Little Girl

Lidda Tosscobble's page

65 posts. Alias of Count Buggula.


Full Name

Lidda Tosscobble

Race

Halfling

Classes/Levels

Witch 1 HP:7/7 AC:14 Init +3 F:+2 R+4 W:+5 Perc:+7

Gender

Female

Size

Small

Age

20

Alignment

Chaotic Good

Languages

Common, Dwarven, Elven, Gnome, Goblin, Halfling

Strength 5
Dexterity 17
Constitution 12
Intelligence 18
Wisdom 10
Charisma 10

About Lidda Tosscobble

A small, frail halfling girl just past adolescence. Her hair borders on unkempt and she has a slightly aloof air about her.

Background:

Something's just not quite right about that girl. She should've died during that orc raid on her family's farm. Her brother said she was nearly torn in two, but there she was the very next day, walking through town as if nothing happened. Ever since then trouble's followed her everywhere she goes. That same brother died soon after in an "accident", so I suppose we'll never really know what happened. It doesn't seem fair to blame it on such a tiny girl, but there's just been too many occasions where bad luck follows right behind her. No surprise she hasn't had any friends as long as I can remember, always muttering to herself or talking to that pet she carries everywhere she goes. Vermin, if you ask me.

Lidda did die that day. In her last breath she called out for help - any help at all, and help indeed came, from an otherworly demonic sort that's now taken interest in the girl. By granting her life, she was also tainted by his power. While she's tried to be the same girl she was before, things always seem to go wrong. Her only friend is her pet hedgehog, Kilat. At first the other children played pranks and tricks on her, but after her older brother died in a prank gone horribly wrong, they mostly leave her alone now. She spends most of her time alone, wandering the farm or outskirts of town, trying to stay out of people's way.


Stats:

Init +3, Senses Perception +7
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DEFENSE
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AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size ), Combat Expertise
hp 7 ((1d6)+1)
Fort +2, Ref +4, Will +5, +2 vs. fear

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OFFENSE
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Speed 20 ft.
Ranged touch attack (ray) (small) +4 (1d1)

Prepared Spells
Witch (CL 1st; concentration +5)
1st-summon monster i, unseen servant
0th-daze(DC 14), light, mending(DC 14)

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STATISTICS
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Base Atk +0; CMB -4; CMD 9
Skills (ranked) Acrobatics +10, Acrobatics (Jump) +6, Heal +4, Intimidate +4, Knowledge (Planes) +8, Perception +7, Spellcraft +8
Skills (unranked) Appraise +4, Bluff +0, Climb -1, Diplomacy +0, Disguise +0, Escape Artist +3, Ride +3, Sense Motive +0, Stealth +7, Survival +0, Swim -3
Combat Gear candle (10), rations (trail/per day/small) (5), torch (10),
Other Gear pouch (belt/small), spell component pouch, backpack (small), bedroll (small), chalk (1 piece) (10), flint and steel, ink (1 oz. vial), inkpen, mess kit, outfit (peasant's/small), pot (iron), soap (per lb.), waterskin, 159.0 gp

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SPECIAL ABILITIES
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Bonus Caster Level (Witch Patron Spells) Witch: Add +1/4 to the witch's caster level when determining the effects of the spells granted to her by her patron.

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.

Elements Patron

Witch's Familiar Hedgehog - 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.
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HEXES
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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 14.

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.

Healing (Su) The witch may heal with a touch, this acts as a cure light wounds spell, using the witch's caster level.
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TRAITS
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Seeker You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Vexing Defender You’re trained in fighting opponents that are larger than you, and you are skilled at keeping them on their toes, pestering them from all directions. You gain a +1 trait bonus on Acrobatics checks, and Acrobatics becomes a class skill for you. In addition, you gain a +4 trait bonus on Acrobatics checks to move through an enemy’s space without provoking an attack of opportunity, provided that enemy is larger than you.

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FEATS
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Extra Hex You have learned the secrets of a new hex.


Spellbook:

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LEVEL 0
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Arcane Mark (Universal)
Saves: None DC: Casting: 1 standard action
Duration: Permanent Range: Touch Components: V, S
SR: No Effect: This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable. See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible arcane mark. A read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell. If an arcane mark is placed on a living being, the effect gradually fades in about a month. Arcane mark must be cast on an object prior to casting instant summons on the same object.
Target: One personal rune or mark, all of which must fit within 1 sq. ft.

Bleed (Necromancy)
Saves: Will negates DC: 14 Casting: 1 standard action
Duration: Instantaneous Range: Close (25 ft.) Components: V, S
SR: Yes Effect: You cause a living creature that is below 0 hit points but stabilized to resume dying. Upon casting this spell, you target a living creature that has -1 or fewer hit points. That creature begins dying, taking 1 point of damage per round. The creature can be stabilized later normally. This spell causes a creature that is dying to take 1 point of damage.
Target: One living creature

Dancing Lights (Evocation)
Saves: None DC: Casting: 1 standard action
Duration: 1 minute Range: Medium (110 ft.) Components: V, S
SR: No Effect: Depending on the version selected, you create up to four lights that resemble lanterns or torches [and cast that amount of light], or up to four glowing spheres of light (which look like will-o'-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire [no concentration required]: forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell's range. You can only have one dancing lights spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent, it does not count against this limit. Dancing lights can be made permanent with a permanency spell.
Target: Up to four lights, all within a 10-ft.-radius area

Daze (Enchantment)
Saves: Will negates DC: 14 Casting: 1 standard action
Duration: 1 round Range: Close (25 ft.) Components: V, S, M
SR: Yes Effect: This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. After a creature has been dazed by this spell, it is immune to the effects of this spell for 1 minute.
Target: One humanoid creature of 4 HD or less

Detect Magic (Divination)
Saves: None DC: Casting: 1 standard action
Duration: Concentration, up to 1 minutes [D] Range: 60 ft. Components: V, S
SR: No Effect: You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of magical auras. 2nd Round: Number of different magical auras and the power of the most potent aura. 3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge [arcana] skill checks to determine the school of magic involved in each. Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect. If the aura eminates from a magic item, you can attempt to identify its properties (see Spellcraft). Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras. Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two. Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed [in the case of a magic item]. If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim [even weaker than a faint aura]. How long the aura lingers at this dim level depends on its original power:
Original Strength | Duration of Lingering Aura
Faint | 1d6 rounds
Moderate | 1d6 minutes
Strong | 1d6 x 10 minutes
Overwhelming | 1d6 days
Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic 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. Detect magic can be made permanent with a permanency spell.
Target: Cone-shaped emanation

Detect Poison (Divination)
Saves: None DC: Casting: 1 standard action
Duration: Instantaneous Range: Close (25 ft.) Components: V, S
SR: No Effect: You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a DC 20 Wisdom check. A character with the Craft [alchemy] skill may try a DC 20 Craft [alchemy] check if the Wisdom check fails, or may try the Craft [alchemy] check prior to the Wisdom check. 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.
Target: Or Area one creature, one object, or a 5-ft. cube

Guidance (Divination)
Saves: Will negates (harmless) DC: 14 Casting: 1 standard action
Duration: 1 minute or until discharged Range: Touch Components: V, S
SR: Yes Effect: This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.
Target: Creature touched

Light (Evocation)
Saves: None DC: Casting: 1 standard action
Duration: 10 minutes Range: Touch Components: V, M/DF
SR: No Effect: This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object. You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent [through permanency or a similar effect], it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or lower spell level.
Target: Object touched

Mending (Transmutation)
Saves: Will negates (harmless, object) DC: 14 Casting: 10 minutes
Duration: Instantaneous Range: 10 ft. Components: V, S
SR: Yes (harmless, object) Effect: This spell repairs damaged objects, restoring 1d4 hit points to the object. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this spell to function. Magic items can be repaired by this spell, but you must have a caster level equal to or higher than that of the object. Magic items that are destroyed [at 0 hit points or less] can be repaired with this spell, but this spell does not restore their magic abilities. This spell does not affect creatures [including constructs]. This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items. Target: One object of up to 1 lb.

Message (Transmutation, AirSchool)
Saves: None DC: Casting: 1 standard action
Duration: 10 minutes Range: Medium (110 ft.) Components: V, S, F
SR: No Effect: You can whisper messages and receive whispered replies. Those nearby can hear these messages with a DC 25 Perception check. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal [or a thin sheet of lead], or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path's entire length lies within the spell's range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning; it doesn't transcend language barriers. To speak a message, you must mouth the words and whisper.
Target: 1 creatures

Putrefy Food and Drink (Transmutation)
Saves: Will negates (object) DC: 14 Casting: 1 standard action
Duration: Instantaneous Range: 10 ft. Components: V, S
SR: Yes (object) Effect: This spell causes otherwise edible food to rot and spoil instantly, and water and other liquids to become brackish and undrinkable. Holy water and similar food and drink of significance are spoiled by putrefy food and drink, but the spell has no effect on creatures of any type, nor upon unholy water. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds. Although potions and elixirs are unaffected by the normal use of the spell, you can instead choose to target a single such object with this spell, destroying it if it fails a saving throw.
Target: 1 cu. ft. of food and water or one potion; see text

Read Magic (Divination)
Saves: DC: Casting: 1 standard action
Duration: 10 minutes Range: Personal Components: V, S, F
SR: Effect: You can decipher magical inscriptions on objects-books, scrolls, weapons, and the like-that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level). Read magic can be made permanent with a permanency spell.
Target: You

Resistance (Abjuration)
Saves: Will negates (harmless) DC: 14 Casting: 1 standard action
Duration: 1 minute Range: Touch Components: V, S, M/DF
SR: Yes (harmless) Effect: You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves. Resistance can be made permanent with a permanency spell.
Target: Creature touched

Spark (Evocation, FireSchool)
Saves: Fortitude negates (object) DC: 14 Casting: 1 standard action
Duration: Instantaneous Range: Close (25 ft.) Components: V or S
SR: Yes (object) Effect: You can make an unattended Fine flammable object catch on fire. This works as if you were using flint and steel except that you can use spark in any sort of weather and it takes much less time to actually ignite an object.
Target: one Fine object

Stabilize (Conjuration)
Saves: Will negates (harmless) DC: 14 Casting: 1 standard action
Duration: Instantaneous Range: Close (25 ft.) Components: V, S
SR: Yes (harmless) Effect: Upon casting this spell, you target a living creature that has - 1 or fewer hit points. That creature is automatically stabilized and does not lose any further hit points. If the creature later takes damage, it continues dying normally.
Target: One living creature

Touch of Fatigue (Necromancy)
Saves: Fortitude negates DC: 14 Casting: 1 standard action
Duration: 1 rounds Range: Touch Components: V, S, M
SR: Yes Effect: You channel negative energy through your touch, fatiguing the target. You must succeed on a touch attack to strike a target. The subject is immediately fatigued for the spell's duration. This spell has no effect on a creature that is already fatigued. Unlike with normal fatigue, the effect ends as soon as the spell's duration expires.
Target: Creature touched

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LEVEL 1
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Bungle (Enchantment)
Saves: Will negates DC: 15 Casting: 1 standard action
Duration: Concentration + 2 rounds or until triggered Range: Close (25 ft.) Components: V, S
SR: Yes Effect: Target takes a -20 penalty on its next attack roll or check. Target: One humanoid

Burning Hands (Evocation, FireSchool)
Saves: Reflex half DC: 15 Casting: 1 standard action
Duration: Instantaneous Range: 15 ft. Components: V, S
SR: Yes Effect: A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d4 points of fire damage per caster level [maximum 5d4]. Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action.
Target: Cone-shaped burst

Cure Light Wounds (Conjuration)
Saves: Will half (harmless); see text DC: 15 Casting: 1 standard action
Duration: Instantaneous Range: Touch Components: V, S
SR: Yes (harmless); see text Effect: 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.
Target: Creature touched

Mage Armor (Conjuration)
Saves: Will negates (harmless) DC: 15 Casting: 1 standard action
Duration: 1 hours Range: Touch Components: V, S, F
SR: No Effect: 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. Target: Creature touched

Nauseating Dart (Conjuration)
Saves: Fortitude partial (see text) DC: 15 Casting: 1 standard action
Duration: instantaneous Range: Close (25 ft.) Components: S, DF
SR: no Effect: You spit a poisonous stinger around the size of a quill at a creature within range, as though you had fired a dart from a blowgun. You must succeed at a ranged attack to hit your target. The stinger deals 1d2 points of piercing damage and poisons the target, causing it to become nauseated for 1 round unless it succeeds at a Fortitude save. Target: one poisonous stinger

Summon Monster I (Conjuration)
Saves: None DC: Casting: 1 round
Duration: 1 rounds Range: Close (25 ft.) Components: V, S, F/DF
SR: No Effect: This spell summons an extraplanar creature [typically an outsider, elemental, or magical beast native to another plane]. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. The spell conjures one of the creatures from the 1st Level list on Table 10-5. You choose which kind of creature to summon, and you can choose a different one each time you cast the spell. A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells with expensive material components [such as wish]. When you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type. Creatures on Table 10-5 marked with an "*" are summoned with the celestial template, if you are good, and the fiendish template, if you are evil. If you are neutral, you may choose which template to apply to the creature. Creatures marked with an "*" always have an alignment that matches yours, regardless of their usual alignment. Summoning these creatures makes the summoning spell's type match your alignment.
Target: One summoned creature

Unseen Servant (Conjuration)
Saves: None DC: Casting: 1 standard action
Duration: 1 hours Range: Close (25 ft.) Components: V, S, M
SR: No Effect: An unseen servant is an invisible, mindless, shapeless force that performs simple tasks at your command. It can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. The servant can perform only one activity at a time, but it repeats the same activity over and over again if told to do so as long as you remain within range. It can open only normal doors, drawers, lids, and the like. It has an effective Strength score of 2 [so it can lift 20 pounds or drag 100 pounds]. It can trigger traps and such, but it can exert only 20 pounds of force, which is not enough to activate certain pressure plates and other devices. It can't perform any task that requires a skill check with a DC higher than 10 or that requires a check using a skill that can't be used untrained. This servant cannot fly, climb, or even swim [though it can walk on water]. Its base speed is 15 feet. The servant cannot attack in any way; it is never allowed an attack roll. It cannot be killed, but it dissipates if it takes 6 points of damage from area attacks. [It gets no saves against attacks.] If you attempt to send it beyond the spell's range [measured from your current position], the servant ceases to exist.
Target: One invisible, mindless, shapeless servant


Familiar:

Male Hedgehog animal 1
TN Diminutive animal/magical beast
Init +3, Senses low-light vision; Perception +1
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DEFENSE
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AC 19, touch 17, flat-footed 16 (+3 Dex, +2 natural, +4 size )
hp 3 ((1d8)-2)
Fort +0, Ref +5, Will +3

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OFFENSE
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Speed 20 ft.
Space 1 ft. Reach 0 ft.

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STATISTICS
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Str 1, Dex 16, Con 6, Int 6, Wis 12, Cha 7,
Base Atk +0; CMB -1; CMD 4 (8 vs trip)
Feats Athletic
Skills Acrobatics +7, Acrobatics (Jump) +3, Heal +2, Intimidate -1, Knowledge (Arcana) -1, Knowledge (Planes) -1, Spellcraft -1, Stealth +19,
Communication Empathic Link,
SQ alertness, empathic link, improved evasion, low-light vision, share spells, spiny defense,

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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.

Spiny Defense (Ex) As a move action, a hedgehog can roll itself up into a spiny ball. While rolled up, it gains a +1 enhancement bonus to its existing natural armor, and any creature attempting to grapple the hedgehog takes 1d3 damage on making a grapple check. While rolled up, a hedgehog cannot take any action other than leaving this state. The hedgehog can leave this state as a move action.