Female Elf

Gitana's page

5 posts. Organized Play character for Clebsch73.


Full Name

Gitana Tzigane

Race

Human (Varisian)

Classes/Levels

Witch (Cartomancer) 1

Gender

Female

Size

Medium

Age

16

Special Abilities

Evil Eye, Healing Hex

Alignment

NG

Deity

Sivanah

Location

Grew up in Riddleport

Languages

Common, Varisian, Tien, Vudrani, Azlanti

Occupation

Fortune Teller

Strength 8
Dexterity 14
Constitution 12
Intelligence 18
Wisdom 12
Charisma 13

About Gitana

# 105836-5
Human Witch (Cartomancer) 1
Medium Humanoid (human)
Init: +2; Senses Perception +1

Defense
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 8 (1d6+2)
Fort +1 Ref +2 Will +3

Offense
Speed 30 ft.
Melee Bladed Scarf -1 (1d6-1) or Starknife -1 (1d4-1) or Club -1 (1d6-1)
Ranged Starknife +2 (1d4-1) or Club +2 (1d6-1)
Special Attacks hexes (evil eye [-2, 7 rounds, DC 15], healing)
Witch spells in spellbook (CL 1, Concentration +15)
1st charm person (DC 15), command (DC 15), cure light wounds, Detect secret doors, inflict light wounds (DC 15), mage armor, sleep (DC 15)
0 arcane mark, bleed (DC 14), dancing lights, daze (DC 14), detect magic, detect poison, guidance, light, mending, message, putrefy food and drink, read magic, spark, stabilize, touch of fatigue
[Spells per day (prepared): 0th 4, 1st 2]
Patron Portents

Statistics
Str 8 Dex 14 Con 12 Int 18 Wis 12 Cha 13
Base Atk -1; CMB -1; CMD11
Feats Extra Hex, Harrowed
Traits Harrow Chosen, Possessed
Skills Craft(Tattoo) +8, Heal +5, Knowledge(Arcana) +8, Knowledge(History) +8, Knowledge(Planes) +8, Profession(Fortune Teller), Spellcraft +8
Languages Common, Varisian, Tien, Vudrani, Azlanti
SQ Spell Deck (familiar is harrow deck that contains all spells and patron spells)
Other Gear Harrow deck (family heirloom), explorer's outfit, bladed scarf, starknife, club.

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
Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on Table: Witch. A witch cannot select an individual hex more than once.

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 1st level, when a witch gains her familiar, she must also select a patron. This patron is a vague and mysterious force, granting the witch power for reasons that she might not entirely understand. While these forces need not be named, they typically hold influence over one of the following forces.

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
Each cartomancer carries a special harrow deck that allows her to communicate with her patron. Its ability to hold spells functions identically to the way a witch's spells are granted by her familiar. The cartomancer must consult her harrow deck each day to prepare her spells and cannot prepare spells that are not stored in the deck. The spell deck cannot be used for this purpose if any cards are missing.
This ability replaces the witch's familiar.

The following familiar ability works differently for a cartomancer.

Deliver Touch Spells (Su)
At 3rd level, when the cartomancer uses the Deadly Dealer feat with a card from her spell deck, the card is not destroyed and gains the returning weapon special ability.

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
At 2nd level, a cartomancer gains the Deadly Dealer feat as a bonus feat, even if she does not meet the prerequisites. The cartomancer gains the benefits of the Arcane Strike feat, but only for the purposes of using Deadly Dealer. This replaces the witch's 2nd-level hex.


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.
Effect: The target takes a –2 penalty on one of the following (witch’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch’s Intelligence modifier. A Will save reduces this to just 1 round. is is a mind-affecting effect.
At 8th level the penalty increases to –4.


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)
School enchantment (compulsion) [language-dependent, mind-affecting]
Components V
Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration 1 round
Saving Throw Will negates; Spell Resistance yes
You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options.
Approach: On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.
Drop: On its turn, the subject drops whatever it is holding. It can't pick up any dropped item until its next turn.
Fall: On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties.
Flee: On its turn, the subject moves away from you as quickly as possible for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.
Halt: The subject stands in place for 1 round. It may not take any actions but is not considered helpless.
If the subject can't carry out your command on its next turn, the spell automatically fails.

cure light wounds
School conjuration (healing)
Components V, S
Range touch
Target creature touched
Duration instantaneous
Saving Throw Will half (harmless); see text; Spell Resistance yes (harmless); see text
When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply Spell Resistance, and can attempt a Will save to take half damage.

Detect secret doors
School divination
Components V, S
Range 60 ft.
Area cone-shaped emanation
Duration concentration, up to 1 min./level (D)
Saving Throw none; Spell Resistance no
You can detect secret doors, compartments, caches, and so forth. Only passages, doors, or openings that have been specifically constructed to escape detection are detected by this spell. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of secret doors.
2nd Round: Number of secret doors and the location of each. If an aura is outside your line of sight, then you discern its direction but not its exact location.
Each Additional Round: The mechanism or trigger for one particular secret portal closely examined by you.
Each round, you can turn to detect secret doors in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

inflict light wounds (DC 15)
School necromancy
Components V, S
Range touch
Target creature touched
Duration instantaneous
Saving Throw Will half; Spell Resistance yes
When laying your hand upon a creature, you channel negative energy that deals 1d8 points of damage + 1 point per caster level (maximum +5).
Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it.

mage armor
School conjuration (creation) [force]
Components V, S, F (a piece of cured leather)
Range touch
Target creature touched
Duration 1 hour/level (D)
Saving Throw Will negates (harmless); Spell Resistance no
An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.
Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can't bypass it the way they do normal armor.

sleep (DC 15)
School enchantment (compulsion) [mind-affecting]
Components V, S, M (fine sand, rose petals, or a live cricket)
Range medium (100 ft. + 10 ft./level)
Area one or more living creatures within a 10-ft.-radius burst
Duration 1 min./level
Saving Throw Will negates; Spell Resistance yes
A sleep spell causes a magical slumber to come upon 4 HD of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell's point of origin are affected first. HD that are not sufficient to affect a creature are wasted. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). Sleep does not target unconscious creatures, constructs, or undead creatures.

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.
Benefit: You get a +1 bonus on all Will saves made to resist enchantment effects. Once per day, you may draw a card from a Harrow deck you own. At any one time for the rest of that day, you may apply a +2 bonus on any d20 roll modified by the card’s suit. For example, if you drew a card from the suit of Dexterity, you could apply this +2 bonus on an Initiative check, a Reflex save, a Dexterity-based skill check, or a ranged attack roll. You may assign this +2 bonus after you make the roll, but you must do so before you know whether the roll was a success or not.

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)
All your life you've been drawn to the mysteries surrounding your family's harrow deck.
Benefit: You begin play with your family's heirloom harrow deck. If you use this specific harrow deck as an additional focus component when you cast a divination spell, your caster level is treated as being 2 levels higher. Additionally, twice per week, you can spend 10 minutes consulting this harrow deck on a particular action to gain the effects of the spell augury as a spellcaster of your character level. No one other than you gains these benefits from this harrow deck. If your harrow deck is destroyed, it cannot be replaced. However, by returning to your family, paying 300 gp on materials, and spending 1 week immersed in the songs and stories of your people, you can create a new harrow deck that grants half the benefits of the lost heirloom.

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:
•Weal (if the action will probably bring good results).
•Woe (for bad results).
•Weal and woe (for both).
•Nothing (for actions that don't have especially good or bad 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.
She longs for a better life and hopes to make a lot of money as quickly as possible. She’s normally fairly pleasant, but from time to time, she gets a bit of a crazed look in her eyes as she flashes back to some scary memories from her time in Nidal. She has a deep dislike of slavery and other forms of forced servitude, hates undead, except ghosts, for whom she has some sympathy, and has a strong hatred of necromancers and other evil types.


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.