female wayang witch 1 | HP 10/12, -2 Int, -3 Wis | AC 13 (17), T 13, FF 11 (15) | F +2, R +2, W +1 (+2 vs. shadow spells) | CMB -2, CMD 10 | Spd 20' | Perc +8 | Init +2
Strength
8
Dexterity
14
Constitution
14
Intelligence
18
Wisdom
8
Charisma
14
About Muna
Muna
female wayang witch 1
small neutral humanoid (wayang)
Init +2; Senses Darkvision; Perception +8
XP 1 Fame 2 Prestige 0
PFS # 161871-9 Faction Grand Lodge
DEFENSE
AC 13, touch 13, flat-footed 11 (+2 dex, +1 size)
HP 12 (1d6 + 2 Con +1 FC +3 Toad Familiar)
Fort +2, Ref +2, Will +1
Special Defenses +2 to saves vs. shadow spells, dissolution's child 1/day
STATISTICS
Str 8 (-1), Dex 14 (+2), Con 14 (+2), Int 18 (+4), Wis 8 (-1), Cha 14 (+2)
BAB +0, CMB -2, CMD 10
Feats
Proficiencies: Witches are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a witch's gestures, which can cause her spells with somatic components to fail.
Alertness:from familiar You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Extra Hex: You gain one additional hex. You must meet all of the prerequisites for this hex.
Traits Observant: It helps to pay attention to your surroundings and the people you meet. Choose Perception or Sense Motive. You gain a +1 trait bonus on all checks with the chosen skill, and the chosen skill is a class skill for you.
Ease of Faith: Your mentor, the person who invested your faith in you from an early age, took steps to ensure that you understood that what powers your divine magic is no different than that which powers the magic of other religions. This philosophy makes it easier for you to interact with others who may not share your views. You gain a +1 bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
Languages
Common, Wayang, Abyssal, Draconic, Infernal, Goblin
Racial Abilities
Size: Wayangs are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on their CMB and to CMD, and a +4 size bonus on Stealth checks.
Shadow Resistance: Wayangs get a +2 racial bonus on saving throws against spells of the shadow subschool.
Lurker: Wayangs gain a +2 racial bonus on Perception and Stealth checks.
Dissolution's Child: Once per day, you may change your appearance to look as if you were little more than a 4-foot-tall area of shadow. Your physical form still exists and you are not incorporeal—only your appearance changes. This works like invisibility, except it only lasts 1 round per level (maximum 5 rounds). This is a supernatural ability. This racial trait replaces shadow magic.
Darkvision: Wayangs can see in the dark up to 60 feet.
Light and Dark: Once per day as an immediate action, a wayang can treat positive and negative energy effects as if she were an undead creature, taking damage from positive energy and healing damage from negative energy. This ability lasts for 1 minute once activated.
SQ
Spells: A witch casts arcane spells drawn from the witch spell list. A witch must choose and prepare her spells ahead of time. To learn or cast a spell, a witch must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a witch's spell is 10 + the spell level + the witch's Intelligence modifier. A witch can cast only a certain number of spells of each spell level per day. In addition, she receives bonus spells per day if she has a high Intelligence score. A witch may know any number of spells. She must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour communing with her familiar. While communing, the witch decides which spells to prepare.
Cantrips: Witches can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Witch under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Cantrips prepared using other spell slots, due to metamagic feats for example, are expended normally.
Hex: Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on Table: Witch. A witch cannot select an individual hex more than once. Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch's level + the witch's Intelligence modifier.
Patron Spells: TIME At 1st level, when a witch gains her familiar, she must also select a patron. This patron is a vague and mysterious force, granting the witch power for reasons that she might not entirely understand. While these forces need not be named, they typically hold influence over one of the following forces. At 2nd level, and every two levels thereafter, a witch's patron adds new spells to a witch's list of spells known. These spells are also automatically added to the list of spells stored by the familiar. The spells gained depend upon the patron chosen. Each patron is listed by its theme. Its actual name is up to the GM and the witch to decide.
Witch's Familiar: At 1st level, a witch forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Familiars also aid a witch by granting her skill bonuses, additional spells, and help with some types of magic. This functions like the wizard's arcane bond class feature, except as noted in the Witch's Familiar section. A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar. A witch's familiar begins play storing all of the 0-level witch spells plus three 1st level spells of the witch's choice. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each new witch level, she adds two new spells of any spell level or levels that she can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual.
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. A witch knows when a warded creature is no longer protected. A witch can have only one ward active at a time. If the witch uses this ability again, the previous ward immediately ends. A witch cannot use this ability on herself. At 8th level and 16th level, the bonuses provided by this ward increase by +1.
Evil Eye: 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.
GEAR
Combat Gear
masterwork heavy crossbow, 30 crossbow bolts, sickle, wand of cure light wounds (45 charges), 2 1 flask acid, 4 3 scrolls of mage armor
Other Gear Explorer's Outfit, witch's kit (includes a backpack, a bedroll, a belt pouch, candles (10), chalk (10), a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin)
FLUFF
Description Muna is a small, dark young thing who walks around with an air of being smarter than everyone. Her toad familiar, Sprocket, rides around in a pocket of her cloak.
History Muna left her tribe when she felt that they had lost their balance and tended too much towards violence and bloodlust. She found the Pathfinders to be a place where she could pursue neutrality on a grand scale.
DEFENSE
AC 16, touch 16, flat-footed 15 (+4 size, +1 dex, +1 natural)
HP 6 (1d8, half Muna's HP)
Fort +0, Ref +3, Will +4
Special Defenses improved evasion
OFFENSE
Speed 5 feet
Space 1 feet; Reach 0 feet
STATISTICS
Str 1 (-5), Dex 12 (+1), Con 6 (-2), Int 6 (-2), Wis 15 (+2), Cha 4 (-4)
BAB +0, CMB -3, CMD 2 (6 vs. trip)
Feats
Skill Focus (Perception): You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
SQ Alertness: While a familiar is within arm's reach, the master gains the Alertness feat.
Empathic Link: The master has an empathic link with her 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 her familiar does.
Improved Evasion: 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: The witch may cast a spell with a target of “You” on her familiar (as a touch spell) instead of on herself. A witch may cast spells on her familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Store Spells: Starting at 1st level, a witch’s familiar stores all of the spells that the witch knows. This does not allow the familiar to cast these spells or use spell-trigger or spell completion magic items.
Chronicle Sheets:
We Be Goblins Free! (not yet applied)
7-99 Through Maelstrom Rift (not yet applied)
Silverhex Chronicles GM credit500 gp