Full Name |
Isabel Vitteri |
Race |
Level 2 Female Human Witch | HP 16 | AC 12 | T 12 | FF 10 | CMD 13 | Fort +2 | Ref +4 | Will +4, +2 against charm and compulsion effects. | Init +4 | Perc +1 |
Classes/Levels |
Witch 2 |
Gender |
Female |
Size |
5'6 / 124lbs |
Age |
22 |
Special Abilities |
Hexes, Spells. |
Alignment |
Neutral |
Deity |
Pharasma |
Location |
Sandpoint, Varisia |
Languages |
Common, Varisian, Elven, Infernal |
Occupation |
Healer/Herbalist |
Strength |
10 |
Dexterity |
14 |
Constitution |
14 |
Intelligence |
16 |
Wisdom |
12 |
Charisma |
13 |
About Isabel Vitteri
Isabel Vitteri
Female Human (Varisian) Witch) 2
N Medium Humanoid (Human)
Init +4; Senses Perception +1; Concentration +6
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DEFENSE
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AC 12, touch 12, flat-footed 10
hp 16 (2d6+2) Current HP:
Fort +2, Ref +4, Will +4; +2 against charm and compulsion effects.
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OFFENSE
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Spd 30 ft.
Melee Quarterstaff +1 (1d6/20/x2)
Ranged Crossbow, Light +3 (1d8/19-20/x2)
Witch Spells Prepared (CL 2):
1 Cure Light Wounds, Snowball (DC 14), Mage Armour
0 (at will) Daze (DC 13), Read Magic, Stabilize, Mending
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STATISTICS
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Str 10 (+0), Dex 14 (+2), Con 14 (+2) Int 16 (+3), Wis 12 (+1), Cha 13 (+1)
Base Atk +1; CMB +1; CMD 13
Feats Exter Hex: Cackle, Slumber
Traits Birthmark, Reactionary, Desperate Focus
Skills Acrobatics +2, Climb +0, Escape Artist +2, Fly +2, Heal +1, Knowledge (Arcana) +8, Knowledge (History) +8, Knowledge (Nature) +8, Knowledge (Planes) +8, Ride +2, Stealth -2, Swim +0
Languages Common, Elven, Varisian, Infernal
Combat: Gear Bolts, Crossbow (20), Crossbow, Light, Quarterstaff, Other Gear: backpack, a bedroll, a belt pouch, candles (10), chalk (10), a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.
Coin:
PP:
GP:
SP:
CP:
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SPECIAL ABILITIES
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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, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.
Evil Eye (Su): [FAQ] 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. A Will save reduces this to just 1 round. This is a mind-affecting effect.
Healing (Su): [FAQ] 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.
Slumber (Su): A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
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SPELLS
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Familiar - Fox +2 Reflex
Patron Elements
0 - All 0 level witch spells.
1 - Cure Light Wounds, Burning Hands, Mage Armour, Snowball, Comprehend Languages, Cause Fear, Chill Touch, Command, Shocking Grasp