Ruan Mirukova

Callum Shaw's page

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Full Name

Callum Shaw

Race

Human

Classes/Levels

Witch 1

Gender

Male

Size

Medium

Age

20

Alignment

Chaotic Good

Languages

Common, Draconic, Elven, Sylvan, Gnome, Halfling

Strength 8
Dexterity 12
Constitution 12
Intelligence 20
Wisdom 10
Charisma 10

About Callum Shaw

Callum Shaw
Male Human Witch 1
NG Medium Humanoid (Human)
Init: +5 Senses: Perception +0
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Defense
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AC: 11, Touch 11, Flat-footed 10 (+1 Dex)
HP: 7 (1d6 +1)
Fort: +3 Ref: +1 Will: +2
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Offense
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Speed: 30ft.
Melee: Dagger (1d4-1/19-20/x2/10ft.)
Ranged:
(Class) Spells Prepared:
1 (3/day) **
0 (∞/day) **
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Statistics
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Str: 8 Dex: 12 Con: 12 Int: 20 Wis: 10 Cha: 10
Base Atk: +0 CMB: +0 CMD: 11
Feats: Improved Initiative
Traits:
Skills: Craft +8, Fly +4, Heal +3, Intimidate +3, Knowledge (arcana) +8, Knowledge (history) +8, Knowledge (nature) +8, Knowledge (planes) +8, Profession +3, Spellcraft +8, and Use Magic Device +3.
Languages: Common, Draconic, Elven, Sylvan, Gnome, Halfling
SQ: Cantrips, hex, witch's familiar
Combat Gear: 105GP 0SP
Total Weight: 0 lbs.
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Special Abilities
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Hexes:

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.

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.

Witch's Familiar (Ex): Donkey Rat (+2 to Fortitude saves)

At 1st level, a witch forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Familiars also aid a witch by granting her skill bonuses, additional spells, and help with some types of magic. This functions like the wizard's arcane bond class feature, except as noted in the Witch's Familiar section.

A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar. A witch's familiar begins play storing all of the 0-level witch spells plus three 1st-level spells of the witch's choice. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each new witch level, she adds two new spells of any spell level or levels that she can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual (see sidebar).

Patron: Deception

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.

Spells Known:
0: 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.
1: Cause Fear, Cure Light Wounds, Dancing Lantern, Hypnotism, Ill Omen, Obscuring Mist, Ray of Enfeeblement, Unseen Servant

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