
GM Pox |

The party has just hit 12th level and we are just starting book 5. The party currently consists of an Slayer(archer), a Druid, a Bloodrager/Dragon Disciple, and a Sorcerer. The person who just left was a Wizard/Cleric/Mystic Theurge who's main role was party healer.
With that in mind they need someone that can heal and possibly provide casting support. They need not being a mega focused healing machine, but just a class with strong heals.. This is a beefed up campaign so damage taken can be rather high..
Build Info
12th Level, Mythic Teir 4
25 point buy
2 traits, 1 must be campaign
Core plus Ifrits, Oreads, Sylphs, and Suli.
Any none evil.
All classes are gtg except gunslingers and summoners..
WBL for 12th level, crafting is allowed, but don't abuse it.
Max HP at 1st, Half +1 after.
We are anxious to get started on book 5 so this will not be a long recruitment. Thanks for your interest!

Mimesyne |

I get excited every time I see a Mummy's Mask go up and yet I've never gotten the chance to actually play one >.<
But I TOTALLY have a character that's been kicking around forever for this! She was originally a Peri-blooded Aasimar, but that's hardly important. I can easy use an Ifrit.
Just wanted to get my over-enthusiastic "dot" in now since I have no idea how short you plan on making this recruitment. I'll get more up about her ASAP!

Acaciano |

Here's DeviousDevious's submission.
Acaciano is a druid. Fighting is done wildshaped as a big scary walking tree, and his magic will be used for heals. I'd like to think of him as one of those cool, nimble desert trees that somehow survives in rough places. I gave him Undead Crusader to represent his distaste for the unnatural; the natural things have it hard enough in rough places like this without the undead walking around.
He's set up to be particularly hard to kill, and most of his mythic stuff goes towards and that. Thanks for consideration!

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Nalda Humla
Male human arcanist (white mage) 12/Archmage 4 ( Pathfinder RPG Advanced Class Guide 8, 79)
CN Medium humanoid (human)
Init +13; Senses low-light vision; Perception +16
—————
Defense
—————
AC 20, touch 11, flat-footed 19 (+7 armor, +1 Dex, +2 natural)
hp 110 (12d6+60)
Fort +10, Ref +10, Will +13; +2 trait bonus against death effects.
Defensive Abilities hard to kill
—————
Offense
—————
Speed 30 ft.
Melee mwk quarterstaff +7/+2 (1d6)
Special Attacks arcane reservoir (6/15), arcanist exploits (arcane barrier ACG, fast healing ACG, ice
missileACG, icy tomb ACG), consume spells, mythic power (11/day, surge +1d8)
Arcanist (White Mage) Spells Prepared (CL 12th; concentration +19)
M mythic spell
—————
Statistics
—————
Str 10, Dex 12, Con 16, Int 25, Wis 15, Cha 20
Base Atk +6; CMB +6; CMD 17
Feats Avid Spellbook Reader, Craft Wand, Craft Wondrous Item, Healer's Touch, Improved Initiative M,
Lightning Reflexes, Mythic Spell Lore M, Scribe Scroll
Traits magic is life, resurrected
Skills Appraise +15, Craft (calligraphy) +20, Fly +16, Heal +12, Knowledge (arcana) +22, Knowledge
(dungeoneering) +14, Knowledge (history) +16, Knowledge (local) +16, Knowledge (planes) +16,
Knowledge (religion) +12, Perception +16, Profession (teacher) +7, Spellcraft +22 (+24 to decipher arcane
magical writing (such as a single spell in another’s spellbook or on a scroll)), Use Magic Device +16
Languages Ancient Osiriani, Azlanti, Common, Dwarven, Elven, Gnome, Halfling, Osiriani
SQ amazing initiative, arcane surge MA, competent caster MA, enduring armor MA, mythic spellpower MA (0/day),
mythic spellpower MA (4/day), recuperation, spontaneous healing
Combat Gear scroll of communal (x2) protection from energy , scroll of mage armor (CL 8th), mage armor
(CL 8th) , scroll of polymorph (x3) , scroll of stinking cloud (x2), stoneskin , scroll of symbol of healing (x2)
(CL 12th) , scroll of wall of force (x3) , scroll of wall of nausea (x3) , wand of cure light wounds (50
charges); Other Gear mwk quarterstaff, pink rhomboid ioun stone , amulet of natural armor +2 , bracers of
armor +5 , cloak of resistance +3 , cracked vibrant purple prism ioun stone , dunestrider boots , eyes of
keen sight UE, first aid gloves , flawed pearly white spindle ioun stone , headband of mental prowess +4 (Int, Cha), ring of spell knowledge iii UE, ring of sustenance , 8,750 gp
—————
Special Abilities
—————
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't
be used to cast a spell).
Arcane Barrier (17 hp, 12 minutes) (Su) Use N reservoir (1 first time, 2 second time, etc) as a swift
action, to gain temp hp.
Arcane Reservoir +1 DC or CL (15/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL
or DC while cast spell.
Arcane Surge (Su) Use 1 power, cast known/mem arcane spell for free, non-mythic save 2x (take low) &
roll 2x vs. SR.
Avid Spellbook Reader +2 to decipher magic writing, and can gain 2 preparation rituals at once
Competent Caster (Ex) Concentration checks for arcane spells auto succeed (unless highest level
castable).
Consume Spells (5/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane
reservoir.
Enduring Armor +7 (Su) Armor of force grants armor bonus equal to 3 + your tier.
Fast Healing (5 rounds) (Su) Spend 1 reservoir and 2nd or higher slot to grant fast healing to allies in
30 ft.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Healer's Touch The magic of life flows through your body like a river.
Requirement: Cure a cumulative total of 1,000 points of damage for other creatures using healing spells.
Dealing damage slows progress toward this goal achievement; for every 1 point
Ice Missile (6d6+5 cold damage, DC 21) (Su) Use 1 reservoir, touch att deals cold dam & stagger 1 rd vs. foe in 30 ft (Fort part).
Icy Tomb (DC 15) (Su) Use +1 reservoir with ice missile, entangle & 1 Dex dam/rd if fail. 10 fire or Str check to end.
Improved Initiative [Mythic] When rolling initiative, use 1 power to treat the roll as a natural 20.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mythic Spell Lore [Mythic] Gain mythic spells equal to your mythic tier.
Mythic Spellpower (4/day) (Sp) Cast a mythic spell without expending mythic power.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non mythic abilities.
Spontaneous Healing (Cure Spells, Breath of Life) (Su) Spend reservoir points & slot to cast any cleric
cure spell or breath of life.
Surge (1d8) (Su) Use 1 power to increase any d20 roll by the listed amount.

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I envision Nalda to be a man of few words but powerful abilities, I think of him like Zenyatta from Over Watch a bit weathered. He like to just travel around and seek out new wisdom knowledge and anything that would look like it would be fun to own.
He can hold his own but has adventured with others before. He loves Osiriani because of all the wonders that no one wants to explore.

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ok got my character ready, Im thinking of playing a Hedge Witch
Crunch is below
witch healer
Female venerable human (Keleshite) witch (hedge witch) 12/Hierophant 4
CN Medium humanoid (human)
Init +11; Senses darkvision 60 ft.; Perception +19
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +1 Dex, +1 dodge)
hp 117 (12d6+64)
Fort +11, Ref +8, Will +14;
+2 trait bonus vs. fear effects.
Defensive Abilities hard to kill
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Special Attacks
hexes
(cackle[APG], flight[APG], fortune[APG], major healing[APG], misfortune[APG], retribution[APG]), inspired spell[MA],
mythic power (11/day, surge +1d8)
Witch Spell-Like Abilities (CL 12th; concentration +21)
At will—feather fall (self only), fly (self only)
1/day—levitate (self only)
Witch (Hedge Witch)
Spells Prepared (CL 12th; concentration +21)
6th—greater dispel magic, phobia (DC 25), pillar of life[APG]
5th—cleanse[APG] (2), feeblemind (DC 24), hostile juxtaposition[UC] (DC 24), teleport
4th—blast barrier (DC 23), confusion (DC 23), fear (DC 23), phantasmal killer (DC 23), symbol of healing[UM]
3rd—bestow curse (DC 22), deep slumber (DC 22), draconic malice, suggestion (DC 22), vampiric touch[M] (2)
2nd—blindness/deafness[M] (DC 21), glitterdust (2, DC 21), lesser restoration, see invisibility, vexing miscalculation (DC 21)
1st—ear-piercing scream[UM] (DC 20), hex vulnerability[ACG] (2, DC 20), ill omen[M,APG] (2), mage armor, sleep (DC 20)
0 (at will)—detect magic, guidance, putrefy food and drink[APG] (DC 19), stabilize
Patron Healing
M mythic spell
--------------------
Statistics
--------------------
Str 8, Dex 13, Con 16, Int 29, Wis 16, Cha 14
Base Atk +6; CMB +5; CMD 17
Feats
Alertness,
Combat Casting,
Dodge,
Extra Hex[APG],
Extra Path Ability[M],
Greater Spell Penetration,
Improved Initiative,
Mobility,
Spell Penetration[M]
Traits
reactionary,
wati native
Skills Acrobatics -5 (-9 to jump),
Appraise +15,
Bluff +12,
Fly +8,
Heal +18,
Intimidate +19,
Knowledge (arcana) +22,
Knowledge (history) +22,
Knowledge (nature) +22,
Knowledge (planes) +22,
Linguistics +17,
Perception +19,
Sense Motive +19,
Spellcraft +22,
Swim -3,
Use Magic Device +17
Languages Aboleth, Aklo, Ancient Osiriani, Azlanti, Boggard, Common, Draconic, Dwarven, Elven, Giant, Gnome, Halfling, Kelish, Necril, Osiriani, Protean, Sphinx, Sylvan, Wayang
SQ
abundant healing[MA],
amazing initiative,
empathic healing,
longevity[MA],
mythic spellcasting[MA],
pierce the darkness[MA],
recuperation,
spontaneous healing,
witch's familiar (toad named Arcane Familiar)
Combat Gear
quicken metamagic rod (lesser);
Other Gear +3 spell dodging bracers of armor, cackling hag's blouse[UE], corset of dire witchcraft[UE], headband of vast intelligence +2, pauldrons of unflinching fortitude +3/+4[MA],
2,500 gp
--------------------
Special Abilities
--------------------
Abundant Healing (Su) You can apply excess healing to another adjacent ally.
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Healing (Su) A hedge witch can minister to a diseased or poisoned target, redirecting the affliction into herself. For a poisoned target, the witch must tend to him as a standard action; he makes his next saving throw against the poison as normal, but the witch s
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 to Hit Points You gain the Alertness feat while your familiar is within arm's reach.
Fortune (2 rounds) (Su) Ally in 30 ft can roll 2d20 for an attack, save, ability, or skill check (and take higher) once/rd.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Inspired Spell (Su) Use 1 power, cast one divine spell from your class spell list at +2 CL, it doesn't need to be known/memorized.
Longevity (Su) You don't take penalties to physical ability scores due to aging.
Major Healing (3d8+12) (Su) Use cure serious wounds once per day/person.
Misfortune (2 rounds, DC 25) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Retribution (9 rounds, DC 26) (Su) Foe in 60 ft suffers half the melee damage it deals, ignoring resist, for duration (Will neg).
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
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 s
Surge (1d8) (Su) Use 1 power to increase any d20 roll by the listed amount.
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.
Still working on the back story, and i've got some gold to spend, probably going to put it towards buffing my ac.

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Arcanist (White Mage) Spells Prepared (CL 12th; concentration +19)
6th—globe of invulnerability
5th—greater grease , interposing hand
4th—acid pit APG (DC 21), dimension door , lesser globe of invulnerability
3rd—blink M, fireball (DC 20), force punch UM (DC 20), spiked pit APG (DC 20)
2nd—carrion compass (DC 19), delay pain UM (DC 19), hideous laughter (DC 19), mirror image M, communal protection from evil UC
1st—floating disk M, mage armor , magic missile M, ray of enfeeblement (DC 18), summon monster I
0 (at will)— bleed (DC 17), dancing lights , detect magic , detect poison , light, mage hand , open/close
(DC 17), prestidigitation, read magic
M mythic spell

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Grimvol Desech
Dwarf warpriest (shieldbearer) of Mazludeh 12/Guardian 4 (Pathfinder Player Companion: Armor Master's Handbook 7, Pathfinder RPG Advanced Class Guide 60)
NG Medium humanoid (dwarf)
Init +10; Senses darkvision 60 ft.; Perception +9
--------------------
Defense
--------------------
AC 33, touch 16, flat-footed 29 (+9 armor, +2 deflection, +4 Dex, +2 natural, +6 shield)
hp 165 (12d8+102)
Fort +15, Ref +11, Will +14; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training, fortification 25%, hard to kill; DR 5/epic
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 keen adamantine bec de corbin +14/+9 (1d10+5/19-20/×3) or
. . +2 heavy shield bash +15/+10 (2d8+5)
Ranged +1 adaptive endless ammunition composite longbow +15/+10 (1d8+4/×3)
Special Attacks blessings 9/day (Artifice: crafter's wrath, transfer magic, Community: communal aid, fight as one), channel positive energy 5/day (DC 19, 4d6), fervor 10/day (4d6), mythic power (11/day, surge +1d8), sacred weapon (+2 1d10, 12 rounds/day)
Warpriest (Shieldbearer) Spells Prepared (CL 12th; concentration +16)
. . 4th—greater celestial healing, death ward, divine power, freedom of movement
. . 3rd—channel vigor, invisibility purge, nap stack[APG] (DC 17), protection from energy, wind wall
. . 2nd—lesser angelic aspect, bull's strength, darkness, instant armor[APG], instant weapon, spiritual weapon
. . 1st—celestial healing, deathwatch, endure elements, protection from evil, shield of faith, unbreakable heart[ISWG]
. . 0 (at will)—create water, detect magic, mending, purify food and drink (DC 14), stabilize
--------------------
Statistics
--------------------
Str 16, Dex 18, Con 20, Int 14, Wis 18, Cha 10
Base Atk +9; CMB +13; CMD 28 (32 vs. bull rush, 32 vs. trip)
Feats Armor Focus, Combat Expertise, Craft Magic Arms & Armor, Defended Movement, Extra Path Ability[M], Improved Shield Bash, Improved Shield Focus, Mythic Paragon[M], Shield Brace, Shield Focus, Spring Attack, Two-weapon Fighting, Whirlwind Attack
Skills Climb +5, Craft (armor) +11 (+13 on checks related to metal or stone, Make double the normal progress to create nonmagical items), Craft (weapons) +11 (+13 on checks related to metal or stone, Make double the normal progress to create nonmagical items), Diplomacy +6, Handle Animal +6, Heal +10, Intimidate +4, Knowledge (engineering) +11, Knowledge (religion) +11, Perception +9 (+11 to notice unusual stonework), Ride +6, Sense Motive +10, Spellcraft +12, Survival +8, Swim +5; Racial Modifiers craftsman, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Giant, Terran
SQ amazing initiative, divine source[MA], empathic healing[MA], fast healing[MA], fast healing[MA], impervious body[MA], industrious urbanite, recuperation, sacred shield, shield adept, shieldbearer's channel energy, sudden block[MA]
Combat Gear wand of cure light wounds; Other Gear +2 burdenless light fortification mithral lamellar (steel) armor[UC], +3 holy reliquary mwk reinforcing shield boss shield spikes dragonhide heavy steel shield, +1 adaptive endless ammunition composite longbow, +1 keen adamantine bec de corbin[APG], amulet of natural armor +2, belt of physical perfection +2, boots of striding and springing, cloak of quick reflexes +2/+3[MA], cracked pale green prism ioun stone (attack), eyes of the eagle, mantle of the faithful vessel[MA], phylactery of positive channeling, ring of protection +2, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), holy text[UE], mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol, 156 gp
--------------------
Special Abilities
--------------------
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Blessings (9/day) (Su) Pool of power used to activate Blessing abilities.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Craftsman +2 on Craft/Profession checks related to metal/stone.
Damage Reduction (5/epic) You have Damage Reduction against all except Epic attacks (weapons with a +6 bonus).
Darkvision (60 feet) You can see in the dark (black and white only).
Defended Movement When using shield, gain +2 to AC vs. AoO.
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Divine Source (2 domains) (Su) You can grant divine spells to those who follow your cause.
Empathic Healing (60 points) (Su) Spend 1 power to transfer damage from ally to you, or 2 points to transfer disease or poison.
Fast Healing 10 (Ex) Spend 1 power to gain fast healing 10 for 1 minute
Fervor (4d6, 10/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Fortification 25% You have a chance to negate critical hits on attacks.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Industrious Urbanite Make double normal progress on Craft checks to make mundane items, Profession +4 to make money.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Sacred Shield (12 rounds/day) (Su) As a swift action, grant shield enhancement bonus or certain powers. Use 1 fervor as free action to also activate Sacred weapon.
Sacred Weapon +2 (12 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Shield Adept (Ex) Add equipped shield's bonus to roll when casting defensively.
Shield Brace Can use 2 handed spear/polearm with shield, but take the ACP of shield as pen to attack.
Shieldbearer's Channel Energy (Su) Can only channel energy with shield, and 30 ft cone shaped burst.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Sudden Block (Su) As an imm action, use 1 power to add +6 to own/adj ally AC vs. a melee att & foe must rolls 2x (take low). Make return att (bypass all DR).
Surge (1d8) (Su) Use 1 power to increase any d20 roll by the listed amount.
Warpriest Channel Positive Energy 4d6 (5/day, DC 19) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Whirlwind Attack Instead of making a full attack, you attack all foes in reach.
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Kaija Saadauri |

She is not finished but I can finish her if you guys like where the character is going.
It took me most of the evening to decide how to build her. Lol. Now its gotten too late to finish. Still need most of her equipment and a lot of polish but I could have her ready to go by Friday.
She has the Mythic Leadership feat. If this is not what you guys are looking for I understand. But I see her as more of a ranged caster (also picked up Faiths Reach ability) but her Cohort will be a frontline body guard. She's a merchant prince's daughter that has made quite the name for herself on her own.
Overview - Kaija is the daughter of a wealthy merchant prince in the town of Tephu. Her father is a devout follower of Abadar and she was raised with his teachings as well. As she grew older she was very involved with the church and learned a great deal there. Her later teens though struck her with a great wanderlust as she began to fear that her father may try to wed her. She decided to set off on her own at 17 to make a name for herself without her fathers help. She has traveled extensively around Osirion but has recently returned home. She has heard of the opening of the necropolis in Wati and was disappointed that she had arrived home too late to get into the lottery.
Current - In her travels, Kaija has befriended another follower of Abadar. A paladin that travels with her. Along with a small entourage of faithful servants, she is now home in Tephu planning her next adventure.
Party Roll - Healer, Buffer, Ranged

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Ok i've finished building the Hedge witch, i changed a few things and buffed my AC.
Crunch is below
Esadora
Female venerable human (Keleshite) witch (hedge witch) 12/Hierophant 4
CN Medium humanoid (human)
Init +7; Senses Perception +19
--------------------
Defense
--------------------
AC 24, touch 13, flat-footed 22 (+4 armor, +1 deflection, +1 Dex, +1 dodge, +3 natural, +4 shield)
hp 117 (12d6+64)
Fort +11, Ref +8, Will +14; +2 trait bonus vs. fear effects.
Defensive Abilities hard to kill
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Special Attacks
faith's reach[MA],
hexes (cackle[APG], flight[APG], fortune[APG], ice tomb[UM], major healing[APG], misfortune[APG], retribution[APG]), mythic power (11/day, surge +1d8)
Witch Spell-Like Abilities (CL 12th; concentration +21)
At will—feather fall (self only), fly (self only)
1/day—levitate (self only)
Witch (Hedge Witch) Spells Prepared (CL 12th; concentration +21)
6th—greater dispel magic, phobia (DC 25), pillar of life[APG]
5th—cleanse[APG] (2), feeblemind (DC 24), hostile juxtaposition[UC] (DC 24), teleport
4th—blast barrier (DC 23), confusion (DC 23), fear (DC 23), phantasmal killer (DC 23), symbol of healing[UM]
3rd—bestow curse (DC 22), deep slumber (DC 22), draconic malice, suggestion (DC 22), vampiric touch[M] (2)
2nd—blindness/deafness[M] (DC 21), glitterdust (2, DC 21), lesser restoration, see invisibility, vexing miscalculation (DC 21)
1st—ear-piercing scream[UM] (DC 20), hex vulnerability[ACG] (2, DC 20), ill omen[M,APG] (2), mage armor, sleep (DC 20)
0 (at will)—detect magic, guidance, putrefy food and drink[APG] (DC 19), stabilize
Patron Healing
M mythic spell
--------------------
Statistics
--------------------
Str 8, Dex 13, Con 16, Int 29, Wis 16, Cha 14
Base Atk +6; CMB +5; CMD 18
Feats Alertness, Combat Casting, Dodge, Extra Hex[APG], Extra Hex[APG], Extra Path Ability[M], Greater Spell Penetration, Spell Penetration[M], Split Hex[UM]
Traits reactionary, wati native
Skills Acrobatics -2 (-6 to jump), Appraise +15, Bluff +12, Fly +11, Heal +18, Intimidate +19, Knowledge (arcana) +22, Knowledge (history) +22, Knowledge (nature) +22, Knowledge (planes) +22, Linguistics +17, Perception +19, Sense Motive +19, Spellcraft +22, Swim +0, Use Magic Device +17
Languages Aboleth, Aklo, Ancient Osiriani, Azlanti, Boggard, Common, Draconic, Dwarven, Elven, Giant, Gnome, Halfling, Kelish, Necril, Osiriani, Protean, Sphinx, Sylvan, Wayang
SQ abundant healing[MA], amazing initiative, empathic healing, longevity[MA], mythic spellcasting[MA], recalled blessing[MA], recuperation, spontaneous healing, witch's familiar (toad named Arcane Familiar)
Combat Gear jingasa of the fortunate soldier[UE], quicken metamagic rod (lesser), wand of shield (50 charges); Other Gear +3 spell dodging bracers of armor, amulet of natural armor +3, cackling hag's blouse[UE], headband of vast intelligence +2, pauldrons of unflinching fortitude +3/+4[MA], 1,125 gp
--------------------
Special Abilities
--------------------
Abundant Healing (Su) You can apply excess healing to another adjacent ally.
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Healing (Su) A hedge witch can minister to a diseased or poisoned target, redirecting the affliction into herself. For a poisoned target, the witch must tend to him as a standard action; he makes his next saving throw against the poison as normal, but the witch s
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Faith's Reach (Su) Your touch divine spells have a range of 30 ft.
Familiar Bonus: +3 to Hit Points You gain the Alertness feat while your familiar is within arm's reach.
Fortune (2 rounds) (Su) Ally in 30 ft can roll 2d20 for an attack, save, ability, or skill check (and take higher) once/rd.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Ice Tomb (DC 25) (Su) A storm of ice and freezing wind envelops the creature, which takes 3d8 points of cold damage (Fortitude half). If the target fails its save, it is paralyzed and unconscious but does not need to eat or breathe while the ice lasts. The ice has 20 hit
Longevity (Su) You don't take penalties to physical ability scores due to aging.
Major Healing (3d8+12) (Su) Use cure serious wounds once per day/person.
Misfortune (2 rounds, DC 25) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Recalled Blessing (Su) Use 1 power, cast known/memorized divine spell for free, non-mythic foes must save twice, you roll twice for healing amt.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Retribution (9 rounds, DC 25) (Su) Foe in 60 ft suffers half the melee damage it deals, ignoring resist, for duration (Will neg).
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Split Hex A targeted hex can affect two creatures
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 s
Surge (1d8) (Su) Use 1 power to increase any d20 roll by the listed amount.
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.
If i get selected and you're happy with my build i can create an alias and a small back story dependent on how much you worry about that stuff. I've got a few ideas of how she can fit into the campaign story wise.

GM Pox |

Morning folks! After catching up there's a few things to mention. There are a few builds presented to are more of bandaids than healers and maybe its my fault for presenting it the request wrong. What I meant was that the character need not be a specialized healer, but they deffinitely needed to be a healing class.. Off heals will simply not cut it.
@Wabbit, Elise has to much 3.5 stuff to allow her here. It would not be fair to the pathfinder only pcs already in the game. It is a shame I didn't get to play her more though..
Im going to give folks till around noon central time to finish submissions and then select someone. Sorry to make yall rush but the group really needs to get back on track asap so..

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I'd like to stick with my hedge witch submission. I believe i can heal as well as a cleric as i can spend any prepared spell slot to cast a cure of the same level, plus i have healing hexes which gives me CSW once per day per person, and i have heaps of utility if we are not taking to much damage.
Additionally my Mythic Path ability allows me to use a heal spell without spending a spell slot so that's another 11 heals per day.
The only thing i lack is channel and armor but i can make up for it in battle field buffs and debuffs.
thanks for the chance to submit. :)

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Added a bit more to the backstory in the last few minutes! It's not as well written as I'd like and if I do get picked I'd like to keep working with it until it's a grand story worthy of Mythic tiers ;) Basically it sums up to the fact that her life revolves around helping the dead find their eternal rest.
I haven't done mundane gear yet since that seemed like the least of my worries in making such a high powered character in such a short time. I did want to ask if mounts were something I should look into? I know they are practical for some campaigns and not for others.
Mechanically I went Oracle with the bones mystery, and of course she's got a focus in necromancy. I took the Spirit Guide archetype to give me some extra flexibility with her abilities and spell list. It even gives me the ability to channel a couple times a day if I pick up the Life spirit, supplementing the oracle's already decent healing.
If I get the chance, I'd like to reshuffle her stats a bit to give her a positive Wis mod, and maybe get rid of some of my current gear in favor of picking up one of those headbands that grant two mental stats. I did her stats and gear before I picked the archetype. That's what I get for making a character past my bed time.

GM Pox |

Ok after reviewing and discussing with the other players we are gonna take Amarantha. I thank you all for your quick submissions and will keep you all in mind should we lose another.
Amarantha can you check in at the discussion here and dot the gameplay. I'm going to push us forwards after I get off this afternoon.