Prepared Witch Spells:
AC 11, Touch 11, Flat-footed 10, CMD 11
Base Atk: +1, CMB: +1
Known Witch Spells (CL 1st):
Skill Focus (Bluff): +3 to bluff skill checks.
City-Born (Magnimar): +1 to reflex saves and +2 to Diplomacy skill checks.
Bluff +6 (+1 rank, +3 skill focus, +2 cha)
Half-elves receive Skill Focus as a bonus feat at 1st level.
Half-elves occasionally seek tutoring to help them master the magic in their blood. Half-elves with this racial trait have only one favored class and it must be an arcane spellcasting class. They can use spell trigger and spell completion items for their favored class as if 1 level higher (or as a 1st-level character if they have no levels in that class). This racial trait replaces the multitalented racial trait.
Elf Blood (Ex)
Half-elves count as both elves and humans for any effect related to race.
Elven Immunities (Ex)
Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses (Ex)
Half-elves receive a +2 bonus on Perception skill checks.
Trait - Failed Apprentice
Nieve failed his arcane schooling, but learnt a lot of the workings of magic. He gains a +1 to saving throws against arcane spells.
Trait - Reactionary
As a half-elf, Nieve was bullied growing up. Shy by nature, he never fought back. Instead, he grew to react faster to get away. He gains a +2 trait bonus to initiative.
You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.
Evil Eye (Su)
The witch can cause doubt in the mind of a foe within 30 feet that you 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 7 rounds. A Will save reduces this to just 1 round.
You form a close bond with a familiar, a creature that teaches you magic and helps to guide you along your path. Your familiar also aids you by granting you skill bonuses, additional spells, and help with some types of magic. These special abilities apply only when you and your familiar are within 1 mile of each other. The familiar stores all the spells that you know.
<relevant at 2nd level>
Born to Merrill Lovesworn, a Priestess of Shelyn, in the city of Magnimar, Nieve was cursed in birth through his mixed heritage. His father, an elven bard whose stories of beauty and love wooed his mother, left the city before Nieve was born. Cared for and raised under the teachings of Shelyn, Nieve struggled throughout his childhood as a half-elf, becoming a shy child that rarely dared to walk the streets. He was agile and quick of wit, however, and in an act of love he was sent to the fledling school fo magic in Galduria to utilise his mind and, in the hopes of his mother, tap into the magical heritage that she was convinced his father possessed.
However, it ended up being wasted gold. Nieve had enormous difficulties grasping the basics of practical magic, and while theoretically brilliant he did not pass the examinations, and was mocked. He opted to go home after two years, at an age of fifteen, and while welcomed by his mother with all the affection and love he was used to, there was a disappointment in her eyes, and in his chest, that he could not stand. He would recite the teachings of Shelyn, and watch the skies at night, questioning no-one about the world, its workings, and if there was such a force as fate or destiny. He tried to love the world and the city, as his mother had taught him, but the naïvete of youth was slowly being whisked away by the reality of his failure. As he grew older, the bullying slowly grew to end, and while he was prone to being refused service at local shops for his heritage, Nieve slowly blended into the society and managed to break misconceptions with his smile and his gentle tongue.
On the night of his eighteenth birthday, while wandering his mother's garden, he was approached by a weasel. It was an unusual sight: he had only seen them in books, and as far as he knew they were unheard of in cities such as Magnimar. What he never expected was for it to speak. It recited its observations of Nieve's troubled walks; his failings in tapping into the arcane; his difficulties of being accepted for who he was. Upset, he inquired of the weasel's purpose and reason, and in reply he was offered an exchange: power for service. Vague about its nature, the weasel promised Nieve that if he agreed, he would be able to tap into the arcane arts, and all that was asked of in return was potentially having to do a few favours.
A week later, after contemplation, Nieve was confronted by two weasels, again; one was the same from the previous encounter, the other smaller, and quiet. Nieve agreed, and as part of the contract he was asked to smear some of his blood on the smaller weasel's forehead. As he sealed the pact, power rushed through his veins, a thrill and excitement and terror that he had never before felt, before he collapsed.
He was found unconscious by his mother. When he woke up, she had watched him all night with all the mother's love and grace she had. The weasel he had spilt blood upon was resting on his chest, refusing to leave. He couldn't help but smile, telling his mother he would be okay, and that the weasel was a gift from a friend.
A couple of years later, he had managed to grasp and control the power that was running through his veins, with aid of the weasel. He had spent years pretending that the magic was slowly awakening, to avoid suspicion, until it was safe, as he gauged, to publically walk the streets with these powers. Yet through a dangerous miscalculation everything went awry. Approached by some of the former bullies one day, he grew cautious. With snide remarks and the violent shove, Nieve felt a part of him snap. Within seconds the bullies were scorched with fire; they survived, but the damage had been done. He was taken by guards and arrested for violent behaviour, and stigmatised by the entire street in which he grew up.
After a week of imprisonment he was let go. When he came home, his mother admonished him, informing him that she knew of the pact he had made. In her anger she threatened to take him to the clerics so they could reverse the pact. Furious, he shouted back at his mother, culminating in him leaving in his upset. He made the decision to leave the city, to find his own way. Being stuck in Magnimar would no longer be an option. Fresh to the scene of adventurers, however, he only knows of one destination: Sandpoint.
CONCEPT AND PERSONALITY:
The character is built around: social skills to reflect his past in having to rely on his tongue to get out of trouble related to his heritage; high intelligence to reflect his understanding of arcane theory without being quite able to naturally use magic; being a follower of Shelyn's teaching of love and beauty to convince himself that he isn't unwanted or useless, on account of his past; as a witch who received his powers from an outside source to represent the potential "deal-with-the-devil" aspect that is intriguing and a potential plot hook.
Spell choices are going to rely on healing, elemental damage, and debuffs to reflect: beliefs in Shelyn, his increasingly intense personality, and his bitter resentment of being picked on as lesser throughout his life. He's finally learning to stand on his own two feet, having willingly lost everything, and he is determined to not fail.
Walking Stick (Quarterstaff) (Held) (4 lbs) (-)
Traveller's Outfit (Worn) (5 lbs) (1 gp)
Spell Component Pouch (Belt) (2 lbs) (5 gp)
Wand of Shocking Grasp (CL3) (27 charges left) (Sleeve)
Backpack (Back) (2 lbs) (2 gp)
Starting Wealth: 80 gp
Wealth: 152 gp 5 sp
Light load: 38 lbs or less
Medium load: 39-76 lbs
Heavy load: 77-115 lbs
Total encumbrance: 18 lbs
AC 16, Touch 14, Flat-footed 14, CMD 6
Speed: 20 ft., climb 20 ft
Weapon Finesse: Use dex instead of str for determining attack rolls with light weapons.
Alertness: +2 to perception and sense motive checks.
Acrobatics +10, Climb +10, Escape Artist +3, Stealth +14
When a weasel hits with a bite attack, it automatically grapples its foe, inflicting automatic bite damage each round.
You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility.
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 (Ex)
The witch may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A witch 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 emphatically 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.
Deliver Touch Spells (Su)
If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Created using PCGen, modified by Patcher.