Follows an outsider patron who communicates through the stars
Common, Dwarven, Halfling
Female human Witch 4
CG Medium humanoid
Init +2 ; Senses Perception +6
AC 14, touch 12, flat-footed 10 (+2 dex)
hp 21 (4d6+7)Current 21 Fort +1, Ref +3, Will +6
Spd 30 ft./x4
Melee Staff, +2 1d6 20/x2
Melee Dagger, melee +2 1d4 19-20/x2
Ranged spell +4
Str 10, Dex 15, Con 12, Int 16, Wis 15, Cha 15
Base Atk +2, Cmb +2 Cmd 14
Feats Extra Hex x2,
Skills Acrobatics +, Bluff +, Climb +, Craft (Alchemy) +10, Fly +6, Heal +6, Intimidate +6, Knowledge (arcana) +9, Knowledge (History) +8, Knowledge (Nature) +7, Knowledge (Planes)+8, Knowledge (Astronomy)+7, Perception +6,Profession+, Sense Motive +6, Spellcraft +9, Stealth +2, Survival +6, Swim +4, Use Magic Device +7,
Known: 0 level -Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Guidance, Light, Mending, Message, Putrefy Food and Drink, Read Magic, Resistance, Spark, Stabilize, Touch of Fatigue, Create Water*
1st (7)- Cause Fear, Ear Piercing Scream, Ray of Enfeeblement, Ray of Sickening, Cure Light Wounds, Hypnotism, Mask Dweomer.
2nd (1)- Haunting mists, Dust of Twilight,Blood Transcription
o-level (DC 13)
Dancing Lights, Detect Magic, Stabilize, Touch of Fatigue, Create Water
1st (DC 14)
Cause Fear, Ray of Sickening, Faerie Fire*, Hypnotism, Ear Piercing Scream
2nd (DC 15)
Haunting Mists, Dust of Twilight*, Blood Transcription
Healing(Su), Evil Eye (Su) 7 rounds DC 15, Flight (Feather fall at will, Levitate 1/day), Slumber (DC 15), Misfortune (DC 15)
Combat Gear Other Gear Class Abilities
• Cantrips -Witches can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Witch under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Cantrips prepared using other spell slots, due to metamagic feats for example, are expended normally
• Weapon and Armor Proficiency: Witches are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a witch’s gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor on page 83 of the Pathfinder RPG Core Rulebook).
• Hex - Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes.
• Patron - At 1st level, when a witch gains her familiar, she must also select a patron. This patron is a vague and mysterious force, granting the witch power for reasons that she might not entirely understand. While these forces need not be named, they typically hold influence over one of the following forces.
Stars: 2nd—faerie fire, 4th—dust of twilight, 6th—guiding star, 8th—wandering star motes, 10th—dream, 12th—cloak of dreams 14th—circle of clarity, 16th—euphoric tranquility, 18th—astral projection.
•Familiar - At 1st level, a witch forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Familiars also aid a witch by granting her skill bonuses, additional spells, and help with some types of magic. This functions like the wizard’s arcane bond class feature, except as noted in the Witch’s Familiar section.
A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar. A witch’s familiar begins play storing all of the 0-level witch spells plus three 1stlevel spells of the witch’s choice. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each new witch level, she adds two new spells of any spell level or levels that she can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual.
OWL CR 1/3
N Tiny animal
Init +3; Senses low-light vision; Perception +10
AC 17, touch 17, flat-footed 15 (+3 Dex, +2 size, +2 nat armor)
hp 7 (1d8)
Fort +2, Ref +5, Will +2
Speed 10 ft., fly 60 ft. (average)
Melee 2 talons +5 (1d4–2)
Space 2-1/2 ft.; Reach 0 ft.
Str 6, Dex 17, Con 11, Int 7, Wis 15, Cha 6
Base Atk +0; CMB +1; CMD 9
Feats Weapon Finesse
Skills Fly +7, Perception +10, Stealth +15; Racial Modifiers +4 Perception, +4 Stealth
Deliver touch spells, Alertness, empathic link, improved evasion, share spells, store spells
Scholar of the Great Beyond
Your great interests as a child did not lie with current events or the mundane— you have always felt out of place, as if you were born in the wrong era. You take to philosophical discussions of the Great Beyond and of historical events with ease.
Benefit: You gain a +1 trait bonus on Knowledge (history) and Knowledge (planes) checks, and one of these skills (your choice) is always a class skill for you.
You have bridged the gap between the natural magic of the Mwangi peoples and the refined magic of the Chelish colonists.
Benefit: Select one 0-level spell from a class spell list other than your own. This spell is a 0-level spell on your class spell list (or a 1st-level spell if your class doesn't have 0-level spells). For example, if you are a druid, you could select mage hand and thereafter prepare it as a 0-level druid spell; if you are a sorcerer, you could select know direction as a 0-level sorcerer spell known.
Kalaya's parents were active members of the Hand of Jorin, her father a skilled warrior, her mother an adept escape artist, both of whom found themselves continuously on the front lines of the guerillar war against the Jarlmoot.
Time and time again their expertly planned raids brough freed prisoners and reappropriated wealth from their dwarven oppressors, until the day when one of their own, angry over her mother's refusal to become involved in an illicit tryst, betrayed the group's plans.
At the age of thirteen, Kalaya witnessed her father's death at the hands of a dwarven axemaster, her mother taken down while attempting to escape, the young girl fled for thhe wild forests.
Lost and terrified, hiding desperately with her entire world in shambles, the young girl would have died of thirst, yet as she lay weakly in a rare clearing, a great horned owl alighted on her chest, staring into her eyes with an intensity that seemed to swallow up her soul.
As she met its gaze, the world seemed to collapse in on itself drawing her down until she stood alone and naked in an endless void. Yet she was not alone. With her stood a being of great beauty, grace and elegance with a predator's fireceness, she knew at once to be the true form of the raptor astride her physical body so far away.Delicately, yet powerfully the creature reached out to her mind. Wordlessly they spoke for what felt like days, Kalaya learning of the old powers, far beyond the likes of Baal, who had seen enough of the domination of the world and sought to awaken a lost age of power and awareness.
She learned of the bond that would allow her to access greater knowledge through her interaction with Whisperwing the name of her companion in human words.
Abruptly she was once again in her own body, her mind and body infused with purpose and a growing strength. And more...knowledge, a wealth of knowledge that would ensure that she would never be a victim again. Never see another like her see everything they loverd torn from them.
She learned to survive in the wilds, to call upon the power and knowledge from beyond the stars, to work her way into the fringes of society, hiding her magic, seeming little more than a medicine woman.
Yet she knew that one day, she would stand over the corpes of the warrior that had taken her parents, and see the look in his eyes as he drew his last breath at the hands of a simple human girl.