About DaardraFemale Elf Witch (Time Patron) 8
5’8”/100 lbs.; golden hair with green eyes and light skin ==DEFENSE==
==OFFENSE==
==STATISTICS==
==FEATS & TRAITS & HEXES== Second Chance:
Once per day, when you fail a saving throw, you can reroll the saving throw. You must take the second result even if it is worse. Reactionary:
You gain a +2 trait bonus on initiative checks.
Toughness:
You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level). Evil Eye:
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:
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. Healing:
Effect: This acts as a cure light wounds spell, using the witch’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds. Slumber:
Home >Classes >Base Classes >Witch >Hexes >Witch Hexes – Paizo, Inc. >Common Hexes > Slumber (Su) Effect: A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
Fortune:
The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made. At 8th level and 16th level, the duration of this hex is extended by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours. Flight:
: At 1st level, the witch can use feather fall at will and gains a +4 racial bonus on Swim checks. At 3rd level, she can cast levitate once per day. At 5th level, she can fly, as per the spell, for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects the witch. Protective Luck:
The witch can cause fate to twist so that it benefits a creature within 30 feet for 1 round. Whenever that creature is targeted by an effect that requires an attack roll, including weapon attacks, the attacker must roll twice and take the worse result. At 8th level and 16th level, the duration of this hex is extended by 1 round. A witch cannot use this ability on herself. Hexes that affect the fortune hex, such as cackle, also affect protective luck.
Prehensile Hair:
The witch can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Intelligence score. Her hair has reach 10 feet, and she can use it as a secondary natural attack that deals 1d3 points of damage (1d2 for a Small witch). Her hair can manipulate objects (but not weapons) as dexterously as a human hand. The hair cannot be sundered or attacked as a separate creature. Pieces cut from the witch’s elongated hair shrink away to nothing. Using her hair does not harm the witch’s head or neck, even if she lifts something heavy with it. The witch can manipulate her hair a number of minutes each day equal to her level; these minutes do not need to be consecutive, but must be spent in 1-minute increments. A typical male witch with this hex can also manipulate his beard, moustache, or eyebrows.
==WITCH ABILITIES== 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: Witch. 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.
Witch's Familiar:
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. 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. 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.
Spells:
A witch casts arcane spells drawn from the witch spell list. A witch must choose and prepare her spells ahead of time. To learn or cast a spell, a witch must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a witch’s spell is 10 + the spell level + the witch’s Intelligence modifier. A witch can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Witch. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells). A witch may know any number of spells. She must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour communing with her familiar. While communing, the witch decides which spells to prepare. Cantrips Witches can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Witch under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Cantrips prepared using other spell slots, due to metamagic feats for example, are expended normally.
spells known:
0-lvl all cantrips 1-lvl Ill Omen, Cure Light Wounds, Mage Armor, Ear Piercing Scream, Burning Hands, Ray of Enfeeblement, Ventriloquism 2-lvl Cure Moderate Wounds, Web, Glitterdust, Hidden Presence, Silence 3-lvl Haste, Lightning Bolt, Siphon Might, Remove Curse, Dispel Magic 4-lvl Cure Serious Wounds, Dimension Door, Threefold Aspect, Bloody Arrows, Neutralize Poison spells memorized:
0-Detect Magic 0-Read Magic 0-Message 0-Dancing Lights 2-Cure Light Wounds
2-Cure Moderate Wounds
1-Haste
2-Dimension Door
==SKILLS & LANGUAGES== Skills:
Ranks: 9 (2 Class +7 INT) • Acrobatics +3 • Appraise +6 • Bluff +0 • Climb -2 • Craft* +6 • Diplomacy +0 • Disable Device • Disguise +0 • Escape Artist +3 • Fly* +12 • Handle Animal • Heal* +7 • Intimidate* +0 • Knowledge (arcana)* +15 • Knowledge (dungeoneering) • Knowledge (engineering) • Knowledge (geography) • Knowledge (history)* +15 • Knowledge (local) • Knowledge (nature)* +15 • Knowledge (nobility) • Knowledge (planes)* +15 • Knowledge (religion) • Linguistics • Perception* +14 • Perform +0 • Profession* • Ride +3 • Sense Motive +1 • Sleight of Hand • Spellcraft* +18 • Stealth* +13 • Survival +1 • Swim -2 • Use Magic Device* +10 *Class Skill Languages:
Common, Elf, Celestial, Draconic, Gnoll, Orc, Sylvan ==RACIAL ABILITIES== Spoiler:
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. Keen Senses: +2 Perception. Elven Magic: +2 to overcome SR. Fey Thoughts: Perception & Stealth become class skills Dreamspeaker: +1 DC to Divination & Sleep spells ==EQUIPMENT== Spoiler:
Combat Gear: Light Crossbow Other Gear: Backpack, Hemp rope 50’, 3 days Trail Rations, Water Skin, Bed Roll Background:
Daardra always felt like an outcast in her Elvish village, never quite fitting in. Once she discovered her calling as a witch, it didn't improve. Ever since Stingee showed up, she has been having dreams of a frail human in the mountains. Somehow the powers that grant her spells are telling her to go. She packs up, says goodbye to her mother and elders and heads for the town in her dreams, Trunau. ======== MAGIC ITEMS ======= Spoiler:
Pearl of Power 1st lvl
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