![]()
About Sylvia FalschenStandard Racial Traits
Spoiler:
Someone you know has become addicted to shiver, a drug distilled from the venom of tropical arachnids known as dream spiders. The drug induces sleep filled with vivid dreams, during which the user’s body shakes and shivers, giving the substance its street name. You’ve always thought of shiver as a problem of the lower class, but then someone you know overdosed on the stuff. You’ve done a bit of investigating and have learned that the villain who got your friend addicted in the first place was a crime lord named Gaedren Lamm. Unfortunately, the guards seem to be focused on the bigger dealers. They don’t have time to devote many resources to what they’ve called “a bit player in a beggar’s problem.” It would seem that if Gaedren’s operation is to be stopped, it falls to you. Choose one of the following benefits. Addicted Friend: The addict is a friend or lover who might or might not have survived the overdose. Your research into the drug scene and local politics has given you a respectable education in street knowledge. You gain a +1 trait bonus on Knowledge (local) checks, and Knowledge (local) is a class skill for you. Personal Addiction: You were the addict. You blame Gaedren for your brush with death and hate how his drugs are causing similar problems among other youths. Fortunately, your body recovers quickly from toxins, and you gain a +1 trait bonus on Fortitude saving throws. Almost Human (Half-Orc) Spoiler:
You have enough human features that it’s easy for you to pass for a pureblooded human. Benefits: You gain a + 4 trait bonus on Disguise checks to pass as human, and Disguise is always a class skill for you. Saves: Fort+5,Ref+1, Will+3 CLASS ABILITIES [W]=Witch [J]=Jinx [SS]=Spellspy Class Skills
Spoiler:
Knowledge(Arcana):1 Rank: Modifier: 8 Knowledge(History):1 Rank: Modifier: 8 Knowledge(Nature):1 Rank: Modifier: 8 Knowledge(Planes):1 Rank: Modifier: 8 Spellcraft:1 Rank: Modifier: 10 +1/2 Level if targeted. Stealth: 1 Rank: Modifier: 5 Disguise:1 Rank: Modifier: 5 (9 When disguising as human) Perception:1 Rank Modifier: 5 Skill Ranks per Level: 2 + Int modifier, + 2 Background Skills. [W] 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. [W]Spells Spoiler:
A witch casts arcane spells drawn from the witch spell list. A witch must choose and prepare her spells ahead of time.
To learn or cast a spell, a witch must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a witch’s spell is 10 + the spell level + the witch’s Intelligence modifier. A witch can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Witch. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells). A witch may know any number of spells. She must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour communing with her familiar. While communing, the witch decides which spells to prepare. Cantrips Witches can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Witch under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Cantrips prepared using other spell slots, due to metamagic feats for example, are expended normally. [W]Hex Spoiler:
Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on Table: Witch. A witch cannot select an individual hex more than once.
Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch’s level + the witch’s Intelligence modifier. [W]Patron Spells Spoiler:
At 1st level, when a witch gains her familiar, she must also select a patron. This patron is a vague and mysterious force, granting the witch power for reasons that she might not entirely understand. While these forces need not be named, they typically hold influence over one of the following forces.
At 2nd level, and every two levels thereafter, a witch’s patron adds new spells to a witch’s list of spells known. These spells are also automatically added to the list of spells stored by the familiar. The spells gained depend upon the patron chosen. Each patron is listed by its theme. Its actual name is up to the GM and the witch to decide. [W]Witch’s Familiar (Ex) Spoiler:
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 in the Witch’s Familiar section.
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. [J]Spell Awareness (Ex) A jinx witch is skilled at identifying hostile spells and effects that target her. She adds 1/2 her witch level to Spellcraft checks to identify spells being cast if she is targeted by the spell. [SS]Nondetection A spellspy treats nondetection as a 4th-level witch spell. [W]Hex Selections:
Spoiler:
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. [W]Spells: Spoiler:
Cantrips:
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 Level Cure Light Wounds, Comprehend Languages, Detect Secret Doors, Forced Quiet, Inflict Light Wounds, Mage Armor, Snowball [W]Patron:Trickery [W]Familiar: Rat named Cheese Spoiler:
Rat CR 1/4
XP 100 N Tiny animal Init +3; Senses low-light vision, scent; Perception +1 DEFENSE AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size) hp 4 (1d8) Fort +2, Ref +5, Will +1 OFFENSE Speed 15 ft., climb 15 ft., swim 15 ft. Melee bite +4 (1d3–4) Space 2-1/2 ft.; Reach 0 ft. STATISTICS Str 2, Dex 17, Con 11, Int 2, Wis 13, Cha 2 Base Atk +1; CMB +0; CMD 6 (10 vs. trip) Feats Weapon Finesse Skills Climb +10, Stealth +19, Swim +10; Racial Modifiers +4 Stealth |