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