AC 14 (Dex +3 , size +1), touch 13, flat footed 11
HP: 29/29 (5d6 + 5 Con)
Fort: +4 (1 Base + 1 Con + 1 Racial + 1 Magic),
Ref: +8 (1 Base + 3 Dex + 1 Racial + 1 Magic + 2 Familiar),
Will +6 (4 Base + 0 Wis + 1 Racial + 1 Magic)
+2 to saves versus Fear; + 1 to mind affecting attacks from devils
+2 Sm. Dagger, 1d3-1 (19-20/x2)
Ranged: +5 Sling w/ 20 bullets, 1d3-1 (x2) 50' range
STR 8, DEX 16, CON 12, INT 17, WIS 10, CHA 15
BAB: +2; CMB +0, CMD 13
1. Extra Hex: (Flight)
3. Extra Hex: (Slumber)
5. Accursed Hex
(2 + 3 Int. bonus + 1 Favored Class per level) = 30 ranks
*Diabolist Raised: +1 on bluff, Diplomacy, Intimidate and Sense Motive vs. Westcrown Nobility. +1 on all mindaffecting saves vs. devils.
*Focused Mind: +2 on Concentration checks.
Common, Dwarven, Elven, Halfling, Infernal
Halfling Racial Traits:
+2 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races.
Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Halflings have a base speed of 20 feet.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.
Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.
Crown of Minor Blasting
Cloak of Resistance +1, 1000 gp
Wand of Cure Moderate Wounds, 29 charges
Wand of CLW, (x25) 750 gp
Potion of Cure Serious Wounds
Potion of Lesser Restoration (x3)
Scrolls purchased to add to familiar's spells known, 350 gp.
* Frostbite (25 gp)
* Ill Omen (25 gp)
* False Life (150 gp)
* Hold Person (150 gp)
Dust of Tracelessness, 250 gp
Exilir of Hiding, 250 gp
Universal Solvent, 50 gp
Potion of Mage Armor(x2), 100 gp
Teo is a pretty, tiny, slender halfling. She is always good natured with a impish grin on her face. She has brown eyes and hair. She is always accompanied by her pet weasel, Morty. She is a bit nervous, always checking her surroundings, worried someone might be on her trail to recapture her and return to her Master. She is normally fairly reserved, but she is definitely excited to begin her new career. She is selfless, and good natured, always willing to help someone in need.
Typical of halflings in Cheliax, Teo was born into the world as a slave to a noble family. Her mother passed during the complicated childbirth, and her father was traded away. resolving a debt the house owed to another noble house. Despite this fact, Teo generally maintained her pleasant demeanor, pressing down her pain, and concentrating on doing her jobs. Her innate magical abilities were noticed at an early age, and made her even more valuable, so at the age of 16, due to yet another house debt, she was sold at the market to a Westcrown noble family. Her ever present weasel was never far from her side.
Teo witnessed her new Master deal with numerous summoned devils throughout the next few years. He had her deal with some of the creatures as well, testing her magic. There was eventually an accident, and the House was consumed by magical fire, she assumed from one of the summoned monsters that got out of control. More or less thrown out on the street, Teo was left to fend for herself. It hasn't been easy, but once Teo tasted freedom, she realized how terrible her early life had been. She'd never go back to a Master again.
Ruprecht, animal companion (weasel)
N Tiny animal
Init +2; Senses low-light vision, scent; Perception +1
AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)
hp 14 (4d8)
Fort +2, Ref +4, Will +3
Speed 20 ft., climb 20 ft.
Melee bite +6 (1d3–4 plus attach)
Space 2-1/2 ft.; Reach 0 ft.
Str 3, Dex 15, Con 10, Int 7, Wis 12, Cha 5
Base Atk +2; CMB +0; CMD 6 (10 vs. trip)
Feats Weapon Finesse
Skills Acrobatics +10, Climb +10, Escape Artist +3, Stealth +14; Racial Modifiers +4 Stealth, +8 Acrobatics
*Attach: When a weasel hits with a bite attack, it automatically grapples its foe, inflicting automatic bite damage each round.
*Alertness: +2 to Perception
*Empathetic Link: The master has an empathic link with her familiar to a 1 mile distance.
*Improved Evasion: 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.
*Deliver touch Spells: If a witch is 3rd level or higher, her familiar can deliver touch spells or hexes for her. If the witch and the familiar are in contact at the time the witch casts a touch spell, she can designate her familiar as the “toucher.” The familiar can then deliver the touch spell just as the witch would. As usual, if the witch casts another spell before the touch is delivered, the touch spell dissipates. If the witch activates a hex, her familiar can be used to make the touch. She does not have to be in contact with the familiar to use this ability.