Erutaki

Bobbette's page

75 posts. Organized Play character for Deevor.


Full Name

Bobbette

Race

Human (Kellid)

Classes/Levels

Witch 5

Spoiler:
HPs 20/20 AC:12,T12,FF10, Fort +3, Ref +3, Will +4 (+7vsDemons) Init+6 Perception +4

Deity

Asmodeus

Languages

Abyssal, Aquan, Azlanti, Common, Hallit, Ignan, Infernal, Thassilonian

Strength 7
Dexterity 14
Constitution 14
Intelligence 18
Wisdom 12
Charisma 12

About Bobbette

PFS: 12784-17

Level 5 - to complete:

Bobbette
Female human (Kellid) witch 3 (Pathfinder RPG Advanced Player's Guide 65)
LN Medium humanoid (human)
Init +6; Senses Perception +5
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 20 (3d6+6)
Fort +3, Ref +3, Will +4 (+2 Trait bonus vs. mind-affecting spells and effects from demons)
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger -1 (1d4-2/19-20) or
. . dagger -1 (1d4-2/19-20)
Ranged light crossbow +3 (1d8/19-20)
Special Attacks hexes (cackle[APG], evil eye[APG], fortune[APG], slumber[APG])
Witch Spells Prepared (CL 3rd; concentration +7)
. . 2nd—river whip[ACG], vomit swarm[APG]
. . 1st—adhesive spittle[ACG] (DC 16), ill omen[APG], mage armor
. . 0 (at will)—dancing lights, detect magic, message, read magic
. . Patron Transformation
--------------------
Statistics
--------------------
Str 7, Dex 14, Con 14, Int 18, Wis 13, Cha 11
Base Atk +1; CMB -1; CMD 11
Feats Alertness, Extra Hex[APG], Extra Hex[APG], Spell Focus (conjuration)
Traits asmodean demon hunter, master of pentacles
Skills Acrobatics -1 (-5 to jump), Handle Animal +1, Heal +5, Knowledge (arcana) +10, Knowledge (history) +8, Knowledge (nature) +8, Knowledge (planes) +10 (+13 on checks related to demons), Linguistics +6, Perception +5, Profession (tanner) +5, Sense Motive +6, Spellcraft +10, Use Magic Device +6
Languages Abyssal, Aquan, Azlanti, Common, Hallit, Ignan, Infernal, Thassilonian
SQ witch's familiar (compsognatus named Arcane Familiar)
Combat Gear: scroll of cure light wounds, wand of cure light wounds (44 charges), alchemist's fire (2), Pathfinders Kit;
Other Gear crossbow bolts (20), dagger, dagger, light crossbow, backpack, bedroll, belt pouch, fishhook (2), flint and steel, mug/tankard, sewing needle, signal whistle, string or twine[APG], thread (50 ft.), trail rations (7), waterskin, whetstone, 111 gp
--------------------
Special Abilities
--------------------
Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
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.
Evil Eye -2 (7 rounds, DC 15) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Familiar Bonus: +4 to Initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Fortune (1 round) (Su) Ally in 30 ft can roll 2d20 for an attack, save, ability, or skill check (and take higher) once/rd.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Slumber (3 rounds, DC 15) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg).
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.

--------------------

Arcane Familiar
Compsognatus (Pathfinder RPG Bestiary 2 90)
N Tiny magical beast (animal)
Init +6; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 15 (+2 Dex, +3 natural, +2 size)
hp 10 (1d8+2)
Fort +4, Ref +4, Will +3
--------------------
Offense
--------------------
Speed 40 ft., swim 20 ft.
Melee bite +2 (1d3-1)
Space 2½ ft.; Reach 0 ft.
Special Attacks poison
--------------------
Statistics
--------------------
Str 8, Dex 15, Con 14, Int 7, Wis 11, Cha 5
Base Atk +1; CMB +1; CMD 10
Feats Improved Initiative
Tricks Attack, Down, Fetch, Heel, Hunting, Seek, Track
Skills Acrobatics +2 (+6 to jump), Handle Animal -2, Heal +1, Linguistics +0, Perception +5, Sense Motive +3, Spellcraft +1, Swim +10, Use Magic Device +0
SQ hunting, improved evasion
--------------------
Special Abilities
--------------------
Hunting [Trick] The animal has been trained for hunting.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Poison: Bite—injury (DC 12) (Ex) Poison—Injury; save Fort DC 12; freq 1/rd for 4 rds; effect 1d2 Str; cure 1 save.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Swim (20 feet) You have a Swim speed.

Level 4 - to complete:

Bobbette
Female human (Kellid) witch 3 (Pathfinder RPG Advanced Player's Guide 65)
LN Medium humanoid (human)
Init +6; Senses Perception +5
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 20 (3d6+6)
Fort +3, Ref +3, Will +4 (+2 Trait bonus vs. mind-affecting spells and effects from demons)
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger -1 (1d4-2/19-20) or
. . dagger -1 (1d4-2/19-20)
Ranged light crossbow +3 (1d8/19-20)
Special Attacks hexes (cackle[APG], evil eye[APG], fortune[APG], slumber[APG])
Witch Spells Prepared (CL 3rd; concentration +7)
. . 2nd—river whip[ACG], vomit swarm[APG]
. . 1st—adhesive spittle[ACG] (DC 16), ill omen[APG], mage armor
. . 0 (at will)—dancing lights, detect magic, message, read magic
. . Patron Transformation
--------------------
Statistics
--------------------
Str 7, Dex 14, Con 14, Int 18, Wis 13, Cha 11
Base Atk +1; CMB -1; CMD 11
Feats Alertness, Extra Hex[APG], Extra Hex[APG], Spell Focus (conjuration)
Traits asmodean demon hunter, master of pentacles
Skills Acrobatics -1 (-5 to jump), Handle Animal +1, Heal +5, Knowledge (arcana) +10, Knowledge (history) +8, Knowledge (nature) +8, Knowledge (planes) +10 (+13 on checks related to demons), Linguistics +6, Perception +5, Profession (tanner) +5, Sense Motive +6, Spellcraft +10, Use Magic Device +6
Languages Abyssal, Aquan, Azlanti, Common, Hallit, Ignan, Infernal, Thassilonian
SQ witch's familiar (compsognatus named Arcane Familiar)
Combat Gear: scroll of cure light wounds, wand of cure light wounds (44 charges), alchemist's fire (2), Pathfinders Kit;
Other Gear crossbow bolts (20), dagger, dagger, light crossbow, backpack, bedroll, belt pouch, fishhook (2), flint and steel, mug/tankard, sewing needle, signal whistle, string or twine[APG], thread (50 ft.), trail rations (7), waterskin, whetstone, 111 gp
--------------------
Special Abilities
--------------------
Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
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.
Evil Eye -2 (7 rounds, DC 15) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Familiar Bonus: +4 to Initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Fortune (1 round) (Su) Ally in 30 ft can roll 2d20 for an attack, save, ability, or skill check (and take higher) once/rd.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Slumber (3 rounds, DC 15) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg).
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.

--------------------

Arcane Familiar
Compsognatus (Pathfinder RPG Bestiary 2 90)
N Tiny magical beast (animal)
Init +6; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 15 (+2 Dex, +3 natural, +2 size)
hp 10 (1d8+2)
Fort +4, Ref +4, Will +3
--------------------
Offense
--------------------
Speed 40 ft., swim 20 ft.
Melee bite +2 (1d3-1)
Space 2½ ft.; Reach 0 ft.
Special Attacks poison
--------------------
Statistics
--------------------
Str 8, Dex 15, Con 14, Int 7, Wis 11, Cha 5
Base Atk +1; CMB +1; CMD 10
Feats Improved Initiative
Tricks Attack, Down, Fetch, Heel, Hunting, Seek, Track
Skills Acrobatics +2 (+6 to jump), Handle Animal -2, Heal +1, Linguistics +0, Perception +5, Sense Motive +3, Spellcraft +1, Swim +10, Use Magic Device +0
SQ hunting, improved evasion
--------------------
Special Abilities
--------------------
Hunting [Trick] The animal has been trained for hunting.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Poison: Bite—injury (DC 12) (Ex) Poison—Injury; save Fort DC 12; freq 1/rd for 4 rds; effect 1d2 Str; cure 1 save.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Swim (20 feet) You have a Swim speed.

Level 3:

Bobbette
Female human (Kellid) witch 3 (Pathfinder RPG Advanced Player's Guide 65)
LN Medium humanoid (human)
Init +6; Senses Perception +5
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 20 (3d6+6)
Fort +3, Ref +3, Will +4 (+2 Trait bonus vs. mind-affecting spells and effects from demons)
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger -1 (1d4-2/19-20) or
. . dagger -1 (1d4-2/19-20)
Ranged light crossbow +3 (1d8/19-20)
Special Attacks hexes (cackle[APG], evil eye[APG], fortune[APG], slumber[APG])
Witch Spells Prepared (CL 3rd; concentration +7)
. . 2nd—river whip[ACG], vomit swarm[APG]
. . 1st—adhesive spittle[ACG] (DC 16), ill omen[APG], mage armor
. . 0 (at will)—dancing lights, detect magic, message, read magic
. . Patron Transformation
--------------------
Statistics
--------------------
Str 7, Dex 14, Con 14, Int 18, Wis 13, Cha 11
Base Atk +1; CMB -1; CMD 11
Feats Alertness, Extra Hex[APG], Extra Hex[APG], Spell Focus (conjuration)
Traits asmodean demon hunter, master of pentacles
Skills Acrobatics -1 (-5 to jump), Handle Animal +1, Heal +5, Knowledge (arcana) +10, Knowledge (history) +8, Knowledge (nature) +8, Knowledge (planes) +10 (+13 on checks related to demons), Linguistics +6, Perception +5, Profession (tanner) +5, Sense Motive +6, Spellcraft +10, Use Magic Device +6
Languages Abyssal, Aquan, Azlanti, Common, Hallit, Ignan, Infernal, Thassilonian
SQ witch's familiar (compsognatus named Arcane Familiar)
Combat Gear: scroll of cure light wounds, wand of cure light wounds (44 charges), alchemist's fire (2), Pathfinders Kit;
Other Gear crossbow bolts (20), dagger, dagger, light crossbow, backpack, bedroll, belt pouch, fishhook (2), flint and steel, mug/tankard, sewing needle, signal whistle, string or twine[APG], thread (50 ft.), trail rations (7), waterskin, whetstone, 111 gp
--------------------
Special Abilities
--------------------
Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
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.
Evil Eye -2 (7 rounds, DC 15) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Familiar Bonus: +4 to Initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Fortune (1 round) (Su) Ally in 30 ft can roll 2d20 for an attack, save, ability, or skill check (and take higher) once/rd.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Slumber (3 rounds, DC 15) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg).
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.

--------------------

Arcane Familiar
Compsognatus (Pathfinder RPG Bestiary 2 90)
N Tiny magical beast (animal)
Init +6; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 15 (+2 Dex, +3 natural, +2 size)
hp 10 (1d8+2)
Fort +4, Ref +4, Will +3
--------------------
Offense
--------------------
Speed 40 ft., swim 20 ft.
Melee bite +2 (1d3-1)
Space 2½ ft.; Reach 0 ft.
Special Attacks poison
--------------------
Statistics
--------------------
Str 8, Dex 15, Con 14, Int 7, Wis 11, Cha 5
Base Atk +1; CMB +1; CMD 10
Feats Improved Initiative
Tricks Attack, Down, Fetch, Heel, Hunting, Seek, Track
Skills Acrobatics +2 (+6 to jump), Handle Animal -2, Heal +1, Linguistics +0, Perception +5, Sense Motive +3, Spellcraft +1, Swim +10, Use Magic Device +0
SQ hunting, improved evasion
--------------------
Special Abilities
--------------------
Hunting [Trick] The animal has been trained for hunting.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Poison: Bite—injury (DC 12) (Ex) Poison—Injury; save Fort DC 12; freq 1/rd for 4 rds; effect 1d2 Str; cure 1 save.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Swim (20 feet) You have a Swim speed.

Level 2:

Bobbette
Female Human (Kellid) Witch 2 (Pathfinder RPG Advanced Player's Guide 65)
LN Medium humanoid (human)
Init +6; Senses Perception +5
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 14 (2d6+4)
Fort +2, Ref +2, Will +4 (+3 Trait bonus vs. mind-affecting spells and effects from demons)
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger -1 (1d4-2/19-20)
Ranged light crossbow +1 (1d8/19-20)
Special Attacks hexes (cackle, evil eye, fortune, slumber)
Witch Spells Prepared (CL 2nd; concentration +6):
. . 1st—ill omen{super}APG{/super}, enlarge person, unbreakable heart{super}ISWG{/super}
. . 0 (at will)—dancing lights, detect magic, message, read magic
--------------------
Statistics
--------------------
Str 7, Dex 14, Con 14, Int 18, Wis 12, Cha 12
Base Atk +1; CMB -1; CMD 11
Feats Extra Hex[APG],Extra Hex[APG]
Traits asmodean demon hunter, master of pentacles
Skills Heal +5, Intimidate +5, Knowledge (arcana) +9, Knowledge (history) +8, Knowledge (nature) +8, Knowledge (planes) +9 (+12 on checks related to demons), Linguistics +5, Perception +5, Profession (Tanner) +5, Sense Motive +3, Spellcraft +9, Use Magic Device +6
Languages Abyssal, Azlanti, Common, Hallit, Infernal, Kelish, Thassilonian
SQ patron spells (transformation)
Combat Gear scroll of cure light wounds, wand of cure light wounds (44 charges), alchemist's fire (2), Pathfinders Kit; Other Gear dagger, light crossbow, ? gp
--------------------
Special Abilities
--------------------
Asmodean Demon Hunter You gain a +3 trait bonus on Knowledge (planes) checks about demons and a +2 trait bonus on Will saves against mind-affecting spells and effects from demons.
Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evil Eye -2 (7 rounds, DC 15) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Familiar Bonus: +4 to Initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Fortune (1 round) (Su) Ally in 30 ft can roll 2d20 for an attack, save, ability, or skill check (and take higher) once/rd.
Master of Pentacles (1/day) 1/day, add 2 to the caster level of a Conjuration spell for the purpose of duration.
Scroll of cure light wounds Add this item to create a scroll with spells on it.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Slumber (2 rounds, DC 15) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg).

--------------------

Gresty
Dinosaur, Compsognathus (Pathfinder RPG Bestiary 2 0)
N Tiny magical beast (animal)
Init +6; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 14 (+2 Dex, +2 size, +2 natural)
hp 7 (1d8+2)
Fort +4, Ref +4, Will +3
--------------------
Offense
--------------------
Speed 40 ft., swim 20 ft.
Melee bite +2 (1d3-1)
Space 2.5 ft.; Reach 0 ft.
Special Attacks poison
--------------------
Statistics
--------------------
Str 8, Dex 15, Con 14, Int 6, Wis 11, Cha 5
Base Atk +1; CMB +1; CMD 10
Feats Improved Initiative
Tricks Attack, Down, Fetch, Heel, Hunting, Seek, Track
Skills Heal +1, Intimidate -2, Linguistics -1, Perception +5, Spellcraft +0, Swim +10, Use Magic Device -1
SQ hunting, improved evasion
--------------------
Special Abilities
--------------------
Hunting [Trick] The animal has been trained for hunting.
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.
Poison: Bite - injury (DC 12) (Ex) Poison—Injury; save Fort DC 12; freq 1/rd for 4 rds; effect 1d2 Str; cure 1 save.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Swimming (20 feet) You have a Swim speed.

Level 1:

Bobbette
Human (Kellid) Witch 1
NG Medium humanoid (human)
Init +6; Senses Perception +4
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 8 (1d6+2)
Fort +2, Ref +2, Will +3 (+3 Trait bonus vs. mind-affecting spells and effects from demons)
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger -2 (1d4-2/19-20)
Ranged light crossbow +0 (1d8/19-20)
Special Attacks hexes (cackle, evil eye, fortune)
Witch Spells Prepared (CL 1st; concentration +5):
1st—cure light wounds, cure light wounds
0 (at will)—dancing lights, detect magic, message
--------------------
Statistics
--------------------
Str 7, Dex 14, Con 14, Int 18, Wis 12, Cha 12
Base Atk +0; CMB -2; CMD 10
Feats Extra Hex, Extra Hex
Traits asmodean demon hunter, master of pentacles
Skills Knowledge (arcana) +8, Knowledge (history) +8, Knowledge (nature) +8, Knowledge (planes) +8 (+11 on checks related to demons), Perception +4, Profession (Tanner) +5, Sense Motive +3, Spellcraft +8, Use Magic Device +5
Languages Abyssal, Azlanti, Common, Hallit, Infernal, Thassilonian
SQ patron spells (transformation)
Combat Gear scroll of cure light wounds; Alchemists Fire; Pathfinders Kit Other Gear dagger, light crossbow, 58 gp
--------------------
Special Abilities
--------------------
Asmodean Demon Hunter You gain a +3 trait bonus on Knowledge (planes) checks about demons and a +2 trait bonus on Will saves against mind-affecting spells and effects from demons.
Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evil Eye -2 (7 round(s)) (DC 14) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Familiar Bonus: +4 to Initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Fortune (1 round(s)) (Su) Ally in 30 ft can roll 2d20 for an attack, save, ability, or skill check (and take higher) once/rd.
Master of Pentacles (1/day) 1/day, add 2 to the caster level of a Conjuration spell for the purpose of duration.
Scroll of cure light wounds Add this item to create a scroll with spells on it.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.

--------------------

Gresty
Dinosaur, Compsognathus
N Tiny magical beast (animal)
Init +6; Senses low-light vision, scent; Perception +4
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 14 (+2 Dex, +2 size, +2 natural)
hp 4 (1d8+2)
Fort +4, Ref +4, Will +2
--------------------
Offense
--------------------
Speed 40 ft., swim 20 ft.
Melee bite +1 (1d3-1)
Space 2.5 ft.; Reach 0 ft.
Special Attacks poison
--------------------
Statistics
--------------------
Str 8, Dex 15, Con 14, Int 6, Wis 11, Cha 5
Base Atk +0; CMB +0; CMD 9
Feats Improved Initiative
Tricks Attack, Down, Fetch, Heel, Hunting, Seek, Track
Skills Perception +4, Spellcraft -1, Swim +10, Use Magic Device -2
SQ hunting, improved evasion
--------------------
Special Abilities
--------------------
Hunting [Trick] The animal has been trained for hunting.
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.
Poison: Bite - injury (DC 12) (Ex) Poison—Injury; save Fort DC 12; freq 1/rd for 4 rds; effect 1d2 Str; cure 1 save.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Swimming (20 feet) You have a Swim speed.

Spells Known:

0 - Bleed, DEancing Lights, Daze, Detect Magic, Detect Poison, Guidance, Light, Mending, Message, Read Magic, Resistance, Stabilize, Touch of Fatigue

1 - Adhesive Spittle, Cure Light Wounds, Ear-Piercing Scream, Enlarge Person, Fumbletongue, Ill Omen, Interogation, Jump, Mage Armor, Mount, Nausiating Dart, Obscuring Mist, Ray of Enfeeblement, Ray of Sickening, Sanctify Corpse, Snowball, Summon Monster I, Unbreakable Heart

2- Delay Poison, Euphoric Cloud, False Life, River Whip, See Invisibility, Summon Swarm, Unshakeable Chill, Vomit Swarm.

Level 0
Arcane Mark Witch 0
School: universal; Components: V, S; Casting Time : 1 action;
Range: touch; Effect: one personal rune or mark, all of which must
fit within 1 sq. ft.; Duration: permanent; Save: none; Resistance:
no
Inscribes a personal rune on an object or creature (visible or
invisible).
Bleed Witch 0
School: necromancy; Components: V, S; Casting Time : 1 action;
Range: close (25 + 5 ft./2 levels); Target: one living creature;
Duration: instantaneous; Save: DC 14 Will negates; Resistance:
yes
Cause a stabilized creature to resume dying.
Dancing Lights Witch 0
School: evocation [light]; Components: V, S; Casting Time : 1
action; Range: medium (100 + 10 ft./level); Effect: up to four lights,
all within a 10-ft.-radius area; Duration: 1 minute (D); Save: none;
Resistance: no
Creates torches or other lights.
Daze Witch 0
School: enchantment (compulsion) [mind-affecting]; Components:
V, S, M (a pinch of wool or similar substance); Casting Time : 1
action; Range: close (25 + 5 ft./2 levels); Target: one humanoid
creature of 4 HD or less; Duration: 1 round; Save: DC 14 Will
negates; Resistance: yes
A single humanoid creature with 4 HD or less loses its next action.
Detect Magic Witch 0
School: divination; Components: V, S; Casting Time : 1 action;
Range: 60 ft.; Area: cone-shaped emanation; Duration:
concentration, up to 1 min./level (D); Save: none; Resistance: no
Detects all spells and magic items within 60 ft.
Detect Poison Witch 0
School: divination; Components: V, S; Casting Time : 1 action;
Range: close (25 + 5 ft./2 levels); Target: one creature, one object,
or a 5-ft. cube; Duration: instantaneous; Save: none; Resistance:
no
Detects poison in one creature or small object.
Guidance Witch 0
School: divination / void elemental; Components: V, S; Casting
Time: 1 action; Range: touch; Target: creature touched; Duration:
1 minute or until discharged; Save: Will negates (harmless);
Resistance: yes
+1 on one attack roll, saving throw, or skill check.
Light Witch 0
School: evocation / wood elemental [light]; Components: V, M/DF
(a firefly); Casting Time : 1 action; Range: touch; Target: object
touched; Duration: 10 min./level; Save: none; Resistance: no
Object shines like a torch.
Mending Witch 0
School: transmutation / metal elemental; Components: V, S;
Casting Time : 10 minutes; Range: 10 ft.; Target: one object of up
to 1 lb./level; Duration: instantaneous; Save: Will negates
(harmless, object); Resistance: yes (harmless, object)
Makes minor repairs on an object.
Message Witch 0
School: transmutation / air elemental [language-dependent];
Components: V, S, F (a piece of copper wire); Casting Time : 1
action; Range: medium (100 + 10 ft./level); Target: one
creature/level; Duration: 10 min./level; Save: none; Resistance: no
Whisper conversation at distance.
Read Magic Witch 0
School: divination; Components: V, S, F (a clear crystal or mineral
prism); Casting Time : 1 action; Range: personal; Target: you;
Duration: 10 min./level
Read scrolls and spellbooks.
Resistance Witch 0
School: abjuration; Components: V, S, M/DF (a miniature cloak);
Casting Time : 1 action; Range: touch; Target: creature touched;
Duration: 1 minute; Save: Will negates (harmless); Resistance: yes
(harmless)
Subject gains +1 on saving throws.
Stabilize Witch 0
School: conjuration (healing); Components: V, S; Casting Time : 1
action; Range: close (25 + 5 ft./2 levels); Target: one living
creature; Duration: instantaneous; Save: Will negates (harmless);
Resistance: yes (harmless)
Cause a dying creature to stabilize.
Touch of Fatigue Witch 0
School: necromancy; Components: V, S, M (a drop of sweat);
Casting Time : 1 action; Range: touch; Target: creature touched;
Duration: 1 round/level; Save: DC 14 Fortitude negates;
Resistance: yes
Touch attack fatigues target.
Level 1
Adhesive Spittle Witch 1
School: conjuration (creation); Components: V, S; Casting Time :
1 action; Range: 15 ft.; Target: one creature; Duration: 1
round/level or until discharged (see text); Save: DC 16 Reflex
partial; Resistance: no
Spit a tanglefoot bag at a creature.
Cure Light Wounds Witch 1
School: conjuration (healing); Components: V, S; Casting Time : 1
action; Range: touch; Target: creature touched; Duration:
instantaneous; Save: Will half (harmless); see text; Resistance: yes
(harmless); see text
Cures 1d8 damage + 1/level (max +5).
Enlarge Person Witch 1
School: transmutation; Components: V, S, M (powdered iron);
Casting Time : 1 round; Range: close (25 + 5 ft./2 levels); Target:
one humanoid creature; Duration: 1 min./level (D); Save: DC 15
Fortitude negates; Resistance: yes
Humanoid creature doubles in size.
Fumbletongue Witch 1
School: enchantment (compulsion) [mind-affecting]; Components:
V, S; Casting Time : 1 action; Range: close (25 + 5 ft./2 levels);
Target: one creature; Duration: 1d4 rounds; Save: DC 15 Will
negates; Resistance: yes
Target cannot speak intelligently.
Ill Omen Witch 1
School: enchantment (compulsion) [mind-affecting]; Components:
V, S, M (hair from a black cat); Casting Time : 1 action; Range:
close (25 + 5 ft./2 levels); Target: one creature; Duration: 1
round/level or until discharged; Save: none; Resistance: yes
Target rolls twice for checks and attacks and uses worst roll.
Jump Witch 1
School: transmutation; Components: V, S, M (a grasshopper's hind
leg); Casting Time : 1 action; Range: touch; Target: creature
touched; Duration: 1 min./level (D); Save: Will negates (harmless);
Resistance: yes
Subject gets bonus on Acrobatics checks.
Mage Armor Witch 1
School: conjuration (creation) [force]; Components: V, S, F (a
piece of cured leather); Casting Time : 1 action; Range: touch;
Target: creature touched; Duration: 1 hour/level (D); Save: Will
negates (harmless); Resistance: no
Gives subject +4 armor bonus.
Mount Witch 1
School: conjuration (summoning); Components: V, S, M (a bit of
horse hair); Casting Time : 1 round; Range: close (25 + 5 ft./2
levels); Effect: one mount; Duration: 2 hours/level (D); Save: none;
Resistance: no
Summons riding horse for 2 hours/level.
Bobbette, Witch 3 – Spells in Spellbook
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Nauseating Dart Witch 1
School: conjuration (creation) [poison]; Components: S, DF;
Casting Time : 1 action; Range: close (25 + 5 ft./2 levels); Effect:
one poisonous stinger; Duration: instantaneous; Save: DC 16
Fortitude partial (see text); Resistance: no
Poisonous stinger deals 1d2 damage and sickens target.
Obscuring Mist Witch 1
School: conjuration / water elemental (creation); Components: V,
S; Casting Time : 1 action; Range: 20 ft.; Effect: cloud spreads in
20-ft. radius from you, 20 ft. high; Duration: 1 min./level (D); Save:
none; Resistance: no
Fog surrounds you.
Ray of Enfeeblement Witch 1
School: necromancy; Components: V, S; Casting Time : 1 action;
Range: close (25 + 5 ft./2 levels); Effect: ray; Duration: 1
round/level; Save: DC 15 Fortitude half; Resistance: yes
Ray causes 1d6 Str penalty + 1 per 2 levels.
Ray of Sickening Witch 1
School: necromancy; Components: V, S; Casting Time : 1 action;
Range: close (25 + 5 ft./2 levels); Duration: 1 round/level; Save:
DC 15 Fortitude half; Resistance: yes
Ray makes subject sickened.
Snowball Witch 1
School: conjuration (creation) [cold, water]; Components: V, S;
Casting Time : 1 action; Range: close (25 + 5 ft./2 levels); Effect:
one ball of ice and snow ; Duration: instantaneous; Save: DC 16
Fortitude partial (see text); Resistance: no
You conjure a ball of packed ice and snow that you can throw at a
single target as a ranged touch attack. The snowball deals 1d6
points of cold damage per caster level (maximum 5d6) on a
successful hit, and the target must make a successful Fortitude
saving throw or be staggered for 1 round.
Summon Monster I Witch 1
School: conjuration (summoning); Components: V, S, F/DF;
Casting Time : 1 round; Range: close (25 + 5 ft./2 levels); Effect:
one summoned creature; Duration: 1 round/level (D); Save: none;
Resistance: no
Summons extraplanar creature to fight for you.
Unbreakable Heart Witch 1
School: enchantment (compulsion) [mind-affecting]; Components:
V, S; Casting Time : 1 action; Range: close (25 ft. + 5 ft./2 levels);
Duration: 1 round/level; Save: Will Negates (harmless); Resistance:
yes (harmless)
The target creature gains a +4 morale bonus on saving throws
against mind-affecting effects that rely on negative emotions (such
as crushing despair, rage, and fear effects) or that would force him
to harm an ally (such as confusion).
Level 2
Delay Poison Witch 2
School: conjuration (healing); Components: V, S, DF; Casting
Time: 1 action; Range: touch; Target: creature touched; Duration:
1 hour/level; Save: Fortitude negates (harmless); Resistance: yes
(harmless)
Stops poison from harming subject for 1 hour/level.
Euphoric Cloud Witch 2
School: conjuration (creation) [poison]; Components: V, S, M (rare
mushrooms worth 5 gp); Casting Time : 1 action; Range: medium
(100 + 10 ft./level); Effect: fog spreads in 20-ft. radius, 20 ft. high;
Duration: 1 round/level; Save: DC 17 Fortitude negates (see text);
Resistance: no
Fog obscures vision and fascinates living creatures.
False Life Witch 2
School: necromancy; Components: V, S, M (a drop of blood);
Casting Time : 1 action; Range: personal; Target: you; Duration: 1
hour/level or until discharged; see text
Gain 1d10 temporary hp + 1/level (max +10).
River Whip Witch 2
School: conjuration / water elemental (creation) [water];
Components: V, S; Casting Time : 1 action; Range: 0 ft.; Effect:
whip of water; Duration: 1 minute/level (D) or until discharged (see
text); Save: none; Resistance: no
Create a whip of water that you wield as a weapon.
See Invisibility Witch 2
School: divination / void elemental; Components: V, S, M (talc and
powdered silver); Casting Time : 1 action; Range: personal; Target:
you; Duration: 10 min./level (D)
Reveals invisible creatures or objects.
Summon Swarm Witch 2
School: conjuration (summoning); Components: V, S, M/DF (a
square of red cloth); Casting Time : 1 round; Range: close (25 + 5
ft./2 levels); Effect: one swarm of bats, rats, or spiders; Duration:
concentration + 2 rounds; Save: none; Resistance: no
Summons swarm of bats, rats, or spiders.
Vomit Swarm Witch 2
School: conjuration (summoning); Components: S; Casting Time :
1 action; Range: personal; Effect: one swarm of spiders; Duration:
1 round/level
Produces a spider swarm that fights for you.
Bobbette, Witch 3 – Spells in Spellbook

certs:

1st level - 5–08: The Confirmation (RPG)
1st level - 5–21: The Merchant's Wake (RPG)
1st level - 6–00: Legacy of the Stonelords (RPG)
2nd level - 5–01: The Glass River Rescue (RPG)
2nd level - 6–15: The Overflow Archives (RPG)
2nd level - 8-10—Tyranny of Winds, Part 2: Secrets of the Endless Sky
3rd level - 8-12—Tyranny of Winds, Part 3: Caught in the Eclipse
3rd level - 9-05—Call of the Copper Gate
3rd level - 8-18—Champion's Chalice, Part 1: Blazing Dangerous Trails
4th level - Carrion Hill (3 XP)
5th level -