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About Teloish the SlyTHEOLISH THE SLY
Special Qualities Cackle, Cantrips, Darkvision, Deliver Touch Spells, Evil Eye, Familiar's Alertness ability Active, Flight, Hex, Light Sensitivity, Low-Light Vision, Manipulative, Negative Energy Affinity, Resist Level Drain, Shadow Patron, Slumber, Spell-Like Ability, Undead Resistance, Witch's Familiar, Witch Patron Spells, Feats Alertness, Extra Hex (2x) Skills Acrobatics +2, Appraise +5, Bluff -1, Climb -1, Craft (Alchemy) +9, Craft (Untrained) +5, Diplomacy -1, Disguise -1, Escape Artist +4, Fly +2, Heal -1, Intimidate -1, Knowledge (Arcana) +10, Knowledge (Dungeoneering) +6, Knowledge (Engineering) +6, Knowledge (Geography) +6, Knowledge (History) +10, Knowledge (Local) +6, Knowledge (Nature) +10, Knowledge (Nobility) +7, Knowledge (Planes) +10, Knowledge (Religion) +10, Perception +1, Perform (Untrained) -1, Ride +2, Sense Motive +1, Spellcraft +11, Stealth +2, Survival -1, Swim +3, Use Magic Device +7, Possessions bolts, crossbow (10); wand of inflict light wounds(47 chgs); wand of cure light wounds (47 chgs); Masterwork Light Crossbow ; Backpack, Common [ Bedroll; Rations, Trail (x5); ]; Pouch, Belt [ Candles (10); Chalk (x10); Flint and Steel; Ink, 1 oz. Vial; Inkpen; ]; Waterskin ; +1 Cloak of Resistance, Wand of Endure Elements (49 chegs). Cackle (Su) DC 16 The witch can cackle madly as a move action. This hex can be used only once per round. 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. Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. Child of the Temple (Knowledge (Religion)) You have long served at a temple in a city, where you picked up on many of the nobility's customs in addition to spending much time in the temple libraries studying your faith. You gain a +1 trait bonus on Knowledge (nobility) and Knowledge (religion) checks, and one of these skills (your choice) is always a class skill for you. Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. Deliver Touch Spells (Su) Your familiar can deliver touch spells or hexes for you. If you and your familiar are in contact at the time you cast the touch spell, you can designate your familiar as the "toucher". Your familiar can then deliver the touch spell just as you would. As usual, if you cast another spell before the touch is delivered, the touch spell dissipates. If you activate a hex, your familiar can be used to make the touch. You do not have to be in contact with your familiar to use this ability. Evil Eye (Su) DC 16 The witch can cause doubt in the mind of a foe within 30 feet that you 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 8 rounds. A Will save reduces this to just 1 round. This is a mind-affecting effect. Familiar's Alertness ability Active (Ex) PC has a familiar that has the Alertness (Ex) ability and it is within arms' reach, the master gains the Alertness feat. Flight (Su) DC 16 The witch grow lighter as you gain power, eventually gaining the ability to fly. The witch can use feather fall on herself at will and gain a +4 racial bonus on Swim checks. She can cast levitate on herself once per day. Hex 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 2-10. 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. Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. 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 16. Light Sensitivity Vetala-born dhampirs take a -1 penalty to their caster level whenever they are in an area affected by consecrate, hallow, or a similar spell that makes an area holy. Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day. Manipulative (Ex) Vetala-born dhampirs have a +2 racial bonus on Escape Artist and Use Magic Device checks. Negative Energy Affinity Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks. Resist Level Drain Shadow Patron Slumber (Su) DC 16 If the creature fails a will save, it falls into a deep, magical sleep for 3 rounds. This hex can affect a creature of any HD. Spell-Like Ability (Sp) Vetala-born dhampirs can use Comprehend Languages 3/day as a spell-like ability. Undead Resistance Witch's Familiar You form a close bond with a familiar, a creature that teaches you magic and helps to guide you along your path. Your familiar also aids you by granting you skill bonuses, additional spells, and help with some types of magic. These special abilities apply only when you and your familiar are within 1 mile of each other. The familiar stores all the spells that you know. Witch Patron Spells 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. Spells marked with an asterisk (*) appear in Chapter 5 of this book. 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. LITTLE STING
Alertness (Ex) While a familiar is within arm's reach, the master gains the Alertness feat. Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. Deliver Touch Spells (Su) If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the "toucher." The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates. Empathic Link (Su) The master has an empathic link with his familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does. Improved Evasion (Ex) When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails. Intelligence Score The familiar's Intelligence score (7). Natural Armor Bonus (+2) The number noted here is in addition to the familiar's existing natural armor bonus. Poison (Ex) Sting-injury; save Fort DC 13; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. Share Spells (Ex) The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast). Unusual (Plant and Vermin) Available Magic Item Slots; belt, eyes |