Str 12, Dex 15, Con 12, Int 17, Wis 12, Cha 13
Base Atk +1; CMB +2; CMD 14
Feats Brew Potion, Combat Casting, Extra Hex
Traits Ice Walker (Kellid), Sacred Touch
Skills Craft (Alchemy) +8, Fly +7, Heal +8, Knowledge (Arcana) +9, Knowledge (Nature) +9, Perception +5, Profession (Herbalist) +7, Sense Motive +3, Spellcraft +8, Survival +2, Swim +5, Use Magic Device +5
Languages Aklo, Common, Hallit, Skald, Tien
SQ +2 to Reflex saves, Antitoxin (vial), Deliver Touch Spells Through Familiar (Su), Empathic Link with Familiar (Su), Endure Elements (Cold only) (Ex), Healing (1d8+3) (Su), Share Spells with Familiar
Combat Gear Crossbow, Light, Dagger, Mace, Heavy; Other Gear Backpack (7 @ 15.5 lbs), Bag, Waterproof (empty), Bedroll, Blanket, winter, Flint and steel, Marbles, Potion of Cure Light Wounds, Pouch, belt (3 @ 3.12 lbs), Rations, trail (per day) (3), Waterskin, Wand of Cure Moderate Wounds (3), Healing Kit, 2x antitoxin, +1 cloak of resistance, 3pp, 379gp, 637sp
+2 to Reflex saves You gain the Alertness feat while your familiar is within arm's reach.
Antitoxin (vial) If you drink a vial of antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Endure Elements (Cold only) (Ex) Exist comfortably in cold regions.
Feather Fall (At will) (Sp) Feather Fall at will.
Healing (1d8+3) (Su) Cure Light wounds at will (1/day/person).
Ice Walker (Kellid) +1 bonus on saves against cold; ignore Acrobatics penalty for ice
Levitate (1/day) (Sp) Levitate 1/day
Sacred Touch You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature mer
Share Spells with Familiar The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Slumber (3 rounds) (DC 14) (Su) Target falls asleep.
TOFA CR 1/4
CG Tiny Magical Beast ((Animal))
Init +2; Senses Low-Light Vision, Scent; Perception +9
AC 16, touch 14, flat-footed 14. . (+2 Dex, +2 size, +2 natural)
hp 9 (1d8+1)
Fort +3, Ref +4, Will +4
Spd 40 ft.
Melee Bite (Fox) +2 (1d3-1/20/x2)
Space 2.5 ft.; Reach 0 ft.
Str 9, Dex 15, Con 13, Int 7, Wis 12, Cha 6
Base Atk +1; CMB +1; CMD 10 (14 vs. Trip)
Feats Skill Focus: Perception
Tricks Come [Trick], Defend [Trick], Down [Trick], Heel [Trick], Stay [Trick], Track [Trick]
Skills Climb +2, Fly +11, Heal +3, Perception +9, Spellcraft +0, Stealth +10, Survival +2, Swim +2, Use Magic Device -1 Modifiers +4 to Survival to track by scent, Acrobatics (Jump) +8
Languages SQ Come [Trick], Defend [Trick], Down [Trick], Heel [Trick], Improved Evasion (Ex), Stay [Trick], Track [Trick]
+4 to Survival to track by scent (Ex) You are particularly good at Survival in certain environments or circumstances.
Acrobatics (Jump) +8 (Ex) You gain the specified bonus to acrobatics checks made to jump.
Come [Trick] The animal will come to you on command.
Defend [Trick] The animal will defend you.
Down [Trick] The animal will break off combat on command.
Heel [Trick] The animal will follow you.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Stay [Trick] The animal will stay where it is.
Track [Trick] The animal will track a scent.
Who am I? This is a question I ask myself almost every day. And still I have no answers. The little I know about my past is of no help either. My blood is mixed; some say Ulfen or perhaps Kellid and exotic Tian. A strange combination to be sure. My height (or lack of it!), slightly tilted eyes and hair colour come from my Tien heritage, while my pale skin, blue eyes and hot temper come from the northern blood that runs through my veins.
I remember very little before coming to Sandpoint. I was about nine years old when the caravan dropped me off on the door step of the Turandarok Academy. Headmaster Ilsoari Gandethus, know to collect exotic and strange items, took me in. If the traders told any story of my coming to travel with them, then I have never heard it.
I stayed at the academy until last year. Being too old to continue my schooling, and not really have much interest in doing so, I looked for a new opportunity to show itself. And it did not take long, either. In a busy town like Sandpoint accidents happen. Small wounds and pains that many of the poorer people cannot afford to take to the great cathedral. So they go to Hannah’s. Hannah Velerin, an elf of strong character, and an open heart will take any in who are injured, and worry about payment later. My own recently acquired powers called out to this woman. It was at this same time that Tofa appeared. An arctic fox this far from the snow and glaciers of my ‘homeland’. It was, of course, an omen. But what child of only 19 winters pays much attention to such things.
So, for the past year I have worked with Hannah healing the people of Sandpoint, and learning from the mysterious power that sent Tofa to me. And waiting....but perhaps the wait is now over.