About Variel Arivae
PFS # 35561-7
Cackling Hag’s Blouse: This loose-fitting blouse is adorned with grotesque fetishes and trophies, granting the wearer a +2 competence bonus on Intimidate checks. If the wearer is a witch, she gains the cackle hex. If the wearer already has the cackle hex, twice per day she can use her cackle ability as a swift action instead of a move action. 6000gp
1st lvl Pearl of Power, 1000gp
2nd lvl Pearl of Power, 4000gp
+2 Haramaki Armor (+3/-/-/0%), 4153gp, 1 lbs
Cestus (B or P) 1d4 dmg, crit 19-20x2, 5gp, 1 lbs
Dagger (P or S), 1D4 dmg, crit 19-20 x2, 2gp, 1 lbs
Light Crossbow (P), 1D8 dmg, crit 19-20 x2, reach 80ft, 35 gp, 4lbs
40x Crossbow Bolts
Backpack, 2gp, 2 lbs
Bedroll, 0.01gp, 5 lbs
Flint and Steel, 1gp, - lbs 49
Grappling Hook, 1gp, 4 lbs
Belt Pouch, 1gp, 1/2 lbs
Hemp Rope (50ft.), 1 gp, 10 lbs 68
Waterskin, 1gp, 4 lbs
Explorer's Outfit, 8 lbs
Spell component pouch, 5gp, 2 lbs
5x Trail Rations, 0.15gp, 3 lbs
Miner's Lantern 15 gp 2 lbs
Wand of Cure Light Wounds - 38/50 charges
Cold Weather Outfit 8gp
Scroll of See Invisibility 150gp
Scroll Box 50gp
Cloak of Resistence +1, 1000gp
4x Alchemist Fire 80gp
Money spent:$ gp
* memorized ones
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. 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.
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.
Patron Spells - Deception:
2nd—ventriloquism, 4th—invisibility, 6th— blink, 8th—confusion, 10th—passwall, 12th—programmed image, 14th—mass invisibility, 16th—scintillating pattern, 18th—time stop.
Hedge Witch Archetype:
Spontaneous Healing (Su):
A hedge witch can channel stored spell energy into healing spells that she did not prepare ahead of time. The witch can “lose” any prepared spell that is not an orison in order to cast any cure spell of the same spell level or lower, even if she doesn’t know that cure spell.
This replaces the witch’s hex gained at 4th level.
Empathic Healing (Su):
This replaces the witch’s hex gained at 8th level.
Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Elves are Humanoids with the elf subtype.
Base Speed: Elves have a base speed of 30 feet.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.
Dreamspeaker: A few elves have the ability to tap into the power of sleep, dreams, and prescient reverie. Elves with this racial trait add +1 to the saving throw DCs of spells of the divination school and sleep effects they cast. In addition, elves with Charisma scores of 15 or higher may use dream once per day as a spell-like ability (caster level is equal to the elf's character level). This racial trait replaces elven immunities.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Arcane Focus: Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. This racial trait replaces weapon familiarity.
FAMILIAR - Thrush:
Master gains a +3 bonus on Diplomacy checks
N Diminutive animal
Property: Caravan (5 PP)
For the most part this means handling things like representing the caravan's interests to important merchants, politicians and aristocrats. You do so as an upstanding citizen and above-the-board merchant, you can use Diplomacy to make Day Jobs rolls.