Flory Buntzer
Female Human
Witch 2
N
Str 10+2=12
Dex 10+2+2=14
Con 10
Int 10+2+2+2+2=18
Wis 10+2=12
Cha 10+2=12
HP: 8+6+6=20
AC: 10+2+4=16
Dagger: +6, 1d4+1P, Agile, finesse, thrown 10 ft., versatile S
Sling: +6, 1d6B, 50’, Propulsive
Gouging Claw: +8, 1d6+4P/S, crit: 1d4 persistent bleed
Speed: 25’
Languages: Common, Halfling, Elven, Dwarven, Sylvan
Acrobatics T 6
Athletics T 5 (Heritage: Skilled)
Crafting T 8 (Tailor +1, Quick Repair)
Deception T 5
Intimidation T 5
Lore: Guild T 8
Medicine T 5
Nature T 5
Perception T 5
Society T 8
Stealth T 6
Survival T 5
Fort T 4
Ref T 6
Will E 7
Unarmed T
Simple weapons T
Unarmored T
Primal spell attacks T +8
Primal spell DC T 18
Heritage: Skilled (Athletics)
You become trained in one skill of your choice. At 5th level, you become an expert in the chosen skill.
Ancestry Feat: Adapted Cantrip (Shield)
Choose one cantrip from a magical tradition other than your own. If you have a spell repertoire or a spellbook, replace one of the cantrips you know or have in your spellbook with the chosen spell. If you prepare spells without a spellbook (if you’re a cleric or druid, for example), one of your cantrips must always be the chosen spell, and you prepare the rest normally. You can cast this cantrip as a spell of your class’s tradition.
If you swap or retrain this cantrip later, you can choose its replacement from the same alternate tradition or a different one.
Background: Artisan
+2 Int
Skill Feat: Specialty Crafting (Tailor)
Your training focused on Crafting one particular kind of item. Select one of the specialties listed on page 267; you gain a +1 circumstance bonus to Crafting checks to Craft items of that type. If you are a master in Crafting, this bonus increases to +2.
If it’s unclear whether the specialty applies, the GM decides. Some specialties might apply only partially. For example, if you were making a morningstar and had specialty in woodworking, the GM might give you half your bonus because the item requires both blacksmithing and woodworking.
Class: Witch
Patron: Wild (Princess Gossamer, fae liege of spiders)
Spell List: primal
Patron Skill: Nature
Hex Cantrip: wilding word (page 239)
Granted Spell: your choice of summon animal or summon plant or fungus
Familiar: Spider (Lady Gwendolyn), extra familiar ability
AC: 16
HP: 10
Speed: 25’
Acrobatics: 6
Perception: 6
Stealth: 6
Other: 2
Fort 4
Ref 6
Will 7
Low-light vision
Empathic communication, 1 mi
Climber: It gains a climb Speed of 25 feet.
Touch Telepathy: Your familiar can telepathically communicate with you via touch. If it also has the speech ability, it can telepathically communicate via touch with any creature if they share a language.
Cantrip Connection: You can prepare an additional cantrip, or if you have a repertoire, instead designate a cantrip to add to your repertoire every time you select this ability; you can retrain it but can’t otherwise change it. You must be able to prepare cantrips or add them to your repertoire to select this.
Class Feat: Reach Spell
If the next action you use is to Cast a Spell that has a range, increase that spell’s range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.
Skill Feat: Quick Repair
You take 1 minute to Repair an item. If you’re a master in Crafting, it takes 3 actions. If you’re legendary, it takes 1 action.
Class Feat: Cantrip Expansion
You can prepare two additional cantrips each day.
Cantrips: 10
Acid Splash
Cast [two-actions] somatic, verbal
Range: 30 feet; Targets 1 creature or object
You splash a glob of acid that splatters creatures and objects alike. Make a spell attack. If you hit, you deal 1d6 acid damage plus 1 splash acid damage. On a critical success, the target also takes 1 persistent acid damage.
Dancing Lights
Cast [two-actions] somatic, verbal
Range: 120 feet
Duration: sustained
You create up to four floating lights, no two of which are more than 10 feet apart. Each sheds light like a torch. When you Sustain the Spell, you can move any number of lights up to 60 feet. Each light must remain within 120 feet of you and within 10 feet of all others, or it winks out.
Detect Magic
Cast [two-actions] somatic, verbal
Area: 30-foot emanation
You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you’re fully aware of, such as the magic items and ongoing spells of you and your allies.
You detect illusion magic only if that magic’s effect has a lower level than the level of your detect magic spell. However, items that have an illusion aura but aren’t deceptive in appearance (such as an invisibility potion) typically are detected normally.
Gouging Claw
Cast [two-actions] somatic, verbal
Range: touch; Targets 1 creature
You temporarily morph your limb into a clawed appendage. Make a melee spell attack roll against your target’s AC. If you hit, you deal your choice of slashing or piercing damage equal to 1d6 plus your spellcasting ability modifier. On a critical success, you deal double damage plus 1d4 persistent bleed damage.
Know Direction
Cast [two-actions] somatic, verbal
In your mind’s eye, you see a path northward. You immediately know which direction is north (if it exists at your current location).
Prestidigitation
Cast [two‑actions] somatic, verbal
Range: 10 feet; Targets 1 object (cook, lift, or tidy only) Duration sustained
The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the Spell. Each time you Sustain the Spell, you can choose one of four options.
• Cook: Cool, warm, or flavor 1 pound of nonliving material.
• Lift: Slowly lift an unattended object of light Bulk or less 1 foot off the ground.
• Make: Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile—it can’t be used as a tool, weapon, or spell component.
• Tidy: Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object a 1 minute per Bulk.
Prestidigitation can’t deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the Spell.
Read Aura
Cast 1 minute (somatic, verbal)
Range: 30 feet; Targets 1 object
You focus on the target object, opening your mind to perceive magical auras. When the casting is complete, you know whether that item is magical, and if it is, you learn the school of magic (pages 297–298).
If the object is illusory, you detect this only if the effect’s level is lower than the level of your read aura spell.
Shield
Cast [one-action] verbal
Duration: until the start of your next turn
You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn’t require a hand to use.
While the spell is in effect, you can use the Shield Block reaction with your magic shield (see the sidebar). The shield has Hardness 5. After you use Shield Block, the spell ends and you can’t cast it again for 10 minutes. Unlike a normal Shield Block, you can use the spell’s reaction against the magic missile spell.
Stabilize
Cast [two-actions] somatic, verbal
Range: 30 feet; Targets 1 dying creature
Positive energy shuts death’s door. The target loses the dying condition, though it remains unconscious at 0 Hit Points.
Tanglefoot
Cast [two-actions] somatic, verbal
Range: 30 feet; Targets 1 creature
A vine covered in sticky sap appears from thin air, flicking from your hand and lashing itself to the target. Attempt a spell attack against the target.
Critical Success: The target gains the immobilized condition and takes a –10-foot circumstance penalty to its Speeds for 1 round. It can attempt to Escape against your spell DC to remove the penalty and the immobilized condition.
Success: The target takes a –10-foot circumstance penalty to its Speeds for 1 round. It can attempt to Escape against your spell DC to remove the penalty.
1st: 4
Ant Haul
Cast [two-actions] somatic, verbal
Range: touch; Targets 1 creature
Duration: 8 hours
You reinforce the target’s musculoskeletal system to bear more weight. The target can carry 3 more Bulk than normal before becoming encumbered and up to a maximum of 6 more Bulk.
Heal
Cast[one-action]to[three-actions]
Range varies; Targets 1 willing living creature or 1 undead creature
You channel positive energy to heal the living or damage the undead. If the target is a willing living creature, you restore 1d8 Hit Points. If the target is undead, you deal that amount of positive damage to it, and it gets a basic Fortitude save. The number of actions you spend when Casting this Spell determines its targets, range, area, and other parameters.
[one-action] (somatic) The spell has a range of touch.
[two-actions] (verbal, somatic) The spell has a range of 30 feet. If you’re healing a living creature, increase the Hit Points restored by 8.
[three-actions] (material, somatic, verbal) You disperse positive energy in a 30-foot emanation. This targets all living and undead creatures in the burst.
Mending
Cast 10 minutes (somatic, verbal)
Range: touch; Targets non-magical object of light Bulk or less
You repair the target item. You restore 5 Hit Points per spell level to the target, potentially removing the broken condition if this repairs it past the item’s Broken Threshold. You can’t replace lost pieces or repair an object that’s been completely destroyed.
Spider Sting
Cast [two-actions] somatic, verbal
Range: touch; Targets 1 creature
Saving Throw Fortitude
You magically duplicate a spider’s venomous sting. You deal 1d4 piercing damage to the touched creature and afflict it with spider venom. The target must attempt a Fortitude save.
Critical Success: The target is unaffected.
Success: The target takes 1d4 poison damage.
Failure: The target is afflicted with spider venom at stage 1.
Critical Failure: The target is afflicted with spider venom atstage 2.
Spider Venom (poison); Level 1; Maximum Duration 4 rounds.
Stage 1: 1d4 poison damage and enfeebled 1 (1 round);
Stage 2: 1d4 poison damage and enfeebled 2 (1 round).
Summon Animal (giant spider - reskinned giant centipede)
Cast [three-actions] material, somatic, verbal
Range: 30 feet
Duration: sustained up to 1 minute
You conjure an animal to fight for you. You summon a common creature that has the animal trait and whose level is –1. Heightening the spell increases the maximum level of creature you can summon.
GIANT CENTIPEDE
Perception +6; darkvision
Skills Acrobatics +6, Athletics +2, Stealth +6
Str –1, Dex +3, Con +1, Int –5, Wis +1, Cha –4
AC 15; Fort +7, Ref +6, Will +2
HP 8
Speed 30 feet, climb 30 feet
Melee [one-action] mandibles +6 (finesse), Damage 1d4–1 piercing plus giant centipede venom
Giant Centipede Venom (poison); Saving Throw DC 14 Fortitude; Maximum Duration 6 rounds;
Stage 1: 1d6 poison damage (1 round);
Stage 2: 1d8 poison damage and flat-footed (1 round)
Stage 3: 1d12 poison damage, clumsy 1, and flat-footed (1 round)
Spells Prepared
0: 8
Dancing Lights
Detect Magic
Gouging Claw
Read Aura
Prestidigitation
Shield
Stabilize
Tanglefoot
1: 3
Ant Haul
Heal
Summon Animal
Focus Pool: 1
Hex: Phase Familiar
Cast [reaction] somatic
Trigger: Your familiar would take damage.
Range: 60 feet; Targets your familiar
You draw upon your patron’s power to momentarily shift your familiar from its solid, physical form into an ephemeral version of itself shaped of mist. Your familiar gains resistance 5 to all damage and is immune to precision damage. These apply only against the triggering damage.
Heightened (+1) Increase the resistance by 2.
Hex Cantrip: Wilding Word (no Focus Point, 1/rd)
Cast [one-action] verbal
Range: 30 feet; Targets 1 animal, fungus, or plant
Saving Throw: Will; Duration sustained up to 1 minute
With a few words, you convince a wild creature you are a kindred spirit, making it reluctant to harm you. The target must attempt a Will save. Regardless of the outcome, the target is then temporarily immune for 1 minute.
Critical Success: The target is unaffected.
Success: When the target attempts an attack roll or skill check that would harm you, it takes a –2 status penalty to its roll.
Failure: As success, but the target also becomes sickened 1 each time it damages you.
Critical Failure: As success, but the target also becomes sickened 2 each time it damages you.
Equipment: 20g, 6B / 4.6g, 3.6B
Artisan Tools (Tailor) 4g, 2B
Healer’s Tools 5g, B
Backpack 0.1g, -
Belt pouch x2 0.08g, -
Ordinary clothing 0.1g, -
Dagger 0.2g, L
Sling 0g, L
10 bullets 0.01g, L
Minor elixir of life x2 6g, 2L
Lvl 1 permanent item: Cloak of Feline Rest
Price 20 gp
Usage worn cloak; Bulk L
This black velvet cloak is featureless and very soft to the touch. Upon wearing it for the first time, you’re momentarily overwhelmed with a sense of comfort and coziness. While wearing this cloak you can comfortably rest in any space, so long as it’s not wet or particularly hazardous. While sleeping in this cloak you only take a –2 status penalty to auditory Perception checks, rather than a –4 status penalty.
Background: Village life was never easy, but it's been even harder in recent times, especially for poor tradesfolk trying to make ends meet. Rosie Buntzer was a widow with three children to support, and she knew she wouldn't be able to do so with her loom alone. And so, following some rumors she'd overheard at the quilting circle, she went into the woods one moonless night, and brought her first-born daughter.
Flory had always been shy, but she was very bright. She took to the loom as if she were born to it, and soon learned to maintain the family's clothes. She even picked up stray languages from nearby Otari, which made for a more diverse clientele. Rosie always thought that she was meant for bigger things.
After they returned from the woods, the speed and quality of Rosie's work increased dramatically, and she was soon taking orders from beyond the village. Meanwhile, Flory had a new pet: a scarlet spider that she called Lady Gwendolyn. They would share secrets with each other, and soon there were rumors about what that Buntzer girl could do.
She is currently in Otari with Rosie, buying supplies and selling their crafts.
Appearance: Flory is a thin teenager with long, dark-blonde hair and blue eyes. She wears a simple brown dress, and a finely-made black cloak.