Alastir Wade

Theophilus Carter's page

1,094 posts. Alias of Dorian 'Grey'.

Full Name

Theophilus Carter




Witch 8 Hp 66/66 AC 20 Initiative +12 Fort +7/9 Ref +7/9, Will +8/10 Perception +13/15 ;Spells Active: Mage Armor, heroism, see invisible,







Special Abilities

Hat making




in his head


Common, infernal, draconic, skald, varisian, orc, fey, Abyssal, terran

Strength 10
Dexterity 14
Constitution 16
Intelligence 21
Wisdom 10
Charisma 12

About Theophilus Carter

"Why is a raven like a writing desk?"

Theo wears a large top hat with a hatband reading "In this style 10/6". This is the hat's price tag, indicative of his trade, and giving the price in pre-decimal British money as ten shillings and six pence (or half a guinea).

He dresses in flamboyant, but impeccable finery. The color combinations seem to be just off; from his brown suede top coat to his black and grey pinstripped pants to his multi-colored socks;and from his bird and flower printed ruffled shirt to his bright orange-dyed mop of hair. The style also seems just late of fashion.

He has a constant big grin that doesn't always match his expressive and piercing blue eyes.

Theo stands just under 6' and weighs roughly 170 lbs.

His current state of lucidity depends upon the moment...

The slow, tortuous bead of perspiration sluggishly slides down his scruffy cheek; easily eager to erase any sense of his self-confidence. Lifting his top hat, he swipes his coated arm across his temples. A small victory. Replacing the hat, he leans warily upon a broken, ruined fence. His ragged breath matching his appearance, the lone gentleman warily watches as the murderous fog creeps ever closer. Glancing furtively at the indifferent sky, his faded blue eyes reflect a hopelessness that his body begins to agree with. The tapping, tapping, tapping of hidden feet impress upon him a resolution to this ordeal. The choices for survival having been lessen by the moment, he peers intently at the two roads before him.
Alas, it seems they finally found me!, he whispers to the fog. With a sudden change of resolve, the lanky gentleman doffs his top hat at the ghastly fog.
Not yet, not yet!, he defiantly announces, as he stumbles up the hill....

Killer Croc:

[dice=Melee bite, flank]1d20 + 7 ;1d8 + 6[/dice]

[dice=plus grab]1d20 + 13[/dice]

[dice=and tail slap] 1d20 + 2 ;1d12 + 3[/dice]
[dice=Special Attack death roll, if grappled]1d8 + 9[/dice]
plus trip

White Rabbit:

Theophilus Carter
Male Human Witch 8 Humanoid (Varisian) Init +12; Senses Low light vision; Perception +13
AC 20, touch 13, flat-footed 17 (+4 armor, +0 shield, +1 deflection, +2 Dex, +2 natural, +0 dodge, +1 enhancement)
hp 66(8d6+32)
Fort +6 Ref +6, Will +7
Speed 30 ft.
Special Attacks
hex (evil eye Will DC 19, cackle, misfortune Will DC 19, fortune, flight 8/8, Healing* (Su)2d8+8)
......... .....
Fey Magic
Fey Thoughts
Familiar (white rabbit)

Patron; insanity
........... .
Str 10, Dex 14, Con 14/16, Int 19/21, Wis 10, Cha 12
Base Atk +4; CMB +4; CMD 16
Feats improve initiative, extra hex, alertness(b), spell focus (Conjuration), Augment Summoning, Accursed Hex
The Witch's class skills are Craft (Int) hats +11(1bg), Fly (Dex)+13(8), Heal (Wis)+4(1), Intimidate (Cha)+11(5), Knowledge (arcana) (Int)+9(1), Knowledge (history) (Int)+9(1bg), Knowledge (nature) (Int)+9(1), Knowledge (planes) (Int)+15/20(7), Profession (Wis), Spellcraft (Int)+15(8)(1), and Use Magic Device (Cha)+14(8). Diplomacy (Int)+10(6), bluff (Cha)+10(5), Perception (Wis) +13(7), Sleight of Hand(Dex)+10(7bg), Linguistics (Int)+11(7bg)

Skill Points at each Level: 2 + Int modifier.

Favored class bonus: +1 hp x8
Traits: seeker, twitchy, diabolical dabbler, Practiced Gambler
drawback: Paranoid
Languages Common, infernal, draconic, skald, varisian, orc, sign language, giant, fey, Abyssal, terran, celestrial, goblin

Other Gear
Headband of the Unstudious Mage (+level Spellcraft)

headband of vast intelligence +2 (spellcraft), 1,268

spell component pouch
Pathfinders kit
Sewing needle
Hat (tool mw: Intimidate)
Artisan tools(mw): craft Hats
Playing cards x5
Paper candle fireworks x17/14
Summoning book
Pearl of Power 1st 1/1
Wand of Cure light wounds 50/25
Odd Harrow Deck
Cloak of Resistance +1
Amulet of NA +1
Wand of Invisibility 4/3
Wand of cure moderate 34/34
Mossy Disk Ioun Stone (+5 knowledge[planes]): Cyclops
Wand of clw 50/50
Tracked Resources

Automatic Bonus Progression
Level Bonuses Gained
1st —
2nd —
3rd Resistance +1
4th Armor attunement +1 (clothing), weapon attunement +1
5th Deflection +1
6th Mental prowess +2 (Int)
7th Physical prowess +2. (Con)
8th Armor attunement +1/+1, resistance +2, toughening +1, weapon attunement +1/+1

Wealth 70 gp 5 sp

Automatic Bonus Progression

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.

Spells: 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 2–10. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table 1–3 of the Pathfinder RPG Core Rulebook).

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 2–10 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.

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.


Healing* (Su)

A witch can soothe the wounds of those she touches.
Effect: 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.
Section 15: Copyright Notice

Flight* (Su)
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.

Cackle (Su) (Advanced Player's Guide pg. 66 (Amazon)): 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 (Su) (Advanced Player's Guide pg. 66 (Amazon)): 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.

Misfortune (Su) (Advanced Player's Guide pg. 66 (Amazon)): 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.

Fortune (Su)
Effect: The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made. At 8th level and 16th level, the duration of this hex is extended by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.

Insanity (Ultimate Magic pg. 1 (Amazon)): 2nd — memory lapse, 4th — hideous laughter, 6th — distracting cacophony, 8th — confusion, 10th — mind fog, 12th — envious urge, 14th — insanity, 16th — symbol of insanity, 18th — overwhelming presence.


1. guidance
2. dancing lights
3. detect magic
4. stabilize

1. mage armor 2/1
2. cure light wounds
3. Ill Omen
4. Unseen Servant

1. Web
2. See Invisibility x
3. SM 2 x2/2

1. SM 3 x2/2
2. Heroism 2/1
3. Dispel Magic

1. SM 4 x2
2. Dimensional Door

Insanity (Ultimate Magic pg. 1 (Amazon)): 2nd — memory lapse, 4th — hideous laughter, 6th — distracting cacophony

Druid favored terrain (Urban) spells 1/day each

1. read magic
2. create water
3. mending

1. feather step x

White Rabbit Food:

1. chill touch
2. cure light wounds
3. shield
4. Summon Monster
5. obscuring mist
6. Touch of Blindness
7. mage armor
8. ill omen
9. unseen servant

1. Web
2. See Invisibility
3. Cure Moderate Wounds
4. Summon Monster
5. Remove Disease
6. Fox's Cunning

1. Heroism
2. Summon Monster
3. Zone of Truth
4. Remove Blindness/Deafness
5. Lightning bolt
6. Cure Serious Wounds

1. SM 4
2. Dimensional Door

Accursed Hex

You can make a second attempt at failed hexes.

Prerequisites: Hex class feature

Benefit: 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.

Normal: You can only target a creature with these hexes once per day.

Twitchy: Your first thought upon awaking in the asylum isn’t confusion over why you can’t remember anything clearly—it’s
a sudden urge to find safety. You feel like everything around you, aside from your companions, might threaten you and you’re always ready to react. You have a hard time staying still, and you’re constantly surveying your surroundings. Maybe you are paranoid, or maybe it’s just an overactive imagination, but whatever it is, you know that keeping these feelings honed will help you stay alive. You gain a +2 trait bonus on initiative checks and a +1 trait bonus on Reflex saves.


Source Ultimate Campaign pg. 61 (Amazon)
You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Diabolical Dabbler
Benefit: Each fiendish animal you conjure with any summon spell gains +1 hit point per hit die for the duration of the spell that summoned it.
Section 15: Copyright Notice
Pathfinder Chronicles – Cheliax: Empire of Devils Copyright 2009, Paizo Publishing, LLC Authors: Jonathan H. Keith, Colin McComb, Steven E. Schend, Leandra Christine Schneider, and Amber E. Scott


Source Ultimate Campaign pg. 65 (Amazon)
You believe that someone or something is always out to get you, so you have a hard time truly trusting anyone. Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check.

Human Racial Traits
+2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Fey Thoughts
Source Heroes of the Wild pg. 5 (Amazon)
The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand,Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character.

A dwarf can take this trait in place of hatred. An elf, gnome, or half-orc can take this trait in place of racial weapon familiarity. A half-elf can take this trait in place of multitalented. A half ling can take it in place of fearless. In the case of humans, this trait replaces the skilled trait (and the human also gains fey magic and low-light vision, as detailed in Fey Magic, above).

Fey Magic
Source Heroes of the Wild pg. 5 (Amazon)
The character has a mystic connection to one terrain type, selected from the ranger’s favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user’s character level. The DC for the spelllike abilities is equal to 10 + the spell’s level + the user’s Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid’s resist nature’s lure class feature and similar abilities.

A dwarf can take this trait in place of greed and stonecunning. An elf, half-elf, or half ling can take this trait in place of keen senses. A gnome can take this trait in place of obsessive. A half-orc can take it in place of orc ferocity. A human can take it in place of skilled. A human who replaces skilled with fey magic also gains fey thoughts and low-light vision.


PFS Legal Dilettante's outfit
Source Advanced Race Guide pg. 1 (Amazon)
Price 20 gp; Weight 8 lbs.
Category Clothing
These clothes are favored by gnome inventors and wanderers, and consist of sturdy boots, a pair of stout linen pants or skirt, a cloth shirt, leather gloves, a hat and cloak, and numerous belts, straps, and accessories (such as scarves, a vest, bits of rope or twine, and bandoleers). These items are generally mismatched, each having been selected as "superior" from some other set of clothing, and are rife with pockets and small hidey-holes. It the wearer a +2 circumstance bonus on Sleight of Hand checks made to conceal a small object on her body..

Harrow deck spellbook/familiar
Source Ultimate Equipment pg. 57 (Amazon), Curse of the Crimson Throne Player's Guide pg. 12 (Amazon), Pathfinder Campaign Setting pg. 213 (Amazon), Adventurer's Armory pg. 19 (Amazon), Inner Sea World Guide pg. 293 (Amazon)
Price 100 gp; Weight —
Category Entertainment
This is a traditional fortune-telling deck of cards used by soothsayers and seers. Some harrow decks are elaborately illustrated, but most are parchment or paper cards with hand-painted images. Harrow decks are often handed down through generations and treated with utmost care by their users as a result.

Cards(1gp) x5
Source Ultimate Equipment pg. 92 (Amazon)
Price 1 sp–100 gp; Weight 1 lb.
Category Entertainment
Playing cards range from block-printed symbols on thick paper to elaborate, hand-painted works of art on waxed vellum, ivory, wood, or even metal.

Pathfinder's kit
Source Pathfinder Society Primer pg. 7, Pathfinder Society Field Guide pg. 47 (Amazon), Ultimate Equipment pg. 57 (Amazon)
Price 12 gp; Weight 22 lbs.
Category Kits
This kit consists of a backpack, a bedroll, a belt pouch, a clay mugUE, a dagger, two fishhooks, a flint and steel, a sewing needle, a signal whistle, 50 feet of stringAPG, 50 feet of thread, a week’s worth of trail rations, a waterskin, and a whetstone. For Small creatures, the weight of a Pathfinder’s kit is 7–1/2 pounds. Leaving the bedroll and rations at camp or on a mount reduces the weight by 12 pounds for Medium creatures and by 3 pounds for Small creatures.

Artisan's tools(mw)craft Hats
Source Ultimate Equipment pg. 77 (Amazon), PRPG Core Rulebook pg. 158 (Amazon)
Price 5 gp (common), 55 gp (masterwork); Weight 5 lbs. (common), 5 lbs. (masterwork)
These special tools include the items needed to pursue any single craft. Without them, you have to use improvised tools (–2 penalty on Craft checks), if you can do the job at all.

Firework (paper candle)
Source Ultimate Equipment pg. 107 (Amazon), Adventurer's Armory pg. 19 (Amazon)
Price 1 gp; Weight —
Category Alchemical Weapons
This finger-sized explosive detonates noisily 1 round after lighting. Anyone in the same square as a paper candle when it explodes must make a DC 15 Fortitude save or be dazzled for 1d4 rounds. Crafting this item is a DC 20 Craft (alchemy) check.
Craft (Alchemy) DC 20