Chivane

Fen Tova's page

69 posts. Organized Play character for Count Buggula.


Full Name

Fen Tova

Race

Halfling

Classes/Levels

Witch 1

Gender

Female

Size

Small

Alignment

CG

Strength 9
Dexterity 16
Constitution 12
Intelligence 16
Wisdom 10
Charisma 14

About Fen Tova

Female Halfling Witch 1
Init +5;
DEFENSE

AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size, )
hp 6 (1d6)
Fort +1, Ref +4, Will +3, +2 vs. fear
Speed 20 ft.

STATISTICS

Str 8, Dex 16, Con 10, Int 16, Wis 10, Cha 16
Base Atk +0; CMB -2; CMD 11

Feats: Extra Hex
Traits: Reactionary, Touched by the Sea

Skills (* designates ranks)
*Acrobatics +6
--Acrobatics (Jump) +2
Appraise +3
Bluff +3
Climb +1
Diplomacy +3
Disguise +3
Escape Artist +3
Fly +5
*Heal +4
Intimidate +3
*Knowledge (Nature) +7
*Perception +3
*Profession (Cook) +4
Ride +3
Stealth +7
Survival +0
*Swim +3

Languages Common, Dwarven, Elven, Gnome, Halfling

SQ Cantrips, Charm, Fearless, Halfling Luck, Healing, Keen Senses, Sure-Footed, Weapon Familiarity, Witch's Familiar

Water Patron
Hexes: Charm, Healing
Charm (Su): A witch can charm an animal or humanoid creature within 30 feet by beckoning and speaking soothing words. This improves the attitude of an animal or humanoid creature by 1 step, as if the witch had successfully used the Diplomacy skill. The effect lasts for a number of rounds equal to the Witch’s Intelligence modifier. A Will save negates this effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. (DC 13)

Healing (Su): A witch can soothe the wounds of those she touches. This acts as a cure light wounds spell, using the witch’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours.

Spells:
Cantrips (DC 13), 3/day
Arcane Mark - Inscribes a personal rune on an object or creature (visible or invisible).
Bleed - Cause a stabilized creature to resume dying.
Dancing Lights - Creates torches or other lights.
*Daze - A single humanoid creature with 4 HD or less loses its next action.
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.
*Light - Object shines like a torch.
Mending - Makes minor repairs on an object.
Message - Whisper conversation at distance.
Putrefy Food and Drink - Makes food and water inedible.
Read Magic - Read scrolls and spellbooks.
Resistance - Subject gains +1 on saving throws.
Spark - Ignites flammable objects.
Stabilize - Cause a dying creature to stabilize.
Touch of Fatigue - Touch attack fatigues target.

Level 1 (DC 14), 2/day
Cure Light Wounds - Cures 1d8 damage + 1/level (max +5).
Mage Armor - Gives subject +4 armor bonus.
Ray of Enfeeblement - Ray causes 1d6 Str penalty + 1 per 2 levels.
*Sleep - Puts 4 HD of creatures into magical slumber.
Summon Monster I - Summons extraplanar creature to fight for you.
*Frostbite - melee touch attack deals 1d6 points of nonlethal cold damage + 1 point per level, and the target is fatigued

backstory:
Fen grew up listening to the tales her uncle told about the exciting life he had as a sailor aboard one of the Halfling merchant ships from Korvosa, and was fascinated by the exotic and adventurous life the sea had to offer. The only child of the owners of a small tavern, her life would be inevitably boring by comparison, so she often snuck away to a bluff that overlooked the sea where she would breathe deep the salty air and dream of sailing away to exciting new lands.
It was after one of these forays that she returned home to find disaster – the door was broken off its hinges and the tavern was completely wrecked. She frantically searched through the rubble only to find her parents lifeless bodies, fresh wounds betraying their violent death. Through tears, Fen fled her home and ran aimlessly until she found herself in a tavern where a kindly gentleman dried her tears and bought her a drink. After she calmed down, she walked down to the docks to gaze at the sea, hoping the tranquil sight would inspire her to know where to go now. A blow to the back of her head silenced all such thought.