About Callistra WillowbarkCALLISTRA 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)
Base Atk +0; CMB +1; CMD 13 Prepared Spells Prepared Spell List
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.
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.
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
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,
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. |