Class: Witch (favored)
Archetype: Cartomancer
Race: Human
Alignment: Neutral Good
STR 8 (-1)
DEX 14 (+2)
CON 10 (+0)
INT 16 (+3)
WIS 14 (+2)
CHA 12 (+1)
HP: 10 (1d6 + 0 Con + 4 + 0 Con)
Offense
BAB +1 (Melee +0, Ranged +3)
CMB -1
Dart +4 (1d4+1, x2, 20 ft.)
Defense
AC 12 (10 + 2)
CMD 11
Fort +0 (0 + 0)
Reflex +2 (0 + 2)
Will +5 (3 + 2)
Traits
Harrow Chosen: Start play with family's hierloom deck. Use as an additional focus component in divination spells to increase CL by +2. Twice per week spend 10 minutes to consult deck on a particular action and gain augury spell as CL of my character level.
Signature Spell: Harrowing is cast as if on CL higher.
Note: I know I can't get this spell until 3rd level but I feel it is appropriate for the character.
Feats
Harrowed: +1 to Will saves vs enchantment effects. Once per day, draw from Harrow deck. For the rest of the day gain a single +2 bonus on any d20 roll modified by the card's suit. May be assigned after the roll is made but before it is declared a success or failure.
Fortune Teller: Can use Harrow deck instead of normal focus item for divination spells. Can use Harrow deck AND normal focus item for +1 CL in divination spell.
Deadly Dealer: Can throw a card as if throwing a dart. Harrow cards are considered masterwork weapons. Must use arcane strike to enhance cards.
Arcane Strike: Can enchant a card (and card only) as a swift action, giving it +1 damage. Card is treated as a magic weapon for purposes of overcoming damage reduction.
Skills (2 + 3 (Int) + 2 background skills)
Artistry (poetry) 6 (2 + 1 (Cha) + 3 (class))
Craft (harrow) 8 (2 + 3 (Int) + 3 (class))
Intimidate 6 (2 + 1 (Cha) + 3 (class))
Knowledge (arcana) 8 (2 + 3 (Int) + 3 (class))
Knowledge (planes) 8 (2 + 3 (Int) + 3 (class))
Spellcraft 8 (2 + 3 (Int) + 3 (class))
Use Magic Device 6 (2 + 1 (Cha) + 3 (class))
Class Features
Weapon and Armor Proficiency: Simple weapons. Armor can cause spell failure.
Cantrips: Can cast cantrips. Can prepare 3 cantrips per day and cast them any number of times.
Default Cantrips Prepared: Detect Magic, Guidance, Mending, Read Magic
Spells: Can cast two 1st level spells per day. Save against her spells is 10 + spell level + Int modifier.
Default Spells Prepared: 1st level - Cause Fear, Cure Light Wounds, Karmic Blessing, Ill-Omen
Patron Spells: Patron is Portents. Patron spells are added to her spell list at even levels.
Hexes: Knows one hex. Save against hexes is 10 + ½ level + Int modifier. Hexes known: Misfortune.
Misfortune: Cause 1 creature within 30 feet to suffer misfortune for 1 round. When the creature rolls a d20 it must roll twice and take the worst result. Will save negates the hex. Duration of the hex is extended for 1 round at 8th and 16th level. A creature can only be targeted by this hex once per day.
Spell Deck: Familiar is replaced by her Harrow deck. Spells are stored in the deck. She must commune with the deck each day to gain her spells. Additional abilities at 2nd and 3rd level.