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....
[dice=Melee bite, flank]1d20 + 7 ;1d8 + 6[/dice]
[dice=plus grab]1d20 + 13[/dice]
[dice=and tail slap] 1d20 + 2 ;1d12 + 3[/dice]
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)
Fort +6 Ref +6, Will +7
Speed 30 ft.
hex (evil eye Will DC 19, cackle, misfortune Will DC 19, fortune, flight 8/8, Healing* (Su)2d8+8)
Familiar (white rabbit)
Skill Points at each Level: 2 + Int modifier.
Favored class bonus: +1 hp x8
headband of vast intelligence +2 (spellcraft), 1,268
spell component pouch
Automatic Bonus Progression
Wealth 70 gp 5 sp
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.
A witch can soothe the wounds of those she touches.
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.
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.
Insanity (Ultimate Magic pg. 1 (Amazon)): 2nd — memory lapse, 4th — hideous laughter, 6th — distracting cacophony
Druid favored terrain (Urban) spells 1/day each
White Rabbit Food:
1. chill touch
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)
Source Ultimate Campaign pg. 65 (Amazon)
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).
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).
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.
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
Artisan's tools(mw)craft Hats
Firework (paper candle)