch's Familiar's Spells 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.
Accelerated Drinker You may drink a potion as a move action instead of a standard as long as you start your turn with the potion in your hand.
Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+7 (9/day, DC 18) (Su) Thrown Splash Weapon deals 1d6+7 fire damage.
Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evil Eye -4 (10 round(s, DC 23), DC 23) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Extend metamagic rod (lesser, 3/day) Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

The wielder can cast up to three spells per day that are extended as though using the Extend Spell feat. Lesser metamagic rods can be used with spells of 3rd level or lower.

Construction
Requirements: Craft Rod, Extend Spell feat; Cost 1,500 gp
Familiar Bonus: +3 bonus on Climb checks You gain the Alertness feat while your familiar is within arm's reach.
Healing (2d8+10) (Su) Use cure moderate wounds once per day/person.
Immunity to Fear (Ex) You are immune to all fear effects.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Knack (Witch) +2 CL for a specific class, to a max of your HD.
Minor Spell Expertise (Air Bubble, 2/day) (Sp) The selected spell becomes a spell-like ability, 2/day.
Mutagen (DC 18) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 20 min.
Necklace of netted stars (7/day) Use 1 use to recall cast 1st level spell, remove all remaining for immediate counterspell.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Resistance +2 (Ex) +2 to save vs. Poison.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Poisoning (Standard Action) (Ex) Normal: Apply poison to a weapon as a standard action.
Precise Bombs (7 squares) (Su) Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs.
Prehensile Hair (Su) The witch can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Intelligence score. Her hair has reach 10
Retribution (7 round(s, DC 23), DC 23) (Su) Foe in 60 ft suffers half the melee damage it deals, ignoring resist, for duration (Will neg).
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak With Familiar (Ex) You can communicate verbally with your familiar.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Wand of prestidigitation (50 charges) Add this item to create a wand of a chosen spell.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Dandi, level 14:

Dandi
Female Half-Elf Alchemist 2/Witch 12(Spider Queen)
CG Medium humanoid (elf, human)
Init +4; Senses low-light vision; Perception +20
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 89 (2d8+12d6+28)
Fort +12, Ref +13, Will +10; +2 vs. enchantments, +2 bonus vs. poison
Immune sleep; Resist poison resistance

--------------------
Offense
--------------------

Speed 30 ft.

Melee
. . +1 magical beast-bane ghost touch dagger +10/+5 (1d4+2/19-20+2d6 vs. magical beast) and
. . . . slam +14 (1d3+4) and
. . . . masterwork sickle +10/+5 (1d6+1) and
. . . . masterwork silver light mace +10/+5 (1d6+1)

Ranged bomb +11 (1d6+7 Fire)

Special Attacks bomb 9/day (1d6+7 fire, DC 18)

Spell-Like Abilities (CL 14th; concentration +16)
. . . . At will—feather fall (self only) (DC 13)
. . . . 12 minutes/day—fly (self only)
. . . . 1/day—levitate (self only)

Alchemist Spells Prepared (CL 2nd; concentration +9):
1st—ant haul (DC 18), cure light wounds, shield, shield

Witch Spells Prepared (CL 14th; concentration +21):
6th—greater dispel magic (2), mass suggestion (DC 23)
5th—damnation stride (2, DC 22), overland flight (2)
4th—locate creature (2), vermin shape ii, web cloud (DC 21)
3rd—bestow curse (DC 20), clairaudience/clairvoyance, fly (2), heroism, witness (DC 20)
2nd—blindness/deafness (2, DC 19), mad hallucination (DC 19), see invisibility, spectral hand (2)
1st—ill omen (2), obscuring mist (2), shield of faith (2)
0 (at will)—detect magic, light, read magic, stabilize

--------------------
Statistics
--------------------
Str 12, Dex 14, Con 14, Int 24, Wis 8, Cha 15

Base Atk +7; CMB +8; CMD 20

Feats Additional Traits, Brew Potion, Extra Hex, Greater Spell Penetration, Improved Familiar, Point-Blank Shot, Skill Focus (Craft [alchemy]), Spell Penetration, Throw Anything, Weapon Finesse

Traits accelerated drinker, elven reflexes, magical knack, unhappy childhood (tortured)

Skills Acrobatics +16, Appraise +11, Climb +8, Craft (alchemy) +23 (+25 to create alchemical items), Diplomacy +3, Disable Device +8, Fly +8, Heal +3, Knowledge (arcana) +22, Knowledge (dungeoneering) +8, Knowledge (history) +14, Knowledge (local) +8, Knowledge (nature) +11, Knowledge (planes) +16, Knowledge (religion) +8, Linguistics +21, Perception +20, Perform (dance) +16, Sense Motive +3, Sleight of Hand +6, Spellcraft +19, Stealth +5, Survival +3, Swim +6, Use Magic Device +19; Racial Modifiers +2 Perception, alchemy

Languages Abyssal, Aklo, Azlanti, Celestial, Common, D'ziriak, Daemonic, Draconic, Dwarven, Elven, Gnome, Hallit, Infernal, Kelish, Necril, Orc, Osiriani, Polyglot, Shoanti, Terran, Thassilonian, Thriae, Varisian

SQ discoveries (precise bombs), human witch, half-elf witch, elf blood, mutagen, poison use, fast poisoning, hexes (cackle, cauldron, evil eye, flight, healing, prehensile hair, retribution), patron spells (wisdom)

Combat Gear extend metamagic rod (lesser), mutagen, necklace of netted stars, pearl of power (3rd level), wand of magic missile, wand of prestidigitation (50 charges);

Other Gear +1 magical beast-bane ghost touch dagger, masterwork sickle, masterwork silver light mace, bracers of armor +4, cloak of resistance +3, headband of vast intelligence +6, backpack, backpack, masterwork, thieves' tools, 148 gp

--------------------
Special Abilities
--------------------
+1 Witch's Familiar's Spells 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.
+7 Witch's Familiar's Spells 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.
Accelerated Drinker You may drink a potion as a move action instead of a standard as long as you start your turn with the potion in your hand.
Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+7 (9/day) (DC 18) (Su) Thrown Splash Weapon deals 1d6+7 fire damage.
Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evil Eye -4 (10 round(s)) (DC 23) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Extend metamagic rod (lesser) (3/day) Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

The wielder can cast up to three spells per day that are extended as though using the Extend Spell feat. Lesser metamagic rods can be used with spells of 3rd level or lower.

Construction
Requirements: Craft Rod, Extend Spell feat; Cost 1,500 gp
Familiar Bonus: +3 bonus on Climb checks You gain the Alertness feat while your familiar is within arm's reach.
Healing (2d8+10) (Su) Use cure moderate wounds once per day/person.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Knack (Witch) +2 CL for a specific class, to a max of your HD.
Mutagen (DC 18) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 20 min.
Necklace of netted stars (7/day) Use 1 use to recall cast 1st level spell, remove all remaining for immediate counterspell.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Resistance +2 (Ex) +2 to save vs. Poison.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Poisoning (Standard Action) (Ex) Normal: Apply poison to a weapon as a standard action.
Precise Bombs (7 squares) (Su) Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs.
Prehensile Hair (Su) The witch can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Intelligence score. Her hair has reach 10
Retribution (7 round(s)) (DC 23) (Su) Foe in 60 ft suffers half the melee damage it deals, ignoring resist, for duration (Will neg).
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak With Familiar (Ex) You can communicate verbally with your familiar.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Wand of prestidigitation (50 charges) Add this item to create a wand of a chosen spell.

--------------------

Arcane Familiar:

Spider, Scarlet
N Tiny magical beast (vermin)
Init +5; Senses darkvision 60 ft.; Perception +16
--------------------
Defense
--------------------
AC 25, touch 18, flat-footed 19 (+5 Dex, +2 size, +7 natural, +1 dodge)
hp 44 (1d8)
Fort +7, Ref +12, Will +8
Immune mind-affecting effects; SR 17
--------------------
Offense
--------------------
Speed 30 ft.
Melee bite +14 (1d3-4 plus poison)
Space 2.5 ft.; Reach 0 ft.
Special Attacks poison
--------------------
Statistics
--------------------
Str 3, Dex 21, Con 10, Int 11, Wis 10, Cha 2
Base Atk +7; CMB +10; CMD 17 (29 vs. trip)
Feats Dodge, Weapon Finesse
Skills Acrobatics +27, Appraise +1, Climb +17, Diplomacy -3, Disable Device +6, Fly +12, Heal +1, Linguistics +14, Perception +16, Sense Motive +2, Sleight of Hand +6, Spellcraft +9, Stealth +20, Survival +1, Swim +6, Use Magic Device +10; Racial Modifiers +8 Acrobatics, +8 Climb, +4 Perception, +4 Stealth
SQ improved evasion
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison: Bite-injury (DC 10) (Ex) Bite—Injury; save Fort DC 10; freq 1/rd for 4 rds; effect 1 Str; cure 1 save.
Spell Resistance (17) You have Spell Resistance.

Dandi, 13:

Female Half-Elf Alchemist 2/Spider Queen 11 (Witch)
CG Medium humanoid (elf, human)
Init +6; Senses low-light vision; Perception +18
--------------------
Defense
--------------------
AC 26, touch 16, flat-footed 22 (+4 armor, +4 shield, +4 Dex, +2 natural, +2 deflection)
hp 83 (2d8+11d6+26)
Fort +11, Ref +14, Will +8; +2 vs. enchantments, +2 bonus vs. poison
Immune magic sleep; Resist elven immunities, poison resistance
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 bane (magical beast), ghost touch dagger +9/+4 (1d4+2/19-20/×2+2d6 vs. magical beast) and
. . . . masterwork sickle +9/+4 (1d6+1/×2) and
. . . . masterwork silver light mace +9/+4 (1d6+1/×2)
. . . . prehensile hair +6/+1 (1d3+3)
Ranged
. . . . bomb +10/+5 (1d6+7 Fire/×2)
Special Attacks bomb
Spell-Like Abilities
. . At will—feather fall (self only) (DC 13)
. . 11 minutes/day—fly (self only)
. . 1/day—levitate (self only)

--------------------
Statistics
--------------------
Str 12, Dex 18, Con 14, Int 24, Wis 6, Cha 15
Base Atk +6; CMB +7; CMD 23
Feats Additional Traits, Brew Potion, Extra Hex, Greater Spell Penetration, Improved Familiar, Point-Blank Shot, Skill Focus (Craft (alchemy)), Spell Penetration, Throw Anything, Weapon Finesse
Traits accelerated drinker, elven reflexes, magical knack, unhappy childhood (tortured)
Traits accelerated drinker, elven reflexes, magical knack, unhappy childhood (tortured)
Skills Acrobatics +15, Appraise +11, Climb +8, Craft (alchemy) +23 (+25 to create alchemical items), Diplomacy +3, Disable Device +8, Fly +8, Heal +3, Knowledge (arcana) +21, Knowledge (history) +14, Knowledge (nature) +11, Knowledge (planes) +16, Knowledge (religion) +8, Linguistics +20, Perception +19, Perform (dance) +15, Sense Motive +3, Sleight of Hand +6, Spellcraft +18, Stealth +5, Survival +3, Swim +6, Use Magic Device +18; Racial Modifiers +2 Perception, alchemy

Languages Abyssal, Aklo, Azlanti, Celestial, Common, D'ziriak, Daemonic, Draconic, Elven, Gnome, Hallit, Infernal, Kelish, Necril, Orc, Osiriani, Polyglot, Shoanti, Terran, Thassilonian, Thriae, Varisian
SQ discoveries (precise bombs), half-elf witch, elf blood, mutagen, poison use, fast poisoning, hexes (cackle, cauldron, evil eye [dc 22], flight, healing, prehensile hair), patron spells (wisdom)
Combat Gear Mutagen: +4 DEX, -2 WIS, +2 Nat AC, Wand of magic missile; Other Gear +1 Bane (magical beast), Ghost touch Dagger, Masterwork Sickle, Masterwork Silver Light mace, Bracers of armor +4, Cloak of resistance +3, Headband of vast intelligence +6 (Linguistics, Acr, Thieves' tools, 150 GP
--------------------
Special Abilities
--------------------
+7 Witch's Familiar's Spells 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.
Accelerated Drinker You may drink a potion as a move action instead of a standard as long as you start your turn with the potion in your hand.
Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+7 (9/day) (DC 18) (Su) Thrown Splash Weapon deals 1d6+7 fire damage.
Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evil Eye -4 (10 round(s)) (DC 22) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Familiar Bonus: +3 bonus on Climb checks You gain the Alertness feat while your familiar is within arm's reach.
Healing (2d8+10) (Su) Use cure moderate wounds once per day/person.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Knack (Witch) +2 CL for a specific class, to a max of your HD.
Mutagen (DC 18) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 20 min.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Resistance +2 (Ex) +2 to save vs. Poison.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Poisoning (Standard Action) (Ex) Normal: Apply poison to a weapon as a standard action.
Precise Bombs (7 squares) (Su) Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs.
Prehensile Hair (Su) The witch can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Intelligence score. Her hair has reach 10
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak With Familiar (Ex) You can communicate verbally with your familiar.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

Wraith:
Arcane Familiar
Spider, Scarlet
N Tiny magical beast (vermin)
Init +5; Senses darkvision 60 ft.; Perception +15
--------------------
Defense
--------------------
AC 25, touch 18, flat-footed 19 (+5 Dex, +2 size, +7 natural, +1 dodge)
hp 41 (1d8)
Fort +6, Ref +11, Will +7
Immune mind-affecting effects; SR 16
--------------------
Offense
--------------------
Speed 30 ft.
Melee bite +13 (1d3-4/×2 plus poison)
Space 2.5 ft.; Reach 0 ft.
Special Attacks poison
--------------------
Statistics
--------------------
Str 3, Dex 21, Con 10, Int 11, Wis 10, Cha 2
Base Atk +6; CMB +9; CMD 16 (28 vs. trip)
Feats Dodge, Weapon Finesse
Skills Acrobatics +26, Appraise +1, Climb +17, Diplomacy -3, Disable Device +6, Fly +12, Heal +1, Linguistics +13, Perception +15, Sense Motive +2, Sleight of Hand +6, Spellcraft +8, Stealth +20, Survival +1, Swim +6, Use Magic Device +8; Racial Modifiers +8 Acrobatics, +8 Climb, +4 Perception, +4 Stealth
SQ improved evasion
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison: Bite-injury (DC 10) (Ex) Bite—Injury; save Fort DC 10; freq 1/rd for 4 rds; effect 1 Str; cure 1 save.
Spell Resistance (16) You have Spell Resistance.

Wraith-old:

Wraith
Female Spider, Dream
N Tiny magical beast (vermin)
Init +5; Senses darkvision 60 ft.; Perception +13
--------------------
Defense
--------------------
AC 24, touch 18, flat-footed 18 (+5 Dex, +2 size, +6 natural, +1 dodge)
hp 38 (1d8)
Fort +6, Ref +11, Will +7
Immune mind-affecting effects
--------------------
Offense
--------------------
Speed 30 ft.
Melee bite +13 (1d3-4/×2 plus poison)
Space 2.5 ft.; Reach 0 ft.
Special Attacks poison
--------------------
Statistics
--------------------
Str 3, Dex 21, Con 10, Int 11, Wis 10, Cha 2
Base Atk +6; CMB +9; CMD 16 (28 vs. trip)
Feats Dodge, Weapon Finesse
Skills Acrobatics +25, Appraise +1, Bluff -3, Climb +14, Diplomacy -3, Disable Device +6, Fly +10, Heal +2, Intimidate -3, Linguistics +12, Perception +13, Sense Motive +1, Sleight of Hand +6, Spellcraft +9, Stealth +21, Survival +1, Swim +6, Use Magic Device +7; Racial Modifiers +8 Acrobatics, +8 Climb, +4 Perception, +4 Stealth
SQ improved evasion
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison: Bite-injury (DC 10) (Ex) Bite—Injury; save Fort DC 10; freq 1/rd for 4 rds; effect 1 Str; cure 1 save.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Dandi-level 12:
Dandelion Dreamstruck
Female Half-Elf Alchemist 2/Witch 10
CG Medium humanoid (elf, human)
Init +4; Senses low-light vision; Perception +13
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 77 (2d8+10d6+24)
Fort +13, Ref +14, Will +11; +2 vs. enchantments, +2 bonus vs. poison
Immune magic sleep; Resist elven immunities, poison resistance
--------------------
Offense
--------------------
Speed 30 ft.
Melee:
. . . .+1 bane (magic beast), ghost touch dagger +11/+6 (1d4+2/19-20/×2+2d6 vs. magic beast) and
. . . . dagger +10/+5 (1d4+1/19-20/×2) and
. . . . dagger +10/+5 (1d4+1/19-20/×2) and
. . . . Hair (presensile) +10 (1d3+3/×2) and
. . . . masterwork sickle +11/+6 (1d6+1/×2) and
. . . . masterwork silver light mace +11/+6 (1d6+1/×2) and
. . . . sap +6/+1 (1d6+1/×2)
Ranged:
. . . . bomb +12/+7 (1d6+7 Fire/×2) and
. . . . sling +11/+6 (1d4+2/×2)
Special Attacks bomb, hexes (cackle, evil eye [dc 22], flight, healing, prehensile hair, retribution [dc 22])
Spell-Like Abilities
. . At will—feather fall (self only) (DC 13)
. . 10 minutes/day—fly (self only)
. . 1/day—levitate (self only)
Alchemist Spells Prepared (CL 2nd; concentration +9):
1st (4/day)—ant haul (DC 18), shield, expeditious retreat, cure light wounds
Witch Spells Prepared (CL 12th; concentration +19):
5th (3/day)—prying eyes, siphon magic (x2)
4th (4/day)—death ward, vermin shape ii (x2), web cloud (DC 21)
3rd (5/day)—dispel magic (x2), remove curse, heroism, fly
2nd (6/day)—owl's wisdom (x2), spectral hand, web (x2) (DC 19), web shelter
1st (6/day)—reduce person (x2) (DC 18), shield of faith (x4)
0 (at will)—detect magic, read magic, guidance, message
--------------------
Statistics
--------------------
Str 12, Dex 14, Con 14, Int 24, Wis 8, Cha 15
Base Atk +6; CMB +9; CMD 19
Feats Additional Traits, Brew Potion, Extra Hex, Improved Familiar, Point-Blank Shot, Skill Focus (Craft (alchemy)), Spell Penetration, Throw Anything, Weapon Finesse
Traits accelerated drinker, elven reflexes, magical knack, unhappy childhood (tortured)
Skills Acrobatics +16, Appraise +13, Bluff +5, Climb +7, Craft (alchemy) +28 (+30 to create alchemical items), Diplomacy +5, Disable Device +10, Disguise +4, Escape Artist +4, Fly +8, Heal +6, Intimidate +8, Knowledge (arcana) +23, Knowledge (history) +16, Knowledge (nature) +13, Knowledge (planes) +17, Linguistics +21, Perception +13, Perform (dance) +16, Ride +4, Sense Motive +4, Sleight of Hand +8, Spellcraft +21, Stealth +8, Survival +5, Swim +8, Use Magic Device +18; Racial Modifiers +2 Perception, alchemy
Languages Abyssal, Aklo, Azlanti, Common, D'ziriak, Draconic, Elven, Gnome, Hallit, Infernal, Kelish, Necril, Orc, Osiriani, Polyglot, Shoanti, Terran, Thassilonian, Varisian
SQ half-elf witch, bane, discoveries (precise bombs), elf blood, ghost touch, half-elf alchemist, mutagen, poison use, fast poisoning, patron spells (wisdom)
Combat Gear Extend metamagic rod (lesser) (3/day), Mutagen: +4 DEX, -2 WIS, +2 Nat AC, Pearl of power (3rd level) (1/day), Potion of cure light wounds (2), Potion of reduce person, Acid (2), Acid (2), Alchemist's fire, Alchemist's fire (2), Antiplague, Caltrops; Other Gear +1 Bane (magic beast), Ghost touch Dagger, Dagger, Dagger, Masterwork Sickle, Masterwork Silver Light mace, Sap, Sling, Sling bullets (10), Bracers of armor +4, Cloak of resistance +3, Headband of vast intelligence +6 (Acrobatics, Ling, Perform: Dance), Wand of magic missile(41/50),
3 strands of Hue Threads, 1 pre-crushed and in pil, Adventurer's sash (empty), Alchemy crafting kit, Backpack (1 @ 5 lbs), Backpack, masterwork (10 @ 18 lbs), Bedroll, Blanket, Cage, tiny, Crowbar, Entertainer's outfit, Iron spike, Poison pill ring, Powder, Silk rope, Thieves' tools, Vial, 44 PP, 2 GP, 2 SP, 4 CP
--------------------
Special Abilities
--------------------
+8 Witch's Familiar's Spells 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.
Accelerated Drinker You may drink a potion as a move action instead of a standard as long as you start your turn with the potion in your hand.
Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bane (magic beast) +2 & +2d6 damage vs chosen type
Bomb 1d6+7 (9/day) (DC 18) (Su) Thrown Splash Weapon deals 1d6+7 fire damage.
Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evil Eye -4 (10 round(s)) (DC 22) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Extend metamagic rod (lesser) (3/day) Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

The wielder can cast up to three spells per day that are extended as though using the Extend Spell feat. Lesser metamagic rods can be used with spells of 3rd level or lower.

Construction
Requirements: Craft Rod, Extend Spell feat; Cost 1,500 gp
Familiar Bonus: +3 bonus on Climb checks You gain the Alertness feat while your familiar is within arm's reach.
Ghost touch Full damage against incorporeal creatures.
Half-Elf Alchemist Add +1 foot to the range increment of the alchemist's thrown splash weapons (including the alchemist's bombs). This option has no effect unless the alchemist has selected it 5 times (or another increment of 5); a range increment of 24 feet is effecti
Healing (2d8+10) (Su) Use cure moderate wounds once per day/person.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Knack (Witch) +2 CL for a specific class, to a max of your HD.
Mesmerizing Weave (Ex) The witch gains the scent ability, but only with respect to humanoid children and immature animals. Thus, she could sniff out a child's hiding place or a den of wolf pups, but not the child's parents or the den mother.
Mutagen (DC 18) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 20 min.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Resistance +2 (Ex) +2 to save vs. Poison.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Poisoning (Standard Action) (Ex) Normal: Apply poison to a weapon as a standard action.
Precise Bombs (7 squares) (Su) Whenever the alchemist throws a bomb, he can select a number of squares equal to his Intelligence modifier that are not affected by the splash damage from his bombs.
Prehensile Hair (Su) The witch can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Intelligence score. Her hair has reach 10
Retribution (7 round(s)) (DC 22) (Su) Foe in 60 ft suffers half the melee damage it deals, ignoring resist, for duration (Will neg).
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak With Familiar (Ex) You can communicate verbally with your familiar.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

Languages:

Aklo,
Common,
Elven,
Shoanti,
Varisian
Terran

*D’ziriak – shadowy plane insectoid humans.
*Thassilonian
*Osiriani
*Infernal
*Kelish.
*Necril
*Polyglot
*Hallit
*Ancient Azlanti
*gnome
*draconic
*Orc

background:
There are rules and regulations for everything in this town, and most people even follow them, at least when dealing with people that matter. But there are others too, folks that don't matter -the kids that grow wild. They slip through the cracks in the street and get scattered in the eddies of crime that happen in the shadows. Oh there are rules for dealing with them as well; do whatever you want, to whichever you want, just don't get caught.

Dandelion knew the rules as well as anyone. She has a faint scar along one cheek from a man that knew just how far the rules went to protect the likes of her. Not at all. Gaedrum Lamm had left her for dead, just another street trash thrown out when she raised a stink about his next enterprise. But she'd broken the rules, she hadn't died. And someone else had broken them as well; for she had a vague foggy memory of someone moving her from the piles of filth where Lamm had left her, to the abandoned building not far away. When she woke some days later, there was no sign of the actual person, but there was a jug of fresh water, a loaf of not too far gone bread, and a knife.

She didn't know who her benefactor had been, but she too knew the rules; and some day, she'd pay both the mysterious stranger and Gaedrum Lamm back for all they'd done for her.

**************

Tall and thin, Dandilion grew like a weed a couple of years ago, sprouting up to 5'7" while putting on only the weight needed for the willowy bone structure she'd inherited from...well, she wasn't really sure just which parent had graced her with their elven blood; for as far as she knows, she's never met either of them. As near as she can tell she is 20 or thereabout, though it could be as old as 23 or as young as 18. The memory is hazy and record keeping lazy when you're guardians are the drunks and the rats of the gutter and your school is all the parts of town the normal folk try to pretend don't exist.

Normally she's quick and graceful, though sometimes not entirely aware of her place in the space around her, but with reflexes quick enough to respond to just about anything. If Gaedran Lamm hadn't had his enforcers with him, she probably could have jumped free without a scratch instead of left for dead in a hip high pile of trash and filth. Or if she'd read the situation better. But he did and she didn't, and the rest, as they say, is history. The long red line along one cheek is fainter than it was a week or two ago, and it bothers her less now, though she can still feel the stares of strangers when they see it. Most of the time, she makes sure that they don't, keeping her head down and her too-bright, too-big, blue eyes down. There isn't much to be done about the ears, though, other than tape and cover with hair and hat. Most of the time, when she dresses right, she can pass for a human teenager, out for a lark. But inside, she knows that's not quite the case, not quite right, and has all her life.

The Card:
During a break while you're alone at the table, a small girl with red hair, a dirty face and wide pretty eyes walks up and hands you a harrow card. She curtsies and walks back into the crowd.

As you examine the card the bard dances by and throws you off for a second as he almost seems to be playing just for you... just for a moment. The card is the Dancer. On the back is a short note,

I know what Gaedren has done to you. He has wronged me as well. I know where he resides, yet I cannot strike him. Maybe you can. Come to my home at 3 Lancet street at midnight. Others like you will be there. Gaedren must face his fate, and justice must be done.