![]() About Neela HenarBackground:
Neela woke up in Spectrewood, hungry, scared, and alone. Initially she thought she had amnesia brought on by some trauma, even though she could find no signs of injury. She wandered through the woods for days, getting weaker and weaker until she finally collapsed. When she finally awoke, two weeks later, she was laying in a bed, genuinely warm for perhaps the first time in her life. She was safe in a monastery in New Oppara. Apparently, members of a Varisian caravan stumbled upon Neela when one of their horses, spooked by an erratic bird, bolted deep into the forest. In the expert care of Qi Zhong monks, she recovered quickly and soon learnt that she hadn’t actually lost her memory, but that she was a new born, a samasaran reincarnated in the forest.
Following in the footsteps of the monks who saved her life, Neela has since devoted her life to helping others. But driven by the memories of exotic places she has never visited, she could never be happy staying in one place for too long. Wanting to travel the world, and to do some good while she's at it, Neela joined the Pathfinder Society and the Silver Crusade. Personality:
Appearance:
Neela Henar PFS # 210803-4 Female Samsaran witch 1 Archetypes hedge witch, NG Medium humanoid (samsaran) Init +2, Senses Perception +7, Sense Motive +2 _________________________________________________ Defence
AC 13, touch 12, flat-footed 11 (+1 armour, +2 Dex)
Offence
Speed 30 ft.
Melee touch attack
Ranged
Ranged touch attack
Statistics
Str 8, Dex 14, Con 12, Int 18, Wis 14 Cha 10
Skills
Per Level: 6 (2 Base + 4 Int)
List:
Acrobatics = 2* (0r, 2a, 0c, 0t) Appraise = 4 (0r, 4a, 0c, 0t) Bluff = 0 (0r, 0a, 0c, 0t) Climb = -1* (0r, -1a, 0c, 0t) Craft = 4 (0r, 4a, 0c, 0t) Diplomacy = 8 (1r, 0a, 3c, 4t) Disable device = -- Disguise = 0 (0r, 0a, 0c, 0t) Escape Artist = 2* (0r, 2a, 0c, 0t) Fly = 2* (0r, 2a, 0c, 0t) Handle Animal = -- Heal = 6 (1r, 2a, 3c, 0t) Intimidate = 0 (0r, 0a, 0c, 0t) Knowledge (Arcana) = 8 (1r, 4a, 3c, 0t) Knowledge (History) = 8 (1r, 4a, 3c, 0t) Knowledge (Untrained) = 4 (0r, 4a, 0c, 0t) Linguistics = -- Perception = 7 (1r, 2a, 3c, 1t) Profession = -- Ride = 2* (0r, 2a, 0c, 0t) Sense Motive = 2 (0r, 2a, 0c, 0t) Sleight of Hand = -- Spellcraft = 8 (1r, 4a, 3c, 0t) Stealth = 2* (0r, 2a, 0c, 0t) Survival = 2 (0r, 2a, 0c, 0t) Swim = -1* (0r, -1a, 0c, 0t) Use magic device = -- ACP 0 *ACP applies to these skills Key
________________________________________________ Traits, Feats, and Special Abilities
Traits:
Seeker [ULC], Honeyed Tongue [PC:DEP] Feats:
Extra Hex (Ward): You gain one additional hex. You must meet the prerequisites for this hex. If you are a shaman, it must be a hex granted by your spirit rather than one from a wandering spirit. Racial Traits:
Low-Light Vision (Ex): Samsarans can see twice as far as humans in conditions of dim light.
Lifebound (Ex): Samsarans gain a +2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points. Mystic Past Life (Su): [Protection from Evil 1, Mirror Image 2, Cat's Grace 2, Haste 3, Mad Monkeys 3] You can add spells from another spellcasting class to the spell list of your current spellcasting class. You add a number of spells equal to 1 + your spellcasting class’s key ability score bonus (Wisdom for clerics, and so on). The spells must be the same type (arcane or divine) as the spellcasting class you’re adding them to. For example, you could add divine power to your druid class spell list, but not to your wizard class spell list because divine power is a divine spell. These spells do not have to be spells you can cast as a 1st-level character. The number of spells granted by this ability is set at 1st level. Changes to your ability score do not change the number of spells gained. This racial trait replaces shards of the past. Special Abilities:
Weapon and Armor Proficiency: 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 (see Arcane Spells and Armor on page 83 of the Pathfinder RPG Core Rulebook).
Spells: A witch casts arcane spells drawn from the witch spell list (see pages 70–71). 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. Her base daily spell allotment is given on Table 2–10. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table 1–3 of the Pathfinder RPG Core Rulebook). 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 2–10 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 2–10. 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. Witch’s Familiar (Ex): 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 Spontaneous Healing (Su): A hedge witch can channel stored spell energy into healing spells that she did not prepare ahead of time. The witch can “lose” any prepared spell that is not a cantrip in order to cast any cure spell of the same spell level or lower, even if she doesn’t know that cure spell. This replaces the witch’s hex gained at 4th level. Empathic Healing (Su): A hedge witch can minister to a diseased or poisoned target, redirecting the affliction into herself. For a poisoned target, the witch must tend to him as a standard action; he makes his next saving throw against the poison as normal, but the
Hexes:
Ward (Su): A witch can use this hex to place a protective ward over one creature. 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 (Su): 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. _________________________________________________ Equipment
Carry Capacity: Light 0-26 lbs. Medium 27-53 lbs. Heavy 54-80 lbs. See Inventory Tracking Sheet for a full list of gear. Current Load 00.00 lbs. (Light)
Chronicles / Boons / Faction Card
Boons:
Dark Archive Faction Journal Card (S9):
_________________________________________________ Misc
Shopping List:
Ward, Evil eye,
Cackle Fortune, Flight Healing Aura of purity Retribution Bot Me!:
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