-21 for silver bolts, -2 gp cold iron, -35 crossbow, -2 dagger = 60
blurb:
Love is in the air - everywhere! Sadly most people never take the time to experience it. Iulia is on a one-woman quest to change that. A devotee of Shelyn, she travels as a cloth merchant but takes the time to play match-maker and counselor whenever she gets a chance. Her favorite sort of clothing to make - which doubles as her own personal form of homage to Shelyn - is wedding dresses, which she often donates for free to poor young brides-to-be. She has been plying her trade and passion for at least a decade - but is young and vigorous due to a touch of elven blood from her mother's side (incidently, her father was a wandering Khelish poet)
Of course, some think her to be a bit nosy - particularly when she uses her witching powers to encourage the sometimes slow process of romance.
In the moment, her primary concern is finding her best friend Sweet Tooth, a miniature pig with a sweet disposition (and a sweet... well, you get the idea). Wherever could he have gone!
Iulia
Female Half-Elf witch 2
NG Medium humanoid (elf, human)
Init +1, Senses low-light vision; Perception +5
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DEFENSE
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AC 11, touch 11, flat-footed 10 (+1 Dex )
hp 14 (2d6+4)
Fort +1, Ref +1, Will +3, +2 vs. enchantment spells and effects
Immune sleep
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OFFENSE
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Speed 30 ft.
Melee dagger +0 (1d4-1/19-20)
Ranged light crossbow +2 (1d8/19-20)
Special Attacks hexes (DC 15, cackle, misfortune)
Witch Spells Prepared (CL 1st; concentration +5)
1st-burning hands (DC 15), charm person, sleep (DC 16)
0th-daze (DC 15), detect magic, light, stabilize Patron enchantment
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STATISTICS
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Str 8, Dex 12, Con 12, Int 18, Wis 12, Cha 11
Base Atk +1; CMB 0; CMD 19
Feats Alertness (from familiar), Skill Focus (diplomacy), Spell Focus (enchantment)
Skills Craft (clothing) +8, Diplomacy +11, Heal +7, Knowledge (arcana) +8, Knowledge (history) +8, Knowledge (nature) +8, Knowledge (planes) +8, Knowledge (religion) +5, Perception +5, Sense Motive +9, Spellcraft +9
Traits Friend in Every Town, Outcast's Intuition
Languages Draconic, Elven, Gnome, Kelish, Sylvan, Taldan
SQ adaptability, elf blood, multitalented, witch's familiar (pig)
Combat Gearoil of magic weapon, potion of touch of the sea, scroll of comprehend languages, scroll of enlarge person, scroll of identify, scroll of mage armor, wand of cure light wounds (50 charges), air crystal, antiplague, healer's kit (10 uses), stillgut
Other Gear scroll box, traveler's outfit
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SPECIAL ABILITIES
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Adaptability (Ex) Half-elves receive Skill Focus as a bonus feat at 1st level.
Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.
Elf Blood (Ex) Half-elves count as both elves and humans for any effect related to race.
Elven Immunities (Ex) Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Enchantment Patron Friend in Every Town (Diplomacy) You have no problem making friends and learning information from them wherever you go. You gain a +1 trait bonus on all Knowledge (local) checks and Diplomacy checks. One of these skills (your choice) is always a class skill for you.
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 2-10. 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. Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. 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 14.
Cackle Misfortune (Su) For 1 rounds, anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex.
Keen Senses (Ex) Half-elves receive a +2 bonus on Perception skill checks.
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Multitalented Outcast's Intuition You are able to sense the motives of others and use that sense to bolster your magic against dispelling. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you. In addition, your caster level is treated as 1 level higher for the purposes of any attempts to dispel your magic.
Witch's Familiar You form a close bond with a familiar, a creature that teaches you magic and helps to guide you along your path. Your familiar also aids you by granting you skill bonuses, additional spells, and help with some types of magic. These special abilities apply only when you and your familiar are within 1 mile of each other. The familiar stores all the spells that you know.
Witch 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. Its actual name is up to the GM and the witch to decide.
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Witch's Familiar
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Witch Spells
2nd - glitterdust
1st -burning hands, charm person, chill touch, command, cure light wounds, enlarge person, mage armor, sleep, summon monster I, unnatural lust
0th -arcane mark, bleed, dancing lights, daze, detect magic, detect poison, guidance, light, mending, message, putrefy food and drink, read magic, resistance, spark, stabilize, touch of fatigue
Sweet-tooth the pig:
Iulias Pig Sweet-tooth
Male Pig magical beast (augmented animal) 2
N Small animal/magical beast
Init +1, Senses low-light vision; Perception +5
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DEFENSE
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AC 16, touch 12, flat-footed 15 (+2 armor +1 Dex, +2 natural, +1 size )
hp 7 (2d8)
Fort +6, Ref +3, Will +4
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OFFENSE
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Speed 30 ft.
Melee bite +2 (1d4)
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STATISTICS
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Str 10, Dex 12, Con 14, Int 6, Wis 12, Cha 4
Base Atk +1; CMB +0; CMD 11
Feats Great Fortitude
Skills Craft (Clothing) -1, Diplomacy -2, Heal +2, Knowledge (arcana) -1, Knowledge (history) -1, Knowledge (nature) -1, Knowledge (planes) -1, Knowledge (religion) -1, Perception +5, Sense Motive +3, Spellcraft -1,
Communication Empathic Link,
SQ alertness, empathic link, improved evasion, low-light vision, share spells,
Combat Gear Other Gear
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SPECIAL ABILITIES
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Alertness (Ex) While a familiar is within arm's reach, the master gains the Alertness feat.
Empathic Link (Su) The master has an empathic link with his familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Improved Evasion (Ex) When subjected to an attack that normally allows a Reflex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Share Spells (Ex) The master may cast a spell with a target of "You" on her animal companion (as a spell with a range of touch) instead of on herself. A master may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.
books 800 gp
This roll would reveal: Observatory Lot: In addition to 50 rare star charts that focus on strangely empty-looking swaths of the night sky, lying on the tables are an exquisite platinum astrolabe, six rare astronomy tomes of aged Taldan pedigree, and two expensive handheld telescopes. In all, this stargazing gear is worth 5,000 gp.