![]()
About Andrea GreenholtHitpoints 31 Armour Class 13 BAB +2 Saving throws: Fortitude +2, Reflex +3,Will +5(+7 vs Fear effects) Initiative +2 Important Skills (including non class skills with a high bonus) The witch's class skills are Craft (Int), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha). 7pts/lvl 2(class)+3(Int)+1(race)+1(FC)(FC Bonus only used for levels 1+2 then shifted to alternate FC bonus allowing one spell of a level lower than highest availble to be stored in familiar[) Bluff:+2(+3 if person could be sexually attracted to you) Craft (Alchemy):2+3+3+4 (+12) Diplomacy:+2(+3 if person could be sexually attracted to you) Heal:5+3+1 (+9) Intimidate: 4+3+2 (+9) Knowledge Arcana: 4+3+3 (+10) Nature: 4+3+3 (+10) Planes 3+3+3 (+9) Profession (Courtesan) 1+3+1 (+5) Spellcraft: 5+3+3 (+11) Perception +1(+3 when familiar within arms reach) Sense Motive +1(+3 when familiar within arms reach) Use Magical Device 5+2+3 (+10) Feat:
Favoured class option:Add one spell from the witch spell list to the witch’s familiar. This spell must be at least one level below the highest spell level she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.(not used at 1st or 2nd level) Special abilities: Hexes(DC 14),Spontaneous Healing (Su): Hexes
Cauldron (Ex): The witch receives Brew Potion as a bonus feat and a +4 insight bonus on Craft (alchemy) skill checks. Ward (Su): A witch can use this hex to place a protective ward over one creature. The warded creature receives a +2 deflection bonus to AC and a +2 resistance bonus on saving throws. This ward lasts until the warded creature is hit or fails a saving throw. A witch knows when a warded creature is no longer protected. A witch can have only one ward active at a time. If the witch uses this ability again, the previous ward immediately ends. A witch cannot use this ability on herself. At 8th level and 16th level, the bonuses provided by this ward increase by +1. 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. Cackle (Su): A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round. Spells/day 0 Lvl:4 (at will)
Spells Known (Patron:Healing) Cantrips: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. 1st: Burning hands,Charm Person,,Cause Fear,Cure Light Wounds,Command, Sleep,Remove Fear(p), Mage Armour, Enlarge Person, Bungle. 2nd:Cure Moderate Wounds, Summon Swarm,Web,Lesser Restoration(p),Hold Person,Burning Gaze 3rd: Heroism,Lightning Bolt Spells normally Prepared Cantrips:Resistance, Stabilize, Guidance, Read Magic 1st Level: Charm Person,Remove Fear,Sleep,Mage Armour 2nd Level: Summon Swarm,Web,Lesser Restoration 3rd Level: Lightning Bolt, Heroism Familiar Toad Feats:Alertness,improved evasion,share spells, empathic link N Diminutive animal
Patron Spells
Traits
Years of living with the fear and uncertainty of the unclaimed debt to Professor Lorrimor have inured you to extreme anxiety. You gain a +2 trait bonus on saves against fear effects. Charming: Blessed with good looks, you've come to depend on the fact that others find you attractive. You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures Languages:
Hedge Witch (Archetype) Among witches, there are those who devote themselves
Patron: A hedge witch’s patron is normally one with a
Spontaneous Healing (Su): A hedge witch can channel
Empathic Healing (Su): A hedge witch can minister to
Hexes: The following witch hexes complement
Major Hexes: The following major hexes complement
Grand Hexes: The following grand hex complements
Equipment Starting Wealth 150GP Staff +1 1-6 B
500 gold banked Stats: Use MW Cauldron - magical, all potions of conjuration (healing) brewed in the cauldron act as if brewed by a caster lvl. +2 at no extra cost and take on a sweet, pleasant taste that seems to be unpredictable. Roll d4 for 1 cherry, 2 peppermint 3 orange and 4 apple. Maybe with more experience you might be able to predict the taste ahead of time or even to generate new ones. 30GP 26SP 30CP in coin Background
After that the word 'Witch' followed her wherever she went..despite the assurances of a number of clerics that she carried no taint of evil Andrea found herself increasingly shunned by her peers and their families.Eventually at 15 the pressure drove her to run away from home and she eventually found herself forced to support herself in the oldest profession. One thing she has discovered about herself is a talent for making men happy...she's been a quick and enthusiastic learner in the many ways of delivering pleasure though she inwardly hates herself for having to live the way she does. She arrived in Ustalav as a camp follower to a mercenary band but has since left them to work in a village inn where she became a popular attraction...her leaving the mercenaries was the result of the favour the Professor did for her. She also makes a living by providing healing services to whoever needs them having discovered a natural talent for the healing arts (and the making of healing potions) which made her popular amongst the other camp followers before she quit their ranks after meeting the Professor.She likes Ustalav as the people accept her for what she is without the hatred she encountered in earlier life.However since she aqquired the toad that acts as her channel to the mysterious entities that provide her with her powers the voices that whisper to her in her dreams speak of destruction and raining fire down upon her one time tormentors..something that scares her and causes a lot of sleepless nights. Although her experiences should have made her jaded with men her faith in her Goddess means that she still believes that somewhere out there she will find her one true love..it also helps keep her spirits up in the face of the general gloom that Ustalav lives under. Appearance
Andrea dresses in the classic Varisian style her love of bright colours showing through in the revealing dresses she wears. She arrives in Ravengro on foot. |