About Reginald Gerbin III
Only the most powerful of wizards could install such doubt with naught but a word. Haha! Get it? See, because it’s… well… oh fine, you’re no fun either!
PFS # 264524-9
Male Human (Taldan) Witch 5
CG Medium Humanoid (human)
Init +8; Senses Perception +10 (+8 without familiar), Sense Motive +1 (-1 without familiar)
AC 13, touch 12, flat-footed 11 (+1 armor, +2 dex)
(with Mage Armor) AC 16, touch 12, flat-footed 14 (+4 armor, +2 dex)
Fort +3, Ref +4, Will +4
Speed 30 ft.
Melee Dagger +0 (1d4-2)
Ranged Light Crossbow +4 (1d8)
Non-Standard Skill Bonuses
Comprehensive Education: Humans raised with skilled teachers draw upon vast swathes of knowledge gained over centuries of civilization. They gain all Knowledge skills as class skills, and they gain a +1 racial bonus on skill checks for each Knowledge skill that they gain as a class skill from their class levels. This racial trait replaces skilled.
Reactionary: You gain a +2 trait bonus on initiative checks.
Seeker: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
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 below.
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.
Reginald’s raven Casovir grants him a +3 bonus to Appraise checks
Awareness: As long as Casovir is within arm’s reach of Reginald, he gains a +2 bonus to Perception and Sense Motive checks.
Cackle: 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: (Will 18) 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.
Flight: At 1st level, the witch can use feather fall at will and gains a +4 racial bonus on Swim checks. At 3rd level, she can cast levitate once per day. At 5th level, she can fly, as per the spell, for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects the witch.
Misfortune: (Will 18) The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
Prehensile Hair: 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.
( ) Arcane Mark
( ) Bleed Will 16
( ) Dancing Lights
( ) Daze Will 16
(*) Detect Magic
( ) Detect Poison
( ) Guidance (Will 16)
( ) Mending (Will 16)
( ) Message
( ) Putrefy Food and Drink Will 16
(*) Read Magic
( ) Resistance (Will 16)
( ) Spark (Fortitude 16)
( ) Stabilize (Fortitude 16)
( ) Touch of Fatigue Fortitude 16
Light 0-23 lb. Medium 24-46 lb. Heavy 47-70 lb.
Current Load Carried 19 lb.
Headband of Intellect +2 (Abyssal, UMD) (4000 gp) (1 lb)
Antiquarian’s Monocle (1350 gp) (0 lb)
Cloak of Resistance +1 (1000 gp) (1 lb)
Pearl of Power (1st) (1000 gp) (0 lb)
Spellbook (15 gp) (3 lb)
Spell Component Pouch (5 gp) (2 lb)
Dagger (2 gp) (1 lb)
Light Crossbow (35 gp) (4 lb)
Crossbow Bolts x 10 (1 gp) (1 lb)
Silken Ceremonial Armor (30 gp) (4 lb)
Scroll: Obscuring Mist (25 gp) (0 lb)
Acid Flask x 2 (20 gp, 2 lb)
Wand: Cure Light Wounds (35 charges) (- gp) (0 lb)
Wand: Comprehend Languages (50 charges) (- gp) (0 lb)
Reginald is happy to explore towards the back of the party. He’s easily distracted and will happily look for something that seems interesting or try to remember something fun about this thing he read about once.
In combat, Reginald would much prefer to hex someone and laugh about it than cast spells. He’ll try to identify any opponents (specifically trying to remember if they’re immune to mind-affecting effects) as quickly as possible. (Granted, he doesn’t know he’s hexing. He just calls it “people not appreciating a good pun”) DC = Will 18
[ ] Infernal True Name: Check the box that precedes this boon as a swift action to give one devil you can see within 60 feet the sickened condition for 1 hour. Alternatively, you may check the box that precedes this boon to give one creature of the devil subtype you have summoned the effects of a heroism spell for 1 minute. Once this box is checked, you have earned the enmity of devils everywhere. This may have a specific effect in later scenarios.
Courageous Recruit: During “A Foul Breed”, you gain a +2 circumstance bonus on Diplomacy checks to gether information. During “The Festering Blot”, you gain a +2 circumstance bonus on skill checks pertaining to searching or performing research in libraries.
[ ] Goblin Slayer: You may check off the box before this boon to gain a +1 bonus on Bluff, Knowledge, Sense Motive, and Survival checks against creatures with the goblinoid subtype, as well as a +1 bonus on attack and damage rolls against them. Activating this boon is a free action, and these benefits last for 1 minute.
[ ] [ ] Repurposed Trap: So long as you have at least one unchecked box preceding this boon, you gain the benefits of endure elements in hot environments and take a -2 penalty on saving throws against environmental cold. Check on of the boxes to throw a jar at a square as a ranged attack roll against an AC of 5 (range increment 10 ft). When the jar hits the ground, it splits open and fills the square with brown mold. The mold deals 2d6 points of nonlethal cold damage per round to anyone in its square. Unlike typical brown mold, it does not expand when fire is nearby. After you check the second box, cross this entire boon off your Chronicle sheet.
Antidotes and Remedies: You may chew a bundle of plants as a standard action to produce one of the following effects. Once you use one of the bundles, cross it off your Chronicle sheet.
[ ] [ ] Bringing the Truth to Light: You may check off a box at the beginning of your turn to treat the DR of devils as if it were 5 lower and the SR of devils as if it were 2 lower until the beginning of your next turn. Alternatively, you may check off a box before this boon to grant a devil that you have summoned or called a +2 resistance bonus on saving throws and a +2 enhancement bonus to its natural armor for 1 round. Checking off a box is a free action. After checking off the second box, cross this boon off your Chronicle sheet.
Savior of Saringallow: You may choose whether or not to receive XP and gp for this chronicle sheet.
[ ] [ ] [ ] Friends in Saringallow: You may use the favors listed below in any combination, checking off a box each time you ask for help. Using any of these favors requires your spending the time or actions to perform the task yourself. When you check the last box, cross this boon off your Chronicle sheet.
Pushing back the Abyss: You gain a +2 circumstance bonus on Knowledge (planes) checks concerning demons. This bonus does not stack with the benefits provided by tools like Pathfinder Chronicles.
Reginald Gerbin III is descended from a long line of moderately-successful wizards. His great ancestor, Reginald Gerbin I, had brought his family out of poverty solely through his wizardry. Each generation since him has continued the family tradition, either out of pride or fear of falling back into destitution. Reginald Gerbin III was named after his esteemed ancestor in the hopes that he would take his family to new heights of wealth just as his namesake did, and his training to become a wizard began before he could speak. (Reginald’s first memory is of his father reading him a bedtime story titled The Right Tool for the Right Job: A Treatise on Transmuting Small Pieces of Wood into Useful Implements.)
Unfortunately, Reginald’s short attention span meant he struggled to cast so much as a cantrip. After one particularly fruitless day that left both him and his tutor in tears, Reginald was sent to bed with no supper and the threat of no breakfast if he couldn’t light the candles with magic. Sobbing, the boy threw open his window and tearfully asked the birds on the sill if any of them could help him learn to cast spells before falling asleep on a hungry stomach. When he awoke, it was to the sound of a bird cawing persistently in his ear. Sitting up, the boy found a raven on his bedside table with a partially-eaten cinnamon roll and a scrap of parchment reading “I can help you. Will you let me?”
The bird squawked as Reginald grabbed him in a swift hug, saying “Yes! Yes! You’re only the bestest, smartest, most amazing crow I’ve ever met!” Once free of the child’s eager embrace, the raven introduced himself as Casovir and began teaching Reginald how to produce a quick spark of flame before breakfast. Reginald’s parents were delighted at his newfound ability to cast cantrips and at his acquisition of a familiar, but if they were surprised about his ability to cast spells few other wizards could they kept it hidden behind their enthusiasm for how special their child was and how surely this meant he was going to be a great wizard.
Having finished his studies, Reginald is ready to go out into the world with Casovir on his shoulder to find fame and fortune for himself and make his family proud. He’s much quicker to make someone feel awkward by pointing out their mismatched socks than to set their pants on fire, and he simply can’t prepare his spells without Casovir at his side (because the raven helps him focus, he says), but he’s ready to be the wizard his family raised him to be!
Appearance and Personality:
A short, round man with a hearty grin on his face and a resigned raven on his shoulder, Reginald dresses in a whirlwind of mismatched colors and styles based on what is available and comfortable. He fidgets constantly and is easily distracted.