M Ratfolk Witch (Cartomancer) 1 | Init +3 | Perc +2 , DV 60ft | HP 9/9 | AC 14 T 13 FF 12| CMD 11 | F +2 (+2 vs Disease), R +2, W +3 (+1 vs Enchantments) | Harrowed: Cha
About Dominic of the Strands
Dominic of the Strands
M Ratfolk Witch (Cartomancer) 1
CG Small Humanoid
Init +3; Senses Darkvision 60ft; Perception +2
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Defense
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AC 14, touch 13, flat-footed 12 (+1 Armor, +2 Dex., +1 Size)
hp 9 (1d6+2+1)
Fort +2 (+2 vs Disease), Ref +2, Will +3 (+1 vs Enchantments)
Resist
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Offense
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Speed 20 ft.
Ranged Sling +3 (1d3/x2) B
Melee Quarterstaff +1 (1d4/x2) B, Sickle +1 (1d4/x2) S
Witch (Cartomancer) Spells Prepared (CL 1):
Level 0 DC 13 Daze, Detect Magic, Guidance
Level 1 DC 14 Mage Armor, Ill Omen Hexes DC 14
Evil Eye (Su)
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Spell Deck
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Level 0: Bleed; Dancing Lights; Daze; Detect Fiendish Presence; Detect Magic; Grasp; Guidance; Light; Mending; Message; Putrefy Food and Drink; Read Magic; Resistance; Spark; Stabilize; Touch of Fatigue;
Level 1: Bungle; Burning Sands; Ill Omen; Mage Armor; Strand of the Tangled Knot; Ray of Sickening;
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Statistics
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Str 10, Dex 14, Con 14, Int 17, Wis 12, Cha 12
Base Atk +0; CMB -1; CMD 11
Skills Acrobatics +2, Appraise +3, Artistry +3, Bluff +4, Craft Alchemy +3, Diplomacy +1, Disguise +1, Escape +2, Fly +2, Heal +1, Intimidate +1, Kn. Arcana +7, Perception +2, *Perform (fortune-telling) +2, Ride +2, Sense Motive +4, *Sleight of Hand +5, Spellcraft +7, Stealth +6, Survival +1, Swim +0 (*Background Skills)
Languages Common, Elven, Halfling, Orc
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Special Abilities
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Racial Traits Darkvision Ratfolk can see perfectly in the dark up to 60 feet.
Slow Speed Ratfolk have a base speed of 20 ft.
Cleanliness Ratfolk strive to keep themselves and each other immaculately clean, to make it difficult for disease to spread. A ratfolk with this racial trait gains a +2 bonus on saving throws against disease, and whenever she exceeds the save DC to recover from a disease effect by 5 or more, she is treated as though she had succeeded at two consecutive saving throws. This racial trait replaces rodent empathy.
Market Dweller Some ratfolk, especially those of Deepmarket, are practiced at taking advantage of foes. They gain a +2 racial bonus on Bluff, Sense Motive, and Sleight of Hand checks. This racial trait replaces tinker.
Cornered Fury Ratfolk can fight viciously when cut off from friends and allies. Whenever a ratfolk with this racial trait is reduced to half or fewer of his hit points, and has no conscious ally within 30 feet, he gains a +2 racial bonus on melee attack rolls and to Armor Class. This racial trait replaces swarming.
Background Traits Harrow Born You start play with a harrow deck passed down from a relative. Because of your skill with fortune-telling, you gain a +1 trait bonus on initiative checks.
Fortunate Once per day when you use a spell or magic item with a randomized effect (such as confusion, mirror image, prismatic spray, or a bag of tricks), before you roll to determine the result, you may choose to roll twice and pick either result.
Feats Harrowed You get a +1 bonus on all Will saves made to resist enchantment effects. Once per day, you may draw a card from a Harrow deck you own. At any one time for the rest of that day, you may apply a +2 bonus on any d20 roll modified by the card’s suit. For example, if you drew a card from the suit of Dexterity, you could apply this +2 bonus on an Initiative check, a Reflex save, a Dexterity-based skill check, or a ranged attack roll. You may assign this +2 bonus after you make the roll, but you must do so before you know whether the roll was a success or not.
Class Features Weapon and Armor Proficiency Witches are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a witch's gestures, which can cause her spells with somatic components to fail.
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 2–10. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table 1–3 of the Pathfinder RPG Core Rulebook).
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 2–10 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.
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.
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.
Spell Deck Each cartomancer carries a special harrow deck that allows her to communicate with her patron. Its ability to hold spells functions identically to the way a witch’s spells are granted by her familiar. The cartomancer must consult her harrow deck each day to prepare her spells and cannot prepare spells that are not stored in the deck. The spell deck cannot be used for this purpose if any cards are missing. This ability replaces the witch’s familiar. The following familiar ability works differently for a cartomancer.
Deliver Touch Spells (Su) At 3rd level, when the cartomancer uses the Deadly Dealer feat with a card from her spell deck, the card is not destroyed and gains the returning weapon special ability.
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.
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Gear
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Starting Gold: 175gp
Harrow Deck: Heirloom
Harrow Deck: 100gp
Witch's Kit: 31gp
(This kit includes a backpack, a bedroll, a belt pouch, candles (10), chalk (10), a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.)
Quarterstaff: -
Sickle: 6gp
Sling: -
Sling Bullets (20): 0.2gp
Haramaki: 3gp
Cheese: 0.1gp
Acid Flask: 10gp
1x Dose Brimstone: 1gp
1x Dose Cold Iron: 5gp
1x Dose Cytillesh Spores: 5gp
1x Dose Ginger Extract: 5gp
1x Dose Magnesium: 2gp
1x Dose Mugwort: 4gp
1x Dose Myrrh: 2gp
Kassander's Inert Philosopher's Stone
Total: 174.3gp
Harrow Deck:
Strength
1=The Paladin
The Paladin is the lawful good card of strength. It represents standing resolutely against trouble, without backing down.
2=The Keep
The Keep is the neutral good card of strength. It represents quiet, unshakeable strength that withstands any hardship
3=The Big Sky
This is the chaotic good card of strength. It represents momentous change, as when all the slaves of a nation are emancipated.
4=The Forge
This is the lawful neutral card of strength. It represents strength through diversity, or strength from many sources united against a single trial.
5=The Bear
This is the neutral card of strength. It represents pure strength that cannot be truly tamed or trained.
6=The Uprising
This is the chaotic neutral card of strength. It represents overwhelming strength that catches the subject up in something much more powerful.
7=The Fiend
This is the lawful evil card of strength. It is a devil that devours the masses of the innocent, and can represent the deaths of many in a disaster.
8=The Beating
This is the neutral evil card of strength. It represents an assault from all quarters, or the mental dissolution of the self.
9=The Cyclone
This is the chaotic evil card of strength. It represents an unstoppable, destructive force unleashed through the plots of intelligent creatures.
Dexterity
1=The Dance
The Dance is the lawful good card of dexterity. It represents a complicated framework that requires the cooperation of all to avoid collapse.
2=The Cricket
The Cricket is the neutral good card of dexterity. It represents the grig, quick travel, and the reward at the end of a journey.
3=The Juggler
The Juggler is the chaotic good card of dexterity. It represents destiny, deities, and those who play with the fates of others.
4=The Locksmith
This is the lawful neutral card of dexterity. It represents the keys the subject needs to unlock his fate. The card grants the tools needed to unlock some new place, puzzle, or hoard.
5=The Peacock
This is the neutral card of dexterity. It represents a great beauty that can only be preserved if petrified and frozen in time for eternity, as by a cockatrice's glare.
6=The Rabbit Prince
This is the chaotic neutral card of dexterity. It represents the quiky vicissitudes of melee combat. The Rabbit Prince is the personification of the capriciousness of battle, and his broken sword indicates that defeat may come to anyone. The card sometimes represents younger members of royal or noble houses.
7=The Avalanche
This is the lawful evil card of dexterity. It represents disaster: an unthinking panic and destruction that overruns all.
8=The Crows
This is the neutral evil card of dexterity. It represents murder, theft, and the violent loss of that which is loved.
9=The Demon's Lantern
This is the chaotic evil card of dexterity. It represents an impossible situation of traps, mind tricks, and sleight of hand.
Constitution
1=The Trumpet
This is the lawful good card of constitution. It represents an archon who dives aggressively and righteously into danger.
2=The Survivor
This is the neutral good card of constitution. It represents a creature that has managed to survive a terrible ordeal, when everyone thought him lost.
3=The Desert
This is the chaotic good card of constitution. It represents an environment too difficult for anyone to survive without help. The sphinx may represent a source of salvation from plague
4=The Brass Dwarf
This is the lawful neutral card of constitution, showing an azer. It represents a creature invulnerable to a current threat.
5=The Teamster
This is the neutral card of constitution. It represents a external force that drives the subject on.
6=The Mountain Man
This is the chaotic neutral card of constitution. This giant represents an encounter with a physical power outside of the subject's control.
7=The Tangled Briar
This is the lawful evil card of constitution. It represents a historical thing or creature that will have some influence on the question.
8=The Sickness
This is the neutral evil card of constitution. It represents corruption, famine, plague, pestilence, and disease.
9=The Waxworks
This is the chaotic evil card of constitution. It represents a place of torture, imprisonment, helplessness, and paralysis.
Intelligence
1=The Hidden Truth
This is the lawful good card of intelligence. It represents the discovery of the greater truth within.
2=The Wanderer
This is the neutral good card of intelligence. It represents a centaur collector who appreciates things others discard as junk.
3=The Joke
This is the chaotic good card of intelligence. It represents a monster that can only be defeated through trickery, or the value of humor in circumventing difficult people.
4=The Inquisitor
This is the lawful neutral card of intelligence. It represents an immutable object that cannot be deceived or influenced.
5=The Foreign Trader
This is the neutral card of intelligence. It represents spies, merchants, and those who truck in information
6=The Vision
This is the chaotic neutral card of intelligence. It represents esoteric and arcane knowledge, or madness.
7=The Rakshasa
This is the lawful evil card of intelligence. The rakshasa represents domination, mental control, and slavery.
8=The Fool
This is the neutral evil card of intelligence. It represents folly, greed, blackmail, bribery, or hubris.
9=The Snakebite
This is the chaotic evil card of intelligence. It represents poison, venom, assassination, and discord.
Wisdom
1=The Winged Serpent
This is the lawful good card of wisdom. It represents the couatl, the bridge of understanding between the towers of knowledge and judgement.
2=The Midwife
This is the neutral good card of wisdom. It represents the enabler or conduit of new creation, information, or arrivals.
3=The Publican
This is the chaotic good card of wisdom. It represents fellowship and refuge. The cyclops is a seemingly inconsequential figure who nonetheless has relevant insight.
4=The Queen Mother
This is the lawful neutral card of wisdom. This formian is the personification of knowledge, who is fond of the powerless, the underclass, and those who will show her obeisance.
5=The Owl
This is the neutral card of wisdom. It represents the harsh wisdom of the natural order. The owl holds a needle that can bind life together or pick it apart.
6=The Carnival
This is the chaotic neutral card of wisdom. It represents illusions and false dreams.
7=The Eclipse
This is the lawful evil card of wisdom. It represents loss of faith and purpose, and the subject's doubt about his abilities or prospects.
8=The Mute Hag
This is the neutral evil card of wisdom. It represents the insightful hag, a purveyor of blood pacts, treacherous secrets, and discord.
9=The Lost
This is the chaotic evil card of wisdom. The bodak represents the permanently insane, lost among lunatics and psychopaths in insane asylums. It is a card of emptiness.
Charisma
1=The Empty Throne
This is the lawful good card of charisma. It represents those who are gone, or a ghost of the past that has taught important lessons.
2=The Theater
This is the neutral good card of charisma. It represents prophecy, with a true prophet acting a part as the puppet of the gods.
3=The Unicorn
This is the chaotic good card of charisma. It represents one who generously offers up that which is sought.
4=The Marriage
This is the lawful neutral card of charisma. It represents a union of peoples, ideas, or kingdoms that might be as productive or as ruinous as the bonding of a salamander and a water weird.
5=The Twin
This is the neutral card of charisma. The doppelganger represents duality of purpose or identity, or indecision and fence-sitting for the subject or the entire spread.
6=The Courtesan
This is the chaotic neutral card of charisma. It represents political intrigue and the superficiality of social niceties.
7=The Tyrant
This is the lawful evil card of charisma. It represents a ruler who harms those he rules.
8=The Betrayal
This is the neutral evil card of charisma. It represents selfishness and envy.
9=The Liar
This is the chaotic evil card of charisma. It represents destructive, treacherous love. The lamia signals obsession, star-crossed lovers, or unrequited desire.