Rapunzel
Female half-elf (elf-raised) fighter (lore warden) 2/witch (white haired witch) 2 (Pathfinder Campaign Setting: Pathfinder Society Field Guide, Pathfinder Player Companion: Dragon Empires Primer, Pathfinder RPG Advanced Player's Guide 65)
LN Medium humanoid (elf, human)
Init +3; Senses low-light vision; Perception +12
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Defense
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AC 16, touch 12, flat-footed 14 (+4 armor, +1 Dex, +1 dodge)
hp 36 (4 HD; 2d6+2d10+12)
Fort +5 (+2 circumstance bonus vs. hot weather), Ref +1, Will +3; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.
Melee mwk cold iron elven curve blade +8 (1d10+6/18-20) or
. . unarmed strike +7 (1d3+4) or
. . slam +6 (1d4+3)
Ranged mwk composite longbow +5 (1d8/×3)
Special Attacks constrict (Half Grab Damage), white hair, white hair
Witch (White Haired Witch) Spells Prepared (CL 2nd; concentration +5)
. . 1st—beguiling gift[APG] (DC 14), burning hands (DC 14), ill omen[APG]
. . 0 (at will)—detect magic, guidance, light, stabilize
. . Patron Endurance
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Statistics
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Str 18, Dex 13, Con (11) 14, Int 16, Wis 10, Cha 10
Base Atk +3; CMB +7 (+9 grapple); CMD 19 (21 vs. grapple)
Feats Alertness, Combat Expertise, Dodge, Improved Grapple, Improved Unarmed Strike, Power Attack
Traits reactionary, valashmai veteran
Skills Appraise +7, Climb +6, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (engineering) +7, Knowledge (local) +10, Knowledge (nobility) +7, Knowledge (religion) +7, Linguistics +10, Perception +12, Sense Motive +2, Spellcraft +8, Survival +5, Swim +6; Racial Modifiers +2 Perception
Languages Azlanti, Common, Elven, Hallit, Kelish, Osiriani, Osiriani, Ancient, Polyglot, Vudrani
SQ arcane training, elf blood, witch's familiar (crab, king named Crab Cake)
Combat Gear cold iron arrows (50), oil of bless weapon (2), potion of cure light wounds (2), potion of endure elements (2), wand of cure light wounds, alchemist's fire (5), antiplague (2), antitoxin (2), holy water, vermin repellent (2), weapon blanch (silver) (5); Other Gear lamellar (leather) armor, mwk cold iron elven curve blade, mwk composite longbow, headband of vast intelligence +2, adventurer's sash, cold weather outfit, fighter's kit, hot weather outfit, jewelry, lock, superior, mwk manacles, noble's outfit, signet ring, waterproof bag, waterproof bag, 2,378 gp
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Special Abilities
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Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Arcane Training +1 CL for spell trigger/completion items for favored class, or use them as if 1st level.
Cold weather outfit +5 Fort save vs. cold weather.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +2 bonus on CMB checks to start and maintain a grapple You gain the Alertness feat while your familiar is within arm's reach.
Hot weather outfit +2 Fort vs. Hot Weather (does not stack with Survival skill's bonuses)
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Valashmai Veteran (Perception) +1 trait bonus on Survival in the jungle.
White Hair (Constrict) (Su) Use hair to grapple foe without gaining grappled condition. More at higher levels.
White Hair (Grab) (Su) Use hair to grapple foe without gaining grappled condition. More at higher levels.
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PFS # 9783-8
Chronicles:
S02-02 - Rescue at Azlant Ridge (GM)
I3 - A Vision of Betryal (GM)
S05-04 - Stole Heir (player)
S02-15 - Written in Blood (player)
S02-17 - Exiles of Winter (player)
S02-19 - Keep of the Huscarl King (player)
S05-12 - A Bitter Bargain (player)
S05-15 - Race to Seeker's Folly (player)
S05-21 - Merchant's Wake (player)
S05-16 - Sanctum of the Sages (player)
Fame: 20
PP: 16
Crab Cake
King crab (Pathfinder RPG Ultimate Magic)
Tiny magical beast (vermin, aquatic)
Init +2; Senses darkvision 60 ft.; Perception +7
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Defense
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AC 16, touch 15, flat-footed 13 (+2 Dex, +1 dodge, +1 natural, +2 size)
hp 18 (1d8+1)
Fort +4, Ref +2, Will +3
Weaknesses water dependency
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Offense
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Speed 30 ft., swim 20 ft.
Melee 2 claws +3 (1d2-2)
Space 2½ ft.; Reach 0 ft.
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Statistics
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Str 7, Dex 15, Con 12, Int 6, Wis 10, Cha 2
Base Atk +3; CMB +3; CMD 12 (20 vs. trip)
Feats Dodge
Skills Appraise -1, Climb +6, Linguistics +2, Perception +7, Spellcraft +0, Survival +2, Swim +14
SQ improved evasion
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Swimming (20 feet) You have a Swim speed.
Water Dependency (Ex) Giant crabs can survive out of the water for 1 hour per point of Constitution. Beyond this limit, a giant crab runs the risk of suffocation, as if it were drowning.