| Strength |
8 |
| Dexterity |
18 |
| Constitution |
11 |
| Intelligence |
18 |
| Wisdom |
12 |
| Charisma |
14 |
About Raggy Mandy
Name Raggy Mandy
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Race Changeling
Gender Female
Age 17
Class Witch (Witchborn; Tatterdemalion) Level 1
Init +4; Senses darkvision 60 ft.; Perception +1
AL Neutral
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DEFENSE
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AC 14, touch 14, flat-footed 10
(+armor, +4 Dex, + shield)
hp 10
Fort +0, Ref +4, Will +3
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OFFENSE
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Speed 30 ft.
Melee dagger -1 (1d4-1 piercing, slashing/19-20)
Ranged net +4 touch (entangle) or bolas +4 (1d4-1 nonlethal) or bolas +4 (trip) or whip +4 (1d3-1 nonlethal)
Special Attacks dancing strings (prehensile hair hex equivalent)
Witch Spells Prepared (CL 1st; concentration +5):
1st—cure light wounds, hypnotism
0—mage hand, open/close, prestidigitation
Witch Spells Known (CL 1st; concentration +5):
0—arcane mark, bleed, dancing lights, daze, detect magic, detect poison, guidance, light, mending,
message, putrefy food and drink*, read magic, resistance, spark*, stabilize, touch of fatigue
1st—animate rope*, burning hands, charm person, cure light wounds,
hypnotism, mage armor, mount, sleep
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STATISTICS
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Str 8, Dex 18, Con 11, Int 18, Wis 12, Cha 14
Base Atk +0; CMB -1; CMD 13
Feats Toughness
Traits Extremely Fashionable (equipment), On the Payroll (campaign)
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SKILLS (Class Skills In Bold)
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Acrobatics +4
*Appraise +4
*Artistry +
Bluff +6 (+1 rank, +3 class, +2 Cha) (+2 if target is sexually attracted to Mandy)
Climb +2 (+3 familiar, -1 Str)
*Craft (alchemy) +8 (+1 rank, +3 class, +4 Int)
Diplomacy +2
Disable Device +
Disguise +2
Escape Artist +4
Fly +
*Handle Animal +
Heal +1
Intimidate +2
Knowledge (arcana) +8 (+1 rank, +3 class, +4 Int)
Knowledge (dungeoneering) +
*Knowledge (engineering) +
*Knowledge (geography) +
*Knowledge (history) +8 (+1 rank, +3 class, +4 Int)
Knowledge (local) +
Knowledge (nature) +8 (+1 rank, +3 class, +4 Int)
*Knowledge (nobility) +
Knowledge (planes) +8 (+1 rank, +3 class, +4 Int)
Knowledge (religion) +
*Linguistics +4
*Lore +
Perception +1
*Perform () +2
*Profession +
Ride +4
Sense Motive +1
*Sleight of Hand +
Spellcraft +8 (+1 rank, +3 class, +4 Int)
Stealth +4
Survival +1
Swim -1
Use Magic Device +
* Background Skill
Languages Common, Varisian, Aklo, Dwarven, Elven, Goblin
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SPECIAL QUALITIES
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SQ Witchborn, Hag Magic (alternate racial traits); familiar (Rosefang [scarlet spider])
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EQUIPMENT AND GOLD
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Gear
Sleeves of many garments (200 gp, 1 lb.), dagger (2/1), whip (1/2), bolas (5/2), net (20/6), masterwork backpack (50/4), 50 ft. silk rope (10/5), belt pouch (1/.5), spell component pouch (5/2), waterskin (1/4)
Carrying Capacity (Str 8): Light—26 lbs. or less; Medium—27–53 lbs.; Heavy—54–80 lbs.
(Str 9): Light—30 lbs. or less; Medium—31–60 lbs.; Heavy—61–90 lbs.
Gold 35 gp
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APPEARANCE
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Height 5’4”
Weight 95 lbs.
Eye Color Brown
Hair Color Brown
Region of Origin Palatinate of Lozeri, Ulastav
Parents Regions of Origin ???
Deity Meh
Appearance
Raggy Mandy has two very different appearances: When interactions with others becomes a necessary evil, the girl uses her sleeves of many garments to create expensive gowns or noble outfits to create an appealing appearance as Mandy, even using prestidigitation spells to clean herself. Most of the time, however, she prefers to skulk about in her Raggy persona.
Raggy looks like a combination of beggar, mummy, and streetwalker. Her ‘clothing’ consists of a series of leather straps and harnesses; interwoven with these are strips of cloth and her weapons: a whip, bolas, and a net that she wears over her shoulders like a cape. A 50-foot length of silk rope—strategically coiled around her limbs and slight frame—completes her unusual wardrobe. The only splash of color in her outfit of browns, grays, and off-whites is a lurid splotch of bright crimson—the body of her rat-sized scarlet spider familiar, Rosefang—who clings to whatever area of its master’s costume is most convenient at the moment. While her attire is off-putting to most, it is practical (in a manner of speaking) as it helps when she calls forth her dancing strings ability/hex.
Personality
As is the case with her appearance, Raggy Mandy has two distinct personalities: Mandy is polite, inquisitive, and even charming at times. The more common Raggy, however, is often brusque, abrasive, and even intentionally creepy. She can be sarcastic and often has a ‘glass half empty’ attitude. She sometimes displays an impish sense of humor or impropriety, which folks find either somewhat endearing or aggravating.
Background
Although Mandy doesn’t realize it, she was conceived in the brothel of swanky Ascanor Lodge in the heart of the dark and dangerous Shudderwood. Her father was a foolish nobleman named Faligno Beauturne, her mother a conniving, shapechanging green hag who had infiltrated the lodge for this very purpose. When her mother birthed her, she delivered her changeling child to Velonstair, the Pharasmin cathedral in the nearby town of Courtaud. The priests took in the child and raised her as a child of the temple; since Mandy did not have the claws or mismatched eyes of many changelings, her true nature was never suspected. She cleaned, cooked, and ran errands in return for food and some meager rags with which to clothe herself.
Mandy never fully embraced the teachings of the Pharasmins, and when her witch powers began to manifest, she hid them from the priests, creeping off into the wilds at the edge of town to experiment. It was around this time that Mandy experienced her first calling from her hag mother, but she resisted it. As her powers became more formidable and consistent, Mandy decided to try to summon a familiar in the woods near town. Alas, the callings from her green hag mother became nigh irresistible, and toward the end of the ceremony, the weakened changeling felt her willpower slipping precariously. She abandoned all thoughts of a familiar for self-preservation, binding her limbs to some small nearby trees while she still had an ounce of free will. Mandy has vague recollections of straining mightily against her bonds in a desperate attempt to reunite with her mother and had bloody ligature marks on her wrists and ankles as a souvenir when she regained her senses later. She also recalled a vivid dream from that night.
What the girl doesn’t remember, however, was that her long and violent struggles in her self-made bindings drew the attention of a nocturnal predator. A dream spider from the forest spotted her as a likely meal, crept close, sprayed the already-bound girl with its poisonous dream web, and gave its prey a nip to inject even more venom into the victim. Soon enough, Mandy’s struggles against her mother’s calling and her own bindings ceased altogether as the spider’s poisons rendered her senseless. The dream spider began the difficult task of cocooning its prey for future consumption.
When Mandy’s eyes fluttered open more than a day later, she couldn’t move. After a few minutes, she was able to recall having bound herself to keep herself from answering her hag mother’s call; she most certainly did not recall being partially wrapped up in the sticky webbing that clung to much of her torso. Her arachnid captor sat on her chest, staring at her with its eight eyes. When the thing started nipping away more of the webbing on her, Mandy gave a laugh and realized that the bright red spider with sleek black legs was not her captor—it was her new familiar! While the scarlet spider continued to nibble away the other arachnid’s dream web, Mandy remembered that the ropes binding her wrists were mere slipknots. Still, it took a lot of effort before she was free.
The dream spider’s venom had taken a toll on the girl, however; Mandy found it difficult to concentrate or even think, and getting back to Courtaud proved difficult. When she arrived at Velonstair, the Pharasmins looked on her aghast, clad as she was in little more than rags and stray webbing, her bright red spider familiar perched on one shoulder, its fangs anf forelegs trying to gently work some snags out of the girl’s tangled hair. Recognizing her for the witch she was, the priests ordered her off their property and away from their temple.
Mandy became a hermit, dwelling in a hut in the woods at the edge of town, learning about the local fauna and flora while learning and perfecting her new powers. Almost all the villagers avoided her, although a few brave folk ventured into the woods to trade with her for the herbs, nuts and berries, and spell components the witch harvested. And one outsider, a friendly and accepting fellow by the name of Professor Petros Lorrimor, actually hired the changeling girl for odd jobs. It was he who told her of her changeling heritage and explained the strange, irresistible callings she’d been experiencing. And after one particularly successful effort on the professor’s behalf, Mandy was gifted with a magical item: sleeves of many garments. The professor said the gift would make it easier for the girl to visit town and fit in better with its inhabitants, and Lorrimor preached that having interactions with others would be essential for the young witch to reach her full potential.
When word reached her of the professor’s demise and her inclusion in his will, Mandy and Rosefang (her familiar) set out immediately for Ravengro, joining a caravan that took her as far as the walled city of Tamrivena. From there, witch and familiar traveled cross-country alone. Although dangerous, being away from company allowed the girl to assume her more comfortable Raggy guise. Using a pair of daily mount spells when the ground was firm and even and then walking when the landscape grew rougher or softer underfoot, Raggy made decent time. Her only brush with death on this leg of the trip came while rounding Lake Lias, when she stumbled into a patch of quicksand, but the foundering lass managed to snap her whip around the stem of a nearby bush and drag her mud-soaked carcass out of the morass. After cleaning up with a prestidigitation spell, the witch completed the rest of her journey without further incident, entering the village of Ravengro under the guise of the lovely and sophisticated Mandy.
Tatterdemalion (Witch Archetype)
Some witches can bend the warp and weft of fabric and thread.
Weapon Proficiency
A tatterdemalion is proficient with bolas, nets, and whips.
This alters the witch’s weapon proficiencies.
Cantrips
A tatterdemalion must choose mage hand, open/close, and prestidigitation as her prepared cantrips at 1st level, and they require a piece of cloth, string, rope, or other woven material (including clothing) as a focus. Any action she takes with these cantrips must involve the focus. Starting at 2nd level, she can choose any cantrip for her remaining cantrip.
This alters the witch’s cantrips.
Dancing Strings (Su): A tatterdemalion adds animate rope to her class spell list and spells her familiar knows. She can control her clothing and cloth, rope, or woven fabric she wears in a manner otherwise identical to the prehensile hair hex.
This alters spells and replaces the hex gained at 1st level.
Witchweaver
A tatterdemalion gains the following unique hexes, with a caster level equal to her witch level.
Moth-Eaten (Sp): At 4th level, a tatterdemalion can make a touch attack that damages leather, rope, or cloth like rusting grasp damages metal, once per day per witch level.
Lace Weaver (Sp): At 8th level, a tatterdemalion can create cloth as per minor creation or create one 5-foot cube of tangled skeins of cloth per witch level, affecting the target areas as per web, once per day for every 4 witch levels she has.
Sinister Stitching (Su): At 12th level, once per day for every 4 witch levels she has, a tatterdemalion can conjure enchanted threads to hinder a creature she can see (Fort negates).
The tatterdemalion can choose to either sew shut the target’s eyes (blinding it) or mouth (preventing speech, bite attacks, breath weapons, verbal components, command words, and the like). The target can end the effect with a successful Strength check (DC = 15 + 1/2 the tatterdemalion’s witch level) as a standard action, or by slashing the stitches with a magic slashing weapon as a full-round action that provokes attacks of opportunity. Either way, the victim takes 1d4 points of bleed damage and either is dazzled (for stitched eyes) or takes a –2 penalty on bite attack and damage rolls and a 20% chance of spell failure with verbal components (for a stitched mouth). Either residual effect lasts 1 minute per witch level.
Any creature can safely remove the enchanted threads with a minute of work and a successful DC 25 Heal check.
Unravel (Su): At 16th level, once per day when a tatterdemalion is hit by a melee or ranged attack, she can unravel herself as an immediate action, causing her body and gear to appear to collapse into a bundle of tattered rags and strands while she teleports to any open square within 30 feet. She takes no damage from the triggering attack, but she must have line of effect to the target square. She can use this ability twice per day at 20th level.
These replace the hexes gained at 4th, 8th, 12th, and 16th levels.
Patron (Enchantment): 2nd—unnatural lust, 4th—calm emotions, 6th—unadulterated loathing, 8th—overwhelming grief, 10th—dominate person, 12th—geas, 14th—euphoric tranquility, 16th—demand, 18th—dominate monster.
ALTERNATE RACIAL TRAITS
Hag Magic: Some changelings develop a gift for spellcasting instead of their mothers' overtly fearsome traits. A changeling with this trait displays one or more stark white streaks in her hair as a child. The DCs of any saving throws against enchantment spells she casts increase by 1, and if her Charisma score is 11 or higher, she also gains the following spell-like abilities, usable once per day each: dancing lights, detect magic, disguise self, and pass without trace. The caster level of these spell-like abilities is equal to the changeling's character level. The DC for these spell-like abilities is equal to 10 + the spell's level + the changeling's Charisma modifier. This racial trait replaces the claws and natural armor racial abilities.
Witchborn: Most changelings are talented witches. They gain a +2 bonus to Intelligence and Charisma instead of a +2 bonus to Wisdom and Charisma. This racial trait alters the changeling's racial ability score modifiers.
Standard Racial Traits
Ability Score Racial Traits: Changelings are frail, but are clever and comely. They gain +2 Wisdom, +2 Charisma, –2 Constitution. Witchborn gain +2 Int while losing the normal bonus to Wis.
Size: Changelings are Medium creatures and have no bonuses or penalties due to their size.
Type: Changelings are humanoids with the changeling subtype.
Base Speed: Changelings have a base speed of 30 feet.
Languages: Changelings begin play speaking Common and the primary language of their host society. Changelings with high Intelligence scores can choose from the following: Aklo, Draconic, Dwarven, Elven, Giant, Gnoll, Goblin, and Orc.
Defense Racial Traits
Natural Armor: Changelings have a +1 natural armor bonus.
Offense Racial Traits
Claws: Changelings' fingernails are hard and sharp, granting them two claw attacks (1d4 points of damage each).
Senses Racial Traits
Darkvision: Changelings see perfectly in the dark up to 60 feet.
Other Racial Traits
A changeling inherits one of the following racial traits, depending on her mother's hag type:
Green Widow (Green Hag): The changeling gains a +2 racial bonus on Bluff checks against creatures that are sexually attracted to her.
Extremely Fashionable (Equipment Trait)
You really know how to make a good impression when you’re dressed well.
Benefit: Whenever you are wearing clothing and/or jewelry worth at least 150 gp (and not otherwise covered in gore, sewage, or other things that mar your overall look), you gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate checks. One of these skills (your choice--Bluff) is a class skill for you.
Prehensile Hair (Su):
Effect: The witch can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Intelligence score. Her hair has reach 10 feet, and she can use it as a secondary natural attack that deals 1d3 points of damage (1d2 for a Small witch). Her hair can manipulate objects (but not weapons) as dexterously as a human hand.
The hair cannot be sundered or attacked as a separate creature. Pieces cut from the witch’s elongated hair shrink away to nothing. Using her hair does not harm the witch’s head or neck, even if she lifts something heavy with it. The witch can manipulate her hair a number of minutes each day equal to her level; these minutes do not need to be consecutive, but must be spent in 1-minute increments. A typical male witch with this hex can also manipulate his beard, moustache, or eyebrows.