Alertness: You often notice things that others might miss.
Benefit: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Extra Hex:You have learned the secrets of a new hex.
Prerequisite: Hex class feature.
Benefit: You gain one additional hex. You must meet all of the prerequisites for this hex.
Special: You can gain Extra Hex multiple times.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light (see low-light vision).
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.
Water Child: Some half-elves are born of elves adapted to life on or near the water. These half-elves gain a +4 racial bonus on Swim checks, can always take 10 while swimming, and may choose Aquan as a bonus language. This racial trait replaces the half-elf’s adaptability and multitalented racial Traits.
Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Sea Witch Abilities & Hexes:
Know Direction (Sp): So long as she near a sizable body of water (at least a lake with a diameter of 1 mile or more), a sea witch may cast know direction at will as a spell-like ability.
Sea Creature Empathy (Ex): A sea witch can influence the attitude of water-dwelling animals and animals that live along coasts and shores, including birds, as if using wild empathy. The sea witch uses her witch level as her druid level for this ability. If the sea witch has wild empathy from another class, her witch levels stack with the other class’s levels to determine her wild empathy bonus for these kinds of creatures.
This ability replaces the witch’s 1st-level hex.
Water Lung (Su): An air-breathing target can breathe water or an aquatic target can breathe air. This lasts 1 minute. If the witch uses this hex on herself, she can maintain it while she sleeps, allowing her to safely sleep underwater.
Evil Eye (Su): 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.
At 8th level the penalty increases to –4.
Spells per Day 4/3
0th - Detect Magic, Light, Daze, Mending
1st - Cure Light Wounds, Mage Armor, Enlarge Person
Familiar Spells Known:
0th - Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Guidance, Light, Mending, Message, Purify Food and Drink, Read Magic, Resistance, Spark, Stabilize, Touch of Fatigue
1st - Air Bubble, Cure Light Wounds, Remove Sickness, Burning Hands, Ray of Enfeeblement, Mage Armor, Identfiy, Enlarge Person, Cause Fear
Patron Bonus Spells: A sea witch replaces some of her patron spells with the following: 2nd—touch of the sea [APG], 4th—gust of wind, 6th—water breathing, 8th—control water, 10th—cloudkill, 12th—control winds, 14th—control weather, 16th—vortex [APG], 18th—tsunami [APG].
AC 15, touch 14, flat-footed 13 (+2 Dex, +2 size, +1 Natural)
hp 3 (1 HD)
Fort +1, Ref +4, Will +4
Speed 10 ft., fly 40 ft. (average)
Melee bite +4 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.
Str 2, Dex 15, Con 8, Int 6, Wis 15, Cha 7
Base Atk +0; CMB +0; CMD 6
Feats Skill Focus (Perception), Weapon Finesse
Skills Fly +6, Perception +6
Empathic Link (Su): The master has an empathic link with her 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 her familiar does.
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: The witch may cast a spell with a target of “You” on her familiar (as a touch spell) instead of on herself. A witch may cast spells on her familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Store Spells: Starting at 1st level, a witch’s familiar stores all of the spells that the witch knows. This does not allow the familiar to cast these spells or use spell-trigger or spell completion magic items. Starting at 2nd level, and every two levels thereafter, a witch’s familiar adds new bonus spells to the witch’s spell list based on her patron. These spells are automatically stored by the familiar and can be prepared as normal once they are gained.
The master of a parrot familiar gains a +3 bonus on Linguistics checks.
Light X-Bow +2 Ranged (1d8, 19-20/x2) 80'
Besmara’s Blessing: You were born aboard a ship at sea or down by the docks in a port city on an auspicious day. Old salts and sea dogs nod knowingly and say that Besmara the Pirate Queen, goddess of piracy, sea monsters, and strife, has marked you for a greater destiny. You don’t know anything about that, but you’ve always felt more at home on the sea than on land, and your keen eyes can easily pick out a sail on the distant horizon. You gain a +1 trait bonus on Perception and Profession (sailor) checks. In addition, once per week you can reroll a Profession (sailor) check and take the higher result (you must announce that you are using this ability before the results of the check are known).
You came to a tavern in Port Peril called the Formidably Maid in search of your fate. You’re not sure how many drinks you had, but they quickly went to your head and you passed out on the table before you found your destiny—unless it lay in the bottom of a bottle. Then again, maybe you found your destiny after all...
Reactionary: You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.
Benefit: You gain a +2 trait bonus on Initiative checks.
Spell Component Pouch
Sylvestra's history begins with her father, the pirate captain Eldon Griehn, The Green Seamonkey*. Eldon met Sylvestra's mother during a raid. He and his crew were obviously to be the victors, and when confronting the ship's captain, his wife decided she wanted a divorce by shooting him in the back. Eldon fell in love on the spot. For the next two years the two of them ran amok on the seas, until she eventually came with child. As an offering to Besmera, Eldon and his love Tessa refused to set foot upon land for the duration of her pregnancy. The night Sylvestra was born, a sudden storm and rose up and threatened the ship. The crew pleaded with their captain to set to shore, but Eldon refused. This was a test he told them, and the crew mutinied. Eldon and the few loyal to him defended the ship while Tessa gave birth in the captain's cabin. A wave turned the battle in Eldon's favor and as quickly as the storm came, it was gone. The ship was intact, the survivor's loyal to Eldon, and a new life on the ship, marked by Besmera on her back.
For the next few years Eldon and Tessa raised their daughter in the pirate lifestyle. They only put into port as needed, making sure she understood the life at sea. She learned to swim before she learned to walk, was taught her way around a ship, all the duties of being a pirate. She eventually became a good luck charm, always able to help guide their ship to port, even if unable to see the stars. She could even influence creatures of the sea.
In the end though, Sylvestra knew she had to make her own way at sea. She assumed her mother's less well known surname and, while the ship was docked at Port Peril, took what money she had saved (and abit her father had kept hidden from her) and went to make her own way in the world. Unfortunately for her, the start of this career was to be a true test set for her by Besmera...
*He was called this due to a curse years ago that turned his skin green, combined with a very acroabtic fighting style.
Sylvestra is a very free-spirited individual with little concern on how her actions affect herself or others. The only true laws she follows are the Pirates Code, instilled in her by her father (See Pirates of the Inner Sea). When she does make friendships, she values them as great as the greatest treausres though, and will go to great lengths to aid them.
A lithe half-elven pirate lass, still quite young in age and appearance. She inherited her mother's features and build, the elven heritage quite obvious. She keeps her red hair pulled back to stay out of her eyes. In dress she prefers a simple outfit of a linen shirt, canvas knee-breeches with cotton stockings. She does own a good pair of shoes, but generally chooses not to wear them, as they make swimming difficult. The outfit is topped off with a simple tattered hat, an early gift from her father.
Captain Barnabas Harrigan - Captain of the Wormwood
Mr. Plugg - First Mate aboard the Wormwood
Fishguts - Cook
Boatswain (Bosun's mate) - female gnome with axe and necklace of human ears
Rosie Cusswell - Halfling complaining about loss of fiddle
Crimson Cogward - Taking to life rather well, says he volunteered
Conchobar Turlach Shortstone - Gnome with one eye,
Sandara Quinn - Red head with tricorne hat
Caulky - Cabin girl
Samm Toppin - aka Barefoot, human woman
Unknown - Ship Sorceress, wiry russet haired woman with distincitve curls
Grok? - Female Half-orc Quartermaster