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Creelia

Vital StatisticsEdit

       Race: Ratfolk
      Class: Witch
      Level: 1
 Experience: 0 XP (Next level at: 1300)
  Alignment: Chaotic Good
      Deity: Agnostic
 First Seen: Dunn Wright Inn
   Location: Name of Current Adventure
 Background: Open

  Size: Small
Gender: Female
   Age: 17
Height: 3'8"
Weight: 62
  Hair: Chocolate brown
  Eyes: Jet black
  Skin: Puffy pink

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-At home in the comfort of a tiny little timber shack with his pack in Ranocchio, Creelia calls Venza home. Her family has suffered greatly to due the loss of it's matriarch, Anita, Creelia's maternal grandmother. No longer burdened with the looming end of her life, Creelia's parents encouraged her and her siblings to go out and see the world, to make a name for themselves. Upon leaving with her brothers and sisters, Creelia took her adored grandmother's mantra with her: "Death is not a time for sadness, but an opportunity to celebrate life!"

     Racial: Common
   Regional: Middle Landadellian
        INT: Dwarven
        INT: Gnome
        INT: Halfling
        INT: Undercommon

Ability  MOD | BASE RACE  LVL ITEM MISC MISC |Points| NOTES
STR: 10 (+0) |  12   -2   --   --   --   --  | ( 2) | 
DEX: 14 (+2) |  12   +2   --   --   --   --  | ( 2) | 
CON: 14 (+2) |  14   --   --   --   --   --  | ( 5) | 
INT: 18 (+4) |  16   +2   --   --   --   --  | (10) | 
WIS: 14 (+2) |  14   --   --   --   --   --  | ( 5) | 
CHA:  7 (-2) |   7   --   --   --   --   --  | (-4) |

Combat StatisticsEdit

    HP: 8         [Class(1d6)x1 + CON(2)x1 + FC(0)x1]
Option: Max -2
  Init: +2        [DEX(2) + Class(0) + Familiar(0) + Trait(0) + Feat(0)]
   BAB: +0        [Class(0)]
   CMB: +1        [BAB(0) + STR(0) + Size(1)]
   CMD: 13        [Base(10) + BAB(0) + STR(0) + DEX(2) + Size(1)]
 Speed: 20        [Base(20) + Misc(0) + Encumbrance(-0)]
Damage Reduction: 0
Spell Resistance: 0

  Type   AC |  Base    Size     DEX    Dodge   Armor  Shield  Natural  Deflect  Misc
 Armor:  13 |   10       1       2       -       -       -       -       -       -
  Flat:  11 |   10       1       X       X       -       -       -       -       -
 Touch:  13 |   10       1       2       -       X       X       X       -       -
 Notes:

 Saves  Mod |   Stat   Class   Resist   Misc    Misc    Misc    Misc    Misc    Misc
  Fort:  +2 |    2       0       -       -       -       -       -       -       -
Reflex:  +2 |    2       0       -       -       -       -       -       -       -
  Will:  +4 |    2       2       -       -       -       -       -       -       -
 Notes:

Quarterstaff
    Melee: +1       [BAB(0) + STR(0) + Size(1) + Enhance(0) + Misc(0)]
   Damage: 1d4      [Weapon(1d4) + STR(0) + Misc(0) + Misc(0)]
     Crit: 20/x1    Type: B Special: Double
Dagger
    Melee: +1       [BAB(0) + STR(0) + Size(1) + Enhance(0) + Misc(0)]
   Ranged: +3       [BAB(0) + DEX(2) + Size(3)+ Enhance(0) + Misc(0)]
   Damage: 1d3      [Weapon(1d3) + STR(0) + Misc(0) + Misc(0)]
     Crit: 19/x2    Type: P/S Range: 10 ft. Special: -
Weapon
   Ranged: +3       [BAB(0) + DEX(2) + Size(3)+ Enhance(0) + Misc(0)]
   Damage: ?d??+??  [Weapon(1d6) + Misc(0) + Misc(0)]
     Crit: 19/x2    Type: P Range: 80 ft. Special: -
    Notes:

Ratfolk TraitsEdit

-Ratfolk are agile and clever, yet physically weak.

-Ratfolk are humanoids with the ratfolk subtype.

-Ratfolk are Small and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks.

-Ratfolk have a base speed of 20 feet.

-Ratfolk can see in the dark up to 60 feet.

-Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents.

-Ratfolk can fight viciously when cut off from friends and allies. Whenever a ratfolk with this racial trait is reduced to half or fewer of his hit points, and has no conscious ally within 30 feet, he gains a +2 racial bonus on melee attack rolls and to Armor Class. This racial trait replaces swarming.

-Ratfolk gain a +2 racial bonus on Craft (alchemy), Perception, and Use Magic Device checks.

-Ratfolk begin play speaking Common. Ratfolk with high Intelligence scores can choose from the following: Aklo, Draconic, Dwarven, Gnoll, Gnome, Goblin, Halfling, Orc, and Undercommon.

Witch Features (Favored Class)Edit

-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.

-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 1–3 of the Pathfinder RPG Core Rulebook).
-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.

-Witches can prepare a number of cantrips, or 0-level spells, each day, as noted on Table 2–10 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.

-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.

Owl

-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 (see sidebar).

HexesEdit

-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. At 5th level, this hex acts like cure moderate wounds.

-A witch can use this hex to place a protective ward over one creature. The warded creature receives a +2 deflection bonus to AC and a +2 resistance bonus on saving throws. This ward lasts until the warded creature is hit or fails a saving throw. A witch knows when a warded creature is no longer protected. A witch can have only one ward active at a time. If the witch uses this ability again, the previous ward immediately ends. A witch cannot use this ability on herself. At 8th level and 16th level, the bonuses provided by this ward increase by +1.

SpellsEdit

Caster Level:   1 [Class(1) + Misc(0)]
Concentration: +6 [Class(1) + INT(4) + Trait(2)]

3 Prepared/day, Unlimited Use

Arcane Mark            [Universal]
Bleed                  [Necromancy, Will DC 14]
Dancing Lights         [Evocation]
Daze                   [Enchantment, Will DC 14]
Detect Magic           [Divination]
Detect Poison          [Divination]
Guidance               [Divination]
Light                  [Evocation]
Mending                [Transmutation]
Message                [Transmutation]
Putrefy Food and Drink [Transmutation]
Read Magic             [Divination]
Resistance             [Abjuration]
Spark                  [Evocation, Fort DC 14]
Stabilize              [Conjuration]
Touch of Fatigue       [Necromancy, Fort DC 14]

2/day [Base(1) + STAT(1)]

Burning Hands          [Evocation, Ref DC 15]
Mage Armor             [Conjuration, Will DC 15]
Obscuring Mist         [Conjuration]
Enlarge Person         [Transmutation, Fort Dc 15]
Reduce Person          [Transmutation, Fort DC 15]
Bungle                 [Enchantment, Will DC 15]
Summon Monster I       [Conjuration]

TraitsEdit

Ultimate Campaign

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

Ultimate Campaign

-Your sharp intellect and rapier-like wit bruise egos. Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.

FeatsEdit

Core Rulebook

-You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Advanced Player's Guide

-You gain one additional hex. You must meet all of the prerequisites for this hex.

SkillsEdit

Skills         Total |  A  B | CS   Stat  ACP  Race Fam  | Notes
Acrobatics        +2 |  0  - |     2(DEX) -0    -    -   |
Appraise          +4 |  0  0 |     4(INT)       -    -   |
Artistry          +2 |  0  0 |     4(INT)       -    -   |
Bluff             -2 |  0  - |    -2(CHA)       -    -   |
Climb             +0 |  0  - |     0(STR) -0    -    -   |
Craft             +4 |  0  0 | 0   4(INT)       -    -   |
Craft (Alchemy)  +10 |  0  1 | 3   4(INT)       2    -   |
Diplomacy         -2 |  0  - |    -2(CHA)       -    -   |
Disable Device       |  0  - |     2(DEX) -0    -    -   |
Disguise          -2 |  0  - |    -2(CHA)       -    -   |
Escape Artist     +2 |  0  - |     2(DEX) -0    -    -   |
Fly               +2 |  0  - | 0   2(DEX) -0    -    -   |
Handle Animal        |  0  0 |    -2(CHA)       -    -   | +4 influence rodents
Heal              +2 |  0  - | 0   2(WIS)       -    -   |
Intimidate        +8 |  1  - | 3   4(INT)       -    -   |
K. Arcana         +8 |  1  - | 3   4(INT)       -    -   |
K. Dungeon           |  0  - |     4(INT)       -    -   |
K. Engineer          |  0    |     4(INT)       -    -   |
K. Geography         |  0  0 |     4(INT)       -    -   |
K. History        +8 |  0  1 | 3   4(INT)       -    -   |
K. Local             |  0  - |     4(INT)       -    -   |
K. Nature         +8 |  1  - | 3   4(INT)       -    -   |
K. Nobility          |  0  0 |     4(INT)       -    -   |
K. Planes         +8 |  1  - | 3   4(INT)       -    -   |
K. Religion          |  0  - |     4(INT)       -    -   |
Linguistics          |  0  0 |     4(INT)       -    -   |
Lore                 |  0  0 |     4(INT)       -    -   |
Perception        +7 |  1  - |     2(WIS)       2    2   | +3 perception in dark
Perform           -2 |  0  0 |    -2(CHA)       -    -   |
Profession           |  0  0 | 0   2(WIS)       -    -   |
Ride              +2 |  0  - |     2(DEX) -0    -    -   |
Sense Motive      +4 |  0  - |     2(WIS)       -    2   |
Sleight of Hand      |  0  0 |     2(DEX) -0    -    -   |
Spellcraft        +8 |  1  - | 3   4(INT)       -    -   |
Stealth           +2 |  ?  - |     2(DEX) -0    -    -   |
Survival          +2 |  ?  - |     2(WIS)       -    -   |
Swim              +0 |  ?  - |     0(STR) -0    -    -   |
Use Magic Device  +4 |  1  - | 3  -2(CHA)       2    -   |
Adventuring Points:  7 = [Class(2)x1 + INT(4)x1 + Race(0)x1 + FC(1)x1]
Background Points:   2 = [Level(2)x1]

InventoryEdit

Gear                     Cost         Weight    Location | Notes
Explorer's Outfit          --         --    lb  Worn     | Small
Quarterstaff                0    gp    2    lb  Weapon   | Small
Dagger                      2    gp    0.5  lb  Weapon   | Small
Light Crossbow             35    gp    2    lb  Weapon   | Small
  10 Bolts                  1    gp    0.5  lb  Weapon   | Small
Witch's Kit                21    gp   15.75 lb  Worn     | Small
                 Totals:   59.00 gp   20.75 lb

       Light  Medium  Heavy     Lift   Max   Push/Drag
Weight: 0-24   25-49  50-75      75    150   375

Name of Item              Value        Adventure Used
????????????              ????.??      ??????????????
????????????              ????.??      ??????????????
????????????              ????.??      ??????????????
????????????              ????.??      ??????????????
????????????              ????.??      ??????????????
         Total Consumed:     0.00 gp

Initial Character Money:   150.00 gp
        First Adventure:    +0.?? gp
                          =======
        Career Earnings:    +0.?? gp
      Carried Inventory:   -59.?? gp
         Consumed items:    -0.00 gp
  Living accommodations     -0.00 gp
                          =======
                Coinage:    91.00 gp

FamiliarEdit

Owl

    Name: ????
 Species: Owl
  Patron: Shadow
    Size: Tiny
   Speed: 10 ft.
     Fly: 60 ft. (Average)
   Space: 2.5 ft.
   Reach: 0 ft.
  Senses: Low-light vision
    Init: +3
      HP: 4 = [Master (8)/2]
      HD: 1
     CMB: +1 = [Master BAB(0) + DEX(3) + Size(-2)]
     CMD:  9 = [10 + STR(-2) + DEX(3) + Size(-2)]

     STR:  6 (-2)
     DEX: 17 (+3)
     CON: 11 (+0)
     INT:  6 (-2)
     WIS: 15 (+2)
     CHA:  6 (-2)

      AC: 15 = [10 + Size(2) + Natural(0) + Adj(0) + DEX(3)]
    Flat: 12 = [10 + Size(2) + Natural(0) + Adj(0)]
   Touch: 15 = [10 + Size(2) + DEX(3)]
   Notes:

    Fort: +2 = [Base(2) + CON(0)]
     Ref: +5 = [Base(2) + DEX(3)]
    Will: +4 = [Master(2) + WIS(2)]
   Notes:

2 Talons: +3 = [Master BAB(0) + DEX(3)]
  Damage: 1d4-2?
   Notes:

    Acro:  +3 [Master(0) + CS(0) + DEX(3) + Race(0)]
   Climb:  +3 [Master(0) + CS(0) + DEX(3) + Race(0)]
     Fly:  +7 [Master(0) + CS(0) + DEX(3) + Race(4)]
    Perc: +10 [Master(1) + CS(3) + WIS(2) + Race(4)]
 Stealth: +15 [Master(0) + CS(0) + DEX(3) + Race(4) + Size(8)]
    Swim:  +3 [Master(0) + CS(0) + DEX(3) + Race(0)]
   Notes:

Alertness: While a familiar is within arm's reach, the master gains the Alertness feat.
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 wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically 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 his familiar does.

Adventuring NotesEdit

People               | Description
Bixby Luch           | Brother
Grog                 | Half-orc bartender at the Dunn Wright Inn
Marla                | Tiefling barmaid at the Dunn Wright Inn

Places               | Description
Dunn Wright Inn      | Tavern for adventurers Venza
Venza                | City of Glass, port town on the west coast of the Baronies

Enemies          | Description

TITLEOFGAMETHREAD
      XP:
    Gold:
Treasure:

Level TrackerEdit

Level 1

    Ability Score: 
      Class Taken: Witch
               HP: 8 = [Previous(0) + Class(6) + CON(0) + FC(0)]
              BAB: +0 to +0
             Fort: +0 to +0
              Ref: +0 to +0
             Will: +0 to +2
   Class Features: Weapon and Armor Proficiency, Spells, Cantrip, Hex (Healing), Witch's Familiar (Ex)
   Spells Learned: Burning Hands, Mage Armor, Obscuring Mist, Enlarge Person, Reduce Person, Bungle, Summon Monster I
            Feats: Extra Hex (Ward)
 Adventure Skills: 7 = [Previous(0) + Class(2) + INT(4) + Race(0) + FC(1)]
      Ranks Taken: Intimidate, K. Arcana, K. Nature, K. Planes, Perception, Spellcraft, Use Magic Device
Background Skills: 2 = [Previous(0) + Base(2)]
      Ranks Taken: Craft (Alchemy), K. History

Level 2

    Ability Score: (+1 to any stat every 4th level)
      Class Taken: ?????
               HP: ?? = [Previous(?) + Class(?) + CON(?) + FC(?)]
              BAB: +0 to +?
             Fort: +0 to +?
              Ref: +0 to +?
             Will: +0 to +?
   Class Features: (List them here)
   Spells Learned: (List them here)
            Feats: ?????
 Adventure Skills: ?? = [Previous(?) + Class(?) + INT(?) + Race(?) + FC(?)]
      Ranks Taken: (List your skills here)
Background Skills: ?? = [Previous(?) + Base(2)]
      Ranks Taken: (List your skills here)

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ApprovalsEdit

-TYPEOFAPPROVAL JUDGENAME DAY-MONTH-YEAR APPROVED
-TYPEOFAPPROVAL JUDGENAME DAY-MONTH-YEAR APPROVED

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