About Shinrin FukushuSpells:
Prepared Spells: Cantrips, DC 14: 3 [3(Witch)]: Light, Spark, and Stabilize; 1st-level, DC 15: 2 [1(Witch) +1(Int)]: Mage Armor, Sleep. Spells Known:
Patron (Vengeance): 2nd—burning hands, 4th—burning gaze, 6th—pain strike, 8th—shout, 10th—symbol of pain, 12th—mass pain strike, 14th—phantasmal revenge 16th—incendiary cloud, 18th—winds of vengeance. Combat:
Init: +3 [+3(Dex)] HD: 1d6(Witch) +0(Con); max. hp: 6; current hp: 6. AC: 17 [10 +3(Dex) +4(Mage Armor)]; touch: 13; flat-footed: 14. AC w/o Mage Armor: 13 [10 +3(Dex)]; touch: 13; flat-footed: 10. Saves:
BAB: +0 [+0(Witch)]
Short bow: atk: +3, dmg: 1d6, crit: x3, range: 60 ft., type: P.
Backstory:
Born of the Chitterwood and exiled to its outer reaches since the great fire that destroyed her once beautiful forest, Shinrin Fukushu as she has come to be known, or "Shin" for short, has been working as cook at The Drunken Silkworm for many years now. This she-elf's black almond-shaped eyes and nearly fey facial features are alluring and disturbing in equal measure. Although she seems pleasant enough to deal with, and the food she serves is as nutritious and delicious as any you've tasted in your travels, years of anger and hatred over what was done to her - no wait, to the forest - simmer just beneath the surface. Shin is a vessel containing the forest spirit's thirst for vengeance, yet she is also filled with the hope of bringing the Chitterwood back to life. Ability Scores:
Str: 10 +0 [10] Dex: 16 +3 [14 +2(Elf)] Con: 10 +0 [12 -2(Elf)] Int: 19 +4 [17 +2(Elf)] Wis: 10 +0 [10] Cha: 10 +0 [10] Elf Traits:
Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution. Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size. Type: Elves are Humanoids with the elf subtype. Base Speed: Elves have a base speed of 30 feet. Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages. Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects. 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. Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. Favored Class (Witch): Add one spell from the witch spell list to the witch's familiar. This spell must be at least one level lower than the highest-level spell she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells. Traits:
Rough and Ready (Equipment) Your intense familiarity with the tools of your trade allows you to use them in combat as if they were actual weapons and makes them more effective for that purpose than they would normally be. Benefit: When you use a tool of your trade (requiring at least 1 rank in the appropriate Craft or Profession skill) as a weapon, you do not take the improvised weapon penalty and instead receive a +1 trait bonus on your attack. This trait is commonly used with shovels, picks, blacksmith hammers, and other sturdy tools — lutes and brooms make terribly fragile weapons. Life of Toil (Social) You have lived a physically taxing life, working long hours for a master or to support a trade. Hard physical labor has toughened your body and mind. Benefit: You gain a +1 trait bonus on Fortitude saves. Class Features:
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. Feats:
Extra Hex You have learned the secrets of a new hex. Prerequisite: Hex class feature. Benefit: You gain one additional hex. You must meet all of the prerequisites for this hex. Special: You can gain Extra Hex multiple times. Brew Potion (from Cauldron Hex) You can create magic potions. Prerequisite: Caster level 3rd. (waived for witches with Cauldron Hex) Benefit: You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price. When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell. See magic item creation rules for more information. Alertness (While a familiar is within arm's reach, the master gains the Alertness feat.) You often notice things that others might miss. Benefit: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. Skills:
Acrobatics: +3 [0(ranks) +3(Dex)] Appraise: +4 [0(ranks) +4(Int)] Bluff: +0 [0(ranks) +0(Cha)] Climb: +0 [0(ranks) +0(Str)] Craft (alchemy): +12 [1(rank) +3(class skill) +4(Int) +4(insight)] Craft (X): +4 [0(ranks) +4(Int)] Diplomacy: +0 [0(ranks) +0(Cha)] Disable Device: -- [0(ranks) +4(Int)] Disguise: +0 [0(ranks) +0(Cha)] Escape Artist: +3 [0(ranks) +3(Dex)] Fly: +3 [0(ranks) +3(Dex)] Handle Animal: -- [0(ranks) +0(Cha)] Heal: +0 [0(ranks) +0(Wis)] Intimidate: +4 [1(rank) +3(class skill) +0(Cha)] Knowledge (nature): +8 [1(rank) +3(class skill) +4(Int)] Knowledge (X): -- [0(ranks) +4(Int)] Linguistics: N/A [0(ranks) +4(Int)] Perception: +4 [0(ranks) +0(Wis) +2(racial) +2(Alertness)] Perform: +0 [0(ranks) +0(Cha)] Profession (cook): +4 [1(rank) +3(class skill) +0(Wis)] Profession (X): -- [0(ranks) +0(Wis)] Ride: +3 [0(ranks) +3(Dex)] Sense Motive: +2 [0(ranks) +0(Wis) +2(Alertness)] Sleight of Hand: -- [0(ranks) +3(Dex)] Spellcraft: +8 [1(rank) +3(class skill) +4(Int)] Stealth: +3 [0(ranks) +3(Dex)] Survival: +0 [0(ranks) +0(Wis)] Swim: +0 [0(ranks) +0(Str)] Use Magic Device: +4 [1(rank) +3(class skill) +0(Cha)] Hexes:
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. Cauldron* (Ex) Effect: The witch receives Brew Potion as a bonus feat and a +4 insight bonus on Craft (alchemy) skill checks. Equipment:
Weapons: Short bow (30 gp, 2 lbs.), Arrows (common) (20) (1 gp, 3 lbs.), Longsword (15 gp, 4 lbs.) Clothes worn:
Scroll case and its contents:
Backpack and its contents:
Bottle of applejack minus one cup. Total carried: 31 1/2 lbs.
3 gp 9 sp 0 cp Familiar:
(Hedgehog) "Quills" Master gains a +2 bonus on Will saves. HD: 1d8 -2(Con); max. hp: 3; current hp: 3. AC: 19 [+3(Dex) +2(natural++) +4(size)], touch: 17, flat-footed: 16. Saves: Fort: +0 [+2 -2(Con)]; Ref: +3 [+2 +3(Dex)]; Will: +3 [+2(Witch) +1(Wis)]; Str: 1, Dex: 16, Con: 6, Int: 6, Wis: 12, Cha: 7 Special: Alertness, empathic link, improved evasion, share spells, store spells. Riding mule:
Mule, riding "Kara" (8 gp, 600-800 lbs.), Saddle, riding (10 gp, 25 lbs.), Saddlebags (4 gp, 8 lbs.), Bit and bridle (2 gp, 1 lb.), Arrows (common) (20) (1 gp, 3 lbs.), Arrows (common) (20) (1 gp, 3 lbs.), Bedroll (1 sp, 5 lbs.), Blanket (5 sp, 3 lbs.), Broom (5 sp, 2 lbs.), Lantern, hooded (7 gp, 2 lbs.), Umbrella (2 gp) Total carried: 54 lbs. Carrying capacity: A light load for a mule is up to 230 pounds; a medium load, 231-460 pounds; and a heavy load, 461-690 pounds. A mule can drag 3,450 pounds. Pack mule:
Mule, pack "Kitch" (8 gp, 600-800 lbs.), Saddle, pack (5 gp, 15 lbs.), Animal feed (10) (50 cp, 100 lbs.), Basket (4 sp, 1 lb.), Cauldron (1 gp, 5 lbs.), Coffee, common (7) (7 cp, 3 1/2 lbs.), Coffee Pot (3 gp, 4 lbs.), Cold weather outfit (free, 7 lbs.), Cup (1 gp, N/A), Honey (1 gp, 1/2 lb.), Kit, cooking (3 gp, 16 lbs.), Rations, trail (7) (35 sp, 7 lbs.), Soap (1 cp, 1/2 lb.), Tea (3 kinds) (6 cp, 1 1/2 lb.), Tent, small (10 gp, 20 lbs.) Total carried: 180 lbs. Carrying capacity: A light load for a mule is up to 230 pounds; a medium load, 231-460 pounds; and a heavy load, 461-690 pounds. A mule can drag 3,450 pounds. |