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Lantern Bearer

Domitian's page

153 posts. Alias of Nacona.


Full Name

Domitian

Race

Half-Elf

Classes/Levels

Witch/1 (Per: +7(+9 With Familiar near by) / Init: +4 / HP: 7/7/ AC:12 (16 Mage Armor)/T: 12/ FF: 10/ Fort:+1 Ref:+4 Will:+4 (+2 Vs Enchantments)

Gender

Male

Size

Medium

Age

32

Alignment

Neutral Good

Deity

Patron: Shadow

Languages

Common,

Strength 10
Dexterity 14
Constitution 10
Intelligence 17
Wisdom 14
Charisma 8

About Domitian

Basics:

HP: 7/7

AC:12 (10 +0 Armor, +2 Dex, +0 Misc)
No armor worn.

Favored Class: Witch/Ranger

Ability Scores
Str:10 +0
Dex:14 +2
Con:10 +0
Int:17 +3
Wis:14 +2
Cha:8 -1

Base Atk Bonus: +0

Initiative: +4 (+2 DEX, +2 Trait)

CMB:+0 (+0 BAB, +o STR, +0 Size Mod.)
CMD:12 (+0 BAB, +0 STR, +2 DEX, +0 Size Mod.)

Saving Throws

+2 Save Vs. Enchantments

Fort:+1 (+0 Base, +0 Ability, +1 Misc.)

Ref:+4 (+0 Base, +2 Ability, +2 Misc.)

Will:+4(+2 Base, +2 Ability, +0 Misc.)

Speed: 30ft. Armored: 30ft.

Spells/Day
0-3, 1st-2
Spells Memorized
0: Guidance, Light, Mending
1st:Mage Armor, Ear Piercing Scream

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).

Skill Ranks per Level: 2 + Int modifier.

(Rank+Abil Mod+Misc)
Heal: +6 (1+2+3)

Knowledge(Arcana): +7 (1+3+3)

Knowledge(History): +7 (1+3+3)

Knowledge(Nature): +7 (+1+3+3)

Spellcraft: +6 (+1+2+3)

Perception: +7 (+0+2+5)

Familiar:

Fox: Master gains a +2 bonus on Reflex saves

N Tiny animal

Init +2; Senses low-light vision, scent; Perception +8

Defense

AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)

hp 5 (1d8+1)

Fort +3, Ref +4, Will +1

Offense

Speed 40 ft.

Melee bite +1 (1d3–1)

Space 2-1/2 ft.; Reach 0 ft.

Statistics

Str 9, Dex 15, Con 13, Int 2, Wis 12, Cha 6

Base Atk +0; CMB +0; CMD 9 (13 vs. trip)

Feats Skill Focus (Perception)

Skills Acrobatics +2 (+10 jumping), Perception +8, Stealth +10,

Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent

Foxes are small, doglike carnivores with narrow snouts and bushy tails.

Arcane Bond Abilities:

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 empathically 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.

Weapons:

Light Mace +0Atk 1d6

Light Crossbow +2Atk 1d8

Cantrips:

Cantrips
DC:13

Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
School universal
CASTING
Casting Time 1 standard action Components V, S
EFFECT
Range touch Effect one personal rune or mark, all of which must fit within 1 sq. ft. Duration permanent Saving Throw none; Spell Resistance no
DESCRIPTION
This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable.

See invisibility,true seeing,a gem of seeing,or a robe of eyes likewise allows the user to see an invisible arcane mark. A read magic spell reveals the words, if any. The mark cannot be dispelled,but it can be removed by the caster or by an erase spell.

If an arcane mark is placed on a living being, the effect gradually fades in about a month.

Arcane mark must be cast on an object prior to casting instant summons on the same object (see that spell description for details).

Bleed: Cause a stabilized creature to resume dying.
School necromancy
CASTING
Casting Time 1 standard action Components V, S
EFFECT
Range close (25 ft. + 5 ft./2 levels) Target one living creature Duration instantaneous Saving Throw Will negates; Spell Resistance yes
DESCRIPTION
You cause a living creature that is below 0 hit points but stabilized to resume dying. Upon casting this spell, you target a living creature that has -1 or fewer hit points. That creature begins dying, taking 1 point of damage per round. The creature can be stabilized later normally. This spell causes a creature that is dying to take 1 point of damage.

Dancing Lights: Creates torches or other lights.
School evocation [light]; Level bard 0, magus 0, sorcerer/wizard 0, witch 0
CASTING
Casting Time 1 standard action Components V, S
EFFECT
Range medium (100 ft. + 10 ft./level) Effect Up to four lights, all within a 10-ft.-radius area Duration 1 minute (D) Saving Throw none; Spell Resistance no
DESCRIPTION
Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o'-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell's range.

You can only have one dancing lights spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent, it does not count against this limit.

Dancing lights can be made permanent with a permanency spell.

Daze: A single humanoid creature with 4 HD or less loses its next action.
School enchantment (compulsion) [mind-affecting]
CASTING
Casting Time 1 standard action
Components V, S, M (a pinch of wool or similar substance)
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Target one humanoid creature of 4 HD or less
Duration 1 round
Saving Throw Will negates; Spell Resistance yes
DESCRIPTION
This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned,so attackers get no special advantage against it. After a creature has been dazed by this spell, it is immune to the effects of this spell for 1 minute.

Dazed Condition: The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to AC.

Detect Magic: Detects all spells and magic items within 60 ft.
School divination;
CASTING
Casting Time 1 standard action Component: V, S
EFFECT
Range 60 ft. Area cone-shaped emanation Duration concentration, up to 1 min./level (D) Saving Throw none; Spell Resistance no
DESCRIPTION
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.

1st Round: Presence or absence of magical auras.

2nd Round: Number of different magical auras and the power of the most potent aura.

3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft).

Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.

Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.

Spell or Object Aura Power

Faint Moderate Strong Overwhelming

Functioning spell (spell level) 3rd or lower 4th-6th 7th-9th 10th+ (deity-level)

Magic item (caster level) 5th or lower 6th-11th 12th-20th 21st+ (artifact)

Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:

Original Strength Duration of Lingering Aura

Faint 1d6 rounds

Moderate 1d6 minutes

Strong 1d6x10 minutes

Overwhelming 1d6 days

Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Detect magic can be made permanent with a permanency spell.

Detect Poison: Detects poison in one creature or small object.
School divination
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Target or Area one creature, one object, or a 5-ft. cube
Duration instantaneous
Saving Throw none; Spell Resistance no
DESCRIPTION
You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a DC 20 Wisdom check. A character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the Wisdom check fails, or may try the Craft (alchemy) check prior to the Wisdom check. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Guidance: +1 on one attack roll, saving throw, or skill check.
School divination
CASTING
Casting Time 1 standard action Components V, S
EFFECT
Range touch Target creature touched Duration 1 minute or until discharged Saving Throw Will negates (harmless); Spell Resistance yes
DESCRIPTION
This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.

Light: Object shines like a torch.
School Evocation [Light]
CASTING
Casting Time 1 standard action Components V, M/DF (a firefly)
EFFECT
Range touch Target object touched Duration 10 min./level Saving Throw none; Spell Resistance no
DESCRIPTION
This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius from the point touched, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object.

You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent (through permanency or a similar effect), it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or lower spell level.

Mending: Makes minor repairs on an object.
School transmutation
CASTING
Casting Time 10 minutes Components V, S
EFFECT
Range 10 ft. Target one object of up to 1 lb./level Duration instantaneous Saving Throw: Will negates (harmless, object); Spell Resistance: yes (harmless, object)
DESCRIPTION
This spell repairs damaged objects, restoring 1d4 hit points to the object. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this spell to function. Magic items can be repaired by this spell, but you must have a caster level equal to or higher than that of the object. Magic items that are destroyed (at 0 hit points or less) can be repaired with this spell, but this spell does not restore their magic abilities. This spell does not affect creatures (including constructs). This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.

Message: Whisper conversation at distance.
School transmutation [language-dependent]
CASTING
Casting Time 1 standard action Components V, S, F (a piece of copper wire)
EFFECT
Range medium (100 ft. + 10 ft./level) Targets one creature/level Duration 10 min./level Saving Throw none; Spell Resistance no
DESCRIPTION
You can whisper messages and receive whispered replies. Those nearby can hear these messages with a DC 25 Perception check. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence,1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path's entire length lies within the spell's range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning; it doesn't transcend language barriers. To speak a message, you must mouth the words and whisper.

Putrefy Food and Drink: Makes food and water inedible.
School transmutation [poison]
CASTING
Casting Time 1 standard action Components V, S
EFFECT
Range 10 ft. Targets 1 cu. ft./level of food and water or one potion; see text Duration instantaneous Saving Throw Will negates (object); Spell Resistance yes (object)
DESCRIPTION
This spell causes otherwise edible food to rot and spoil instantly, and water and other liquids to become brackish and undrinkable. Holy water and similar food and drink of significance are spoiled by putrefy food and drink,but the spell has no effect on creatures of any type, nor upon unholy water. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.

Although potions and elixirs are unaffected by the normal use of the spell, you can instead choose to target a single such object with this spell, destroying it if it fails a Saving Throw.

Read Magic: Read scrolls and spellbooks.
School divination
CASTING
Casting Time 1 standard action Components V, S, F (a clear crystal or mineral prism)
EFFECT
Range personal Target you Duration 10 min./level
DESCRIPTION
You can decipher magical inscriptions on objects - books,scrolls, weapons, and the like - that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).

Read magic can be made permanent with a permanency spell.

Resistance: Subject gains +1 on saving throws.
School abjuration
CASTING
Casting Time 1 standard action Components V, S, M/DF (a miniature cloak)
EFFECT
Range touch Target creature touched Duration 1 minute Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
DESCRIPTION
You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.

Resistance can be made permanent with a permanency spell.

Spark: Ignites flammable objects.
School evocation [fire]
CASTING
Casting Time 1 standard action Components V or S
EFFECT
Range close (25 ft. + 5 ft./2 levels) Targets one Fine object Duration instantaneous Saving Throw Fortitude negates (object); Spell Resistance yes (object)
DESCRIPTION
You can make an unattended Fine flammable object catch on fire. This works as if you were using flint and steel except that you can use spark in any sort of weather and it takes much less time to actually ignite an object

Stabilize: Cause a dying creature to stabilize.
School conjuration (healing)
CASTING
Casting Time 1 standard action Components V,S
EFFECT
Range close (25 ft. + 5 ft./2 levels) Target one living creature Duration instantaneous Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
DESCRIPTION
Upon casting this spell, you target a living creature that has –1 or fewer hit points. That creature is automatically stabilized and does not lose any further hit points. If the creature later takes damage, it continues dying normally.

Touch of Fatigue: Touch attack fatigues target.
School necromancy; Level sorcerer/wizard 0, witch 0
CASTING
Casting Time 1 standard action Components V, S, M (a drop of sweat)
EFFECT
Range touch Target creature touched Duration 1 round/level Saving Throw Fortitude negates; Spell Resistance yes
DESCRIPTION
You channel negative energy through your touch, fatiguing the target. You must succeed on a touch attack to strike a target. The subject is immediately fatigued for the spell's duration.

This spell has no effect on a creature that is already fatigued. Unlike with normal fatigue, the effect ends as soon as the spell's duration expires.

Spells:

To learn or cast a spell, a witch must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a witch's spell is 10 + the spell level + the witch's Intelligence modifier.
1st Level
DC:14

Burning Hands:1d4/level fire damage (max 5d4)
School evocation [fire]
Casting Time 1 standard action
Components V, S
Range 15 ft.
Area cone-shaped burst
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes

Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4).
Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action.

Charm Person:
School enchantment (charm) [mind-affecting]
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Target one humanoid creature
Duration 1 hour/level
Saving Throw Will negates; Spell Resistance yes
DESCRIPTION
This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target's attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.
The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person's language to communicate your commands, or else be good at pantomiming.

Cure Light Wounds: Cures 1d8 damage + 1/level (max +5)
School conjuration (healing)
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration instantaneous
Saving Throw Will half (harmless); see text; Spell Resistance yes (harmless); see text
[This content was created for the Pathfinder rules by Paizo Publishing LLC and is part of the Pathfinder RPG product line.]
DESCRIPTION
When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply Spell Resistance, and can attempt a Will save to take half damage.

Diagnose Disease:

Casting Time 1 standard action
Components V, S
EFFECT

Range close (25 ft. + 5 ft./2 levels)
Target or Area one creature, one object, or a 5-ft. cube
Duration instantaneous
Saving Throw none; Spell resistance no

You determine whether a creature, object, or area carries any sort of disease or infestation (including molds, slimes, and similar hazards), or any exceptional or supernatural effects causing the sickened or nauseated effects. If there is disease present, you know what disease it is and its effects. If the target is a creature, you gain a +4 bonus on Heal checks to treat the creature’s disease. The spell can penetrate many barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Forced Quiet:

Casting Time 1 standard action
Components S
EFFECT

Range medium (100 ft. + 10 ft./level)
Target one creature
Duration 1 round/level
Saving Throw Will negates; Spell Resistance yes

With a gesture, you muffle sound around the target, making it unable to yell or otherwise make loud noises. This does not affect spellcasting by the target. The target can still use sonic effects, but the DC of these effects decreases by 2. The target gains a +2 bonus on saving throws against sonic effects. The target gains a +4 circumstance bonus on Stealth checks.

Identify:

Casting Time 1 standard action
Components V, S, M (wine stirred with an owl's feather)
EFFECT

Range 60 ft.
Area cone-shaped emanation
Duration 3 rounds/level (D)
Saving Throw: none; Spell Resistance: no

This spell functions as detect magic, except that it gives you a +10 enhancement bonus on Spellcraft checks made to identify the properties and command words of magic items in your possession. This spell does not allow you to identify artifacts.

Ill Omen:

Casting Time 1 standard action
Components V, S, M (hair from a black cat)
EFFECT

Range close (25 ft. + 5 ft./2 levels)
Targets one creature
Duration 1 round/level or until discharged
Saving Throw none; Spell Resistance yes

You afflict the target with bad luck. On the next d20 roll the target makes, it must roll twice and take the less favorable result. For every five caster levels you have, the target must roll twice on an additional d20 roll (to a maximum of five rolls at 20th level).

A target who can speak and has at least one free hand and who is aware of the spell and its effects (such as from a Spellcraft check to identify the spell as it is cast) can negate one reroll by spending a move action to utter a brief prayer or good luck charm to appease the spirits of ill fortune.

Interrogation:
Casting Time 1 round
Components V, S
EFFECT

Range touch
Target living creature touched
Duration 1 minute/level
Saving Throw Fortitude negates; Spell Resistance yes

You question the target, backed up by the threat of magical pain. You may ask one question per two caster levels. The target can either answer the question or take 1d4 points of damage plus your Wisdom bonus. The target is not compelled to answer truthfully, but the threat of pain gives it a –4 penalty on Bluff checks to convince you when it is lying.

Mage Armor: Gives subject +4 armor bonus
School conjuration (creation) [force]
Casting Time 1 standard action
Components V, S, F (a piece of cured leather)
EFFECT
Range touch
Target creature touched
Duration 1 hour/level (D)
Saving Throw Will negates (harmless); Spell Resistance no
DESCRIPTION
An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.
Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can't bypass it the way they do normal armor.

Unerring Weapon:

Casting Time 1 standard action
Components V, S
EFFECT

Range close (25 ft. + 5 ft./2 levels)
Targets one weapon or 20 projectiles, all of which must be together at the time of casting
Duration 1 round/level
Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object)

This spell causes a weapon to veer closer to vital areas, improving the result of a critical threat. This transmutation grants a +2 bonus on attack rolls to confirm critical hits plus 1 additional bonus point per four caster levels (maximum total bonus +7). If the spell is cast on projectiles, the effect ends on a specific projectile whenever that projectile is used to make an attack, regardless of whether the attack hits. For this spell, shuriken are considered projectiles.

Unseen Servant:

Casting Time 1 standard action
Components V, S, M (a piece of string and a bit of wood)
EFFECT

Range close (25 ft. + 5 ft./2 levels)
Effect one invisible, mindless, shapeless servant
Duration 1 hour/level
Saving Throw none; Spell Resistance no

An unseen servant is an invisible, mindless, shapeless force that performs simple tasks at your command. It can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. The servant can perform only one activity at a time, but it repeats the same activity over and over again if told to do so as long as you remain within range. It can open only normal doors, drawers, lids, and the like. It has an effective Strength score of 2 (so it can lift 20 pounds or drag 100 pounds). It can trigger traps and such, but it can exert only 20 pounds of force, which is not enough to activate certain pressure plates and other devices. It can't perform any task that requires a skill check with a DC higher than 10 or that requires a check using a skill that can't be used untrained. This servant cannot fly, climb, or even swim (though it can walk on water). Its base speed is 15 feet.

The servant cannot attack in any way; it is never allowed an attack roll. It cannot be killed, but it dissipates if it takes 6 points of damage from area attacks. (It gets no saves against attacks.) If you attempt to send it beyond the spell's range (measured from your current position), the servant ceases to exist.

Ear-Piercing Scream:
School evocation [sonic]
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration instantaneous; see text
Saving Throw Fortitude partial (see text); Spell Resistance yes
DESCRIPTION
You unleash a powerful scream, inaudible to all but a single target. The target is dazed for 1 round and takes 1d6 points of sonic damage per two caster levels (maximum 5d6). A successful save negates the daze effect and halves the damage.

Sleep:
School enchantment (compulsion) [mind-affecting]
CASTING
Casting Time 1 round
Components V, S, M (fine sand, rose petals, or a live cricket)
EFFECT
Range medium (100 ft. + 10 ft./level)
Area one or more living creatures within a 10-ft.-radius burst
Duration 1 min./level
Saving Throw Will negates; Spell Resistance yes
DESCRIPTION
A sleep spell causes a magical slumber to come upon 4 HD of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell's point of origin are affected first. HD that are not sufficient to affect a creature are wasted. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). Sleep does not target unconscious creatures, constructs, or undead creatures.

Hexes:

1. Misfortune: 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: 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.

Class Features/Abilities:

Weapon and Armor Proficiency: Witches are proficient with all simple weapons and no armor or shields.

Racial Abilites:

Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light. See Additional Rules.

Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.

Elf Blood: Half-elves count as both elves and humans for any effect related to race.

Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.

Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. See Classes for more information about favored classes.

Traits:

1.Rostlander: You were raised in the south of Brevoy, a
land of dense forests and rolling plains, of crystalline
rivers and endless sapphire skies. You come from hearty
stock and were raised with simple sensibilities of hard
work winning well-deserved gains, the importance
of charity and compassion, and the value of personal
and familial honor. Yours is the country of the Aldori swordlords and the heroes who refused to bend before
the armies of a violent conqueror. You care little for
matters of politics and nobles or of deception and
schemes. As you are thoroughly Brevic, the call for
champions willing to expand your land’s influence into
the Stolen Lands has inflamed your sense of patriotism
and honor, and so you have joined an expedition to quest
southward. Your hardy nature grants you a +1 trait bonus
on all Fortitude saves.

2.Reactionary:You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.

Benefit: You gain a +2 trait bonus on Initiative checks.

Feats:

1.Extra Hex:
You have learned the secrets of a new hex.
Prerequisite: Hex class feature.
Benefit: You gain one additional hex. You must meet all of the prerequisites for this hex.
Special: You can gain Extra Hex multiple times.

2.Skill Focus(Perception):
Choose a skill. You are particularly adept at that skill.
Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.

3.Alertness:
You often notice things that others might miss.
Benefit: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Equipment:

Backpack 2lbs.
Bedroll 5lbs.
Blanket, winter 3lbs.
Candles x5 n/a
Scroll case .5lbs.
Flint and steel n/a
Belt pouch .5lbs.
Sewing needle + Thread n/a
Waterskin 4lbs.
Trail rations x5 1lb per.
Spell component pouch 2 lbs.
Cooking kit 2lbs.
Travelers Outfit 5lbs.
Cold Weather Outfit 7lbs.
Light mace 4lbs.
Light crossbow. 4lbs.
Bolts(10)
Total Weight: 35lbs.
Encumbrance:
Light: 33 lbs. or less Medium: 34–66 lbs. Heavy:67–100 lbs.

Background:

Domitian grew up in a small farm village in Rostland. His mother was an elf and served as the village midwife. His father was a farmer of fair success. His parents had met many years before his birth in the River Kingdoms.
Domitian spent most of his days following his mother from one end of the village to the other, helping her cure the injuries and ailments of his neighbors. As he got older it became apparent that while gifted with the skills of a healer, there was something darker in Domitian.
He befriended a wild fox with strange behavior. Often people would fear it was rabid. Domitian would often times sit in silence with this fox. Eyes locked for long periods of time as though they were sharing their thoughts. While this was not entirely unheard of, none of the local rangers and even a druid passing by could explain it. They claimed this behavior was different than what they experienced. That it was not the natural way of communicating with natures creatures. The fox itself was somewhat an enigma. Behavior that would seem to indicate a high level of intelligence and in the next moment as wild and feral as could be. This fox looked strange as well. While typical in size its colors seemed washed out and faded.
Soon the other children of the village began to ostracize the boy. Teasing relentlessly and bullying him the boy commonly came home beaten and bloody. Not long after Domitian became the focal point of strange happenings. Eerie lights and noises, objects lighting on fire, people around him suddenly becoming exhausted or confused, and food suddenly turning bad.
Rumors and gossiping spread like wildfire. It quickly overwhelmed his parents who had grown afraid of Domitian. At 18 years of age his parents disowned and striped him of his name. Domitian left home never to return.
He headed south with hopes of discovering where his developing powers where coming from. Finding no answers in the River Kingdoms he spent a few years in Kyonin where he quickly earned the dislike of the haughty elven population. Domitian then returned to the River Kingdoms where for over several years he roamed the countryside helping to heal the sick and wounded. Recently Domitian began hearing rumors of expeditions setting off for the Stolen Lands. Thinking this a great opportunity get away from the "civilized" world that treated him so poorly, he has set off, heading north. Perhaps he may find some answers along the way.
y
Languages:

Common
Elven
Goblin
Abyssal
Sylvan

Coins/Gems:

GP:10
SP:8
CP:5


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