Female Human

Fran Rosemont's page

393 posts. Organized Play character for Lady Ladile.


Race

HP: 40/40 | AC: 16 (17 w/Mage Armor) | F: +8, R: +6, W: +9 | Perc: +7 | Stealth: +0 |

Classes/Levels

Speed: 25 ft. | Focus Points: 1/2 | 1st: 3/3, 2nd: 3/3 | Hero Points: | Active Conditions:

Gender

NG Female Human Witch 4

About Fran Rosemont

Character Name: Fran Rosemont
PFS Number: 192133 - 2005
Experience: 40
Money: 228 gp, 9 sp, 9 cp
Ancestry: Versatile Heritage Human
Background: Cursed Family
Class: Witch
Level: 4
Size: Medium
Traits: Human, Humanoid
Alignment: Neutral Good
Languages: Common, Draconic, Gnomish, Goblin, Halfling, Sylvan, Varisian

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Factions
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Envoy’s Alliance: 2
Grand Archive:
Horizon Hunters:
Vigilant Seal: 2
Minor Factions
Radiant Oath: 40
Verdant Wheel:

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Senses
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Perception: +7
Special Senses:

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Defenses
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Hit Points: 40
AC: 16

Fortitude: 8
Reflex: 6
Will: 9

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Offense
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Class DC: 20
Speed: 25 ft.

Melee Strikes
Dagger +6/+2/-2
(1d4; critical 2d4) [P/S; Agile, Finesse, Versatile S]

Fist +6/+2/-2
(1d4; critical 2d4) [B; Agile, Finesse, Nonlethal, Unarmed]

Light Mace +6/+2/-2
(1d4; critical 2d4) [B; Agile, Finesse, Shove]

Sickle +6/+2/-2
(1d4; critical 2d4) [S; Agile, Finesse, Trip]

Ranged Strikes
Dagger +6/+2/-2
(1d4; critical 2d4) [P/S; Agile, Finesse, Versatile S]

Sling +6/+1/-4
(1d6; critical 2d6) [Blunt]

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Magic
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Magic Traditions: Occult

Spell Attack Roll: +10
Spell DC: 20

Focus Points: 2

Spell Slots per Day
Cantrips: Unlimited
1st: 3
2nd: 3

Spells Known
Cantrips: Chill Touch, Dancing Lights, Daze, Detect Magic, Mage Hand, Message, Protect Companion, Shield, Telekinetic Projectile, Wash Your Luck
1st: Ill Omen, Liberating Command, Mage Armor, Magic Missile, Magic Weapon, Phantom Pain, Soothe, Spirit Link, Sure Strike
2nd: Animated Assault, Dispel Magic, False Life, Telekinetic Maneuver

Hexes
Cantrips: Nudge Fate
1st Level: Life Boost, Phase Familiar

Innate Spells
Detect Magic

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Skills
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Acrobatics +0
Arcana +10 - (4 Int, 4 Level, 2 Trained)
Athletics +0
Crafting +10 - (4 Int, 4 Level, 2 Trained)
Curse Lore +10 - (4 Int, 4 Level, 2 Trained)
Deception +2
Diplomacy +8 - (2 Cha, 4 Level, 2 Trained)
Intimidation +2
Medicine +7 - (1 Wis, 4 Level, 2 Trained)
Nature +9 - (1 Wis, 4 Level, 4 Expert)
Occultism +10 - (4 Int, 4 Level, 2 Trained)
Pathfinder Society Lore +10 - (4 Int, 4 Level, 2 Trained)
Performance +8 - (2 Cha, 4 Level, 2 Trained)
Religion +7 - (1 Wis, 4 Level, 2 Trained)
Society +10 - (4 Int, 4 Level, 2 Trained)
Stealth +0
Survival +7 - (1 Wis, 4 Level, 2 Trained)
Thievery +0

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Ability Scores
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STR 10 (+0) DEX 10 (+0) CON 14 (+2) INT 18 (+4) WIS 12 (+1) CHA 14 (+2)

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Ancestry & Class Abilities
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Familiar - Your patron has sent you a familiar, a mystical creature that teaches you and facilitates your spells. This familiar follows the rules here, though as it's a direct conduit between you and your patron, it's more powerful than other familiars. Your familiar gains an extra familiar ability, and gains another extra ability at 6th, 12th, and 18th levels.

Your familiar is the source and repository of the spells your patron has bestowed upon you, and you must commune with your familiar to prepare your spells each day using your witch spellcasting. Your familiar starts off knowing 10 cantrips, five 1st-level spells, and one additional spell determined by your patron's theme. You choose these spells from the common spells of the tradition determined by your patron or from other spells of that tradition you gain access to.

Each time you gain a level, your patron teaches your familiar two new spells of any level you can cast, chosen from common spells of your tradition or others you gain access to. Feats can also grant your familiar additional spells.

Your familiar can learn new spells independently of your patron. It can learn any spell on your tradition's spell list by physically consuming a scroll of that spell in a process that takes 1 hour. You can use the Learn a Spell exploration activity to prepare a special written version of a spell, which your familiar can consume as if it were a scroll. You and your familiar can use the Learn a Spell activity to teach your familiar a spell from another witch's familiar. Both familiars must be present for the entirety of the activity, the spell must be on your spellcasting tradition's spell list, and you must pay the usual cost for that activity, typically in the form of an offering to the other familiar's patron. You can't prepare spells from another witch's familiar.

If your familiar dies, your patron replaces it during your next daily preparations. The new familiar might be a duplicate or reincarnation of your former familiar or a new entity altogether, but it knows the same spells your former familiar knew regardless. Your familiar's death doesn't affect any spells you have already prepared.

Hexes: Your patron and familiar teach you special spells called hexes. A hex is a short-term effect drawn directly from your patron's magic. As such, you can cast only one hex each turn; attempts to cast a second hex spell on that turn fail and the spellcasting actions are lost.

Hexes are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to commune with your familiar. Focus spells are automatically heightened to half your level rounded up.

Focus spells don't require spell slots, and you can't cast them using spell slots. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points.

You learn the Phase Familiar hex, which you can cast as a reaction to protect your familiar from harm. You learn most other hexes from witch lessons.

Hex Cantrips: Hex cantrips are special hexes that don't cost Focus Points, so you can cast them as often as you like, though you can still cast only one hex each round. Hex cantrips are in addition to the cantrips you choose with your witch spellcasting and aren't counted toward your prepared cantrips. Your hex cantrips are determined by your patron theme.

Patron (Spinner of Threads): You weren't born with the power to cast spells, nor have you spent years in devotion to tomes, deities, or mystical secrets. Your power comes through a potent being that has chosen you as their vessel to carry forth some agenda in the world. This entity is typically mysterious and distant, revealing little of their identity and motivations, and they grant you spells and other magical powers through a familiar, which serves as a conduit for their power.

At 1st level, choose your patron's theme, which determines your spellcasting tradition, a skill, a special cantrip you gain, and a spell added to your familiar.

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Familiar Master Abilities (6 Total)
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Lifelink
Spell Delivery
Tattoo Transformation

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Feats
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Ancestry Feats
General Training - Diehard

Class Feats
Basic Lesson (Life)
Familiar Master Dedication
>Enhanced Familiar

General Feats
Arcane Sense
Diehard
Incredible Initiative

Skill Feats
Oddity Identification
Skill Training (Religion)
Trick Magic Item

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Equipment
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Combat Gear: Sling Bullet (20)

Other Gear: Backpack, Bedroll, Familiar Satchel, Flint & Steel, Healer's Tools, Material Component Pouch, Rations (1 Week), Rope (50 ft.), Waterskin, Winter Clothing

Magic Items:
Wayfinder
> Pearly White Spindle Aeon Stone

Bulk: 2
(Encumbered at: 5 ; Maximum at: 10)