Vhalhisstre Vexidyre

Willow Glengoyne's page

165 posts. Alias of Foxy Quickpaw.


Full Name

Willow Glengoyne

Race

Samsaran

Classes/Levels

Witch (2)

Gender

HP12 AC12/12/10 F0R2W5 Perc+6 Init+8

Strength 10
Dexterity 14
Constitution 10
Intelligence 20
Wisdom 14
Charisma 11

About Willow Glengoyne

Willow
Female Samsaran witch 2
TN Medium humanoid (samsaran)
Init +8, Senses low-light vision; Perception +6
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DEFENSE
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AC 12, touch 12, flat-footed 10 (+2 Dex, )
hp 12 ((1d6)+1) (6 +4 +2xFCB)
Fort +0, Ref +2, Will +5

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OFFENSE
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Speed 30 ft.

Prepared Spells
Witch (CL 2nd; concentration +9)
1st-cause fear(DC 16), ill omen, ray of enfeeblement(DC 16), mage armor
0th-dancing lights, daze(DC 15), detect magic, read magic

Hexes
Evil Eye, Slumber
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TACTICS
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STATISTICS
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Str 10, Dex 14, Con 10, Int 20, Wis 14, Cha 11,
Base Atk +1; CMB +1; CMD 13
Feats Accursed Hex, Alertness
Skills 2+5+2BG/level
6 2/1/3 Heal
4 0/1/3 Intimidate
10 5/2/3 Knowledge (Arcana)
- 5/0/0 Knowledge (Engineering)
6 5/1/0 Knowledge (Dungeoneering)
6 5/1/0 Knowledge (Geography)
6 5/1/0 Knowledge (History)
6 5/1/0 Knowledge (Local)
10 5/2/3 Knowledge (Nature)
10 5/2/3 Knowledge (Planes)
- 5/0/0 Knowledge (Religion)
9 5/1/3 Linguistics
6 2/2/2 Perception (Alertness)
6 2/1/3 Profession (Fortuneteller)
10 0/2/3 Spellcraft

Traits Focused Mind, Reactionary,
Languages Abyssal, Auran, Common, Ignan, Samsaran, Terran
SQ cantrips, familiar's alertness ability active, hex, lifebound, low-light vision, samsaran magic, shards of the past, slumber, time patron, witch's familiar, witch patron spells,
Combat Gear
scroll (cure light wounds) (2),
scroll (detect secret doors),
scroll (mage armor),
scroll beguiling gift,
scroll charm person,
scroll command),
scroll (cure light wounds),
scroll (detect secret doors),
scroll (enlarge person),
scroll (hypnotism),
scroll (mount),
scroll (sleep),
scroll (summon monster I),
scroll (unseen servant),

Other Gear
outfit (scholar's)
scroll case
waterskin (filled)
backpack, masterwork,
471.0 gp

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SPECIAL ABILITIES
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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.

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.

Focused Mind Your childhood was either dominated by lessons of some sort (be they musical or academic) or by a horrible home life that encouraged your ability to block out distractions to focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.

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 15.

Lifebound Samsarans gain a +2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points.

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.

Low-Light Vision Samsarans can see twice as far as humans in conditions of dim light.

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.

Samsaran Magic Samsarans with a Charisma score of 11 or higher gain the following spell-like abilities: 1/day-comprehend languages, deathwatch, and stabilize. The caster level for these effects is equal to the samsaran's level.

Shards of the Past A samsaran's past lives grant her bonuses on two particular skills. A samsaran chooses two skills-she gains a +2 racial bonus on both of these skills, and they are treated as class skills regardless of what class she actually takes.

Slumber (Su) If the creature fails a will save, it falls into a deep, magical sleep for 1 rounds. This hex can affect a creature of any HD.

Evil Eye (Su): 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.

Time Patron

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.