Spell Sovereign

Puck Fields's page

75 posts. Organized Play character for EwokBanshee.

Full Name

Puck Field


| HP: 9/20 | AC: (17)13 (13 Tch, 10 Fl) | CMB: -1, CMD: 12 | F: +3, R: +5, W: +4 | Init: +11 | Perc: +2, SM: +0


| Speed 30ft | Hex DC: 16 | Spells: 1st 0/4 2nd 0/2 |


Male NG Elf Witch 3






Elven, Common, Orc, Celestial, Gnome, Goblin, Sylvan, Halfling



Strength 7
Dexterity 16
Constitution 12
Intelligence 21
Wisdom 11
Charisma 7

About Puck Fields

Name: Puck Fields
Sex: M Race: Elf Class/Level: Witch 3
Alignment: NG Size: M Type: Humanoid
Init +11; Senses: Low Light Vision; Perception +2
Hit Points: 20
Languages: Elven, Common, Orc, Celestial, Gnome, Goblin, Sylvan, Halfling

AC 13, touch 13, flat-footed 10 (+0 armor, +3 dex)
HP 20 (1d8 +1 Con)
Fort +3, Ref +5, Will +4
Special Defenses: None

Spd 30ft
Melee Dagger -1 (1d4-2, 19-20)
Ranged (Sling) +3 (1d4, 50ft, x2)
Special Attacks: None


Str 7 (-2), Dex 16 (+3), Con 12 (+1), Int 20 (+5), Wis 11 (+0), Cha 7 (-2)
BAB +1, CMB -1, CMD 12

Feats, Traits, Racial:

Extra Hex (Cackle):You gain one additional hex.
Improved Initiative:You get a +4 bonus on initiative checks.

Mathematical Prodigy:You gain a +1 bonus on Knowledge (arcana) and Knowledge (engineering) checks, and one of these skills (your choice) is always a class skill for you.
Child of the Temple:You gain a +1 trait bonus on Knowledge (nobility) and Knowledge (religion) checks, and one of these skills (your choice) is always a class skill for you.

Racial Abilities
Dreamspeaker: Elves with this racial trait add +1 to the saving throw DCs of spells of the divination school and sleep effects they cast.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

(2 skill points/level +5/level +1 (favored class)

Mod Ranks Attribute Name of Skill
+3 0 (dex) Acrobatics
+5 0 (int) Appraise
-2 0 (cha) Bluff
-2 0 (str) Climb
+13 3 (int) Craft (Shoes)
-2 0 (cha) Diplomacy
-- 0 (dex) Disable Device
-2 0 (cha) Disguise
+3 0 (dex) Escape Artist
+3 0 (dex) Fly
-- 0 (cha) Handle Animal
-2 0 (wis) Heal
-2 0 (cha) Intimidate
+12 3 (int) Knowledge (Arcana)
-- 0 (int) Knowledge (Dungeoneering)
+10 1 (int) Knowledge (Engineering)
-- 0 (int) Knowledge (Geography)
+9 1 (int) Knowledge (History)
-- 0 (int) Knowledge (Local)
+9 1 (int) Knowledge (Nature)
-- 0 (int) Knowledge (Nobility)
+11 3 (int) Knowledge (Planes)
+12 3 (int) Knowledge (Religion)
-- 0 (int) Linguistics
+2 0 (wis) Perception
+0 0 (cha) Perform
+0 0 (wis) Profession
+4 1 (dex) Ride
+0 0 (wis) Sense Motive
-- 0 (dex) Sleight of Hand
11 3 (int) Spellcraft
+3 0 (dex) Stealth
+0 0 (wis) Survival
+0 2 (str) Swim
+4 3 (cha) Use Magic Device

Witch Hexes:

Fortune (su): The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made.

Cackle (su): A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.

Evil Eye (su): 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 8 rounds. A Will save reduces this to just 1 round.

Witch Spells:
Spells Caster Level: 3 (Concentration +10) Patron: Agility Familiar: Greensting Scorpion
0 (at will) – Read Magic, Detect Magic, Light, Dancing Lights, Spark, Stabilize, Guidance, Arcane Mark, Bleed, Daze, Detect Poison, Mending

1 (4/day) DC: 16 – Cure Light Wounds, Mage Armor, Unseen Servant, Charm Person, Mount, Comprehend Languages, Sleep (DC: 17) x2, Enlarge Person, Jump, Obscuring Mist, Command
2 (2/day) DC: 17 – Cure Moderate Wounds, Blindness/Deafness x2

Combat Gear
Dagger, Sling, Glitterdust Potion, Smelling Salts, Cloak of Resistance (+1), Alchemist Fire x4
Other Gear:

Witch's Kit, Masterwork tools, Masterwork Backpack, Masterwork Manacles, Familiar Satchel (Greensting Scorpion), Snapleaf, Comprehend Languages Wand (6 Charges), Unseen Servant Wand (10), Potions of Touch of the Sea and CMW. Scrolls of Air Bubble, Comprehend Languages, Mount, Unseen Servant, Force Quiet, Obscuring Mist, Reduce Person, Delay Poison.

2312.5 GP


Promotional Reroll (Goblin IPA): You can reroll a single d20 roll you make during the course of the scenario. Add +1 for my Star.


Puck is a skinny, pale elf who keeps himself cloaked. He tends to be distrusting of those outside the Society, used to being misjudged for his powers.

Raised as an orphan in a monastery, Puck was kicked out after discovery of his powers. He has been a wanderer ever since, along with his scorpion, Spike. He travels the city streets, offering caster services of small cantrips and healing spells to get by. Puck joined the Dark Archive as a way of training himself, and discovering the root of his powers.