| Full Name |
Mavarro Estrovan |
| Race |
Human (Varisian) |
| Classes/Levels |
Witch (Cartomancer) 2 | HP 14/14 | AC 12, T 12, FF 10 | Fort +1, Ref +2, Will +3 | CMD 12 | Init +6 | Perception +2 |
| Gender |
Male |
| Size |
Medium |
| Age |
27 |
| Alignment |
Chaotic Good |
| Deity |
Desna |
| Languages |
Common, Varisian, Dwarven, Elven, Halfling, Shoanti |
| Occupation |
Fortune-teller |
| Strength |
8 |
| Dexterity |
15 |
| Constitution |
12 |
| Intelligence |
19 |
| Wisdom |
10 |
| Charisma |
10 |
About Mavarro Estrovan
Male human cartomancer 2
CG Medium humanoid (human)
Init +6; Senses Perception +1
DEFENSE
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 14 (2d6+4)
Fort +1, Ref +2, Will +3
OFFENSE
Speed 30 ft.
Melee dagger +0 (1d4-1/19-20)
Ranged dagger +3 (1d4-1/19-20)
Special Attacks hex (DC 14 - evil eye [-2, 7 rounds], healing [1d8+2])
Witch Spells Prepared (CL 1st, concentration +5)
1st (3/day)-command (DC 15), ill omen (DC 15), mage armor
0 (at will)-detect magic, light, read magic, stabilize
Patron ancestors
STATISTICS
Str 8, Dex 15, Con 12, Int 19, Wis 10, Cha 10
Base Atk +1; CMB +0; CMD 12
Feats Deadly Dealer, Improved Initiative, Point-Blank Shot
Skills Knowledge (arcana) +9, Knowledge (history) +9, Knowledge (local) +8, Knowledge (nature) +9, Knowledge (planes) +9, *Lore (harrow) +9, Perception +2, *Profession (fortune-teller) +5, Spellcraft +9
Languages Common, Varisian, Dwarven, Elven, Halfling, Shoanti
SQ spell deck (0-all; 1st-beguiling gift, bless, command, cure light wounds, frostbite, identify, ill omen, mage armor, unseen servant, vocal alteration)
Traits Drug Addict (Addicted Friend), Harrow Chosen
Gear traveler’s outfit, harrow deck, dagger, witch’s kit (backpack, bedroll, belt pouch, candles [10], chalk [10], flint and steel, ink, inkpen, iron pot, mess kit, soap, spell component pouch, torches [10], trail rations [5 days], waterskin)
Funds 82 gp
SPECIAL ABILITIES
Evil Eye (Su) Target takes a -2 penalty on one of the following: AC, ability checks, attack rolls, saving throws, or skill checks. Lasts for 7 rounds, or for 1 round if the target passes a Will save.
Healing (Su) Acts as cure light wounds. A creature that benefits from the healing hex cannot benefit from it again for 24 hours.