Granny Nan

Majal's page

73 posts. Organized Play character for Sertaki.


Full Name

Majal

Race

Human (Varisian)

Classes/Levels

Hedge Witch 3 | HP 11/18 | AC 13 Touch 12 FF 11 | Fort +3 Ref +3 Will +4 | Init +2 | Perception +1 (+3 with familiar)

Gender

female

Size

medium

Age

61

Special Abilities

Slumber Hex, Healing Hex, Charm, Evil Eye

Alignment

Neutral Good

Deity

Desna

Location

Absalom

Languages

Common, Varisian, Shoanti, Azlati, Halfling, Gnome

Occupation

Fortune Teller

Strength 7
Dexterity 14
Constitution 12
Intelligence 17
Wisdom 13
Charisma 15

About Majal

PFS GM-Information:
PFS # 93773-3
XP: 6 (normal advancement)
Faction: Dark Archive
Starting Fame: 11 / Prestige: 9
Starting Wealth: 765 gp
Prestige Spent: 2 - Wand of Cure Light Wounds

Chronicles:
Sep 20, 2013 - Intro 1: First Steps—Part I: In Service to Lore
Oct 4, 2013 - 0-05: Mists of Mwangi
Nov 27, 2013 - 3-18: The God's Market Gamble
Sep 5, 2015 - 6–97: Siege of Serpents
Sep 5, 2015 - 7–00: The Sky Key Solution
Sep 6, 2015 - 7–01: Between the Lines
Sep 6, 2015 - 6–98: Serpents Rise (to be applied at lvl 7)
Nov 11, 2015 - 6-12: Scions of the Sky Key I - On Sharrowsmith's Trail

Expenses during Session: 0gp

Used Ressources during Session: wand of endure elements (1 charge)

Majal
Female Human (Varisian) Witch (Hedge Witch) 3
CG Medium Human humanoid (Human)
Init +2; Senses Perception +1 (+3 with familliar)
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Defense
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AC 13, touch 12, flat-footed 11 (+1 Armor, +2 Dex)
hp 18 (3d6+3)
Fort +3, Ref +3, Will +4
Armor Silken Ceremonial Robes, light
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Offense
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Speed 30 ft.
Melee Walking Stick -1 (1d6-2 20/x2)
Ranged Light Crossbow +3 (1d8 19-20/x2) 20 ammunition
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Statistics
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Str 7, Dex 14, Con 12, Int 17, Wis 13, Cha 15
Base Atk +1; CMB -1; CMD 11
Feats: Weapon Proficiency (Simple), Extra Hex, Extra Hex, Accursed Hex, Alertness (with familiar)
Skills: Bluff +10, Diplomacy +4, Heal +5, Intimidate +6, Knowledge (Arcana) +7, Knowledge (Hitstory) +10, Knowledge (Local) +4, Knowledge (Nature) +7, Linguistics +4, Perception +1 (+3 with familliar), Profession (Fortuneteller) +7, Sense Motives +1 (+3 with familliar), Spellcraft +8, Survival +4, Use Magic Device +6
Special: Reckless Vigilante (-2 Diplomacy when dealing with Guards and Officials in Absalom); Silver Tongued (+2 Bluff and Diplomacy)
SQ: Hexes (DC 14) - Slumber (1 rounds/level), Charm (1 round/Int), Healing (1d8+3), Evil Eye (3+Int rounds; 1 round on save)
Spells Prepared: 0 - Daze, Detect Magic, Light, Spark
1 - Charm Person, Ear-Piercing Scream, Mage Armor
2 - Blindness/Deafness, Web
Traits: Resilient (+1 Fort), Convincing Liar (+1 Bluff, class skill)
Languages: Common, Varisian, Shoanti, Azlanti, Gnome, Halfling
Combat Gear: Wand of Cure Light Wounds (29 left), Wand of Endure Elements (42 left), Pearl of Power I, Scroll of Cure Moderate Wounds, Scroll of Ray of Enfeeblement, Scroll of Youthful Appearance, Scroll of Comprehend Languages, Scroll of See Invisibility, Potion of Cure Light Wounds, Wayfinder
Other Gear Traveler's Outfit (wands, potion, wayfinder, pearl of power, scrolls [cure, ray]), Backpack(Waterskin, Harrow Cards, other scrolls), Light Horse (combat trained), saddlebags (Bedroll, Rations (3), Iron Pot, Belt Pouch, Crystal Ball); GP 465
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Special Abilities
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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.

Charm Hex: A witch can charm an animal or humanoid creature within 30 feet by beckoning and speaking soothing words.
This improves the attitude of an animal or humanoid creature by 1 step, as if the witch had successfully used the Diplomacy skill. The effect lasts for a number of rounds equal to the Witch’s Intelligence modifier. A Will save negates this effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. At 8th level, this effect improves the attitude of the target creature by 2 steps. This is a mind-affecting charm effect.

Healing Hex: 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.

Slumber Hex: A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level.
This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Evil Eye: 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.
This is a mind-affecting effect. At 8th level the penalty increases to –4.

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.

Patron (Deception): 2nd—ventriloquism, 4th—invisibility, 6th— blink, 8th—confusion, 10th—passwall, 12th—programmed image, 14th—mass invisibility, 16th—scintillating pattern, 18th—time stop.

Witch's Familiar (Ex): At 1st level, a witch forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Familiars also aid a witch by granting her skill bonuses, additional spells, and help with some types of magic. This functions like the wizard's arcane bond class feature, except as noted in the Witch's Familiar section.
A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar. A witch's familiar begins play storing all of the 0-level witch spells plus three 1st level spells of the witch's choice. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each new witch level, she adds two new spells of any spell level or levels that she can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual.

Accursed Hex: When you target a creature with a hex that cannot target the same creature more than once per day, and that creature succeeds at its saving throw against the hex’s effect, you can target the creature with the same hex a second time before the end of your next turn. If the second attempt fails, you can make no further attempts to target that creature with the same hex for 1 day.

Silver Tongued: Human are often adept at subtle manipulation and putting even sworn foes at ease. Humans with this trait gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature's attitude, they can shift up to three steps up rather than just two. This racial trait replaces skilled.

Boons and Prestige Awards:
Reckless Vigilante: By slaying Parani Akar without a proper trial and without gathering enough evidence to conclusively prove her guilt, you gain a reputation in Absalom as a reckless vigilante among the city’s guards. You take a permanent –2 penalty on all Diplomacy checks to influence guards and other city officials while in Absalom.
Pathfinder's Excellence (Magic) 0/2: Before casting a spell or using a spell-like ability, you can check one of the boxes preceding this boon in order to roll twice for any caster level check to overcome spell resistance and on caster level checks made to cast spells in an impeded area (such as a fire spell underwater or a plane with the impeded magic trait). Any member of the Aspis Consortium or foes directly in the Consortium's employ suffer a -2 penalty on any saving throw against the spell.
As a standard action, you can instead check two boxes in order to recall a spell that you have already cast that day. The spell is then prepared again, just af if it had not been cast. Once you check the last box, cross this entire boon off your chronicle sheet.
Pathfinder's Excellence (Skill) 0/2: Before attempting a skill check, you can check one of the boxes preceding this boon in order to roll the check twice and take the better result. If the skill check is one attempted during an encounter in which you are directly opposing a member of the Aspis Consortium or someone directly in their employ, you gain a bonus to the check equal to half your character level (minimum +1). Once you check the last box, cross this entire boon off your chronicle sheet.
Azlanti Wonders: While investigating the Azlanti general Krahnaliara Lac Suhn, you learned the location of an Azlanti site that might have survived millenia of tragedy and looting. When you adventure in a ruin, archaelogical site, or other structure that predates Earthfall (approximately 10,000 years ago, including more Azlanit and Thassilonian sites), you can cross this boon off your Chronicle sheet and choose two of the following: AC, attack rolls, saving throws, or skill checs. For the duration of the adventure while you are exploring the site, you gain a +1 insight bonus on the selected rolls or to your Armor Class.
Timelost Chronicler: You have journeyed through the ancient serpentfolk city of Sessegishoss and witnessed the fall of the Starstone, granting you a remarkable perspective of Golarion's history. You gain a permanent +1 bonus on Knowledge (history) checks from your first-hand knowledge. Once per scenario you may call on the nascent power granted by your exposure to the falling Starstone to find inner greatness, granting you a +1 morale bonus to a single d20 roll. You must declare your use of this power before the roll is made.
Inner Struggle: Your exposure to a mindscape has given you a unique way to fight off psychic magic. When you fail a saving throw against a mind-affecting effect, you can cross this boon off your Chronicle sheet in order to delay the effect and be stunned until the end of your next turn instead as you retreat into your own personal mindscape to fight off this hostile magic. At the end of your turn, you can attempt a new saving throw against the effect and end it. If you succeed the effect ends. If you fail the save, the original effect overpowers your mental defenses and resumes.

Spells Known:
level 0:
Arcane Mark
Dancing Lights
Daze
Detect Magic
Light
Mending
Message
Read Magic
Spark
Stabilize
Touch of Fatigue

level 1:
Cause Fear
Charm Person
Command
Comprehend Languages
Cure Light Wounds
Ear-Piercing Scream
Ill Omen
Mage Armor
Obscuring Mist
Ray of Enfeeblement
Ray of Sickening
Ventriloquism
Youthful Appearance

level 2:
Blindness/Deafness
False Life
Glitterdust
Hold Person
Vomit Swarm
Web

Esmeralda, Goat Familiar:
N Small animal
Init +1; Senses low-light vision; Perception +0
DEFENSE

AC 15, touch 12, flat-footed 14 (+1 Dex, +3 natural, +1 size)
hp 6 (2 HD)
Fort +3, Ref +3, Will +3

OFFENSE
Speed 30 ft.
Melee gore +2 (1d4+1)

STATISTICS
Str 12, Dex 13, Con 12, Int 7, Wis 11, Cha 5
Base Atk +1; CMB +1; CMD 12 (16 vs. trip)
Feats: Nimble Moves
Skills: Acrobatics +1 (+5 when jumping), Bluff -1, Climb +5, Heal +1, Knowledge (Arcana, Local, Nature) -1, Knowledge (History) +1, Perception +0, Profession (Fortuneteller) +3, Stealth +1, Survival +0 (+4 to find food), Use Magic Device -2; Racial Modifiers +4 Acrobatics when jumping, +4 Survival to find food
SQ: Empathic Link, Improved Evasion, Share Spells, Store Spells, Deliver Touch Spells

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SPECIAL ABILITIES
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Familiar: The master of a goat familiar gains a +3 bonus on Survival checks.

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 her 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 her familiar does.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: The witch may cast a spell with a target of “You” on her familiar (as a touch spell) instead of on herself. A witch may cast spells on her familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Store Spells: Starting at 1st level, a witch’s familiar stores all of the spells that the witch knows. This does not allow the familiar to cast these spells or use spell-trigger or spell completion magic items. Starting at 2nd level, and every two levels thereafter, a witch’s familiar adds new bonus spells to the witch’s spell list based on her patron. These spells are automatically stored by the familiar and can be prepared as normal once they are gained.

Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.