Sirettis's page

1,823 posts. Organized Play character for chadius.


HP 68/68 | AC 18 T 12 FF 11 | Init 3 | Perception 10 | Saves 9/8/11 | 11 Witch | Female Sylph (native outsider) | CMD 16 |


Spells -/6/6/6/4/3/2 | GM Reroll +2 | Overland Flight |


Sirettis's Familiar |




Common, Auran, Elven, Aquan, Dwarven, Halfling, Abyssal, Orc

Strength 9
Dexterity 14
Constitution 12
Intelligence 24
Wisdom 12
Charisma 14

About Sirettis

XP: 30.5
PP: 42
Fame: 51
PFS# : 133608-16
GP: 36122

Hex resources:

Prehensile Hair 9/10
Flight 10/10
Disguise Hex 10/10
Tongues 10/10

Healing Hex used on:
Regenerative Sinew used on:

Sirettis's Familiar
Member of the Red Arm of Absalom
Noble Lady of House Caperina

"Curious." She bats at the glass with some of her hair. "Do you...drink this for nutrition? Recreation? Or merely as a Social contract?"

Drawing of Sirettis and Isa at the docks.

Bot Me!:

  • If it can be put to sleep and I haven't tried already, use the Slumber Hex (Will Save DC 22) to put them to sleep for 10 rounds.
  • If someone is injured, use my Wand of Cure Light Wounds to stop the bleeding. If it's really bad, use my Healing Hex for 2d8+10.
  • Otherwise reload and fire my light crossbow (+7 attack, 1d8 damage, x3 Crit multiplier.)
  • Background:

    The Sylph's movements are very deliberate, as if she'd be much more comfortable standing still. She will smile and make pleasantries with you, but when it comes time to identify herself she's at a loss. She will mention what the wind or her familiar told her as truth, and the only truth she'll listen to.

    She remembers an early life of augmentation and experimentation at the hands of a curious wizard. No smiles, no sadness, no real purpose until a bird flew into the laboratory and began speaking to her. Told her she had purpose. Told her she had a reason to exist. And so she left.

    After one of many parties, a Pathfinder invited her to join the society and find herself. The wind agreed with this decision and so she is here.

    Saving Throws:

    Fort 3 Wit + 1 Con + 2 Great Fortitude + 3 Cloak = 9
    Reflex 3 Wit + 2 Dex + 3 Cloak = 8
    Will 7 Wit + 1 Wis + 3 Cloak = 11

    Energy Resistance: Sylphs have electricity resistance 5.

    Defenses And Movement:

    HP: 6 + (10 * 4) Wit + (11 * 1) Con + 11 Favored Class = 68
    AC 10 + 2 Dex + 1 Armor = 13
    T 10 + 2 Dex = 12
    FF 10 + 1 Armor = 11
    Init 2 Dex + 1 Trait = 3
    CMD 10 + 5 BAB - 1 Str + 2 Dex = 16

    Arcane Temper You gain a +1 trait bonus on concentration and initiative checks.
    Energy Resistance: Sylphs have electricity resistance 5.
    Darkvision: Sylphs can see perfectly in the dark up to 60 feet.


    BAB 5
    CMB 5 BAB - 1 Str = 4

    Masterwork Silver Light Mace
    Attack: 5 BAB - 1 Str + 1 Masterwork = 5
    Damage: 1d6-1 Str

    Prehensile Hair
    Attack: +5 BAB +7 Int - 5 Secondary = 7
    Damage: (1d3+7/2 Int) = 1d3+3

    Light Crossbow
    Attack: 5 BAB + 2 Dex = 7
    Damage: 1d8
    Crit Range: 19-20
    17 bolts
    10 cold iron bolts


    Bluff 3 In Class + 1 Trait + 2 Cha + 8 Ranks = 14
    Diplomacy 3 Familiar + 2 Cha + 8 Ranks = 13
    Disguise 3 In Class + 2 Cha + 1 Ranks = 6
    Fly 3 In Class + 2 Dex + 5 Ranks = 10
    Heal 3 In Class + 1 Wis + 8 Ranks = 12
    Intimidate 3 In Class + 2 Cha + 3 Ranks = 8
    Knowledge (arcana) 3 In Class + 7 Int + 3 Ranks = 13
    Knowledge (history) 3 In Class + 7 Int + 5 Ranks + 1 Chronicle = 16
    Knowledge (local) 7 Int + 2 Ranks = 9
    Knowledge (nature) 3 In Class + 7 Int + 2 Ranks = 12
    Knowledge (nobility) 6 Int + 11 Headband (1 Ranks) = 17
    Knowledge (planes) 3 In Class + 7 Int + 1 Ranks = 11
    Linguistics 7 Int + 2 Ranks = 9
    Perception 2 Familiar + 1 Wis + 7 Ranks = 10
    Perform (Wind) 2 Cha + 2 Ranks = 4
    Sense Motive 2 Familiar + 1 Wis + 9 Ranks = 12
    Spellcraft 3 In Class + 7 Int + 9 Ranks = 19
    Swim 4 Flight Hex - 1 Str = 3
    Use Magic Device 3 In Class + 2 Cha + 11 Headband(1 Ranks) = 16

    Witty Repartee You gain a +1 trait bonus on Bluff checks and Bluff is a class skill for you.
    Timelost Chronicler (from the Sky Key Solution) You gain a +1 permanent bonus to Knowledge (History) checks. Once per scenario, you get a +1 morale bonus to a single d20 roll.

    Familiar Bonus The master of a Thrush familiar gains a +3 bonus on Diplomacy checks.
    Familiar Alertness While a familiar is within arm's reach, the master gains the Alertness feat. (+2 to Perception and Sense Motive)


    1 - Extra Hex (Prehensile Hair)
    3 - Extra Hex (Charm)
    5 - Spell Penetration
    7 - Accursed Hex
    9 - Great Fortitude
    11 - Greater Spell Penetration

    Accursed Hex: When you target a creature with a hex that cannot target the same creature more than once per day, and that creature succeeds at its saving throw against the hex’s effect, you can target the creature with the same hex a second time before the end of your next turn. If the second attempt fails, you can make no further attempts to target that creature with the same hex for 1 day.

    Class Abilities:

    Arcane Temper You gain a +1 trait bonus on concentration and initiative checks.
    Witty Repartee You gain a +1 trait bonus on Bluff checks and Bluff is a class skill for you.

    Sylphs can use feather fall 1/day (caster level equals the sylph's total level).

    - Cantrips
    - witch's familiar
    - Patron: Enchantment (see magic section)

    Hex Descriptions:

    hexes (DC 22 = 7 Int + 1/2 Witch)
    [/ooc][/url=]Slumber Hex:[/url] Will Save DC 22 or fall asleep for 10 rounds.[/ooc]

    [/ooc][/url=]Charm Hex:[/url] Will Save DC 22 or improve your attitude to me by 2 steps for 10 rounds.[/ooc]

    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.

    Slumber A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level.

    This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

    Healing This acts as a cure light wounds spell, using the witch’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds.

    Charm A witch can charm an animal or humanoid creature within 30 feet by beckoning and speaking soothing words.

    This improves the attitude of an animal or humanoid creature by 1 step, as if the witch had successfully used the Diplomacy skill. The effect lasts for a number of rounds equal to the Witch’s Intelligence modifier. A Will save negates this effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. At 8th level, this effect improves the attitude of the target creature by 2 steps. This is a mind-affecting charm effect.

    Flight The witch grows lighter as she gains power, eventually gaining the ability to fly.

    Effect: 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.

    Effect: A witch can change her appearance for a number of hours per day equal to her class level, as if using disguise self. These hours do not need to be consecutive, but they must be spent in 1-hour increments.

    Tongues [/url=]Tongues[/url]

    (Witch Level) minutes of Tongues, in 1 minute increments.

    Regenerative Sinew (Su) (Healer's Handbook pg. 17): The witch can cause the debilitating wounds of a creature she touches to quickly close, helping it heal rapidly. The target either gains fast healing 5 for a number of rounds equal to 1/2 the witch’s class level or it heals up to 4 points of ability score damage from any two ability scores (witch’s choice). At 15th level, in addition to the chosen effect, the target’s severed body members, broken bones, and ruined organs grow back, as per regenerate. Once a creature has benefited from this hex, it cannot benefit from it again for 24 hours.

    Magic Consumables:

    Wand of Mage Armor (28 charges)
    Wand of Cure Light Wounds (4 Charges)
    Scroll of Glitterdust (150)
    Scroll of Heroism (375)
    Potion of Remove Blindness/Deafness (750)
    Scroll of Teleport
    Scroll of Remove Curse
    Scroll of Remove Disease


    Enchantment Patron - Unnatural Lust at Level 2 (Level 1 spell), Calm Emotions at Level 4 (level 2 spell), Unadulterated Loathing at Level 6 (Level 3 spell), Overwhelming Grief at Level 8 (Level 4 spell)

    Concentration Check 17 = 9 Witch + 7 int + 1 Trait
    Arcane Temper You gain a +1 trait bonus on concentration and initiative checks.

    Spell Penetration Caster level check gets a +2 bonus to overcome SR.
    SR Check: 11 Witch + 4 Greater Spell Penetration
    [dice=Spell Resistance]1d20+11+4[/dice]

    Today's Spells:

    Spell Level 0, DC 17, 4 known per day
    - Read Magic
    - Detect Magic
    - Daze
    - Light

    Spell Level 1, DC 18, 6/day
    (Patron) Unnatural Lust
    Comprehend Languages
    Mage Armor
    Comprehend LanguagesRemove Sickness
    Remove Sickness

    Spell Level 2, DC 19, 6/day
    (Patron)Calm Emotions
    Delay Poison
    Delay Poison
    Investigative Mind
    Perceive Cues

    Spell Level 3, DC 20, 6/day
    (Patron) Unadulterated Loathing
    Air Geyser
    Deep Slumber
    Dispel Magic

    Spell Level 4, DC 21, 4/day
    Overwhelming Grief (Patron)
    Black Tentacles
    Aggressive Thundercloud, Greater

    Spell Level 5, DC 22, 3/day
    (Patron) Dominate Person
    Overland Flight
    Hold Monster

    Spell Level 6, DC 22, 2/day
    Cure Light Wounds, Mass
    Greater Heroism

    Known Spells:

    Spell Reference:

    Spell Level 1
    - Adhesive Spittle
    Charm Person - [/url=]Charm Person[/url]
    Command [/url=]Command[/url]
    Comprehend Languages [/url=]Comprehend Languages[/url]
    Cure Light Wounds [/url=]Cure Light Wounds[/url]

    Ear-Piercing Scream - [/url=]Ear-Piercing Scream[/url]
    Enlarge Person - [/url=]Enlarge Person[/url]
    Frostbite - [/url=]Frostbite[/url]
    Gentle Breeze [/url=]Gentle Breeze[/url]
    Hex Vulnerability - [/url=]Hex Vulnerability[/url]

    - Icicle Dagger
    - Ill Omen
    Mage Armor [/url=]Mage Armor[/url]
    - Obscuring Mist - [/url=]Obscuring Mist[/url]
    - Ray of Enfeeblement - [/url=]Ray of Enfeeblement[/url]

    - Ray of Sickening
    - Remove Sickness - [/url=]Remove Sickness[/url]
    Snowball - [/url=]Snowball[/url]
    Unnatural Lust [/url=]Unnatural Lust[/url]

    Spell Level 2
    Aggressive Thundercloud - [/url=]Aggressive Thundercloud[/url]
    Alter Self [/url=]Alter Self[/url]
    Blindness/Deafness [/url=]Blindness/Deafness[/url]
    Calm Emotions [/url=]Calm Emotions[/url]
    Cure Moderate Wounds [/url=]Cure Moderate Wounds[/url]

    Delay Poison [/url=]Delay Poison[/url]
    Enthrall [/url=]Enthrall[/url]
    False Life [/url=]False Life[/url]
    Fog Cloud [/url=]Fog Cloud[/url]
    Frost Fall [/url=]Frost Fall[/url]

    Glitterdust - [/url=]Glitterdust[/url]
    Hidden Presence - [/url=]Hidden Presence[/url]
    Hold Person - [/url=]Hold Person[/url]
    Investigative Mind [/url=]Investigative Mind[/url]
    Perceive Cues - [/url=]Perceive Cues[/url]

    See Invisibility - [/url=]See Invisibility[/url]
    Zone of Truth

    Spell Level 3
    Adjustable Disguise
    Air Geyser - [/url=]Air Geyser[/url]
    Bestow Curse - [/url=]Bestow Curse[/url]
    Deep Slumber - [/url=]Deep Slumber[/url]
    Dispel Magic [/url=]Dispel Magic[/url]

    Fly - [/url=]Fly[/url]
    Heroism - [/url=]Heroism[/url]
    Lightning Bolt - [/url=]Lightning Bolt[/url]
    Remove Curse [/url=]Remove Curse[/url]
    Remove Disease [/url=]Remove Disease[/url]

    Stinking Cloud - [/url=]Stinking Cloud[/url]
    Storm Step [/url=]Storm Step[/url]
    Strangling Hair - [/url=]Strangling Hair[/url]
    Unadulterated Loathing - [/url=]Unadulterated Loathing[/url]

    Spell Level 4
    Aggressive Thundercloud, Greater [/url=]Aggressive Thundercloud, Greater[/url]
    Charm Monster [/url=]Charm Monster[/url]
    Ice Storm - [/url=]Ice Storm[/url]
    Moonstruck [/url=]Moonstruck[/url]
    Overwhelming Grief - [/url=]Overwhelming Grief[/url]
    Solid Fog [/url=]Solid Fog[/url]

    Symbol of Healing [/url=]Symbol of Healing[/url]
    Threefold Aspect [/url=]Threefold Aspect[/url]
    Black Tentacles [/url=]Black Tentacles[/url]
    Confusion [/url=]Confusion[/url]
    Dimension Door [/url=]Dimension Door[/url]

    False Life, Greater [/url=,%20Greater]False Life, Greater[/url]

    Spell Level 5
    Break Enchantment [/url=]Break Enchantment[/url]
    Dominate Person - (Patron) [/url=]Dominate Person[/url]
    Hold Monster [/url=,%20Mass]Hold Monster[/url]
    Overland Flight [/url=]Overland Flight[/url]
    Telepathic Bond [/url=]Telepathic Bond[/url]
    Teleport [/url=]Teleport[/url]

    Spell Level 6
    [/url=,%20Mass]Cure Light Wounds, Mass[/url]
    [/url=,%20Greater]Greater Heroism[/url]

    Non Magical Consumables:

  • torches (10)
  • trail rations (5 days)
  • 1 Vial of Antitoxin
  • 1 Vial of Alchemist's Fire
  • Vial of Holy Water (25)
  • Gear:

  • Light Mace 6
  • Crossbow 35
  • Crossbow Bolts (20) 2
  • 50 feet of rope (2) 2

  • backpack
  • a bedroll
  • a belt pouch
  • candles (10)
  • chalk (10)
  • flint and steel
  • ink
  • inkpen
  • iron pot
  • mess kit
  • soap
  • spell component pouch
  • waterskin

  • Cloak of Resistance +3
  • Headband of Vast Intelligence +4

  • Wayfinder (500)
  • Season 10 Sovereign Court Goals (3 Achieved!):

    (0/3) Recruit a named NPC ambassador, aristocrat, noble, or similar figure to cooperate with the faction with a successful Diplomacy or Knowledge (nobility) check (DC = 14 + your character level + 3 for each of this goal’s checked boxes).

    (1/1) Recover blackmail or incriminating evidence against a named NPC ambassador, aristocrat, noble, or similar figure.
    Race for the Runecarved Key

    (0/1) Dissuade an NPC from working with an organization that directly opposes the Pathfinder Society or the Sovereign Court’s goals during an adventure by presenting the NPC with evidence that doing so is contrary to her interests. This requires a successful Bluff, Intimidate, Knowledge (local), or Sense Motive check with a DC equal to 15 + your character level.

    (1/2) Fulfill one of the three goals above without revealing your faction affiliation to anyone other than a present member of the faction or a prospective NPC recruit. Checking a box for this goal does not prevent you from checking a box for another goal.
    Race for the Runecarved Key

    (2/2) Forgo your Downtime to reinforce your political connections. Doing so requires a successful Knowledge (local) or Knowledge (nobility) check with a DC equal to 15 + your character level.
    Forbidden Furnace of Forgotten Koor
    Year of the Shadow Lodge

    (1/1) Have a number of ranks in one of the following skills equal to your character level (minimum 4): Bluff, Diplomacy, Disguise, Knowledge (nobility), or Sense Motive.
    I have 8 ranks of Diplomacy in 1-40 Hall of Drunken Heroes

    (0/1) Participate in an adventure that takes place in Taldor or that involves a prominent organization based in Taldor, such as the Lion Blades or the Ulfen Guard.

    (1/2) During the course of an adventure, secure an alliance with a powerful political figure or a governing body.
    Assault on Absalom

    (0/3, 0/2) Serve as the GM for an adventure that grants 1 or more XP, and apply the Chronicle sheet to this character. Checking 3 boxes counts as one goal for earning faction rewards; checking all 5 counts as two goals.

    The Sky Key Solution:


    Bought Wand of Cure Light Wounds (2 PP)
    Scroll of Charm Person for 25

    The Consortium Compact:

    Chronicle - Note: I have purchased the Wand of Cure Moderate Wounds.

    Buying these scrolls for 25 each, totaling 175
    - Cure Light Wounds
    - Frostbite
    - Ill Omen
    - Mage Armor
    - Ray of Sickening
    - Gentle Breeze
    - Snowball

    Buying a Wand of Mage Armor for 2 PP

    I'm Level 2!:

  • Witch, Level 2
  • 5 Hit Points (This includes a +1 for my favored class bonus)
  • 1 Will Save
  • 1 BAB (implies 1 CMB/CMD as well)
  • 6 Skill Points (Knowledge(Nature), Knowledge(Local), Knowledge(Nobility), Perception, Sense Motive)
  • Spells per day: 1 more level 0 and 1 more level 1 per day
  • Spells known: Adhesive Spittle and Ear-Piercing Scream
  • Patron Spell: Unnatural Lust
  • Hex: Healing
  • Gallows of Madness (A Foul Breed):


    2 vials of alchemist's fire (40 total)
    10 crossbow bolts (1)
    A Scroll of Enlarge Person (25)

    Temp Equipment
    Cold Iron Dagger

    Gallows of Madness (What Lurks in the Woods):

    I'm Level 3!:

  • Witch, Level 3
  • 4 Hit Points (This includes a +1 for my favored class bonus)
  • +1 Fort, +1 Reflex Save
  • 6 Skill Points (Heal, Knowledge(Arcana), Knowledge (History), Perception, Sense Motive, Spellcraft)
  • Can cast 2 level 2 spells per day (1 + 1 Due to high Int)
  • 2 Free Spells (Enthrall, Frost Fall)
  • Feat: Extra Hex: Charm

    I want to buy these spells, too!
    Haunting Mists
    Ice Slick
    Hold Person

  • Gallows of Madness - The Festering Blot:



    Bracers of Armor +1 (1000 gp)
    Silver Masterwork Light Mace (326 gp)
    10 cold iron bolts (2 gp)

    Scrolls, each is 150 gp.
    Alter Self
    Aggressive Thundercloud
    Fog Cloud
    Hold Person
    Zone of Truth

    That's a total cost of 2228 gp

    And then sell my light mace for 3 gp. I'll lose a total of 2225 gp that way.

    20 Point Buy:

    Some of my PFS characters were made with 15 points. They should be built with 20.

    (Sylphs give +2 Dex, -2 Con, +2 Int)
    Str 8 (-2)
    Dex 10
    Con 10
    Int 16 (10),
    Wis 12 (2)
    Cha 14 (5)
    That's 15 points.

    Str 9 (-1)
    Dex 12 (2)
    Con 12 (2)
    Int 16 (10)
    Wis 12 (2)
    Cha 14 (5)
    That's 20. After Racial Adjustments:

    Str 9
    Dex 14
    Con 10
    Int 18
    Wis 12
    Cha 14

    Str, Dex, Con changed

    I'm Level 4!:

    XP +3 (now 11)
    PP +4 (now 11)
    Fame +4 (now 16)

    attack bonus +1 (now BAB +2)
    skills 6 more:
    Bluff (now 8)
    Diplomacy (now 7)
    Knowledge (planes) (now 8)
    Perception (now 6)
    Sense Motive (now 6)
    Spellcraft (now 10)

    attribute bonus +1 (now 19 Int)
    Extra level 2 spell (now 3/day)
    2 new level 2 spells to gain
    - Hidden Presence
    - Perceive Cues

    Patron Spell - Calm Emotions
    Hex - Flight
    +1 Will Save (now 5)
    HP (4 + 1 Favored Class Bonus, now 22)
    Hex Save +1 (now 16)


    Gallows of Madness (Bonus Chronicle):

    I'm Level 5!:

    XP +3 (now 14)
    PP +6 (now 17)
    Fame +6 (now 22)

    skills 6 more:
    Fly (now 6)
    Heal (now 7)
    Intimidate (now 7)
    Linguistics (now 5, learning Abyssal)
    Knowledge (Nature) (now 9)
    Sense Motive (now 7)

    1 level 3 spell/day (2 due to high int)
    2 new level 3 spells to gain
    - Bestow Curse
    - Strangling Hair

    HP (4 + 1 Favored Class, now 27)

    Feat - Spell Penetration

    7 Sun Orchid Scheme:



    - Adjustable Disguise
    - Air Geyser
    - Heroism
    - Stinking Cloud

    I'm Level 6!:

    HP 4 + 1 Favored Class Bonus (now 32)
    All Saving Throws +1 (now 2/4/6)
    BAB +1 (so CMB/CMD and attack values +1) (now +3)

    Skills 2 + 4 Int = 6
    Bluff (now +10)
    Diplomacy (now +8)
    Perception (now +7)
    Sense Motive (now +8)
    Spellcraft (now +11)
    Use Magic Device (now +6)

    New Hex: Disguise
    Hex Flight is 6 minutes/day (Noted)
    Hex Healing is 2d8+6 (Noted)
    Hex DC +1 (now DC 17)

    Spells per day: 1 more level 2, 1 more level 3 (noted)
    New Patron Spell: Unadulterated Loathing (noted)
    Spells learned:
    - Deep Slumber
    - Lightning Bolt

    Familiar Improvements: (all noted)
    HP increases to half of Sirettis's
    BAB matches Sirettis's
    Will Saving Throw improve by +1
    Familiar uses Sirettis's skill ranks if they are better.

    I want a Headband of Int +2. This increases my Int to 21. Here are the side effects:
    Spell DC +1 (now 15+)
    Hex DC +1 (now 18)
    Prehensile Hair Attack +1 (noted)
    Additional Bonus level 1 and level 5 spell can be cast per day (noted)

    Skills - Comes with a K Nobility, automatically maxed

    8. Cosmic Captive:


    RPG Day bonus Chronicle

    Bought a Headband of Int, +2

    9. Solstice Scar:

    Buying a Wand of Cure Light Wounds for 750

    10. (GM Credit) 5-09 The Traitor's Lodge:

    Spent my GM star to get credit for this.

    2 Prestige Points to learn Orc.

    Spending 50 for 2 scrolls of Hex Vulnerability
    Cloak of Resistance +2 (4000)
    4 level 4 scrolls (700 each, 2800 total)
    Aggressive Thundercloud, Greater - [/url=]Aggressive Thundercloud, Greater[/url]
    Charm Monster - [/url=]Charm Monster[/url]
    Solid Fog - [/url=]Solid Fog[/url]
    Symbol of Healing - [/url=]Symbol of Healing[/url]

    I'm Level 7!:

    New Feat: Accursed Hex
    More HP: 4 + 1 FCB = 5 (now 37)
    More Spell Slots: 1 extra 1st level, 1 extra 4th level
    2 new spells learned - Ice Storm, Moonstruck
    Skill Points: 2 Witch + 4 Int = 6
    Knowledge(Nobility) +1 via Headband of Int (now +12)

    Bluff (now 11)
    Diplomacy (now 9)
    Fly (now 7)
    Knowledge (Arcana) (now 10)
    Perception (now 8)
    Spellcraft (now 13)

    Familiar also levels up.

    11. Torrent's Last Will:

    12. 8-23 Graves of Crystalmaw Pass:


    Scroll of Threefold Aspect for 700

    Time to go big on my purchase. I have the fame to afford a Headband of Vast Intelligence +4, so I'll upgrade my +2 Headband for 12 K in gold pieces. This increases my Int to 23.Here are the side effects:
    Spell DC +1 (now 16+)
    Hex DC +1 (now 19)
    Prehensile Hair Attack +1
    Additional Bonus level 2 and level 6 spell can be cast per day (noted)

    Headband adds skill points to Use Magic Device (noted)

    Wayfinder (500)
    Wand of Cure Moderate Wounds, 5 Charges (450) (from THIS Chronicle)
    Scroll of Heroism (375)
    Scroll of See Invisibility (150)
    Potion of Remove Blindness/Deafness (750)
    Vial of Holy Water (25)

    Racial Spell Edit:

    Sow Thought is a spell for Changlings. Replacing with Ray of Enfeeblement.
    Nereid's Grace is a spell for Undines. Replacing with Remove Sickness.

    13. Race for the Runcarved Key:



    Spent 2 PP for Pathfinder Restful Lodge boon

    Magnimarian Debt
    The many wealthy and influential attendees of the auction for the Runecarved Key, among them some who actively big against the Pathfinder Society for the ancient relic, owe you a debt of gratitude for dealing with the assault on the Temple of Abadar. In thanks for saving their lives from the rampaging cultists, the citizens of Magnimar can be called upon in the future to assist you when your life needs saving- or restoring. When you would pay for the casting of a raise dead, resurrection, or true resurrection, you may call upon this favor and reduce the price of the spellcasting service by half. This discount applies to spellcasting services paid for with either coins or Prestige Points. Once you have used this boon, cross it off the Chronicle sheet.

    Formidable Renoun
    Word of your defeat of the the cultists of Lissala and your tenacity in the face of the relentless onslaught of summoned outsiders has quickly spread through the ranks of the secretive cult. When facing a worshipper of Lissala, you gain a +2 bonus on Intimidate checks to demoralize them, and can make one such attempt per encounter as a move action instead of a standard action.

    I'm Level 8!:

    Stat bonus - +1 Int (It's gonna be 24 Int)
    +1 Will Save (now +9)
    BAB +1 (now +4)

    More HP (4 + Con) (Done)
    Favored Class Bonus: +1 HP (now 42 HP Max) (Done)

    Skill Points
    Headband of Int adds +1 to K Nobility and UMD
    Points due to increased Int - 8 more points
    New Level of Witch adds 2 + 5 Int
    Diplomacy +2 (now +11)
    Fly +2 (now +9)
    Heal +3 (now +10)
    Knowledge(History) +1 (now +14)
    Knowledge(Local) +1 (now +9)
    Sense Motive +3 (now +11)
    Spellcraft +1 (now +16)

    Spells per day: 1 3rd, 1 4th (Done)
    Also, 1 more level 3 spell due to high Int (Done)
    New Patron Spell (Done)
    Overwhelming Grief - [/url=]Overwhelming Grief[/url]

    Hex DC changes (10 + 8/2 Witch + 7 Int) (now DC 21) (Done)
    Extra Hex - Tongues [/url=]Tongues[/url]


    14. Solstice Scar B:


    I want to buy a scroll of fly (375)
    A wand of cure light wounds (750)

    15. 8-24 Rain on the Cloudborne Keep:



    Scroll of Glitterdust (150 each, own 2)

    Paying 125 for my passage
    Paying 125 for Mr. Pepper's passage


    Air Affinity: Your connection to elemental air has grown stronger over the course of your recent adventures. This boon has no mechanical effect on its own, but it may interact with other boons or play a role in future adventures - especially those set on elemental planes.

    Hurricane-Tempered: Your battle with Grasping Storm has granted you knowledge about the flow of winds. You may cross this boon off your Chronicle sheet to treat wind effects as if they were one category weaker per Air Affinity boon you possess for one round per Air Affinity boon. This includes penalties on ranged attacks, whether the wind checks you or blows you away, and the penalty the wind imposes on Fly checks. Treat the effective starting wind strength of effects that make ranged attacks impossible but do not specify a strength, such as wind wall, as if they were windstorms.

    16. 1-40 Hall of Drunken Heroes:



    Faction Goal fulfilled
    (1/1) Have a number of ranks in one of the following skills equal to your character level (minimum 4): Bluff, Diplomacy, Disguise, Knowledge (nobility), or Sense Motive.

    Get a scroll and learn:
    - Investigative Mind (150)
    - Break Enchantment (1125)
    - Hold Monster (1125)

    I'm Level 9:

    Level 9 Witch
    Fort/Reflex Saving Throws +1 (now +5/+7)

    Feat: Great Fortitude (Fort Save is now +7)

    Favored Class Bonus: +1 HP
    HP: d6 + 0 Con + 1 FCB = 5 (now 47)
    Skills: 2 Witch + 5 Natural Int = 7 Skill Points
    Bluff (now +12)
    Diplomacy (now +12)
    Heal (now +11)
    Sense Motive (now +12)
    Spellcraft (now +17)
    Disguise (now +6)
    Knowledge (History) (now +15)

    Headband of Int will add +1 to
    Knowledge (Nobility) (now +15)
    Use Magic Device (now +14)

    Level 5 Spells: 1 + 1 Int = 2 per day (noted)

    All hexes increase to level 9.

    Familiar increases
    Natural Armor +1
    Int is at least 10

    17. Assault on Absalom:


    Note: New boon to boost someone to level 2.

    Boon completed
    (0/2) During the course of an adventure, secure an alliance with a powerful political figure or a governing body.

    Improve cloak of resistance from +2 to +3 (5000)
    - Saves are now 8/8/10

    Belt of Mighty Constitution +2 (4000)
    - Fort Save is now +9
    - HP increased to 56

    Buy scroll of:
    teleport 1125
    remove curse 375
    remove disease 375

    Learned these spells from another spellcaster
    Level 2 (40 per, 120 total)
    Cure Moderate Wounds
    Delay Poison
    False Life

    Level 3 (90 per, 360 total)
    Dispel Magic
    Remove Curse
    Remove Disease
    Storm Step

    Level 4 (160 per, 640 total)
    Black Tentacles
    Dimension Door
    False Life, Greater

    Level 5 (250 per, 750 total)
    Overland Flight
    Telepathic Bond

    500 prepping another symbol of healing

    2-18 The Forbidden Furnace of Forgotten Koor:

    2-S. Year of the Shadow Lodge:



    Chronicle Goal Achieved
    (2/2) Forgo your Downtime to reinforce your political connections. Doing so requires a successful Knowledge (local) or Knowledge (nobility) check with a DC equal to 15 + your character level.
    Year of the Shadow Lodge

    ☐ ☐ Magic Boon: As a standard action, you may recall a spell that you have already prepared and then cast that day. The spell is then prepared again, just as if it had not been cast. You may only use this ability twice. On using this ability, check one of the boxes. On using this ability the second time, check the final box and line through this boon.

    20: 4-16 Fabric of Reality:

    Burning a GM Replay Star on this.


    Tapestry Fast Travel Because you were part of the team responsible for changing the nature of the Hao Jin Tapestry, you are granted special use of it on a limited basis. Select one location on Golarion other than Absalom. You may travel freely from this location to the City at the Center of the World and vice versa. When adventuring in either Absalom or the chosen location, you are treated as being in both locations for the purposes of boons and vanities that are location-dependent. If you did not successfully complete the reattunement ritual, cross this boon off the Chronicle sheet.
    Subtier 5-6
    amulet of natural armor +1 (2,000 gp)
    bracers of armor +2 (4,000 gp)
    cloak of resistance +1 (1,000 gp)
    elemental gem (air) (2,250 gp)
    potion of cure moderate wounds (300 gp)
    potion of cure serious wounds (750 gp)
    ring of protection +1 (2,000 gp)
    wand of false life (6 charges; 540 gp, limit 1)
    wand of mage armor (30 charges; 450 gp, limit 1)
    wand of spontaneous immolation (15 charges; 1,350 gp, limit 1; Ultimate Combat 245)

    Subtier 8-9
    ki mat (10,000 gp; Advanced Player’s Guide 306)
    cloak of resistance +2 (4,000 gp)
    headband of alluring charisma +2 (4,000 gp)
    headband of inspired wisdom +2 (4,000 gp)
    potion of bear’s endurance (CL 6th; 600 gp, limit 1)
    wand of false life (CL 10th, 8 charges; 2,400 gp, limit 1)
    wand of shield (CL 5th, 6 charges; 450 gp, limit 1)

    I'm level 10!:

    Level 10 Witch

    HP d6 +1 Con +1 FCB (now 62)

    +1 Will (now 11)

    BAB +1 (now it's 5)
    CMB/CMD +1 (now 4/16)

    1 more 4th (now 4 per day)
    1 more 5th (now 3 per day)

    New Patron Spell:
    Dominate Person

    Familiar is level 10

    Skill Points (level 10 par 7)
    Bluff (now 13)
    Intimidate (now 8)
    K History (now 16)
    Linguistics (now 9)
    Perception (now 9)
    Perform (Wind) (now 4)
    Spellcraft (now 18)

    Headband of Int also increases skills:
    K Nobility (now 16)
    Use Magic Device (now 15)

    Major Hex, Hex
    Regenerative Sinew
    All Hex DCs increase by 1 (now 22 base)


    I'm level 11:

    Level 11 Witch

    Witch 11
    HP: d6 + 1 Con + 1 FCB = 6 more HP (now 68 max)

    New spells slots:
    1 extra 3rd (now 6 times per day)
    1 6th + 1 for High Int (now 2 times per day)

    2 spells learned automatically (noted)
    [/url=,%20Mass]Cure Light Wounds, Mass[/url]
    [/url=,%20Greater]Greater Heroism[/url]

    New Feat
    Greater Spell Penetration (noted)

    Skills: 2 Witch + 5 Int = 7 points
    (par 8)

    Bluff (now +14)
    Diplomacy (now +13)
    Fly (now +10)
    Heal (now +12)
    K Arcana (now +13)
    Perception (now +10)
    Spellcraft (now +19)

    Headband of Vast Intellect gives 2 additional ranks:
    K Nobility (now +17)
    Use Magic Device (now +16)