About GitaenaGitaena Gravesend # 105836-2006
Str 10 (0) Dex 10 (0) Con 12 (1) Int 18 (4) Wis 14 (2) Cha 14 (2)
Dicebots:
[dice=Fort]1d20 + 4[/dice]
[dice=Ref]1d20 + 3[/dice] [dice=Will]1d20 + 7[/dice] [dice=Perception]1d20 + 5[/dice] Background Feat: Oddity Identification:
Traits General Skill When you become aware of a magical effect or see a spell being cast, you can immediately determine if it twists minds (with the mental trait), fights against fortune (with the fortune or misfortune trait), or reveals secrets (with the detection, prediction, revelation, or scrying traits). At the GM’s discretion, similar effects can also fall into these categories. When you Identify Magic or Recall Knowledge to learn more about these effects, you can always use Occultism without penalty and gain a +2 circumstance bonus. Skills (Bold = Trained) Acrobatics +0 Arcana +4 Athletics +0 Crafting +4 Deception +5 Diplomacy +5 Intimidation +5 Lore (Curse) +7 Lore (Weaving) +7 Medicine +2 Nature +2 Occultism +7 Performance +5 Religion +5 Society +7 Stealth +0 Survival +2 Thievery +0 Languages Common, Varisian, Undercommon, Goblin, Jotun, Sylvan Dicebots:
[dice=Acrobatics]1d20 + 0[/dice] [dice=Arcana]1d20 + 4[/dice] [dice=Athletics]1d20 + 0[/dice] [dice=Crafting]1d20 + 4[/dice] [dice=Deception]1d20 + 5[/dice] [dice=Diplomacy]1d20 + 5[/dice] [dice=Intimidation]1d20 + 5[/dice] [dice=Curse Lore]1d20 + 7[/dice] [dice=Weaving Lore]1d20 + 7[/dice] [dice=Medicien]1d20 + 2[/dice] [dice=Nature]1d20 + 2[/dice] [dice=Occultism]1d20 + 7[/dice] [dice=Occultism, Oddity Identification]1d20 + 7 + 2[/dice] When using Identify Magic or Recall Knowledge to learn more about effects of magic detected with Oddity Identification. [dice=Performance]1d20 + 5[/dice] [dice=Religion]1d20 + 5[/dice] [dice=Society]1d20 + 7[/dice] [dice=Stealth]1d20 + 0[/dice] [dice=Survival]1d20 + 2[/dice] [dice=Thievery]1d20 + 0[/dice] Combat
Ranged
Dicebots:
[dice=Staff]1d20 + 3[/dice] [dice=Damage, 1 handed, B]1d4[/dice] [dice=Damage, 2 handed, B]1d8[/dice] [dice=Sickle]1d20 + 3[/dice] [dice=Damage, S]1d4[/dice] [dice=Corset Knife]1d20 + 3[/dice] [dice=Damage, S]1d4[/dice] [dice=Hand Crossbow]1d20 + 3[/dice] [dice=Damage, P]1d6[/dice] [dice=Blowgun]1d20 + 3[/dice] Damage, P 1 + poison Spells Prepared Spell Attack +7 Spell DC 17
Spells Known
Dicebots:
[dice=Spell Attack]1d20 + 7[/dice] [dice=Daze damage M]1d6[/dice] DC 17 Basic Will save [dice=Haunting Hymn damage S]1d8[/dice] DC 17 basic Fortitude save. If a target critically fails the save, it's also deafened for 1 minute. [dice=Telekinetic Projectile damage BPS]2d6[/dice] [Dice=Force Barrage ◆ force]1d4 + 1[/dice] [Dice=Force Barrage ◆◆ force]2d4 + 2[/dice] [Dice=Force Barrage ◆◆◆ force]3d4 + 3[/dice] Gear Hide shield, Corset Knife, Sickle, Staff, Hand Crossbow, 30 bolts, Blowgun, 30 darts, Giant Centipede Poison, Spear Frog Poison, Explorer's Clothing, Winter Clothing, Backpack, Bedroll, 1 week's rations, soap, waterskin, powder, marbles, 50' rope, 0.51 gp.
Patron:
Spinner of Threads Source Player Core pg. 185 You met your patron in a memory of an encounter yet to come or a premonition of something long since passed, as they untangled and re-spun the tapestry of time and fate. Was your patron a norn? A herald of a deity like Pharasma, Alseta, or Grandmother Spider? Could it even be a single individual appearing at three or more points in its timeline—multiple versions of the same being, parallel threads converging on a single moment? Spell List occult
Lesson of Fate's Vicissitudes Your patron's harsh lesson is that fate spares no one, rising and falling in turn for all. You gain the nudge fate hex cantrip and your familiar learns sure strike. Familiar of Balanced Luck Your familiar has a spot on its body that looks like a good luck charm or a bad omen, depending on the angle. When you Cast or Sustain a hex, one creature within 15 feet of your familiar gets your choice of either a +1 status bonus to its AC or a –1 status penalty to its AC until the start of your next turn.
Witch Class:
Key Attribute INTELLIGENCE
At 1st level, your class gives you an attribute boost to Intelligence. Hit Points 6 plus your Constitution modifier
Perception
Saving Throws
Skills
Attacks
Defenses
Class DC
Spells
Witch Spellcasting:
Witch Spellcasting Using your familiar as a conduit, your patron provides you the power to cast spells. You are a spellcaster, and you can cast spells of your patron's tradition using the Cast a Spell activity. As a witch, when you cast spells, your incantations might rhyme, your gestures might be as simple as an ominous pointing finger or a complex folk sign, and your familiar might even echo your words or movements slightly as your patron's magic surges. At 1st level, you can prepare up to two 1st-rank spells and five cantrips each morning from the spells your familiar knows. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare each day is called your spell slots. As you increase in level as a witch, the number of spells you can prepare each day increases, as does the highest rank of spell you can cast, as shown in the Witch Spells per Day table. Some of your spells require you to attempt a spell attack to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key attribute is Intelligence, your spell attack modifier and spell DC use your Intelligence modifier. Heightening Spells
Cantrips
Familiar
Spells 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-rank spells, and one additional spell determined by your patron's initial lesson. 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 rank for which you have spell slots, chosen from common spells of your tradition or others you gain access to. Feats can also grant your familiar additional spells. Learning 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 written version of that spell over the course of 1 hour. This can be a scroll of that spell, or you can prepare a written version using the Learn a Spell exploration activity. 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. Undying 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. Hex Spells
Hex spells 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, much like cantrips. Focus spells don't require spell slots, and you can't cast them using spell slots. Certain feats give you more focus spells. The maximum Focus Points your focus pool can hold is equal to the number of focus spells you have, but it can never be more than 3 points. The full rules for focus spells appear here. You learn your choice of the patron's puppet hex (page 385) or phase familiar hex, which let you command your familiar or defend it from harm, respectively. You learn most other hexes from witch lessons. Hex Cantrips
You gain a hex cantrip determined by your choice of patron (page 183).
Heritage:
Changeling
Source Player Core pg. 76 Your mother was a hag. Your eyes' heterochromia is the most obvious signifier of this parentage, but you likely also have a slighter build, paler skin, and darker hair than most members of your other parent's ancestry. You gain the changeling trait. You also gain low-light vision, or you gain darkvision if your ancestry already has low-light vision. You can select from changeling feats and feats from your other parent's ancestry whenever you gain an ancestry feat. Ancestry Feat
Background:
Cursed Family Source World Guide pg. 46 2.0 Rumors abound that your family is cursed. While that would explain several unfortunate events in your family history, you may or may not believe it. Regardless, odd coincidences plague your lineage, and perhaps even appear in your own life, and you have become used to spotting strangeness around you. Choose two ability boosts. One must be to Intelligence or Charisma, and one is a free ability boost. You’re trained in the Occultism skill and the Curse Lore skill. You gain the Oddity Identification skill feat. Oddity Identification
Gitaena grew up in Ustalav, eldest daughter of a family of misfits, although in Ustalav, they actually fit in quite well. Her parents and extended family found things supernatural and scary to most people as quite lovely. Her father had been a desperado as a young man, his mother from a long line of hags. They were forced by circumstances to work together for a time and found themselves falling in love. Gitaena was the first result of that love. Her father had a number of brothers, sisters, aunts, and uncles who sported various psychopathologies, but they never practiced any of their fetishes on family members. Gitaena learned witchcraft from her mother and a coven she belonged to. While growing up, Gitaena became accustomed to ghosts, vampires, lycanthropes, and various dark wizards, clerics, and alchemists. Like most teenagers, however, she found herself wanting away from her family, so she took her leave and joined the Pathfinder Society for a way to see the world. Appearance:
Gitaena is fairly attractive, but most people notice her gothic fashion sense and tattoos before anything else. She wears black leather armor with dark clothing underneath, accented here and there by red or silver. She has a tattoo of a spider web on her neck, some of which extends to her cheek, nose, and mouth. There is a black widow spider at the center of the web. Sometimes there are two spiders, since her witch familiar is a black widow that rides in her red hair or on her neck or shoulder. It sometimes crawls across her face, which does not bother her, but freaks some people out.
She puts dark eye shadow around her eyes and on her cheeks, and wears black or burgundy lipstick. She is not very social, but can be polite if necessary. She does not suffer fools gladly, however. Sometimes, she makes comments meant to unnerve normal people, just for fun. She worships Grandmother Spider when she feels religious and has a lot of spider related jewelry. Chronicles:
Spent at character Creation Hide Shield (2), Corset Knife (0.3), Sickle (0.2), Staff (0), Hand Crossbow (3), Blowgun (0.1), 30 bolts (0.3), 30 blowgun darts (0.15), Giant Centipede Poison (4), Spear Frog Poison (3), Explorer's Clothing (0.1), Backpack (0.1), Bedroll (0.02), 1 week rations (0.4), Soap (0.02), Waterskin (0.05), Powder (0.1), Marbles (0.2), Winter Clothing (0.4), 50' rope (0.5) Spent: 14.49 Cash: 0.51 1) Pathfinder Society Scenario #6-08: Upon Wheels and Rime
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