![]() About Viata d'FocStats:
HP -11/7 AC 13 T13 FF10 CMD 13 F/R/W 1/3/2 Spells 0th - Dancing Lights, Detect Magic, Message 1st - Cure Light Wounds, Burning Hands (cast) Effects Name Viata d/Foc Female, Elf, Witch, 1
DEFENSE AC 13, touch 13, flat-footed 10
OFFENSE Speed 30' Melee
Ranged
STATISTICS Str 10, Dex 16, Con 12, Int 18, Wis 10, Cha 10 Base Attack +0; CMB +0; CMD 13 Feats
Traits
Trained Skills
*Armor Check Penalty -0 Languages
SPELLCASTING
Familiar Spells Known:
0th 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 Cure Light Wounds, Enlarge Person, Ear Piercing Scream, Burning Hands, Summon Monster I, Remove Sickness, Identify EQUIPMENT
Armor Other Gear
Wealth
Carrying Capacity
Witch Abilities:
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 (see Arcane Spells and Armor on page 83 of the Pathfinder RPG Core Rulebook). 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: 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. 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. 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. Elements 2nd—shocking grasp, 4th—flaming sphere, 6th—fireball, 8th—wall of ice, 10th—flame strike, 12th— freezing sphere, 14th—vortex, 16th—fire storm, 18th—meteor swarm. Witch’s Familiar - Monkey (Ex) 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. 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: 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. Misfortune (Su) 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. Cackle (Su) 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. Yana (Familiar):
Monkey on d20pfsrd Yana (Monkey)
DEFENSE AC 15, touch 14, flat-footed 13 (+2 Dex, +2 size, +1 nat)
OFFENSE Speed 30 ft., climb 30 ft.
STATISTICS
SPECIAL ABILITIES Familiar The master of a monkey familiar gains a +3 bonus on Acrobatics checks. Alertness (Ex) While a familiar is within arm's reach, the master gains the Alertness feat. Empathic Link (Su) The master has an empathic link with her 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 her 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. Share Spells The witch may cast a spell with a target of “You” on her familiar (as a touch spell) instead of on herself. A witch may cast spells on her familiar even if the spells do not normally affect creatures of the familiar's type (magical beast). Store Spells Starting at 1st level, a witch’s familiar stores all of the spells that the witch knows. This does not allow the familiar to cast these spells or use spell-trigger or spell completion magic items. Starting at 2nd level, and every two levels thereafter, a witch’s familiar adds new bonus spells to the witch’s spell list based on her patron. These spells are automatically stored by the familiar and can be prepared as normal once they are gained. ECOLOGY Environment warm forests
Monkeys are highly social creatures. They spend the majority of their day searching for food.
Background:
Viata’s story begins 100 years prior, when she was exiled with her mother Tairi. She remembers nothing of the days prior to the exile, and little of the wandering after. Her earliest memories are setting down in a small Varisian village named Eldon’s Troubles. Really little more than a meeting point for local farmers to trade goods, it had little other traffic coming through. Tairi had chosen it for it’s absence of an elven population. Life in the village was difficult for Viata. Mostly human, she often found herself becoming friends with the younger kids, only to lose them to age as they aged faster than she did. Eventually a family of elves did move into a nearby farm, encouraging Viata to make friends with their children. Sadly, when their parents learned who Viata’s mother was, they quickly forbade them to play with her. This changed from friends to ignoring Viata, and gradually changing to Viata becoming bullied by them. Tairi did little to discourage this, becoming mostly a loner at this time. About two years after this, a family of dwarves bought out the town’s Inn, planning on fixing it up and expanding it out. The eldest son, Talg, saw the torment some of the other children were dealing Viata while she was shopping and stood up for her. The two quickly became friends after that. A bit of a troublemaker, Talg often would get into some form of mischief or another, earning him a sour reputation only further enhanced by his friendship with the now ostracized Viata. Talg, being a skilled liar and quite cunning, particularly enjoyed playing pranks, which Viata inevitably found herself helping him with. In fact, when either was found separately, villagers would stay on guard wondering what ill was about to befall them. Eventually Talg’s pranks would catch up to him. For two decades Talg and Viata were the best of friends in the village. The other children, the often receiving end of Talg’s plans, knew they wouldn’t be able to trick the conniving dwarf. Instead they focused on Viata. Having purchased a series of fireworks from a caravan passing through town, they planned to ignite them near Viata’s home. But when they set off the explosives, instead they veered off path, lighting the small house aflame. Villagers came to see what had happened, and to help extinguish the house. But luck was not with them. The flames had spread quickly to the doors and windows. It didn’t seem they would be able to get Viata and Tairi out. But Talg wasn’t willing to give up. Quite nimble, he managed to climb a nearby tree and leap over to the roof. Sending a rope down the chimney, he had Viata and Tairi climb up through to escape the blaze even as the fire attempted to engulf the house. The two safely off, he had them leap to the villagers to escape. And then as Talg came to leap off next, the roof caved in. Talg fell into the blaze. Viata ran to the house, ready to charge in despite the fire, held back by others to prevent her from rushing to her death. She fell to her knees, watching the house be consumed, hearing her friends dying screams. She didn’t sleep that night. Talg’s family took in Viata and Tairi after the fire, one of the few families that cared for the young elf in the village. The following winter found Viata even more unpleasantness as her mother passed away from sickness. Laying in her bed dying, she apologized for the life Viata had lived. Whatever reason it was the two had been exiled from Kyonin died with her mother, a fact Viata was fine with. A few years passed and eventually a traveling circus came through town. After some fierce negotiation by Talg’s father, eventually the circus set up for a few days instead of traveling on through. Viata wandered through some of the stalls, and found a strange red furred monkey in a cage. She felt infatuated as she watched it, moving nimbly about. It reminded her of Talg in many ways, a playful glint in his eyes and nimbly moving about. Speaking with one of the circus performers, she convinced him to sell her the animal. She named the monkey Yana, though she couldn’t figure out why it seemed to fit. For the next few years Yana and Viata became inseparable. Oftentimes the monkey would lead her about, seeming to show her things around the outlaying parts of the village. A stream she hadn’t noticed before, a cave deep in the forest, a tall tree to climb. It was in this way that the elements seemed to open up to her. Using the small bit of magic she had learned, she developed it out. Yana almost seemed to help her, to teach her in this way. In the end, she found out that was indeed the case. Yana had begun to teach her to become a witch. Amazed at her newly developed skills, she learned more of where Yana came from. Desiring to learn more, she took what little belongings she had left from her mother, thanked Talg’s family for everything, and boarded a ship in Magnimar called the Jenivere. She would travel south, find out where Yana came from, and maybe learn more about her new found abilities. |