Brother Swarm

Mitch's page

Organized Play Member. 147 posts (4,106 including aliases). 1 review. No lists. No wishlists. 24 Organized Play characters.


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Warah wrote:
I wanted to sign up for more games, but most of the ones offered on Paizo forums were already full or are non-repeatables that I've already played. I wouldn't be able to keep up with a Discord game.

What makes Discord games different? I thought they were PbP, but in a chat instead of a message board


Yikes! I need to update Delorn on here. Thanks for catching that.
Also, no replays


Delorn Malix, Esq. (Sorcerer 7) is available now.
Marigold Longfoot (Rogue 7) and Dreadfang! (Monk 8) are currently busy, but might free up shortly.


Player Name: Mitch
Character Name: Blackfeather Jack (Kineticist 2)
Character PFS Number: 142569-2016
Faction: Horizon Hunters
Downtime Use: Performance
Notes I need to Know: He’s an animated scarecrow who’s ready to get spooky!


I have a witch and a summoner, both 4.
Is this adventure repeatable?


GM Super Zero wrote:


TBD (popular name)

Right? Whenever a new fantasy movie comes out, everyone makes a knock-off character


It says player signups open today, but on Warhorn it says 7/22.


Captain Kullan reaches out to the unsavory types around the Graveyard.

Gather Information: 1d20 + 10 ⇒ (10) + 10 = 20

Initiative: 1d20 + 7 ⇒ (11) + 7 = 18


Eletido wrote:
Sounds good. I’ll bring a level 1 martial/martial-ish character of some kind. Open to suggestions on class selection.

Luchador!


GM rainzax wrote:

If these are amenable to you, please acknowledge them with an affirmative post, and go ahead and dot into the Gameplay thread: LINK

Works for me!


I have a level 3 summoner ready to go.


Warhorn is shutting down? :-(

Any word on why, or if there’s a similar resource available?


I can play either a level 3 witch, or level 6 sorcerer.


I have a level 6 swashbuckler.


* Character Name: Blackfeather Jack
* Class and level: Kineticist 1
* Have you played this before? No


When *is* Outpost, BTW?


GM Ultra Plus wrote:
So I've had a player who's had to drop out of my run of 2-03 The Catastrophe's Spark. I'm looking for a replacement. Its for levels 1-4, and everyone at the table is level 1, so I'm hoping to get a level 1 or 2. Please let me know if you are interested.

I’m in!


Watery Soup wrote:
https://paizo.com/threads/rzs43uc5?ANNOUNCING-PlaybyPost-Gameday-XII#1

Thank you so much!


GM Tiger wrote:
I can open a table for 01-14. It will be my first time so it will be clumsy. It will definitely not be done by Gameday but we can try...

Gameday? When’s that?


Hi! I haven’t created a character yet. Can I play a pregen, and transfer the XP afterward?


roll4initiative wrote:
Mitch wrote:
Hello! Is there a recruitment thread for Starfinder Society?
Yes.

Thanks!


Hello! Is there a recruitment thread for Starfinder Society?


I have no preference for scenario/level. Dealer’s choice :-)


miteke wrote:
It does not seem to allow a sign up.

Looks like it’s full


I have a level 5 monk, and I’ve only played Lightning Strikes


Is this thread still active?


Halgur wrote:

I just noticed that Mitch has also proposed a witch. If we are both selected I could instead play investigator Albrecht Jaeger, a hunchbacked forensics investigator with alchemist dedication. I haven't statted him up yet but I have a pretty good idea of what to do with him.

He's originally from Ulsalev but was sent to live with relatives in Otari because his wealthy parents were embarrassed by his deformity. He ended up taking the surname of the family that raised him. His foster mother (his aunt) owns a successful logging business that with Albrecht's assistance has flourished but he longs to utilize some of the investigative skills he learned at the University of Lepidstadt. More details to be determined if I am selected and end up playing him.

Or maybe play Grammy as an alchemist?


Bonnie Anne wrote:

I'm one of the reserved players, and checking in with my proposed character to solicit comments from both other players and GM Deevor.

Bonnie is a former pirate, but not the "steal stuff" kind: she ran a protection racket for bat guano transports, and since nobody uses bat guano any more, the racket collapsed and she found herself unemployed in Otari.

She's retconned into my Beginner's Box adventure narratively - my BB character (Slorol Nutflush) showed up at the fishery being chased by some poker players who had some disagreements over a game, and Bonnie was one of those players.

Mechanically, she's a laughing shadow magus (she would teleport from one ship to another for the element of surprise) with a marshal archetype (as a pirate captain).

I may change her name if I can think of something a little more clever, and I'm open to changing her mechanics if people don't like the class. Her background and backstory would likely remain constant, though.

Seems fine to me


Flory Buntzer:

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.


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I’m working on a witch, who will have some healing ability as well.

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.


DM Deevor wrote:
Mitch wrote:

I’m interested, just a little confused.

So the character we play is made for this campaign, not a pre-existing PFS char. The PFS credit will go to a pre-existing PFS char.

Do I have that right?

Yes that's right.

Got it, thanks!

Would we start at level 1 or 2? And what level would the PFS char need to be?


I’m interested, just a little confused.

So the character we play is made for this campaign, not a pre-existing PFS char. The PFS credit will go to a pre-existing PFS char.

Do I have that right?


Player Name: Mitch
Character Name: Aldonza Delamorte
PFS# for this character: 142569-2005
Class: Swashbuckler
Level: 3
Faction: Horizon Hunters
XP Progression (slow/normal): Normal

Thanks for running!


Good game! Thanks for running :-)

I didn’t, Brainiac. Iambic pentameter?


Player Name: Mitch
Character Name: Aldonza Delamorte
PFS Number: 142569-2005
PFS Faction: Horizon Hunters
Downtime (optional): Performance: 1d20 + 9 ⇒ (6) + 9 = 15


Potentially. What’s the current party roster (ancestry, class, level)?


Go for it!


Zakzak glares over his shoulder at Doc. ”Hey, the game’s not OW MY BUTT!”

Turning back toward the zombies with a snarl, he unloads a cloud of cheap tin into the horde. Then he swings his empty gun toward the head of the one in front of him, before trying to bite its leg.

Strike magenta, Feint, Strike yellow
Attack (spoon gun): 1d20 + 12 ⇒ (10) + 12 = 22
Damage: 1d6 ⇒ 4B, Splash 1

Deception: 1d20 + 7 ⇒ (4) + 7 = 11

Attack (bite): 1d20 + 4 ⇒ (13) + 4 = 17, +2 from Feint?
Damage: 1d6 + 1 ⇒ (2) + 1 = 3P


”Gah!”, Zakzak cries. His…whatever-the-hell-that-is is in his hands in a flash. Scampering up toward the zombies, he shoots from the hip. The report is higher and sharper than Booker’s, and followed by a brief whoosh as spoons, forks and swizzle sticks whirl through the air. He then grabs a handful of cutlery from a nearby table, and jams it into the muzzle.

Stride, Strike at yellow, Reload
Attack: 1d20 + 12 ⇒ (2) + 12 = 14
Damage: 1d6 ⇒ 1B, Scatter 5’


Zakzak takes a gulp of his beer, and peers suspiciously from behind his hand of cards. He half-heartedly tries to sneak a peek at the hands on either side of him. Slung over his shoulder is some cobbled-up contraption that might charitably be called a firearm, with…are those spoons sticking out?

Suddenly he lights up, and pushes his remaining coins to the center of the table. ”All in!”, he declares proudly.


GM Tarondor wrote:

So, an important update for Zakzak.

Evidently people are saying he's broken and Paizo agrees. So the change, announced by the author is that Zakzak has a spoon gun instead of a flingflenser and he has 3 more HP from taking Toughness instead of Incredible Initiative.

SPOON GUN

SPOOOOOON!


Sorry, I tried dot-deleting an alias, but it’s not taking apparently


1 person marked this as a favorite.

In the choice between “Samoan Thor” and “wacky goblin”, I’ll go for Zakzak.


Ok then, how about this?
Everyone post which character(s) they want to play. At some point before the game starts, everyone rolls a d20 for each character they listed. The character goes to the player with the highest roll for it.
Sound good?


We can roll off for them, if there’s a conflict.


No clue. I’m flexible with what I play, so I’m good with picking last.


Howdy howdy!


1 person marked this as a favorite.

Ah, the key word being Repeatable. Thank you for clarifying.


Hello! I have already played this scenario, so I will play a pregen. Which one depends on the rest of the party; I’m comfortable in any role, so I’ll play something to round us out.

- How experienced are you in PF2 and PBP?
I have played PbP for several years, and PF2 for several months.

- Tell me something fun/interesting about the PC that you want to bring?
I like putting my own spin on a pregen. The last time, I played Valeros as a good-natured roughhouser.


phaeton_nz wrote:

Yes

Even if you’ve already played the adventure with one of them?

About Nieve

Current Conditions:

HP: 19
Condition: Normal

Prepared Witch Spells:
0 - Detect Magic, Light, Message, Read Magic
1st - Cure Light Wounds, Ear Piercing Scream (DC 15), Shocking Grasp
2nd - Cure Moderate Wounds (2)

Nieve
Male Half-Elf
Witch 3
NG Medium Humanoid (Elf, Human)
Init: +3, Senses: Low-light, Perception: +3
Languages: Celestial, Common, Draconic, Elven, Gnome, Halfling
Ability Scores: Str 11, Dex 13, Con 12, Int 18, Wis 13, Cha 14
Favoured Class: Witch
Favoured Class Bonus
1st - Skill Point (Spellcraft)
2nd - Skill Point (Spellcraft)
3rd - Skill Point (Spellcraft)

=================================================
DEFENSE
=================================================

AC 11, Touch 11, Flat-footed 10, CMD 11
HP 19 (3d6+3) (7+6+6)
Fort: +2, Ref: +3, Will: +4
Notes: +1 to saves against arcane spells, +2 against enchantment spells and effects

=================================================
OFFENSE
=================================================

Base Atk: +1, CMB: +1
Speed: 30 ft. (6 Squares)
Quarterstaff +1 (1d6/1d6)
Space: 5 ft. Reach: 5 ft.

=================================================
STATISTICS AND EVERYTHING ELSE
=================================================

SPELLS:

Known Witch Spells (CL 1st):
0 - All.
1st - Burning Hands (DC 15), Chill Touch (DC 15), Cure Light Wounds, Ear Piercing Scream (DC 15), Identify, Ill Omen (DC 15), Mage Armour, Shocking Grasp, Sleep (DC 15), Summon Monster I.
2nd - Blindness/Deafness (DC 16], Cure Moderate Wounds.

Hexes
Evil Eye (DC 14)
Healing
Ward

FEATS:

Skill Focus (Bluff): +3 to bluff skill checks.
City-Born (Magnimar): +1 to reflex saves and +2 to Diplomacy skill checks.

SKILLS:

Bluff +6 (+1 rank, +3 skill focus, +2 cha)
Diplomacy +5 (+1 rank, +2 trait, +2 cha)
Heal +7 (+3 rank, +3 class, +1 wis)
Intimidate +6 (+1 rank, +3 class, +2 cha)
Knowledge (Arcana) +10 (+3 rank, +3 class, +4 int)
Knowledge (History) +10 (+3 rank, +3 class, +4 int)
Knowledge (Nature) +10 (+3 rank, +3 class, +4 int)
Knowledge (Planes) +9 (+2 rank, +3 class, +4 int)
Perception +3 (+2 racial, +1 wis)
Perception (with familiar) +5 (+2 racial, +2 alertness, +1 wis)
Sense Motive +1 (+1 wis)
Sense Motive (with familiar) +3 (+2 alertness, +1 wis)
Spellcraft +10 (+3 rank, +3 class, +4 int)
Use Magic Device +6 (+1 rank, +3 class, +2 cha)

RACIAL:

Adaptability (Ex)
Half-elves receive Skill Focus as a bonus feat at 1st level.
Arcane Training
Half-elves occasionally seek tutoring to help them master the magic in their blood. Half-elves with this racial trait have only one favored class and it must be an arcane spellcasting class. They can use spell trigger and spell completion items for their favored class as if 1 level higher (or as a 1st-level character if they have no levels in that class). This racial trait replaces the multitalented racial trait.
Elf Blood (Ex)
Half-elves count as both elves and humans for any effect related to race.
Elven Immunities (Ex)
Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses (Ex)
Half-elves receive a +2 bonus on Perception skill checks.

TRAITS:

Trait - Failed Apprentice
Nieve failed his arcane schooling, but learnt a lot of the workings of magic. He gains a +1 to saving throws against arcane spells.
Trait - Reactionary
As a half-elf, Nieve was bullied growing up. Shy by nature, he never fought back. Instead, he grew to react faster to get away. He gains a +2 trait bonus to initiative.

CLASS:

Cantrips
You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.
Evil Eye (Su)
The witch can cause doubt in the mind of a foe within 30 feet that you 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 7 rounds. A Will save reduces this to just 1 round.
Witch's Familiar
You form a close bond with a familiar, a creature that teaches you magic and helps to guide you along your path. Your familiar also aids you by granting you skill bonuses, additional spells, and help with some types of magic. These special abilities apply only when you and your familiar are within 1 mile of each other. The familiar stores all the spells that you know.
Patron: Elements
<relevant at 2nd level>

BACKGROUND:

Born to Merrill Lovesworn, a Priestess of Shelyn, in the city of Magnimar, Nieve was cursed in birth through his mixed heritage. His father, an elven bard whose stories of beauty and love wooed his mother, left the city before Nieve was born. Cared for and raised under the teachings of Shelyn, Nieve struggled throughout his childhood as a half-elf, becoming a shy child that rarely dared to walk the streets. He was agile and quick of wit, however, and in an act of love he was sent to the fledling school fo magic in Galduria to utilise his mind and, in the hopes of his mother, tap into the magical heritage that she was convinced his father possessed.

However, it ended up being wasted gold. Nieve had enormous difficulties grasping the basics of practical magic, and while theoretically brilliant he did not pass the examinations, and was mocked. He opted to go home after two years, at an age of fifteen, and while welcomed by his mother with all the affection and love he was used to, there was a disappointment in her eyes, and in his chest, that he could not stand. He would recite the teachings of Shelyn, and watch the skies at night, questioning no-one about the world, its workings, and if there was such a force as fate or destiny. He tried to love the world and the city, as his mother had taught him, but the naïvete of youth was slowly being whisked away by the reality of his failure. As he grew older, the bullying slowly grew to end, and while he was prone to being refused service at local shops for his heritage, Nieve slowly blended into the society and managed to break misconceptions with his smile and his gentle tongue.

On the night of his eighteenth birthday, while wandering his mother's garden, he was approached by a weasel. It was an unusual sight: he had only seen them in books, and as far as he knew they were unheard of in cities such as Magnimar. What he never expected was for it to speak. It recited its observations of Nieve's troubled walks; his failings in tapping into the arcane; his difficulties of being accepted for who he was. Upset, he inquired of the weasel's purpose and reason, and in reply he was offered an exchange: power for service. Vague about its nature, the weasel promised Nieve that if he agreed, he would be able to tap into the arcane arts, and all that was asked of in return was potentially having to do a few favours.

A week later, after contemplation, Nieve was confronted by two weasels, again; one was the same from the previous encounter, the other smaller, and quiet. Nieve agreed, and as part of the contract he was asked to smear some of his blood on the smaller weasel's forehead. As he sealed the pact, power rushed through his veins, a thrill and excitement and terror that he had never before felt, before he collapsed.

He was found unconscious by his mother. When he woke up, she had watched him all night with all the mother's love and grace she had. The weasel he had spilt blood upon was resting on his chest, refusing to leave. He couldn't help but smile, telling his mother he would be okay, and that the weasel was a gift from a friend.

A couple of years later, he had managed to grasp and control the power that was running through his veins, with aid of the weasel. He had spent years pretending that the magic was slowly awakening, to avoid suspicion, until it was safe, as he gauged, to publically walk the streets with these powers. Yet through a dangerous miscalculation everything went awry. Approached by some of the former bullies one day, he grew cautious. With snide remarks and the violent shove, Nieve felt a part of him snap. Within seconds the bullies were scorched with fire; they survived, but the damage had been done. He was taken by guards and arrested for violent behaviour, and stigmatised by the entire street in which he grew up.

After a week of imprisonment he was let go. When he came home, his mother admonished him, informing him that she knew of the pact he had made. In her anger she threatened to take him to the clerics so they could reverse the pact. Furious, he shouted back at his mother, culminating in him leaving in his upset. He made the decision to leave the city, to find his own way. Being stuck in Magnimar would no longer be an option. Fresh to the scene of adventurers, however, he only knows of one destination: Sandpoint.

DESCRIPTION:

CONCEPT AND PERSONALITY:

The character is built around: social skills to reflect his past in having to rely on his tongue to get out of trouble related to his heritage; high intelligence to reflect his understanding of arcane theory without being quite able to naturally use magic; being a follower of Shelyn's teaching of love and beauty to convince himself that he isn't unwanted or useless, on account of his past; as a witch who received his powers from an outside source to represent the potential "deal-with-the-devil" aspect that is intriguing and a potential plot hook.

Spell choices are going to rely on healing, elemental damage, and debuffs to reflect: beliefs in Shelyn, his increasingly intense personality, and his bitter resentment of being picked on as lesser throughout his life. He's finally learning to stand on his own two feet, having willingly lost everything, and he is determined to not fail.

EQUIPMENT:

Adventuring Attire
Walking Stick (Quarterstaff) (Held) (4 lbs) (-)
Traveller's Outfit (Worn) (5 lbs) (1 gp)
Spell Component Pouch (Belt) (2 lbs) (5 gp)
Wand of Shocking Grasp (CL3) (27 charges left) (Sleeve)
Backpack (Back) (2 lbs) (2 gp)

Possessions
Extravagant Clothes

Backpack
Rations (5) (5 lbs) (2.5 gp)
Strange book (written in Abyssal)

ENCUMBRANCE:

Starting Wealth: 80 gp
Wealth: 152 gp 5 sp
Light load: 38 lbs or less
Medium load: 39-76 lbs
Heavy load: 77-115 lbs
Total encumbrance: 18 lbs

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FAMILIAR
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Elyn
Male Familiar (Weasel)
Familiar 1
LN Tiny animal
Init: +2, Senses: low-light vision, Scent, Perception: +1
Abilities: Str 3, Dex 15, Con 10, Int 7, Wis 12, Cha 5

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DEFENSE
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AC 16, Touch 14, Flat-footed 14, CMD 6
HP 9 (3HD)
Fort: +3, Ref: +4, Will: +4

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OFFENSE
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Speed: 20 ft., climb 20 ft
Bite +4 (1d3-4 plus attach)
Space: 2-1/2 ft. Reach: 0 ft.
Base Atk: +1, CMB: +0

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STATISTICS AND EVERYTHING ELSE
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FEATS:

Weapon Finesse: Use dex instead of str for determining attack rolls with light weapons.
Alertness: +2 to perception and sense motive checks.

SKILLS:

Acrobatics +10, Climb +10, Escape Artist +3, Stealth +14

RACIAL:

Attach (Ex)
When a weasel hits with a bite attack, it automatically grapples its foe, inflicting automatic bite damage each round.
Scent (Ex)
You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility.

FAMILIAR:

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 (Ex)
The witch may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A witch may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link (Su)
The master has an empathic link with his 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 his familiar does.
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.

Created using PCGen, modified by Patcher.