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Race: Half-Orc
Class: Witch 5
Gender: Male
Age: 40
Height: 6' 3"
Weight: 214 lbs.
Alignment: Chaotic Good
Type: Humanoid (human, orc)
Favored Class: Witch
Deity: Sezelrian
Ability Scores:
Str 11 (11 base)
Dex 13 (13 base)
Con 13 (13 base)
Int 20 (15 base, +2 racial, +1 level, +2 enhancement)
Wis 10 (10 base)
Cha 12 (12 base)
Languages:
Abyssal
Common
Draconic
Giant
Goblin
Ignan
Orc
Combat:
HD: 5d6
HP: 29 (22 from hit dice, +5 Con, +2 FCB)
Temp HP: 0
AC: 14 (10 base, +1 Dex, +2 natural, +1 deflection)
BAB: +2
Speed: 30ft.
Init: +1 (+1 Dex)
CMD: 13 (10 base, +2 BAB, +1 Dex)
CMB: +2 (+2 BAB)
Attacks:
Saves:
Fort +4 (+1 base, +1 Con, +1 luck, +1 resistance)
Refl +4 (+1 base, +1 Dex, +1 luck, +1 resistance)
Will +6 (+4 base, +0 Wis, +1 luck, +1 resistance)
Skills:
Acrobatics +4 (0 ranks, +1 Dex, +3 familiar)
Appraise +5 (0 ranks, +5 Int)
Bluff +1 (0 ranks, +1 Cha)
Climb +0 (0 ranks, +0 Str)
Craft +5 (+5 Int)
Craft [Alchemy] +13 (5 ranks, +3 trained, +5 Int)
Diplomacy +1 (0 ranks, +1 Cha)
Disable Device +1 (0 ranks, +1 Dex)
Disguise +1 (0 ranks, +1 Cha)
Escape Artist +1 (0 ranks, +1 Dex)
Fly +5 (1 ranks, +3 trained, +1 Dex)
Handle Animal +1 (0 ranks, +1 Cha)
Heal +8 (5 ranks, +3 trained, +0 Wis)
Intimidate +5 (1 ranks, +3 trained, +1 Cha)
Knowledge +5 (+5 Int)
Knowledge [Arcana] +13 (5 ranks, +3 trained, +5 Int)
Knowledge [History] +10 (2 ranks, +3 trained, +5 Int)
Knowledge [Nature] +10 (2 ranks, +3 trained, +5 Int)
Knowledge [Planes] +10 (2 ranks, +3 trained, +5 Int)
Linguistics +5 (0 ranks, +5 Int)
Perception +0/+2 (0 ranks, +0 Wis, +2 while within 5 feet of familiar)
Perform +1 (+1 Cha)
Perform [Oratory] +2 (1 ranks, +1 Cha)
Profession [Herbalist] +4 (1 ranks, +3 trained, +0 Wis)
Ride +1 (0 ranks, +1 Dex)
Sense Motive +0/+2 (0 ranks, +0 Wis, +2 while within 5 feet of familiar)
Sleight of Hand +1 (0 ranks, +1 Dex)
Spellcraft +15 (5 ranks, +3 trained, +5 Int, +2 racial)
Stealth +1 (0 ranks, +1 Dex)
Survival +0 (0 ranks, +0 Wis)
Swim +0 (0 ranks, +0 Str)
Use Magic Device +9 (5 ranks, +3 trained, +1 Cha)
Feats:
Burning Amplification (Level 1)
Fire God's Blessing (Level 3)
Improved Familiar (Fey Touched) (Level 5)
Alertness (While within 5 feet of familiar)
Racial Features:
Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity.
Shaman Enhancement: You gain a +2 racial bonus on Spellcraft checks. In addition, when such a half-orc acquires an animal companion, bonded mount, cohort, familiar, or spirit animal, that creature gains a +2 bonus to Strength, Dexterity, or Constitution, as selected by the half-orc. This racial trait replaces weapon familiarity and intimidating.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Class Features:
Spells
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 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.
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.
Cantrips
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.
Hex: 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.
Hex: Iceplant (Su)
This hex grants the witch and her familiar a +2 natural armor bonus and the constant effects of endure elements. The effect leaves the witch’s skin thick and stiff to the touch.
Hex: Ward (Su)
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.
Witch's Familiar (Ex)
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).
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).
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.
Favored Class Bonus:
2 x +1 Hit Point
2 x Add one level 1 spell from the witch spell list to the witch’s familiar.
1 x Add one level 2 spell from the witch spell list to the witch’s familiar.
Spells added to familiar:
Cantrips:
Arcane Mark
Bleed
Dancing Lights
Daze
Detect Fiendish Presence
Detect Magic
Detect Poison
Grasp
Guidance
Light
Mending
Message
Putrefy Food and Drink
Read Magic
Resistance
Spark
Stabilize
Touch of Fatigue
1st level:
Shocking Grasp (Patron)
Air Bubble (FCB)
Burning Hands (FCB)
Comprehend Languages
Cure Light Wounds
Ear-piercing Scream
Identify
Ill Omen
Mage Armor
Mount
Obscuring Mist
Ray of Enfeeblement
Shield Companion
Tears to Wine
2nd level:
Flaming Sphere (Patron)
False Life (FCB)
Glitterdust
Burning Gaze
See Invisibility
Web
3rd level:
Ash Storm
Heroism

