CG Small Humanoid
Init +2; Senses Perception +2
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DEFENSE
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AC 13, touch 12, flat-footed 11 (2 dex, 1 size)
Hp 30(4d6 +4x2 con +4x1 fav class)
Fort +4, Ref +4, Will +5 (+2 against Fear effects)
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OFFENSE
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Spd 20 ft
Melee : Sickle +3(1d4-1, x2)
Ranged: Crossbow(light) +5(1d6, 19-20/x2)
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STATISTICS
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Str 8 (10-2), Dex 15(13+2), Con 14, Int 17, Wis 10, Cha 14(12+2)
Base Atk +2; CMB +0; CMD 12 (10 -1 Str +2 Dex)
Feats :
Lvl 1: Childlike
Lvl 3: Extra hex> Evil Eye
Traits:
-Precise treatment: You gain a +1 trait bonus on all Heal checks, and you may use your Intelligence modifier when making Heal checks instead of your Wisdom modifier.
-Child of the crusade: Once
per day when you fail a saving throw against an effect
created by a demon that would possess or incapacitate
you mentally, you may immediately reroll that saving
throw as a free action. You must take the second result,
even if it is worse.
Skills:
-Fly +6 [1 rank]
-Heal +10[3 ranks]
-Intimidate +8 [3 rank]
-Knowledge Arcana +7 [1 rank]
-Knowledge History +7 [1 rank]
-Knowledge Nature +8 [2 rank]
-Knowledge Planes +7 [1 rank]
-Linguistics +4 [1 rank]
-Spellcraft +10[4 ranks]
-Use Magic Device +8 [3 ranks]
Languages: Abyssal, Common, Halfling, Dwarven, Elven, Goblin.
Skillpoints per lvl 5 (2+3 int)
Inventory:
Sickle: 6gp 2lbs
Crossbow (light): 35gp 4lbs
Backpack, common: 2gp 2 lbs
Water skin: 1gp, 4 lbs
Pouch, spell components; 5gp, 2 lbs
Crossbow Bolts x20; 2gp, 2 lbs
Encumbrance: 16lbs; Light Load, (Light Load up to 26lbs)(Medium up to 53lbs, Heavy up to 80lbs)
Gold at start: 105 gp
Gold spent: 71gp
Gold left: 34gp
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SPECIAL ABILITIES
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Standard Racial Traits
Ability Score Racial Traits: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races. They gain +2 Dexterity, +2 Charisma, and –2 Strength.
Size: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Base Speed (Slow Speed): Halflings have a base speed of 20 feet.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws
Feat and Skill Racial Traits
Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks.
Offense Racial Traits
Weapon Familiarity:
Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Senses Racial Traits
Keen Senses: Halflings receive a +2 racial bonus on Perception checks.
Favored class: Witch
Favored class bonus: Witch (+1HP)
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Spells known:
Lvl 0 [DC 13] : all witch cantrips
Lvl 1 [DC 14] : Beguiling Gift, Bless (2nd lvl patron), Charm Person, Command, Cure light Wounds, Ear piercing scream, Mage Armor, Ray of Enfeeblement, Sleep.
Lvl 2 [DC 15] : Aid, Cure Moderate Wounds, Pox Pustules, Steal Voice, Vomit swarm.
Spells per day:
Lvl 0 At will; Daze, Detect Magic, Guidance, Message, Read Magic.
Lvl 1 4/4; Cure light wounds x1, Ray of Enfeeblement, Sleep.
Lvl 2 3/3; Cure Moderate Wounds, Pox Pustules, Vomit swarm
Hexes (DC 15):
Lvl 1: Ward; The warded creature receives a +2 deflection bonus to AC and a +2 resistance bonus on saving throws. This ward lasts until the warded creature is hit or fails a saving throw.
Lvl 2: Heal; 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.
Lvl 3: Evil eye.
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Personality:
[spoiler]
Mia is a kind but reserved girl, remaining calm at most times. She is cautious, for outside of the society, witches are not looked upon kindly by the general public. People who do have her trust can count on her to be a supportive companion.