Arcane Mark Inscribes a personal rune on an object or creature (visible or invisible).
Bleed Cause a stabilized creature to resume dying.
Dancing Lights Creates torches or other lights.
Daze A single humanoid creature with 4 HD or less loses its next action.
Detect Magic Detects all spells and magic items within 60 ft.
Detect Poison Detects poison in one creature or small object.
Guidance +1 on one attack roll, saving throw, or skill check.
Light Object shines like a torch.
Mending Makes minor repairs on an object.
Message Whisper conversation at distance.
Putrefy F&D Makes food and water inedible.
Read Magic Read scrolls and spellbooks.
Resistance Subject gains +1 on saving throws.
Spark Ignites flammable objects.
Stabilize Cause a dying creature to stabilize.
Tch of Fatigue Touch attack fatigues target.
1: Save DC 14
Cure Light Wounds, 1d10+lvl(max+5)
Diagnose Disease, detects and identifies diseases, +4 on Heal check
Frostbite, 1d6+lvl NL Cold, plus Fatigued, one attack/level
Ill Omen, roll next d20 twice, take worst roll. Can be 'unwound'
Mage Armor, +4 armor bonus, 1Hr/level
Mount, Summons riding horse for 2 Hrs/level
Remove Sickness, 10m/lvl, +4 morale bonus save vs diseases
Unseen Servant, 1 Hr/level
Mask Dweomer, 1 Day/level
Youthful Appearance, 1 Hr/level
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Hexes:
1st-level Witch: Scarshield (forced swap)
1st-level: Extra Hex: Prehensile Hair, Secondary NW -5+3 to hit, 1d3+1 damage, 10' reach, Witch level in minutes/day.
2nd-level Witch: Evil Eye
3rd-level: Extra Hex: Disguise, Witch level in hours/day
Spells:
Witch 2: (All Witch spells ASF Breastplate:25% Shield:15%)
Prepare: 4x0th, DC 13, and 3x1st, DC 14
Cast: -/2
0th: Detect Magic
0th: Detect Poison
0th: Message
0th: Light
1st: Unseen Servant
1st: Mage Armor
1st: Mount
Cleric 1:
Spells:
Prepare: 3x0th, DC 11, and 2+1x1st, DC 12
Cast: -/2
0th: Enhanced Diplomacy, +2 one Dip or Intim check w/i 1 minute
0th: Guidance
0th: Mending
1st: Bless 1SA, 1min/lvl
1st: Protection from Evil 1SA, 1min/lvl
1st Domain: Arcane Lock OR Disguise Self
Proficient with Simple Weapons, Medium Armors, Varisian Bladed Scarf.
Cestus 5 gp 1d4 19-20/×2 — 1 lb. B or P monk APG
Dagger 2 gp 1d4 19–20/×2 10 ft. 1 lb. P or S — CRB
Dagger, punching 2 gp 1d4 x3 — 1 lb. P — CRB
Longspear 5 gp 1d8 x3 — 9 lbs. P brace, reach CRB
Prehensile Hair 1m/day -5 to hit, 1d3+1 10' reach
Crossbow, light 35 gp 1d8 19–20/×2 80 ft. 4 lbs. P — CRB
Crossbow Bolts, 10 1 gp
105GP STARTING GOLD
-50GP costs above
-50GP two 1st-level spells (in mask)
=05GP remaining
+75GP Goblins bounty
+??GP Aldern payback
comparing Evil Eye and Shaken:
*Evil Eye (Su): [FAQ] The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. 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.
Shaken
A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked. Shaken as a result of Intimidate lasts one round, and another round for each 5 by which the DC is exceeded. DC is 10+HD+WIS of Target.
Backstory Montage:
"I hate ladders... Hold it still! This could use that Daikini you fostered." "Oh, do you mean Gregory? Gregory was very helpful. Wouldn't you agree, Twynna?" "Oh, yes, very helpful. And so tall! Picking apples without a ladder! Gregory always did seem to be watching for how he could help." "Yes, very helpful, was our Gregory." "I wonder whatever became of him..."
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"You useless! You worst apprentice! Never listen! You worse even than white-skin stare-face!" "What happened to white-skin stare-face?" "Him not here! You back to work!"
What is that thing?:
Crouched and coiled, in comfort, in a corner, it seemed a pile of rags and ropes, with a curiously carved scarecrow's head atop, draped in a hood as though to hide the mask's dripping, molten face. And then, it stands. Ragged cloths fall aside, wrents in the thing's thin leathers showing scarred pale limbs.