About Gitana# 105836-5
Defense
Offense
Statistics
Witch Class Features:
Hit Die: d6. Class Skills Craft (Int), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (History) (Int), Knowledge (Nature) (Int), Knowledge (Planes) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha). Skill Ranks per Level: 2 + Int modifier. Level 1: BAB +0 Fort +0 Ref +0 Will +2 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: Witch. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells). 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: Witch 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
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. Patron Spells
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. Witch's Familiar (Ex) Familiar is replaced by a Harrow Deck in the Cartomancer archetype.
Cartomancer Archetype:
More than mere playing cards, harrow decks allow individuals to communicate with powers beyond mortal ken. A witch who serves the spirits of the harrow in exchange for mystical power is known as a cartomancer. Rather than connecting with a familiar, a cartomancer communes with her patron through a consecrated harrow deck. Spell Deck
The following familiar ability works differently for a cartomancer. Deliver Touch Spells (Su)
In addition, the cartomancer can deliver a touch spell with a thrown card. This uses the Deadly Dealer feat (see below), except the attack is resolved as a ranged touch attack and the card deals no damage of its own. This ability can be used with any card (not just one from the cartomancer's spell deck). Deadly Dealer
Hexes:
Healing (Su) A witch can soothe the wounds of those she touches. Effect: This acts as a cure light wounds spell, using the witch’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds. Evil Eye (Su) The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see.
Patron:
Portents: 2nd—ill-omen, 4th—locate object, 6th—blood biography, 8th—divination, 10th—contact other plane, 12th—legend lore, 14th—vision, 16th—moment of prescience, 18th—foresight. Spellbook Level 1:
charm person (DC 15) School enchantment (charm) [mind-affecting] Components V, S Range close (25 ft. + 5 ft./2 levels) Target one humanoid creature Duration 1 hour/level Saving Throw Will negates; Spell Resistance yes This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target's attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw. The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person's language to communicate your commands, or else be good at pantomiming. command (DC 15)
cure light wounds
Detect secret doors
inflict light wounds (DC 15)
mage armor
sleep (DC 15)
Feats:
Extra Hex You have learned the secrets of a new hex. Benefit: You gain one additional hex. You must meet all of the prerequisites for this hex. Special: You can gain Extra Hex multiple times. Harrowed Numerous Harrow readings early in your life seem to have hit the mark precisely, increasing your belief that you are destined for a specific purpose in life.
Traits:
Possessed: You were, or are, possessed in some way by another entity that grants you occasional access to its knowledge. Once per day, you can attempt a Knowledge check of your choice even if you are not trained in that skill and it is not usually possible to use that skill untrained. If you can normally use that skill untrained, you gain a +2 trait bonus on the check. Harrow Chosen (Human)
Augury Spell Effect: An augury can tell you whether a particular action will bring good or bad results for you in the immediate future. The base chance for receiving a meaningful reply is 70% + 1% per caster level, to a maximum of 90%; this roll is made secretly. A question may be so straightforward that a successful result is automatic, or so vague as to have no chance of success. If the augury succeeds, you get one of four results:
If the spell fails, you get the "nothing" result. A cleric who gets the "nothing" result has no way to tell whether it was the consequence of a failed or successful augury. The augury can see into the future only about half an hour, so anything that might happen after that does not affect the result. Thus, the result might not take into account the long-term consequences of a contemplated action. All auguries cast by the same person about the same topic use the same die result as the first casting. Background and Appearance:
Appearance: classic Varisian (Gypsy) features: Dark black hair, dark brown eyes, olive complexion, with several tattoos, pretty face, pleasant figure, dressed in colorful printed fabric, a (bladed) scarf, and wearing no armor. 5'4", 130 lb.
Religion: Nominal follower of Sivanah, but considers the universe of portents to be her true deity, informing her from anonymity through the Harrow. History: Gitana grew up in the slums of Riddleport. Her mother was a prostitute. Gitana’s father, like the fathers of her older and younger sister (Lisa and Sierra), was a john. Gitana and her sisters grew up learning to live by their wits, stealing food when necessary and watching out for each other. When she was 14, Gitana was kidnapped by pirates. She was transported to Nidal and sold as a slave. Her fate might have ended there, but for her mother’s harrow deck, which she managed to hold onto by giving readings on the voyage from Riddleport to Nidal. She was sold in a slave market in Nisroch and the slaver made much of her ability to read the harrow. A superstitious noble family bought her and put her to work telling fortunes to guests at parties. Her cards led her to discover a cell of Desna infiltrators in the city and she worked for a time as a spy, passing on information she gleaned from conversations and readings at parties. She insured her survival for over a year by employing a Scheherazade-like tactic of telling fortunes that made her owners value her in order to learn what to do to deal with these threats and opportunities. While living in this household, she encountered a ghost of a teenage girl, Elira, who perished horribly as a slave in the house’s dungeon. This ghost introduced her to a ghost coven who had been executed many years ago and continued to haunt the graveyard where their bodies had been dumped. Gitana learned about the spells and skills of a witch through many creepy nights in this graveyard. Elira passed on intelligence to Gitana that she used in her fortune telling and learned a bit of arcane lore and history as well as some knowledge of the planes. She also learned several exotic languages this way. She had other brushes with undead and the Silent Enforcers who police the streets, leaving her with some slightly crazed ticks. Fearing for her sanity, she arranged with the Desna cell to escape and get back to her family in Riddleport. When she got back home, she could find no trace of them. Locals said they had left not long after Gitana disappeared, so Gitana suspects they are out looking for her. She leaves her arcane mark wherever she goes now, hoping that her relatives will discover one and track the marks back to her. At the age of 16, she decided she had enough of scrounging in the slums and took her only valuable possession, her mother’s harrow deck and about 150 gp she managed to save up through legitimate fortune telling and a few scams, and enlisted as a Pathfinder. She bought an explorer’s outfit, a bladed scarf, and a starknife. She’s saving the rest of her gold as much as possible. She hides her money in various places under her clothes, in her shoes, and so on. She tries to make extra money as a fortune teller whenever she is not adventuring.
Faction: Scarab:
The Scarab Sages Pathfinder The archaeologists, historians, and lore seekers who are drawn to the Pathfinder Society find welcome allies among the Scarab Sages. Members of the faction often place a higher value on the recovery of lost lore than on the magnificence of the tomb it came from. Further, they prioritize the preservation of ancient sites and avoid needlessly damaging the creations of past cultures while attempting to extract their secrets. This relatively cautious approach often appeals to the more methodical researcher, yet Tahonikepsu's ambitious plans also attract daring explorers. Despite the Scarab Sages' ties to Osirion, the faction aims to expand its influence throughout the Inner Sea region and beyond. As a result, it recruits agents from many nations and many backgrounds. Most Scarab Sages faction Pathfinders are lawful-aligned. Gitana encountered Scarab Sages in her early encounters with Pathfinders and she was enchanted with the prospect of uncovering lore from the distant past. She believes the ancient Harrow Deck might be inspired by sources yet to be uncovered by the Scarab faction, and so she has joined it enthusiastically, hoping to contribute to the quest for knowledge and wisdom. |
