Carmilla Caliphvaso

Willow Hopgood's page

143 posts. Alias of DSXMachina.


Strength 13
Dexterity 8
Constitution 12
Intelligence 18
Wisdom 12
Charisma 14

About Willow Hopgood

Female Human (Mendevian) Witch/1
CG medium humanoid (Human)
Init -1; Senses (), Perception + 1 (+2familar Alertness),
Languages: Common (Taldane), Celestial*, Auran, Sylvan, Varisian, Draconic
Patron: Ancestors.
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DEFENSE
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AC 9, touch 9, flat-footed 9 ACP= +0
HP 8 (1HD)
Fort +1, Ref -1, Will +3
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OFFENSE
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Speed 30 ft.
Melee: Dagger +1 1d4+1 20/x2 PS
Space 5 ft. Reach 5 ft.
Sling -1 1d4 20/x2 B
Base Atk +0; CMB +1; CMD 10
Learnt Magic Spells (CL 1st):
2nd (0/day) -
1st (2/day) - Enlarge Person, Cure Light Wounds, (Comprehend Languages, Identify, Sanctify Corpse, Unseen Servant, Burning Hands)
0th (4/at will) - Message, Detect Magic, Stabilise

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STATISTICS
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Str 13, Dex 8, Con 12, Int 18, Wis 12, Cha 14
Feats: (H)Noble Scion (Magic)(Celestial bonus lang);(1) Extra Hex (Healing)
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SKILLS
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Acrobatics/0 - 1
Appraise/1 + 5
Bluff/0 + 2
Climb/0 + 1
Craft*(Painting)/1 + 8
Diplomacy/0 + 2
Disable Device/0 - 1
Disguise/0 + 0
Escape Artist/0 - 1
Fly*/0 - 1
Handle Animal
Heal*/1 + 4
Intimidate*/0 + 3
Knowledge*/1 (Arcana) + 8
Knowledge*/1 (History) + 8
Knowledge/0 (Local) + 0
Knowledge*/0 (Planes) + 0
Knowledge*/0 (Nature) + 0
Knowledge*/0 (Nobility) + 6
Knowledge/0 (Religion) + 0
Knowledge/0 (Geography) + 0
Linguistics/0
Perception/ + 1
Performance ()/0 + 2
Profession*/0
Ride/0 - 1
Sense Motive/0 +
Sleight of Hand/0 + 0
Spellcraft*/1 +8 (+2 1/day)
Stealth/0 + 0
Survival/0 + 0
Swim + 0
UMD*/1 +6
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GEAR/POSSESSIONS
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Location On Persons (13.03gp/3.5)
Dagger (2/1)
Flask (.03/1.5)
Sling (0/0)
Compass (10/.5)
Harrowing Deck (1/.5)

Location Pouch (1/.5) (4gp/.5)
Alchemists Kindness (1/-)
Night Tea (20)(2/-)
Normal Tea

Location Pouch (1/.5) (2gp/1)
Cards (1/.5)

Location* Waterskin (1.1gp/9)
Bullets (0.1/5)

Location Backpack* (2/2) (25.46gp/15.5)
Candle (5) (.05/-)
Chalk (5 piece) (.05/-)
Fish Hook (0.1/-)
Flint and Steel (1/-)
Charcoal (.5/-)
Iron Spike (.05/1)
Lamp Oil (.1/1)
Mapcase (1/.5)
Marbles (0.1/2)
Mirror (10/.5)
Paper (sheet) (x5) (1/-)
Rope (silk/50 ft.) (10/5)
Sticks & Kindling
Sealing Wax (1/1)
Sewing Needle (.5/-)
Twine (50 ft.) (0.01/.5)
Tea Set! (LOTS/4)

Location Home# (18.3gp/42.5)
Bedroll (0.1/5)
Blanket (0.2/1)
Iron Pot (0.8/4)
Caltrops (1/2)*
Cooking Kit (1/2)
Shovel (0.2/3)*
Soap
Tent (Medium) (15/30)
Wooden Bowl
Wooden Boules/Balls

* = In saddlebags
# = In Lodgings

Spent: 63 gp, 8sp, 9cp of 70gp

Total Weight = 47

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SPECIAL ABILITIES
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Trait - Starchild
Benefit:You can automatically determine where true north is. You gain a + 4 trait bonus on Survival checks to avoid becoming lost.

Trait - Riftwarden Orphan
Benefit: +2 to Concentration Checks.

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+Int. A Will save reduces this to just 1 round. This is a mind-affecting effect.

Healing (Su): A witch can soothe the wounds of those she touches. 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

Favoured Class: Witch (1HP)

Erina the Hedgehog:
N Diminutive animal
Init +3; Senses low-light vision; Perception +1

DEFENSE
AC 18, touch 17, flat-footed 15 (+3 Dex, +1 natural, +4 size)
hp 4 (1d8–2)
Fort +0, Ref +5, Will +3

OFFENSE
Speed 20 ft.
Space 1 ft.; Reach 0 ft.

STATISTICS
Str 1, Dex 16, Con 6, Int 2, Wis 12, Cha 7
Base Atk +0; CMB –1; CMD 4 (8 vs. trip)
Feats Athletic
Skills Climb +5, Stealth +19, Swim +5

SPECIAL ABILITIES
Familiar

The master of a hedgehog familiar gains a +2 bonus on Will saves.

Spiny Defense (Ex)

As a move action, a hedgehog can roll itself up into a spiny ball. While rolled up, it gains a +1 enhancement bonus to its existing natural armor, and any creature attempting to grapple the hedgehog takes 1d3 damage on making a grapple check. While rolled up, a hedgehog cannot take any action other than leaving this state. The hedgehog can leave this state as a move action.


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