Sewer Goblin

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136 posts. Alias of d'Eon.


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Male Goblin Bard 2 | HP 14 | Fodder 13 | XP 1 | 6 coins | Arrows 4 | Darts 5 | Gambit 0 | Weakened

"Yes Prox, that's the spirit! kill, kill, KILL, KILL!" The sound of a dozen goblins chanting is amplified by my magic, and the valley echoes with murderous voices.

Arcane Art, Prox, +2d4 damage & +2 when Aided: 2d6 + 2 ⇒ (1, 1) + 2 = 4

I then charge after Prox, eager for mayhem.


Male Goblin Bard 2 | HP 14 | Fodder 13 | XP 1 | 6 coins | Arrows 4 | Darts 5 | Gambit 0 | Weakened

"No half measures, Chief!"


Male Goblin Bard 2 | HP 14 | Fodder 13 | XP 1 | 6 coins | Arrows 4 | Darts 5 | Gambit 0 | Weakened

Did the meter on my hammer change after the tower incident? Still curious as to the purpose of the button.

Has Squick dropped out? I have a bond with him, but I didn't think he's posted since the fight with the dogs.


Male Goblin Bard 2 | HP 14 | Fodder 13 | XP 1 | 6 coins | Arrows 4 | Darts 5 | Gambit 0 | Weakened

What's starting to worry me is all this bizarre goblin logic is making sense. I think we've gone full goblin.


Male Goblin Bard 2 | HP 14 | Fodder 13 | XP 1 | 6 coins | Arrows 4 | Darts 5 | Gambit 0 | Weakened

I stretch out the next morning and wiggle out of my sheep carcass. Hmm, Blibby need more arrers. I set out with Sickfinder to bully a few of the smaller goblins into giving me some arrows in exchange for the coins I found. One of them has also found a rusty chain hauberk, which I claim for the Cheef's Warband, in exchange for a handful of humie-monies.

One bundle of arrows, 1 coin. One bundle of darts, 1 coin. One chain shirt, 10 coins.


Male Goblin Bard 2 | HP 14 | Fodder 13 | XP 1 | 6 coins | Arrows 4 | Darts 5 | Gambit 0 | Weakened

Excellent. Now Blibby not die so much!

Also, if Squick has dropped out as well, I manage to level again :D


Male Goblin Bard 2 | HP 14 | Fodder 13 | XP 1 | 6 coins | Arrows 4 | Darts 5 | Gambit 0 | Weakened

Blibby have questions. Froggy have answers?


Male Goblin Bard 2 | HP 14 | Fodder 13 | XP 1 | 6 coins | Arrows 4 | Darts 5 | Gambit 0 | Weakened

One more thing, can I officially make Sickfinder a hireling? If so, I propose Loyalty +1, Protector 3, Warrior 1, Cost <whatever Froggy wants>.


Male Goblin Bard 2 | HP 14 | Fodder 13 | XP 1 | 6 coins | Arrows 4 | Darts 5 | Gambit 0 | Weakened

Recruit: 2d6 + 2 ⇒ (5, 2) + 2 = 9

My stirring account of our glorious battles inspires some of the tribe. Naively thinking that life with us is less dangerous than staying with the tribe, nine of the more foolhardy start following me around, eagerly chatting with my remaining minions.

I hop off the table and head into the warrens. Curling up on a dead sheep, I rest my aching head and nod off to sleep. Since it's been three days since being confused, the debility wears off, right?


Male Goblin Bard 2 | HP 14 | Fodder 13 | XP 1 | 6 coins | Arrows 4 | Darts 5 | Gambit 0 | Weakened

Did we actually level from Froggy's New Year's drunken revelry, or did we just get a bonus move?

New bonds:
•Haluk is far too stoic, and should cut loose sometime.
•Talks-to-Trees is very naive, I will guide her with my knowledge.
•Prox knows many excellent fighting techniques, and is someone to watch in battle.

Whatever happened to Squick?


Male Goblin Bard 2 | HP 14 | Fodder 13 | XP 1 | 6 coins | Arrows 4 | Darts 5 | Gambit 0 | Weakened

I love playing bards.


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Male Goblin Bard 2 | HP 14 | Fodder 13 | XP 1 | 6 coins | Arrows 4 | Darts 5 | Gambit 0 | Weakened

"We did! The elfishes are slain, their tower in ruins, and we brought some elf-sticks to feast upon!" I leap onto the table and regale the goblin masses of our toppling of the pitiful drowowow building.

"We pushed, we shouted, we hammered!
The elfs fled, they cried, they died!
We looted, we took, we stole!
The elfs fled, they cried, they died!

There was a great tower, standing in the night.
Cheef Meatsnacks said, "that just ain't right!"
He sent his mighty goblins, out to kill and fight.
We came upon the stinkies, it was such a sight.

"Bring it down!" Went out the cry,
An angry warband gathered round to try.
A giant brute strode forth, anger in his eye.
The goblin charged with awesome strength, stone began to fly!

A hammer blow to the wall,
The tower leaned to fall.
"WAAAGH!" screamed the goblins,
"AAAGH!" screamed the elvins.

There was a great tower, fallen in the night.
Goblins returned to Meatsnacks, now all is right.
"Your mighty warband is the one to fight."
We knocked down the tower, it was such a sight!


Male Goblin Bard 2 | HP 14 | Fodder 13 | XP 1 | 6 coins | Arrows 4 | Darts 5 | Gambit 0 | Weakened

I certainly fulfilled my alignment. Spur others into decisive, unplanned action? Check. I believe my bond with Haluk is close to changing, 'Haluk does not trust me, with good reason.' Your opinion, Haluk?

We got significant treasure, defeated a significant foe, and learned something.

5 xp, with one more possible from Haluk. I almost leveled twice!

Any word on Multiclass Dabbling into Battlemaster?


Male Goblin Bard 2 | HP 14 | Fodder 13 | XP 1 | 6 coins | Arrows 4 | Darts 5 | Gambit 0 | Weakened

"Ooh, ooh! Blibberblab sing songs of victory! Makes gobbys march better." I round up my entourage and put them in the classic goblin formation, a disorganized mess. Clearing my throat, I get ready to head back home once Retzack's done being Retzack.

"We win! We won! We won! We win! No more stinkys!…" The marching chant continues in the same vein, gleefully repeated by my minions.

Trailblazin': 2d6 ⇒ (3, 6) = 9


Male Goblin Bard 2 | HP 14 | Fodder 13 | XP 1 | 6 coins | Arrows 4 | Darts 5 | Gambit 0 | Weakened

I stagger to my feet and stretch. "What's with the wheel?"


Male Goblin Bard 2 | HP 14 | Fodder 13 | XP 1 | 6 coins | Arrows 4 | Darts 5 | Gambit 0 | Weakened

Once again at Death's door.


Male Goblin Bard 2 | HP 14 | Fodder 13 | XP 1 | 6 coins | Arrows 4 | Darts 5 | Gambit 0 | Weakened

I pop my head out of the debris and hop onto a large chunk. "Success! We have destroyed the stinky tower!" I gesture towards the original location of the structure where the drow guards lie. "Minions, start putting heads on pikes! Sickfinder, keep watch. Blibby needs a nap." I flop backwards off the stone into a pile of dust and begin snoring.


Male Goblin Bard 2 | HP 14 | Fodder 13 | XP 1 | 6 coins | Arrows 4 | Darts 5 | Gambit 0 | Weakened

"Blibby want off, off, off! Sickfinder, help Blibby!" I scream in frustration. I continue smashing the walls of the tower with my crazy hammer, desperately trying to escape the fate when the tower stops rolling.

2d6 ⇒ (5, 6) = 11


Male Goblin Bard 2 | HP 14 | Fodder 13 | XP 1 | 6 coins | Arrows 4 | Darts 5 | Gambit 0 | Weakened

Good thing there's an implicit rule in Dungeon World to not duplicate classes. Two skirmishers and the infinite chain of stabbing ;)

Hah, I just saw the bond you wrote with me. No death wish, I was just supremely unlucky and got into one fight after another before I got a chance to rest. Actually, now that I think about it, I haven't been at full health since we ran into the dogs. Which I guess was only a day ago in-game.


Male Goblin Bard 2 | HP 14 | Fodder 13 | XP 1 | 6 coins | Arrows 4 | Darts 5 | Gambit 0 | Weakened

Hey Prox, does smashing holes in walls count for your Fulcrum?


Male Goblin Bard 2 | HP 14 | Fodder 13 | XP 1 | 6 coins | Arrows 4 | Darts 5 | Gambit 0 | Weakened

1d6 + 2 ⇒ (4) + 2 = 6

"Ouch, Sickfinder, stop! Blibby nice! Bli-" The rest of my words are cut off as the tower begins rolling.

"Not good! Bad tower!"

Defy Danger+DEX: 2d6 + 1 ⇒ (6, 4) + 1 = 11
I struggle to get to my feet long enough for a hammer blow. Catching my balance for a moment, I hop into the air and slam the hammer down as hard as possible into the wall of the tower, trying to make an emergency exit..
2d6 ⇒ (3, 1) = 4


Male Goblin Bard 2 | HP 14 | Fodder 13 | XP 1 | 6 coins | Arrows 4 | Darts 5 | Gambit 0 | Weakened

I gasp in shock as Retzack's dabbling with things-gobblins-have-every-right-to-control-cause-gobbos-is-da-best goes haywire and the goblin mutant collapses. "Oh no, gobby! Go away tongues, shoo!"

I slip past the tarmogoyf's drooling maw by firing a few darts into the nearest tongues and rush to the fallen goblin. "Blibby help, Blibby fix. Listen! Blibby serve Squid-head, who is greater than death, and his goblin avatar Meatsnacks. Squid-head would probably think you were cool looking. Meatsnacks would too. He sent us here to kill spider-elfs. One time Meatsnacks got bit by a spider and was really sick, but he ate a couple runts, puked them back up and felt fine. He got crushed by a giant too, but nothing stops Da Cheef. And nothing stops his warbands, neither. Get up, gobbo of Blibberblab, Meatsnacks, and Squid-head. There's still shinies to take and ankles to bite!"

The deformed goblin opens his, uh, eyes/mouths/I-don't-know-whats/OK-I'm looking-away-now and staggers to his, tentacles, I guess. "Cool! Blibby gonna call you, hmm, Sickfinder!"

Defy Danger+DEX: 2d6 + 1 ⇒ (3, 3) + 1 = 7
Arcane Arts, healing: 2d6 + 2 ⇒ (1, 5) + 2 = 8
Can I keep him!? I could use a bodyguard…


Male Goblin Bard 2 | HP 14 | Fodder 13 | XP 1 | 6 coins | Arrows 4 | Darts 5 | Gambit 0 | Weakened

Is this a rhetorical question or a joke?


Male Goblin Bard 2 | HP 14 | Fodder 13 | XP 1 | 6 coins | Arrows 4 | Darts 5 | Gambit 0 | Weakened

Careful, Froggy. I have a drider playbook, and what's more mayhem than a half-goblin, half-spider?


Male Goblin Bard 2 | HP 14 | Fodder 13 | XP 1 | 6 coins | Arrows 4 | Darts 5 | Gambit 0 | Weakened

Skirmisher looks pretty cool, where's it from?


Male Goblin Bard 2 | HP 14 | Fodder 13 | XP 1 | 6 coins | Arrows 4 | Darts 5 | Gambit 0 | Weakened

"Retzack's not the only gobby-gob who knows scary words! Blibby is smart too, ugly-beast! Dhaquachaug!"
Metal Hurlant+CON: 2d6 ⇒ (5, 2) = 7
Damage: 1d10 ⇒ 1

The air twists subtly as I shout the unpronounceable word, and the accidently summoned beast recoils in pain as its mind fails to cope with the very existence of such a sound.

"Ha, can't touch this!" I laugh at the tarmogoyf. "Oh yeah, stop! Hammer time!" Sadly I'm in no shape to be swinging things around in my current condition, and I spin around a bit like a top.

Hack and Slash: 2d6 - 2 ⇒ (2, 2) - 2 = 2


Male Goblin Bard 2 | HP 14 | Fodder 13 | XP 1 | 6 coins | Arrows 4 | Darts 5 | Gambit 0 | Weakened

Being confused is entertaining.


Male Goblin Bard 2 | HP 14 | Fodder 13 | XP 1 | 6 coins | Arrows 4 | Darts 5 | Gambit 0 | Weakened

"Freedom for the gobbies! Death to the darky-elves! All hail SQUID-HEAD!"

My minions hoot and holler as I shoot all the sacs! I yell commands in Goblin as the monstrous things tumble out.
"Forward, you brainless mutants! Find the elfs! Kill the elfs! Revenge! Let Squid-head's welcoming pseudopods embrace you! Destroy for Meatsnacks!"

Arcane Art+CHA: 2d6 + 2 ⇒ (3, 3) + 2 = 8 to blast their minds free of any drowy magics!


Male Goblin Bard 2 | HP 14 | Fodder 13 | XP 1 | 6 coins | Arrows 4 | Darts 5 | Gambit 0 | Weakened

"Dumb elf stuff, try guh-nome teknologee!" I shout in frustration at the tough, rubbery sac.

Wrist-bow!
Damage: 1d6 ⇒ 3


Male Goblin Bard 2 | HP 14 | Fodder 13 | XP 1 | 6 coins | Arrows 4 | Darts 5 | Gambit 0 | Weakened

"You mean like you aren't a goblin, you big crystally lug? We gotta get them out of those sacs!" I shout, then start gnawing on the sac in front of me to free the gobbo. "Don't worry, uglies! Blibby and Squid-head will help!"


Male Goblin Bard 2 | HP 14 | Fodder 13 | XP 1 | 6 coins | Arrows 4 | Darts 5 | Gambit 0 | Weakened

Has the meter on my hammer changed at all?


Male Goblin Bard 2 | HP 14 | Fodder 13 | XP 1 | 6 coins | Arrows 4 | Darts 5 | Gambit 0 | Weakened

we don't need to pull no stinking doors open! We're goblins, out for looting! We will just smash it open!

"WAAAAAGH! I shout as I bring my hammer down on the doorknob!
CRUNCH!

The door splinters around the latch, then collapses into the next room, with me standing on it!

I honestly forgot I was standing on the door until after I wrote this, then remembered which way gravity was. But this was just too good to pass up.


Male Goblin Bard 2 | HP 14 | Fodder 13 | XP 1 | 6 coins | Arrows 4 | Darts 5 | Gambit 0 | Weakened

"Alright chummies, what comes after breaking?" My followers answer in unison, "TAKING!"
"That's right, so let's go!"

My little group surges into the still unstable wreckage, looking for anything shiny or wearable.

I retrieve my hammer and follow them in, ready to take anything interesting from them.


Male Goblin Bard 2 | HP 14 | Fodder 13 | XP 1 | 6 coins | Arrows 4 | Darts 5 | Gambit 0 | Weakened

So Haluk is Curly, and Tutti and I get to be Larry and Moe?


Male Goblin Bard 2 | HP 14 | Fodder 13 | XP 1 | 6 coins | Arrows 4 | Darts 5 | Gambit 0 | Weakened

After the exertion of toppling the edifice, I drop the hammer and sit on one of the fallen stones to catch my breath, still affected by the wight's curse. Once the dust settles, I raise my arm and fire at the spider skittering around Haluk.

Volley+DEX: 2d6 + 1 ⇒ (4, 4) + 1 = 9

A few darts pierce the dust cloud and find their target in the giant spider. (-1 ammo)

Damage 1d6 ⇒ 5


Male Goblin Bard 2 | HP 14 | Fodder 13 | XP 1 | 6 coins | Arrows 4 | Darts 5 | Gambit 0 | Weakened

I squeal in joy as the hammer cracks the wall of the tower with a resounding, bassy thump.

bonus damage: 1d6 ⇒ 1

Still fixated on the goal of destroying the under-elfies tower, I wind up and swing again!

damage: 2d6 ⇒ (6, 1) = 7

THUMP!


Male Goblin Bard 2 | HP 14 | Fodder 13 | XP 1 | 6 coins | Arrows 4 | Darts 5 | Gambit 0 | Weakened

Ignoring Groonk and the bizarre ooze that has appeared, I swing my strange hammer into the tower's side; shouting with goblin fury at the tricksy elvesy building.

Damage: 1d6 ⇒ 4

Does the guh-nome hammer do anything weird?


Male Goblin Bard 2 | HP 14 | Fodder 13 | XP 1 | 6 coins | Arrows 4 | Darts 5 | Gambit 0 | Weakened

You get paternity leave? Man, I'm jelly.


Male Goblin Bard 2 | HP 14 | Fodder 13 | XP 1 | 6 coins | Arrows 4 | Darts 5 | Gambit 0 | Weakened

Nothing. Absolutely nothing.


Male Goblin Bard 2 | HP 14 | Fodder 13 | XP 1 | 6 coins | Arrows 4 | Darts 5 | Gambit 0 | Weakened

Two 7-9 results might give me a bad day, unfortunately. I'm going to pay for encouraging Groonk to knock over this tower, I'm sure.


Male Goblin Bard 2 | HP 14 | Fodder 13 | XP 1 | 6 coins | Arrows 4 | Darts 5 | Gambit 0 | Weakened

"Groonk, let the power of Squid-head flow into you, and bring the foul building of the deep-elves down!"

Arcane Art (Groonk, The next time someone successfully assists the target with aid, they get +2 instead of +1) +CHA: 2d6 + 2 ⇒ (1, 6) + 2 = 9

I begin chanting and clapping and jumping in a steady rhythm, my followers joining in. The combined beat of me and my goblins echoes off the stone of the tower. "Push, Groonk! Push, Groonk! Push, Groonk!"
The syncopation urges you to ram the tower in time with the beat, Groonk.

Aid Groonk in Juggernaut +BOND: 2d6 ⇒ (3, 4) = 7

+2 bonus to Juggernaut! Groonk, smash!

Yes, Frogfoot, this is happening :D


Male Goblin Bard 2 | HP 14 | Fodder 13 | XP 1 | 6 coins | Arrows 4 | Darts 5 | Gambit 0 | Weakened

"Good, Groonk!"
I bring the guh-nome hammer down on the wight's head, trying to crush it like a melon.

Hack and Slash+STR: 2d6 - 2 ⇒ (2, 2) - 2 = 2

This is just not my fight :(


Male Goblin Bard 2 | HP 14 | Fodder 13 | XP 1 | 6 coins | Arrows 4 | Darts 5 | Gambit 0 | Weakened

And it isn't there… hmm.

Now it is.

As for what it does,
When you or someone you have a bond with takes damage from
an outside source, it was part of your plan the whole time, gain
+1 Gambit. What some might see as an unwanted setback, you
know it's merely a stratagem to gain a later advantage.
At any time, reveal your ploy and use Gambits to:
•  Add +1 to anyone's roll (Cost: 1)
•  Deal your damage to an enemy (Cost: 2)
•  Create an obstacle or distraction that a single enemy has to deal
with before they can do anything else (Cost: 3)
•  The GM will help you reveal a trap, ambush, or plan that gives
you and your allies a surprising advantage (Cost: 4)
Multiple Gambits can be used and the effects stack. After the end
of a battle or when it makes sense, your Gambit count resets to 0.


Male Goblin Bard 2 | HP 14 | Fodder 13 | XP 1 | 6 coins | Arrows 4 | Darts 5 | Gambit 0 | Weakened

Wow, we're awesome right now


Male Goblin Bard 2 | HP 14 | Fodder 13 | XP 1 | 6 coins | Arrows 4 | Darts 5 | Gambit 0 | Weakened

The Battle master. Should be in this drive folder under Battlemaster-etc.pdf


Male Goblin Bard 2 | HP 14 | Fodder 13 | XP 1 | 6 coins | Arrows 4 | Darts 5 | Gambit 0 | Weakened

So I was thinking of taking the Multiclass Dabbler move to get the Battlemaster's Gambit move.


Male Goblin Bard 2 | HP 14 | Fodder 13 | XP 1 | 6 coins | Arrows 4 | Darts 5 | Gambit 0 | Weakened

I turn to the rotten-bones and shout a phrase that darkens the sky and chills the air, "Legnoai-bbhaa!"

Metal Hurlant+CON: 2d6 ⇒ (2, 3) = 5

Yay!!, level 2! Duhn-duh-duh-daaa!


Male Goblin Bard 2 | HP 14 | Fodder 13 | XP 1 | 6 coins | Arrows 4 | Darts 5 | Gambit 0 | Weakened

Wrist bow!
I level my wrist, exposing the guh-nome device, and rain darts down at one of the guards.

Volley+DEX: 2d6 + 1 ⇒ (1, 2) + 1 = 4
I scowl as the crossbow jams.
"Foolish guh-nomes, how do you fail at hurting things?"


Male Goblin Bard 2 | HP 14 | Fodder 13 | XP 1 | 6 coins | Arrows 4 | Darts 5 | Gambit 0 | Weakened

I scurry onto the beetle's horn and await the emergence of the warband at the gates of the tower.


Male Goblin Bard 2 | HP 14 | Fodder 13 | XP 1 | 6 coins | Arrows 4 | Darts 5 | Gambit 0 | Weakened

wow, that was a roll…

Full Name

Callistra Willowbark

Race

Human

Classes/Levels

Witch (Herbwitch, Elements patron) 1. hp 4/8. Fort +1, Ref +2, Will +3 . AC 13, touch 12, flat-footed 11. Init +2; Senses Darkvision (60 ft.), Perception +3

Gender

Female

Size

Medium

Age

18

Strength 12
Dexterity 14
Constitution 12
Intelligence 17
Wisdom 12
Charisma 12

About Callistra Willowbark

CALLISTRA WILLOWBARK

Female Human (Taldan) witch 1. CG medium humanoid (human)

Init +2; Senses Perception +8,

Languages Common, Draconic, Elven, Sylvan

AC 12, touch 12, flat-footed 10. hp 8 (1HD). Fort +1, Ref +2, Will +3

Ranged sling +2 (1d4+1), within 30 ft. +3 (1d4+2)
Melee dagger (cold iron) +1 (1d4+1/19-20)
Ranged dagger (cold iron/thrown) +2 (1d4+2/19-20), within 30 ft. +3 (1d4+2)

Base Atk +0; CMB +1; CMD 13

Prepared Spells Prepared Spell List
Witch (CL 1st):
1st - cure light wounds (DC 14) , mage armor (DC 14)
0th - dancing lights , detect magic , spark (DC 13)

Abilities Str 12, Dex 14, Con 12, Int 17, Wis 12, Cha 12

Special Qualities Bonus Feat, Cantrips, Elements Patron, Familiar's Alertness ability active, Herb Lore, Hex, Patron, Skilled, Witch's Familiar, Witch Patron Spells,

Feats Alertness, Fast Learner, Point-Blank Shot

Skills Acrobatics +2, Appraise +3, Bluff +1, Climb +1, Craft (Alchemy) +7, Craft (Untrained) +3, Diplomacy +1, Disguise +1, Escape Artist +2, Fly +2, Heal +8, Intimidate +1, Knowledge (Arcana) +7, Knowledge (Nature) +8, Perception +8, Perform (Untrained) +1, Profession (Herbalist) +5, Ride +2, Sense Motive +3, Spellcraft +7, Stealth +5, Survival +1, Swim +1,

Possessions outfit (traveler's); healer's kit; bullets, sling (10) (x2); Sling ; Wrist Sheath [ Dagger (Cold Iron); ]; Backpack, Common [ Bedroll; Alchemy Crafting Kit; Blanket (Winter); Survival Kit (Common); Grooming Kit; Mess Kit; ]; Canteen ; Belt Pouch [ Sewing Needle; String (50 feet); Soap; ];

Cantrips 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.
Elements Patron

Familiar's Alertness ability active (Ex) PC has a familiar that has the Alertness (Ex) ability and it is within arms' reach, the master gains the Alertness feat.

Frontier Healer (Heal) You gain a +1 trait bonus on all Heal and Knowledge (nature) checks, and one of these skills is always a class skill for you. Any time you restore hit points using the Heal skill or a cure spell (but not with channeled energy, lay on hands, or a magic device such as a potion or wand), you restore 1 additional hit points.

Herb Lore (Ex) An herb witch can attempt a Profession (herbalist) check in place of any Craft (alchemy) check and gains a +0 bonus on Profession (herbalist) checks. In addition, herb witches can prepare 6 remedies. A remedy becomes inert if it leaves the herb witch's possession, reactivating as soon as it returns to her keeping. A witch can never have more than 6 remedies. As a standard action, the herb witch can administer a remedy to herself or a creature within reach. This consumes the remedy, and the herb witch attempts a Profession (herbalist) check against the save DC of any one disease or poison currently afflicting the consumer. If the check is successful, the effect immediately ends. If the disease or poison doesn't allow saving throws, the remedy is ineffective. An herb witch can also use a remedy to attempt to end the blinded, deafened, fatigued, nauseated, or sickened conditions. This requires a Profession (herbalist) check with a DC equal to the spell or effect that caused the condition, or a DC 25 check if the condition was caused by an effect that doesn't allow for a saving throw. If successful, the condition ends. Only a single condition, disease, or poison can be removed with each application of a remedy.

Hex Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on Table 2-10. A witch cannot select an individual hex more than once. Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch's level + the witch's Intelligence modifier. Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is 13.

Patron An herb witch must choose a patron with a theme compatible with the needs of the natural world, selected from the following list: ancestors, animals, death, elements, healing, plague, plants, strength, time, water, winter, or wisdom.

Seeker You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Witch's Familiar 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.
Witch Patron Spells At 1st level, when a witch gains her familiar, she must also select a patron. This patron is a vague and mysterious force, granting the witch power for reasons that she might not entirely understand. While these forces need not be named, they typically hold influence over one of the following forces. At 2nd level, and every two levels thereafter, a witch's patron adds new spells to a witch's list of spells known. These spells are also automatically added to the list of spells stored by the familiar. Spells marked with an asterisk (*) appear in Chapter 5 of this book. The spells gained depend upon the patron chosen. Each patron is listed by its theme. Its actual name is up to the GM and the witch to decide.

TOBY

Male Familiar Cat Animal 1

None Tiny animal/magical beast (familiar, augmented magical beast, familiarbase)

Init +2; Senses Low-Light Vision, Perception +5, Scent,

AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size, )

hp 4 (1d8)-1

Fort +1, Ref +4, Will +3

Melee bite +4 (1d1-4)

STATISTICS
Str 3, Dex 15, Con 8, Int 6, Wis 12, Cha 7

Base Atk +0; CMB +0; CMD 6 (10 vs. trip)

Feats Weapon Finesse

Skills Acrobatics +2, Appraise -2, Bluff -2, Climb +12, Craft (Alchemy) -1, Craft (Untrained) -2, Diplomacy -2, Disguise -2, Escape Artist +2, Fly +6, Heal +2, Intimidate -2, Knowledge (Arcana) -1, Knowledge (Nature) -1, Perception +5, Perform (Untrained) -2, Profession (Herbalist) +2, Ride +2, Sense Motive +1, Spellcraft -1, Stealth +14, Survival +1, Swim +2,
Communication Empathic Link,

SQ Alertness, Improved Evasion, Low-Light Vision, Scent, Share Spells,

Possessions

SPECIAL ABILITIES

Alertness (Ex) While a familiar is within arm's reach, the master gains the Alertness feat.

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.

Familiar

Improved Evasion (Ex) When subjected to an attack that normally allows a Reflex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Scent (Ex) 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.

Share Spells (Ex) The master may cast a spell with a target of "You" on her animal companion (as a spell with a range of touch) instead of on herself. A master may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.