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About Yukiharu-Prepared Spells-:
Level 0 Arcane Mark Detect Magic Detect Poison Spark Level 1
-Stats-:
Witch (Beast-Bonded) Patron - Agility Level 1 HP 9 Str 8
BAB +0 Fort +2
-Racial Abilities-:
-Standard Racial Traits- Size - Kitsune are Medium creatures and thus have no bonuses or penalties due to their size. Type - Kitsune are humanoids with the kitsune and shapechanger subtypes. Base Speed - Kitsune have a base speed of 30 feet. Languages - Kitsune begin play speaking Common and Sylvan. Kitsune with high Intelligence scores can choose from the following: any human language, Aklo, Celestial, Elven, Gnome, and Tengu. See the Linguistics skill page for more information about these languages. -Feat and Skill Racial Traits-
-Magical Racial Traits-
-Offensive Racial Traits-
-Senses Racial Traits-
-Alternate Racial Traits-
-Class Features-:
Weapon Proficiency - All Simple Weapons Armor Proficiency - None 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: Witch. 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. 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. 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. Witch's Familiar - 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. -Hexes-:
Slumber - A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch's level. 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. -Feats-:
-Traits-:
Adaptive Magic - The wonders of magic have always
fascinated you, and you find the urge to tinker and experiment with magic almost irresistible. You could be the child of an alchemist, wizard, or witch; a member of the Pathfinder Society; or maybe someone with a touch of fey or dragon blood. You may not be trained in magic, and you’ve had your share of accidental mishaps, but you possess a natural knack for activating magic items. You’ve always been intrigued by the cold magic of the winter witches and ice mages of the North, and would love to get your hands on some of their magic items. You gain a +1 trait bonus on Knowledge (arcana) and Use Magic Device checks, and Use Magic Device is a class skill for you. Clever Wordplay - Your cunning and logic are more than a match for another’s confidence and poise. Choose one Charisma-based skill. You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier.Pathfinder Player Companion: Pathfinder Society Primer page 11 -Skills-:
Acrobatics - (3) Appraise - (4) Bluff - (0) Climb - (-1) Craft* - (4) Diplomacy - (0) Disable Device - (n/a) Disguise - (1) Escape Artist - (3) Fly* - (3) Handle Animal - (n/a) Heal* - (0) Intimidate* - (0) Knowledge Arcana* - (9) Knowledge History* - (8) Knowledge Nature* - (n/a) Knowledge Planes* - (n/a) Perception - (1) Perform - (0) Profession* - (n/a) Ride - (3) Sense Motive - (0) Sleight of Hand - (n/a) Spellcraft* - (8) Stealth - (3) Survival - (0) Swim - (-1) Use Magic Devise* - (9) -Items-:
Coin Purse
115gp Witch's Kit
Outfits
Weapons
-Familiar/Spellbook-:
-Favored Class Choices-:
Level 1 - +1 hp |