Race |
N Human Witch 4 | AC: 18/19 | HP: 32 | Per: 7, Fort: 6, Ref: 8, Will: 9 | |
Classes/Levels |
Speed: 25’ | Focus: 1 / 1 | Spells: 1st 3, 2nd 3 |
About Flory Buntzer
Female Human
Witch 3
N
Hero Points: 1
Horizon Hunters
XP: 24
Str 10+2=12
Dex 10+2+2=14
Con 10
Int 10+2+2+2+2=18
Wis 10+2=12
Cha 10+2=12
HP: 8+6+6=26
AC: 10+2+4=17/18
Dagger: +7, 1d4+1P, Agile, finesse, thrown 10 ft., versatile S
Sling: +7, 1d6B, 50’, Reload 1, Propulsive
Gouging Claw: +9, 2d6+4P/S, crit: 2d4 persistent bleed (Reach Spell)
Speed: 25’
Languages: Common, Halfling, Elven, Dwarven, Sylvan
Acrobatics T 7
Athletics T 6 (Heritage: Skilled [E @ lvl 5])
Crafting E 11 (Tailor +1, Quick Repair)
Deception T 6
Intimidation T 6
Lore: Guild T 9
Medicine T 6
Nature T 6
Perception T 6
Society T 9
Stealth T 7
Survival T 6
Fort T 5
Ref T 7
Will E 8
Unarmed T
Simple weapons T
Unarmored T
Primal spell attacks T +9
Primal spell DC T 19
Heritage: Skilled (Athletics)
You become trained in one skill of your choice. At 5th level, you become an expert in the chosen skill.
Ancestry Feat: Adapted Cantrip (Shield)
Choose one cantrip from a magical tradition other than your own. If you have a spell repertoire or a spellbook, replace one of the cantrips you know or have in your spellbook with the chosen spell. If you prepare spells without a spellbook (if you’re a cleric or druid, for example), one of your cantrips must always be the chosen spell, and you prepare the rest normally. You can cast this cantrip as a spell of your class’s tradition.
If you swap or retrain this cantrip later, you can choose its replacement from the same alternate tradition or a different one.
Background: Artisan
+2 Int
Skill Feat: Specialty Crafting (Tailor)
Your training focused on Crafting one particular kind of item. Select one of the specialties listed on page 267; you gain a +1 circumstance bonus to Crafting checks to Craft items of that type. If you are a master in Crafting, this bonus increases to +2.
If it’s unclear whether the specialty applies, the GM decides. Some specialties might apply only partially. For example, if you were making a morningstar and had specialty in woodworking, the GM might give you half your bonus because the item requires both blacksmithing and woodworking.
Class: Witch
Patron: Wild (Princess Gossamer, fae liege of spiders)
Spell List: primal
Patron Skill: Nature
Hex Cantrip: wilding word (page 239)
Granted Spell: your choice of summon animal or summon plant or fungus
Familiar: Spider (Lady Gwendolyn), extra familiar ability
AC: 17
HP: 15
Speed: 25’
Acrobatics: 7
Perception: 7
Stealth: 6
Other: 3
Fort 5
Ref 7
Will 8
Low-light vision
Empathic communication, 1 mi
Climber: It gains a climb Speed of 25 feet.
Touch Telepathy: Your familiar can telepathically communicate with you via touch. If it also has the speech ability, it can telepathically communicate via touch with any creature if they share a language.
Cantrip Connection: You can prepare an additional cantrip, or if you have a repertoire, instead designate a cantrip to add to your repertoire every time you select this ability; you can retrain it but can’t otherwise change it. You must be able to prepare cantrips or add them to your repertoire to select this.
Skill Feat: Quick Repair
You take 1 minute to Repair an item. If you’re a master in Crafting, it takes 3 actions. If you’re legendary, it takes 1 action.
Class Feat: Beastmaster Dedication (reskin scorpion as spider [Sir Miles])
Size: Small
Melee [one-action] stinger, +10, Damage 1d6+3 piercing plus poison (see Special)
Melee [one-action] pincer (agile), +10, Damage 1d6+3 slashing
Str +3, Dex +3, Con +1, Int –4, Wis +1, Cha +0
Hit Points 6 + (7x2) = 27
AC: 10+3+2+2=18
Skill: Stealth
Senses: darkvision
Speed: 30 feet
Acrobatics T 8
Athletics T 8
Perception T 6
Stealth T 8
unarmed attacks T
unarmored defense T
Fort T 6
Ref T 8
Will T 6
Special: The spider’s stinger attack deals an additional 1d4 poison damage, or 2d4 poison damage if the spider is a specialized companion.
Support Benefit: Your spider drips poison from its stinger when you create an opening. Until the start of your next turn, your Strikes that damage a creature in your spider’s reach also deal 1d6 persistent poison damage. If your spider is nimble or savage, the persistent poison damage increases to 2d6.
General Feat: Ancestral Paragon - Natural Ambition (Reach Spell)
[one-action] +30’ range
Cantrips: 10
Acid Splash
Cast [two-actions] somatic, verbal
Range: 30 feet; Targets 1 creature or object
You splash a glob of acid that splatters creatures and objects alike. Make a spell attack. If you hit, you deal 1d6 acid damage plus 1 splash acid damage. On a critical success, the target also takes 1 persistent acid damage.
Heightened (3rd) The initial damage increases to 1d6 + your spellcasting ability modifier, and the persistent damage increases to 2.
Heightened (5th) The initial damage increases to 2d6 + your spellcasting ability modifier, the persistent damage increases to 3, and the splash damage increases to 2.
Dancing Lights
Cast [two-actions] somatic, verbal
Range: 120 feet
Duration: sustained
You create up to four floating lights, no two of which are more than 10 feet apart. Each sheds light like a torch. When you Sustain the Spell, you can move any number of lights up to 60 feet. Each light must remain within 120 feet of you and within 10 feet of all others, or it winks out.
Detect Magic
Cast [two-actions] somatic, verbal
Area: 30-foot emanation
You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you’re fully aware of, such as the magic items and ongoing spells of you and your allies.
You detect illusion magic only if that magic’s effect has a lower level than the level of your detect magic spell. However, items that have an illusion aura but aren’t deceptive in appearance (such as an invisibility potion) typically are detected normally.
Heightened (3rd) You learn the school of magic for the highest- level effect within range that the spell detects. If multiple effects are equally strong, the GM determines which you learn.
Heightened (4th) As 3rd level, but you also pinpoint the source of the highest-level magic. Like for an imprecise sense, you don’t learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).
Gouging Claw (animate cloak)
Cast [two-actions] somatic, verbal
Range: touch; Targets 1 creature
You temporarily morph your limb into a clawed appendage. Make a melee spell attack roll against your target’s AC. If you hit, you deal your choice of slashing or piercing damage equal to 1d6 plus your spellcasting ability modifier. On a critical success, you deal double damage plus 1d4 persistent bleed damage.
Heightened (+1) The damage increases by 1d6 and the persistent bleed damage on a critical increases by 1d4.
Know Direction
Cast [two-actions] somatic, verbal
In your mind’s eye, you see a path northward. You immediately know which direction is north (if it exists at your current location).
Prestidigitation
Cast [two‑actions] somatic, verbal
Range: 10 feet; Targets 1 object (cook, lift, or tidy only) Duration sustained
The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the Spell. Each time you Sustain the Spell, you can choose one of four options.
• Cook: Cool, warm, or flavor 1 pound of nonliving material.
• Lift: Slowly lift an unattended object of light Bulk or less 1 foot off the ground.
• Make: Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile—it can’t be used as a tool, weapon, or spell component.
• Tidy: Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk.
Prestidigitation can’t deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the Spell.
Read Aura
Cast 1 minute (somatic, verbal)
Range: 30 feet; Targets 1 object
You focus on the target object, opening your mind to perceive magical auras. When the casting is complete, you know whether that item is magical, and if it is, you learn the school of magic (pages 297–298).
If the object is illusory, you detect this only if the effect’s level is lower than the level of your read aura spell.
Heightened (3rd) You can target up to 10 objects.
Heightened (6th) You can target any number of objects.
Shield (animate cloak)
Cast [one-action] verbal
Duration: until the start of your next turn
You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn’t require a hand to use.
While the spell is in effect, you can use the Shield Block reaction with your magic shield (see the sidebar). The shield has Hardness 5. After you use Shield Block, the spell ends and you can’t cast it again for 10 minutes. Unlike a normal Shield Block, you can use the spell’s reaction against the magic missile spell.
Heightened (3rd) The shield has Hardness 10.
Heightened (5th) The shield has Hardness 15.
Heightened (7th) The shield has Hardness 20.
Heightened (9th) The shield has Hardness 25.
Stabilize
Cast [two-actions] somatic, verbal
Range: 30 feet; Targets 1 dying creature
Positive energy shuts death’s door. The target loses the dying condition, though it remains unconscious at 0 Hit Points.
Tanglefoot
Cast [two-actions] somatic, verbal
Range: 30 feet; Targets 1 creature
A vine covered in sticky sap appears from thin air, flicking from your hand and lashing itself to the target. Attempt a spell attack against the target.
Critical Success: The target gains the immobilized condition and takes a –10-foot circumstance penalty to its Speeds for 1 round. It can attempt to Escape against your spell DC to remove the penalty and the immobilized condition.
Success: The target takes a –10-foot circumstance penalty to its Speeds for 1 round. It can attempt to Escape against your spell DC to remove the penalty.
Heightened (2nd) The effects last for 2 rounds.
Heightened (4th) The effects last for 1 minute.
1st: 5
Ant Haul
Cast [two-actions] somatic, verbal
Range: touch; Targets 1 creature
Duration: 8 hours
You reinforce the target’s musculoskeletal system to bear more weight. The target can carry 3 more Bulk than normal before becoming encumbered and up to a maximum of 6 more Bulk.
Heal
Cast[one-action]to[three-actions]
Range varies; Targets 1 willing living creature or 1 undead creature
You channel positive energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of positive damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
[one-action] (somatic) The spell has a range of touch.
[two-actions] (verbal, somatic) The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8.
[three-actions] (material, somatic, verbal) You disperse positive energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
Mending
Cast 10 minutes (somatic, verbal)
Range: touch; Targets non-magical object of light Bulk or less
You repair the target item. You restore 5 Hit Points per spell level to the target, potentially removing the broken condition if this repairs it past the item’s Broken Threshold. You can’t replace lost pieces or repair an object that’s been completely destroyed.
Spider Sting
Cast [two-actions] somatic, verbal
Range: touch; Targets 1 creature
Saving Throw Fortitude
You magically duplicate a spider’s venomous sting. You deal 1d4 piercing damage to the touched creature and afflict it with spider venom. The target must attempt a Fortitude save.
Critical Success: The target is unaffected.
Success: The target takes 1d4 poison damage.
Failure: The target is afflicted with spider venom at stage 1.
Critical Failure: The target is afflicted with spider venom atstage 2.
Spider Venom (poison); Level 1; Maximum Duration 4 rounds.
Stage 1: 1d4 poison damage and enfeebled 1 (1 round);
Stage 2: 1d4 poison damage and enfeebled 2 (1 round).
Summon Animal (giant spider - reskinned giant centipede)
Cast [three-actions] material, somatic, verbal
Range: 30 feet
Duration: sustained up to 1 minute
You conjure an animal to fight for you. You summon a common creature that has the animal trait and whose level is –1. Heightening the spell increases the maximum level of creature you can summon.
GIANT CENTIPEDE (Medium)
Perception +6; darkvision
Skills Acrobatics +6, Athletics +2, Stealth +6
Str –1, Dex +3, Con +1, Int –5, Wis +1, Cha –4
AC 15; Fort +7, Ref +6, Will +2
HP 8
Speed 30 feet, climb 30 feet
Melee [one-action] mandibles +6 (finesse), Damage 1d4–1 piercing plus giant centipede venom
Giant Centipede Venom (poison); Saving Throw DC 14 Fortitude; Maximum Duration 6 rounds;
Stage 1: 1d6 poison damage (1 round);
Stage 2: 1d8 poison damage and flat-footed (1 round)
Stage 3: 1d12 poison damage, clumsy 1, and flat-footed (1 round)
https://2e.aonprd.com/Monsters.aspx?ID=77
Pic 6/18
Magic Fang
2 action, touch, 1 min
+1 to hit, +1 damage die
Pet Cache
Cast [one-action] somatic
Range: touch; Targets: 1 willing creature that is your animal companion or familiar
Duration: 8 hours
You open your cloak or create a gap with your hands, drawing the target into a pocket dimension just large enough for its basic comfort. No other creature can enter this extradimensional space, and the target can bring along objects only if they were designed to be worn by a creature of its kind. The space has enough air, food, and water to sustain the target for the duration.
You can Dismiss the spell. The spell also ends if you die or enter an extradimensional space. When the spell ends, the target reappears in the nearest unoccupied space (outside of any extradimensional space you may have entered).
2nd: 2
Vomit Swarm
Cast [two-actions] somatic, verbal
Area: 30-foot cone
Saving Throw: basic Reflex
You belch forth a swarm of magical vermin. You evoke and shape the creatures from your own imagination, allowing you to change the appearance of the creatures (typically a mix of centipedes, roaches, wasps, and worms), but this doesn’t change the effect of the spell. The vermin swarm over anyone in the area, their bites and stings dealing 2d8 piercing damage (basic Reflex save). A creature that fails its saving throw also becomes sickened 1. Once the spell ends, the swarm disappears.
Heightened (+1) Increase the damage by 1d8.
Web
Cast [three-actions] material, somatic, verbal
Range: 30 feet
Area: 10-foot burst
Duration: 1 minute
You create a sticky web in the area that impedes creatures’ movement each time they try to move through it. Squares filled with the web are difficult terrain. Each square can be cleared of the web by a single attack or effect that deals at least 5 slashing damage or 1 fire damage. A square has AC 5, and it automatically fails its saving throws.
Each time a creature in the web begins to use a move action or enters the web during a move action, it must attempt an Athletics check or Reflex save against your spell DC to avoid taking a circumstance penalty to its Speeds or becoming immobilized. A creature that gets out of the web ceases to take a circumstance penalty to its Speed from the web.
Critical Success: The creature is unaffected, and it doesn’t need to attempt further Athletics checks or saving throws against the web this turn. If it used an Athletics check, it clears the web from every square it leaves after leaving the square.
Success: The creature is unaffected during its action. If it used an Athletics check, it clears the web from every square it leaves after leaving the square.
Failure: The creature takes a –10-foot circumstance penalty to its Speeds until the start of its next turn.
Critical Failure: The creature is immobilized until the start of its next turn, after which it takes a –10-foot circumstance penalty to its Speeds for 1 round. It can attempt to Escape to remove its immobilized condition.
Heightened (4th) The spell’s area increases to a 20-foot burst, and its range increases to 60 feet.
Spells Prepared (Reach Spell)
0:6
Detect Magic
Gouging Claw
Prestidigitation
Shield
Stabilize
Tanglefoot
1:3
Heal
Magic Fang
Summon Animal
2:2
Vomit Swarm
Web
Focus Pool: 1
Hex: Phase Familiar
Cast [reaction] somatic
Trigger: Your familiar would take damage.
Range: 60 feet; Targets your familiar
You draw upon your patron’s power to momentarily shift your familiar from its solid, physical form into an ephemeral version of itself shaped of mist. Your familiar gains resistance 5 to all damage and is immune to precision damage. These apply only against the triggering damage.
Heightened (+1) Increase the resistance by 2.
Hex Cantrip: Wilding Word (no Focus Point, 1/rd)
Cast [one-action] verbal
Range: 30 feet; Targets 1 animal, fungus, or plant
Saving Throw: Will; Duration sustained up to 1 minute
With a few words, you convince a wild creature you are a kindred spirit, making it reluctant to harm you. The target must attempt a Will save. Regardless of the outcome, the target is then temporarily immune for 1 minute.
Critical Success: The target is unaffected.
Success: When the target attempts an attack roll or skill check that would harm you, it takes a –2 status penalty to its roll.
Failure: As success, but the target also becomes sickened 1 each time it damages you.
Critical Failure: As success, but the target also becomes sickened 2 each time it damages you.
Equipment: 15g, 6B / 4.6g, 3.4B
Artisan Tools (Tailor) 4g, 2B (Sir Miles)
Healer’s Tools 5g, B (sack at belt)
Repair Kit 2g, B (pack)
Adventurer’s pack 1.5gp, B
backpack -
bedroll L
10 pieces of chalk -
flint and steel -
50 feet of rope L
2 weeks’ rations 2L
soap -
5 torches 5L
waterskin L / B
Belt pouch x2 0.08g, -
Sack x5 0.01g, L
Ordinary clothing 0.1g, -
Dagger 0.2g, L
Sling 0g, L
10 bullets 0.01g, L/13g, 5.4B (3.4B)
42.6gp
22.4gp
Minor elixir of life x2 6g, 2L
Background: Village life was never easy, but it's been even harder in recent times, especially for poor tradesfolk trying to make ends meet. Rosie Buntzer was a widow with three children to support, and she knew she wouldn't be able to do so with her loom alone. And so, following some rumors she'd overheard at the quilting circle, she went into the woods one moonless night, and brought her first-born daughter.
Flory had always been shy, but she was very bright. She took to the loom as if she were born to it, and soon learned to maintain the family's clothes. She even picked up stray languages from nearby Otari, which made for a more diverse clientele. Rosie always thought that she was meant for bigger things.
After they returned from the woods, the speed and quality of Rosie's work increased dramatically, and she was soon taking orders from beyond the village. Meanwhile, Flory had a new pet: a scarlet spider that she called Lady Gwendolyn. They would share secrets with each other, and soon there were rumors about what that Buntzer girl could do. The miller’s son tried to kill the spider once; he still has a limp.
Appearance: Flory is a young human woman with long, dark-blonde hair. Her blue eyes have an unfocused look, as if she’s looking past (through?) everything. She wears a simple brown dress with a black hooded cloak. A red and black spider is perched on her head. Another spider, halfling-sized, brown with a silver chevron on its thorax, walks beside her.