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RG - Carrion Crown AP (The Deadwatchers)
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<blockquote data-quote="Fangor the Fierce" data-source="post: 5458444" data-attributes="member: 17100"><p>[sblock=Bella][sblock=Game Info]Race: Tiefling</p><p>Class: Witch</p><p>Level: 2</p><p>Alignment: CN</p><p>Languages: Common, Infernal, Draconic, Goblin, Abyssal, Gnome</p><p>Deity/Patron: Elements [/sblock][sblock=Abilities]STR: 8 (-1)</p><p>DEX: 16 (+3) (+2 Racial)</p><p>CON: 13 (+1)</p><p>INT: 19 (+4) (+2 Racial)</p><p>WIS: 11 (+0)</p><p>CHA: 11 (+0) (-2 Racial)[/sblock][sblock=Combat]HP: 14 = [2d6 + 2] + 2 (favored class bonus)</p><p>AC: 13 = 10 + 0 (armor) + 0 (shield) + 3 (DEX),</p><p>AC Touch: 13 = 10 + 3 (DEX)</p><p>AC Flatfooted: 10 = 10 + 0 (armor) + 0 (shield)</p><p>INIT: +7 = +3 (DEX) + 2 Familiar + 2 (trait)</p><p>BAB: +1 = +1 (Witch)</p><p>CMB: +0 = -1 (STR) + 1 (BAB)</p><p>CMD: 13 = 10 - 1 (STR) + 3 (DEX) + 1 (BAB)</p><p>Fort: +2 = +0 (base) + 1 (stat) + 1 (trait)</p><p>Reflex: +3 = +0 (base) + 3 (stat)</p><p>Will: +3 = +3 (base) + 0 (stat)</p><p>Speed: 30</p><p>Damage Reduction: 0</p><p>Spell Resistance: 0</p><p>Energy Resistance: Cold/Fire/Electricity/5[/sblock][sblock=Weapon Stats]Dagger (melee): +0 = +1 (BAB) - 1 (STR) + 0 (feat)/ DMG = 1d4-1(P/S), CRIT 19-20x2</p><p>Dagger (ranged): +4 = +1 (BAB) + 3 (DEX) + 0 (feat)/ DMG = 1d4-1(P/S), CRIT 19-20x2</p><p>Light Crossbow (ranged): +4 = +1 (BAB) + 3 (DEX) + 0 (feat)/ DMG = 1d8(P), 80', CRIT 19-20x2</p><p></p><p>Ranged +4</p><p>Melee +0[/sblock][sblock=Racial Traits]+2 Intelligence, +2 Dexterity, -2 Charisma</p><p>Darkvision 60'</p><p>+2 Bluff, +2 Stealth</p><p>Darkness 1/day at Class Level</p><p>Resistance Fire/Cold/Electricity 5</p><p>Speak Common & Infernal[/sblock][sblock=Class Features]Proficient with all Simple Weapons</p><p>Hex - Standard Action, DC 10+1/2 Class Level+INT Modifier (15)</p><p>Cantrips</p><p>Witch's Familiar - Greensting Scorpion (Ven)[/sblock][sblock=Ven][sblock=Abilities]STR: 3 (-4)</p><p>DEX: 16 (+3)</p><p>CON: 10 (+0)</p><p>INT: 6 (-2)</p><p>WIS: 10 (+0)</p><p>CHA: 2 (-4)[/sblock][sblock=Combat]HP: 7 = (2HD 1/2 Master HP)</p><p>AC: 21 = 10 + 6 (natural armor) + 2 (size) + 3 (DEX),</p><p>AC Touch: 15 = 10 + 3 (DEX) + 2 (size)</p><p>AC Flatfooted: 18 = 10 + 6 (natural armor) + 2 (size)</p><p>INIT: +3 = +3 (DEX)</p><p>BAB: +1 = +1 (Master)</p><p>CMB: +2 = +3 (DEX) + 1 (BAB) - 2 (size)</p><p>CMD: +8 (+20 vs Trip) = 10 - 4 (STR) + 3 (DEX) + 1 (BAB) - 2 (size)</p><p>Fort: +3 = +3 (base) + 0 (stat)</p><p>Reflex: +3 = +0 (base) + 3 (stat)</p><p>Will: +3/+4 vs Ench = +3 (base) + 0 (stat)</p><p>Speed: 30 (Drag max 112.5 lbs)</p><p>Damage Reduction: 0</p><p>Spell Resistance: 0[/sblock][sblock=Weapon Stats]2 Claws(melee): +6 = +1 (BAB) + 3 (DEX) + 2 (size)/ DMG = 1d2-4 plus <a href="http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Grab-Ex-" target="_blank">GRAB</a>(S), CRIT 20x2</p><p>Sting(melee): +6 = +1 (BAB) + 3 (DEX) + 2 (size)/ DMG = 1d2-4 plus <a href="http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Poison-Ex-or-Su-" target="_blank">POISON</a>(S), CRIT 20x2 [/sblock][sblock=Racial Traits]Darkvision 60'</p><p>Tremorsense 60'</p><p>+4 Climb, +4 Perception, +4 Stealth</p><p>Sting - Injury, DC12 Save, 1/round for 6 rounds, 1d2 Strength dmg, cure 1 save, CON based, includes +2 Racial Bonus</p><p>Constrict - 1d2-4 dmg[/sblock][sblock=Familiar Features]Magical Beast</p><p>Natural Armor +1</p><p>Alertness - Master gains Alertness if within arm's reach (+2 Perception/Sense Motive)</p><p>Improved Evasion - Reflex saves for half dmg can negate dmg if passed, or 1/2 dmg if failed</p><p>Share Spells - Spells with (You) as target can be cast on Familiar</p><p>Empathic Link - Telepathic communication with Master if within 1 mile[/sblock][sblock=Skills]Class Skills: <span style="color: White">Acrobatics (Dex), </span><span style="color: White">Climb (Str), </span><span style="color: White">Fly (Dex), Intimidate (Cha), </span><span style="color: White">Perception (Wis), Spellcraft (Int), </span><span style="color: White">Stealth (Dex), </span><span style="color: White">Swim (Str)</span></p><p>[code][B][U]Skill Total Ranks Stat CS Misc ACP[/U][/B]</p><p>Stealth +15 +0 +3 0 +12* +0</p><p>Perception +8 +1 +0 +3 +4 +0</p><p>Climb +4 +1 -4 +3 +4 +0</p><p>Knowledge Arcana +0 +2 -2 +0 +0 +0</p><p>Knowledge Nature +0 +2 -2 +0 +0 +0</p><p>Knowledge History +0 +2 -2 +0 +0 +0</p><p>Knowledge Planes +0 +2 -2 +0 +0 +0</p><p>Profession (Fortune-Teller) +1 +2 +0 +0 +0 +0</p><p>Spellcraft +0 +2 -2 +0 +0 +0</p><p></p><p>* +8 size, +4 racial</p><p>[/code][/sblock][/sblock][sblock=Spells][sblock=Familiar Spells Stored]0 - <a href="http://www.d20pfsrd.com/magic/all-spells/a/arcane-mark" target="_blank">Arcane Mark</a>, <a href="http://www.d20pfsrd.com/magic/all-spells/b/bleed" target="_blank">Bleed</a>, <a href="http://www.d20pfsrd.com/magic/all-spells/d/dancing-lights" target="_blank">Dancing Lights</a>, <a href="http://www.d20pfsrd.com/magic/all-spells/d/daze" target="_blank">Daze</a>, <a href="http://www.d20pfsrd.com/magic/all-spells/d/detect-magic" target="_blank">Detect Magic</a>, <a href="http://www.d20pfsrd.com/magic/all-spells/d/detect-poison" target="_blank">Detect Poison</a>, <a href="http://www.d20pfsrd.com/magic/all-spells/g/guidance" target="_blank">Guidance</a>, <a href="http://www.d20pfsrd.com/magic/all-spells/l/light" target="_blank">Light</a>, <a href="http://www.d20pfsrd.com/magic/all-spells/m/mending" target="_blank">Mending</a>, <a href="http://www.d20pfsrd.com/magic/all-spells/m/message" target="_blank">Message</a>, <a href="http://www.d20pfsrd.com/magic/all-spells/p/putrefy-food-and-drink" target="_blank">Putrefy Food and Drink</a>, <a href="http://www.d20pfsrd.com/magic/all-spells/r/read-magic" target="_blank">Read Magic</a>, <a href="http://www.d20pfsrd.com/magic/all-spells/r/resistance" target="_blank">Resistance</a>, <a href="http://www.d20pfsrd.com/magic/all-spells/s/spark" target="_blank">Spark</a>, <a href="http://www.d20pfsrd.com/magic/all-spells/s/stabilize" target="_blank">Stabilize</a>, <a href="http://www.d20pfsrd.com/magic/all-spells/t/touch-of-fatigue" target="_blank">Touch of Fatigue</a></p><p>1 - <a href="http://www.d20pfsrd.com/magic/all-spells/b/burning-hands" target="_blank">Burning Hands</a>, <a href="http://www.d20pfsrd.com/magic/all-spells/c/charm-person" target="_blank">Charm Person</a>, <a href="http://www.d20pfsrd.com/magic/all-spells/c/cure-light-wounds" target="_blank">Cure Light Wounds</a>, <a href="http://www.d20pfsrd.com/magic/all-spells/i/ill-omen" target="_blank">Ill Omen</a>, <a href="http://www.d20pfsrd.com/magic/all-spells/m/mage-armor" target="_blank">Mage Armor</a>, <a href="http://www.d20pfsrd.com/magic/all-spells/r/ray-of-enfeeblement" target="_blank">Ray of Enfeeblement</a>, <a href="http://www.d20pfsrd.com/magic/all-spells/u/unseen-servant" target="_blank">Unseen Servant</a>, <a href="http://www.d20pfsrd.com/magic/all-spells/i/identify" target="_blank">Identify</a>, <a href="http://www.d20pfsrd.com/magic/all-spells/r/remove-sickness" target="_blank">Remove Sickness</a>[/sblock][sblock=Elements Patron]Gain the following spells for free at each listed level:</p><p>2nd—<a href="http://www.d20pfsrd.com/magic/all-spells/s/shocking-grasp" target="_blank"><em>shocking grasp</em></a>, 4th—<a href="http://www.d20pfsrd.com/magic/all-spells/f/flaming-sphere" target="_blank"><em>flaming sphere</em></a>, 6th—<a href="http://www.d20pfsrd.com/magic/all-spells/f/fireball" target="_blank"><em>fireball</em></a>, 8th—<a href="http://www.d20pfsrd.com/magic/all-spells/w/wall-of-ice" target="_blank"><em>wall of ice</em></a>, 10th—<a href="http://www.d20pfsrd.com/magic/all-spells/f/flame-strike" target="_blank"><em>flame strike</em></a>, 12th— <a href="http://www.d20pfsrd.com/magic/all-spells/f/freezing-sphere" target="_blank"><em>freezing sphere</em></a>, 14th—<em><a href="http://www.d20pfsrd.com/magic/all-spells/v/vortex" target="_blank">vortex</a></em>*, 16th—<a href="http://www.d20pfsrd.com/magic/all-spells/f/fire-storm" target="_blank"><em>fire storm</em></a>, 18th— <a href="http://www.d20pfsrd.com/magic/all-spells/m/meteor-swarm" target="_blank"><em>meteor swarm</em></a>[/sblock][/sblock][sblock=Hexes]<u><strong>Ward </strong></u>(Su)</p><p>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.</p><p></p><p><u><strong>Evil Eye</strong></u> (Su)</p><p>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.</p><p></p><p><u><strong>Feral Speech</strong></u> (Su): This hex grants the witch the ability to speak with and understand the response of any animal as if using <a href="http://www.d20pfsrd.com/magic/all-spells/s/speak-with-animals" target="_blank">speak with animals</a>, though each time she uses the hex, she must decide to communicate with either amphibians, birds, fish, mammals, or reptiles, and can only speak to and understand animals of that type. The witch can make herself understood as far as her voice carries. This hex does not predispose any animal so addressed toward the witch in any way. At 12th level, the witch can use this hex to communicate with vermin.[/sblock][sblock=Feats & Traits]Extra Hex - Evil Eye (1st Lvl Feat)</p><p>Resilient - +1 to Fort Save (PG Trait)</p><p>Chance Savior - +2 Initiative (APG Trait)</p><p>Alertness - +2 to Perception/Sense Motive if within arm's reach of Familiar (Familiar Feat)</p><p>[sblock=Harrowed]<a href="http://www.d20pfsrd.com/feats/general-feats/harrowed" target="_blank">Harrowed</a> - If Deck is with Character, you get a +1 bonus on all Will saves made to resist enchantment effects. Once per day, you may draw a card from a Harrow deck you own. At any one time for the rest of that day, you may apply a +2 bonus on any d20 roll modified by the card’s suit.[/sblock][/sblock][sblock=Skills]Skill Ranks: 12</p><p>Max Ranks: 2</p><p>ACP: 0</p><p>Class Skills: <a href="http://www.d20pfsrd.com/skills/craft" target="_blank">Craft</a> (<a href="http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-" target="_blank">Int</a>), <a href="http://www.d20pfsrd.com/skills/fly" target="_blank">Fly</a> (<a href="http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-" target="_blank">Dex</a>), <a href="http://www.d20pfsrd.com/skills/heal" target="_blank">Heal</a> (<a href="http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-" target="_blank">Wis</a>), <a href="http://www.d20pfsrd.com/skills/intimidate" target="_blank">Intimidate</a> (<a href="http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-" target="_blank">Cha</a>), <a href="http://www.d20pfsrd.com/skills/knowledge" target="_blank">Knowledge</a> (Arcana) (<a href="http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-" target="_blank">Int</a>), <a href="http://www.d20pfsrd.com/skills/knowledge" target="_blank">Knowledge</a> (History) (<a href="http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-" target="_blank">Int</a>), <a href="http://www.d20pfsrd.com/skills/knowledge" target="_blank">Knowledge</a> (Nature) (<a href="http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-" target="_blank">Int</a>), <a href="http://www.d20pfsrd.com/skills/knowledge" target="_blank">Knowledge</a> (Planes) (<a href="http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-" target="_blank">Int</a>), <a href="http://www.d20pfsrd.com/skills/profession" target="_blank">Profession</a> (<a href="http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-" target="_blank">Wis</a>), <a href="http://www.d20pfsrd.com/skills/spellcraft" target="_blank">Spellcraft</a> (<a href="http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-" target="_blank">Int</a>), and <a href="http://www.d20pfsrd.com/skills/use-magic-device" target="_blank">Use Magic Device</a> (<a href="http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-" target="_blank">Cha</a>)</p><p>[code][U][B]Skill Total Ranks Stat Class Misc[/B][/U]</p><p>Knowledge Arcana +9 +2 +4 +3 +0</p><p>Knowledge Nature +9 +2 +4 +3 +0</p><p>Knowledge History +9 +2 +4 +3 +0</p><p>Knowledge Planes +9 +2 +4 +3 +0</p><p>Profession (Fortune-Teller) +7 +2 +0 +3 +2</p><p>Spellcraft +9 +2 +4 +3 +0[/code][/sblock][sblock=Equipment][code]Equipment Cost Weight</p><p>Tattoo 2sp 0 lbs</p><p>Explorer's Outfit (free) 0gp 0 lbs</p><p></p><p>Belt Pouch 1gp .5 lbs</p><p>Spell Component Pouch 5gp 2 lbs</p><p>MW Fortune Teller's Deck 0gp 1 lbs</p><p></p><p>Cold Iron Dagger 4gp 1 lbs</p><p>Dagger 2gp 1 lbs</p><p>Light Crossbow 35gp 4 lbs</p><p>Bolts x9 1gp 1 lbs</p><p></p><p>MW Backpack 50gp 4 lbs</p><p>Candles x10 1sp 0 lbs</p><p>Canvas 1sp 1 lbs</p><p>Chalk x10 1sp 0 lbs</p><p>Fishhook x4 4sp 0 lbs</p><p>Sewing Needle x2 1gp 0 lbs</p><p>Waterskin 1gp 4 lbs</p><p>String 50' 1cp .5 lbs</p><p>Twine 50' 1cp .5 lbs</p><p>Whetstone 2cp 1 lbs</p><p>Cauldron 1gp 5 lbs[/code]Treasure: 2 Sunrods</p><p>1 Flask Holy Water</p><p>1 Haunt Syphon</p><p>1 Potion CLW (1d8+1)[sblock=Spirit Planchette]</p><p>Aura moderate divination; CL 9th</p><p>Slot none; Price 4,000 gp (brass planchette),</p><p>10,000 gp (cold iron planchette), 18,000 gp</p><p>(silver planchette); Weight 5 lbs.</p><p>___________________________________________</p><p><u>Description</u>__________________________________</p><p>A spirit planchette is typically found in a wooden case along with a thin wooden board printed with numerous letters and numbers. Nonmagical versions of these divination tools can be purchased in curiosity shops (typically costing 25 gp); while these items can be used as alternative components for augury spells, only magical spirit planchettes allow users to communicate with the other side. Three types of spirit planchettes exist—brass, cold iron, and silver. Each in turn allows an increasingly potent form of divination effect to be utilized. A spirit planchette requires a board to move upon, but this “board” can be made up of letters scribed upon any smooth surface—it need not be a prepared board for a spirit planchette to work.</p><p></p><p>To use a spirit planchette, you must rest your fingers lightly upon the planchette’s surface and then concentrate on the planchette (as if maintaining a spell with a duration of concentration) for 2d6 rounds while the planchette attunes itself to the ambient spirits of the area. After this time, the planchette begins to slowly slide in random patterns across the board—at this point, questions may be asked of the spirits by any of the individuals involved in the séance. The consequences of each question asked of the spirits depends upon what type of planchette is used for the divination, as summarized on the table below. The spirits reply in a language understood by the character who asked the question, but resent such contact and give only brief answers to the questions. All questions are answered with “yes,” “no,” or “maybe,” or by spelling out a single word from the letters arranged on the board. The spirits answer each question either in the same round the question is asked (in the case of a yes, no, or maybe answer) or at a rate of one letter per round (in the case of a single word being spelled out). A spirit planchette may be used once per day—the maximum number of questions you can ask with it depends on the type of planchette being used (as detailed on the table below).</p><p></p><p>Communication with spirits can be a dangerous task, for many spirits are jealous or hateful of the living. Every time a spirit planchette is used, the user must succeed on a Will save to avoid being temporarily possessed and harmed by the angry spirits. In some areas where the spirits are particularly violent or hateful this Will save takes a –2 penalty. The DC of this save depends on the type of spirit planchette being used. Anyone who fails the Will save becomes confused for a number of rounds (depending on the type of planchette being used), and no answer is received. The spirits in the area are not omniscient—the GM should decide whether or not the spirits would actually know the answer to the question asked, and if they do not, the answer granted is automatically “maybe.” If the GM determines that the spirits are knowledgeable about the answer, roll d% to determine whether the spirits speak truthfully or whether they lie.</p><p></p><p><strong>Spirit Planchettes</strong></p><p>[code]</p><p>Planchette Questions Will Confusion True Lie</p><p>[U]Type per Use save DC Duration Answer___[/U]</p><p>Brass 1 11 1 round 01–60 61–100</p><p>Cold Iron 3 15 2 rounds 01–75 76–100</p><p>Silver 5 19 3 rounds 01–90 91–100[/code]_____________________________________________________________</p><p><u>Construction</u>__________________________________________________</p><p>Requirements Craft Wondrous Item, contact other plane, speak</p><p>with dead; Cost 2,000 gp (brass spirit planchette), 5,000 gp</p><p>(cold iron spirit planchette), 9,000 gp (silver spirit planchette[/sblock]</p><p>2gp, 9sp, 6cp Gems:</p><p>Total weight carried: 26.5 lbs</p><p>Light Load: 26 lbs / 30 lbs (MW Backpack)</p><p>Medium Load: 53 lbs / 60 lbs (MW Backpack)</p><p>Maximum weight possible: 80 lbs / 90 lbs (MW Backpack)[/sblock][sblock=Details]Size: Medium</p><p>Gender: Female</p><p>Age: 17</p><p>Height: 5'7"</p><p>Weight: 130</p><p>Hair Color: Red</p><p>Eye Color: Green</p><p>Skin Color: Slightly Tan</p><p><u><strong>Appearance</strong></u>: From afar, Bella is like most young women; growing into her body. She is small, but not frail. Short hair, big green eyes, and tanned skin from the sun, she could easily be mistaken for normal. That is, until you near her. From her hairline, two short horns sprout out, alerting all of her true heritage. She dresses in a backless tunic, dark green to match her dyed leather skirt. Along side her, you notice a scorpion the size of a house cat, obviously they are together. </p><p><u><strong>Demeanor</strong></u>: Quick to anger, yet playfully tricky, this girl has fire in her eyes. Mischievous at times, but not one to be mistaken for delicate, Bella holds her own when the need arises. She enjoys banter, and coming up with weird treats for dinner.[/sblock][sblock=Background]Born on the day of a solar eclipse, Bella's life was always one of light and shadows. Her father was never known to her, and her mother never spoke of him. They lived on the outskirts of a small village, shunned from most of the villagers. Not knowing any better, Bella was unaware of her heritage. She was the offspring of a Succubus and a human man. Her mother, whom she grew up knowing, was simply the woman that took her in, when her father was too ashamed to care for her.</p><p></p><p>The woman was simple, and had a knack for fortune-telling. Bella learned all she could from her mother, as well as things that were not so easily explained. Realizing that the girl had potential, her mother then taught her the darker arts that were hidden from Bella for so long. </p><p></p><p>As she grew, she also was given books and accounts of arcane arts, nature and plants, the history of their region, and even a few books on the different planes of existence. Her mother had clientele that paid for her services by any means available. Bella too was learning the art of fortune-telling, and was adept at reading the old and worn wooden cards her mother favored.</p><p></p><p>One day, while out foraging for ingredients for her mother, Bella came across an over sized scorpion, green and stealthy. She stared, wondering just what this creature was, as it slowly turned, facing her. For a moment, she could sense something within the creature, and it must have as well, for it lowered its claws, and scurried straight to Bella's side.</p><p></p><p>From then on, her pet Ven and her were inseparable. Her powers manifested early, as she was able to light fires without flint and steel. Later, she learned to detect which plants were poisonous, as her mother watched in awe. Ven was the source of her powers, it would seem, as he enabled her to tap into some unknown force to bring out her magical abilities.</p><p></p><p>On the eve of her 16th birthday, her mother handed her a small box with arcane writings on it. The only explanation was that this was the only thing that was given to her mother to hand to Bella should she live to the age of 16. Inside, she found a set of the most beautiful fortune-telling cards she could imagine. The ivory plaques were strong, and yet the carved images were delicately engraved and colored with paint. Highlights of silver traced the outlines of the cards, with small gems on a few of the key cards.</p><p></p><p>It was time for her to set out on her own, as she prepared for the next year, learning and honing her fortune-telling skills. Knowing that there could only be one in this village, she packed her meager belongings, bid farewell to her mother, and began the trek to a larger town to find her way in this world.[/sblock][sblock=Adventure Log] None yet[/sblock][sblock=Level Ups][sblock=Level 2]+1BAB</p><p>+1 Will Save</p><p>Gain 1 Hex [sblock=Feral Speech]Feral Speech (Su): This hex grants the witch the ability to speak with and understand the response of any animal as if using <a href="http://www.d20pfsrd.com/magic/all-spells/s/speak-with-animals" target="_blank">speak with animals</a>, though each time she uses the hex, she must decide to communicate with either amphibians, birds, fish, mammals, or reptiles, and can only speak to and understand animals of that type. The witch can make herself understood as far as her voice carries. This hex does not predispose any animal so addressed toward the witch in any way. At 12th level, the witch can use this hex to communicate with vermin.)[/sblock]Gain +1 Cantrip use per day</p><p>Gain +1 First Level Spell use per day</p><p>Learn 2 New Level 2 Spells (<a href="http://www.d20pfsrd.com/magic/all-spells/i/identify" target="_blank">Identify</a>, <a href="http://www.d20pfsrd.com/magic/all-spells/r/remove-sickness" target="_blank">Remove Sickness</a>)</p><p>Gain 6 Skill Points (+1 Rank in each current Skill)</p><p>Gain 5HP (D6=6)-2 +1CON HP</p><p>Gain <a href="http://www.d20pfsrd.com/feats/general-feats/harrowed" target="_blank">Harrowed</a> feat if Deck item is with character</p><p></p><p>Ven updates:</p><p>Gain 1 Skill Point - +1 Perception</p><p>+1 Will Save</p><p>+1 Fort save</p><p>Learned 2 Spells above</p><p>Learned Shocking Grasp from Element Patron</p><p> [/sblock] [/sblock]</p></blockquote><p></p>
[QUOTE="Fangor the Fierce, post: 5458444, member: 17100"] [sblock=Bella][sblock=Game Info]Race: Tiefling Class: Witch Level: 2 Alignment: CN Languages: Common, Infernal, Draconic, Goblin, Abyssal, Gnome Deity/Patron: Elements [/sblock][sblock=Abilities]STR: 8 (-1) DEX: 16 (+3) (+2 Racial) CON: 13 (+1) INT: 19 (+4) (+2 Racial) WIS: 11 (+0) CHA: 11 (+0) (-2 Racial)[/sblock][sblock=Combat]HP: 14 = [2d6 + 2] + 2 (favored class bonus) AC: 13 = 10 + 0 (armor) + 0 (shield) + 3 (DEX), AC Touch: 13 = 10 + 3 (DEX) AC Flatfooted: 10 = 10 + 0 (armor) + 0 (shield) INIT: +7 = +3 (DEX) + 2 Familiar + 2 (trait) BAB: +1 = +1 (Witch) CMB: +0 = -1 (STR) + 1 (BAB) CMD: 13 = 10 - 1 (STR) + 3 (DEX) + 1 (BAB) Fort: +2 = +0 (base) + 1 (stat) + 1 (trait) Reflex: +3 = +0 (base) + 3 (stat) Will: +3 = +3 (base) + 0 (stat) Speed: 30 Damage Reduction: 0 Spell Resistance: 0 Energy Resistance: Cold/Fire/Electricity/5[/sblock][sblock=Weapon Stats]Dagger (melee): +0 = +1 (BAB) - 1 (STR) + 0 (feat)/ DMG = 1d4-1(P/S), CRIT 19-20x2 Dagger (ranged): +4 = +1 (BAB) + 3 (DEX) + 0 (feat)/ DMG = 1d4-1(P/S), CRIT 19-20x2 Light Crossbow (ranged): +4 = +1 (BAB) + 3 (DEX) + 0 (feat)/ DMG = 1d8(P), 80', CRIT 19-20x2 Ranged +4 Melee +0[/sblock][sblock=Racial Traits]+2 Intelligence, +2 Dexterity, -2 Charisma Darkvision 60' +2 Bluff, +2 Stealth Darkness 1/day at Class Level Resistance Fire/Cold/Electricity 5 Speak Common & Infernal[/sblock][sblock=Class Features]Proficient with all Simple Weapons Hex - Standard Action, DC 10+1/2 Class Level+INT Modifier (15) Cantrips Witch's Familiar - Greensting Scorpion (Ven)[/sblock][sblock=Ven][sblock=Abilities]STR: 3 (-4) DEX: 16 (+3) CON: 10 (+0) INT: 6 (-2) WIS: 10 (+0) CHA: 2 (-4)[/sblock][sblock=Combat]HP: 7 = (2HD 1/2 Master HP) AC: 21 = 10 + 6 (natural armor) + 2 (size) + 3 (DEX), AC Touch: 15 = 10 + 3 (DEX) + 2 (size) AC Flatfooted: 18 = 10 + 6 (natural armor) + 2 (size) INIT: +3 = +3 (DEX) BAB: +1 = +1 (Master) CMB: +2 = +3 (DEX) + 1 (BAB) - 2 (size) CMD: +8 (+20 vs Trip) = 10 - 4 (STR) + 3 (DEX) + 1 (BAB) - 2 (size) Fort: +3 = +3 (base) + 0 (stat) Reflex: +3 = +0 (base) + 3 (stat) Will: +3/+4 vs Ench = +3 (base) + 0 (stat) Speed: 30 (Drag max 112.5 lbs) Damage Reduction: 0 Spell Resistance: 0[/sblock][sblock=Weapon Stats]2 Claws(melee): +6 = +1 (BAB) + 3 (DEX) + 2 (size)/ DMG = 1d2-4 plus [URL="http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Grab-Ex-"]GRAB[/URL](S), CRIT 20x2 Sting(melee): +6 = +1 (BAB) + 3 (DEX) + 2 (size)/ DMG = 1d2-4 plus [URL="http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Poison-Ex-or-Su-"]POISON[/URL](S), CRIT 20x2 [/sblock][sblock=Racial Traits]Darkvision 60' Tremorsense 60' +4 Climb, +4 Perception, +4 Stealth Sting - Injury, DC12 Save, 1/round for 6 rounds, 1d2 Strength dmg, cure 1 save, CON based, includes +2 Racial Bonus Constrict - 1d2-4 dmg[/sblock][sblock=Familiar Features]Magical Beast Natural Armor +1 Alertness - Master gains Alertness if within arm's reach (+2 Perception/Sense Motive) Improved Evasion - Reflex saves for half dmg can negate dmg if passed, or 1/2 dmg if failed Share Spells - Spells with (You) as target can be cast on Familiar Empathic Link - Telepathic communication with Master if within 1 mile[/sblock][sblock=Skills]Class Skills: [COLOR=White]Acrobatics (Dex), [/COLOR][COLOR=White]Climb (Str), [/COLOR][COLOR=White]Fly (Dex), Intimidate (Cha), [/COLOR][COLOR=White]Perception (Wis), Spellcraft (Int), [/COLOR][COLOR=White]Stealth (Dex), [/COLOR][COLOR=White]Swim (Str)[/COLOR] [code][B][U]Skill Total Ranks Stat CS Misc ACP[/U][/B] Stealth +15 +0 +3 0 +12* +0 Perception +8 +1 +0 +3 +4 +0 Climb +4 +1 -4 +3 +4 +0 Knowledge Arcana +0 +2 -2 +0 +0 +0 Knowledge Nature +0 +2 -2 +0 +0 +0 Knowledge History +0 +2 -2 +0 +0 +0 Knowledge Planes +0 +2 -2 +0 +0 +0 Profession (Fortune-Teller) +1 +2 +0 +0 +0 +0 Spellcraft +0 +2 -2 +0 +0 +0 * +8 size, +4 racial [/code][/sblock][/sblock][sblock=Spells][sblock=Familiar Spells Stored]0 - [URL="http://www.d20pfsrd.com/magic/all-spells/a/arcane-mark"]Arcane Mark[/URL], [URL="http://www.d20pfsrd.com/magic/all-spells/b/bleed"]Bleed[/URL], [URL="http://www.d20pfsrd.com/magic/all-spells/d/dancing-lights"]Dancing Lights[/URL], [URL="http://www.d20pfsrd.com/magic/all-spells/d/daze"]Daze[/URL], [URL="http://www.d20pfsrd.com/magic/all-spells/d/detect-magic"]Detect Magic[/URL], [URL="http://www.d20pfsrd.com/magic/all-spells/d/detect-poison"]Detect Poison[/URL], [URL="http://www.d20pfsrd.com/magic/all-spells/g/guidance"]Guidance[/URL], [URL="http://www.d20pfsrd.com/magic/all-spells/l/light"]Light[/URL], [URL="http://www.d20pfsrd.com/magic/all-spells/m/mending"]Mending[/URL], [URL="http://www.d20pfsrd.com/magic/all-spells/m/message"]Message[/URL], [URL="http://www.d20pfsrd.com/magic/all-spells/p/putrefy-food-and-drink"]Putrefy Food and Drink[/URL], [URL="http://www.d20pfsrd.com/magic/all-spells/r/read-magic"]Read Magic[/URL], [URL="http://www.d20pfsrd.com/magic/all-spells/r/resistance"]Resistance[/URL], [URL="http://www.d20pfsrd.com/magic/all-spells/s/spark"]Spark[/URL], [URL="http://www.d20pfsrd.com/magic/all-spells/s/stabilize"]Stabilize[/URL], [URL="http://www.d20pfsrd.com/magic/all-spells/t/touch-of-fatigue"]Touch of Fatigue[/URL] 1 - [URL="http://www.d20pfsrd.com/magic/all-spells/b/burning-hands"]Burning Hands[/URL], [URL="http://www.d20pfsrd.com/magic/all-spells/c/charm-person"]Charm Person[/URL], [URL="http://www.d20pfsrd.com/magic/all-spells/c/cure-light-wounds"]Cure Light Wounds[/URL], [URL="http://www.d20pfsrd.com/magic/all-spells/i/ill-omen"]Ill Omen[/URL], [URL="http://www.d20pfsrd.com/magic/all-spells/m/mage-armor"]Mage Armor[/URL], [URL="http://www.d20pfsrd.com/magic/all-spells/r/ray-of-enfeeblement"]Ray of Enfeeblement[/URL], [URL="http://www.d20pfsrd.com/magic/all-spells/u/unseen-servant"]Unseen Servant[/URL], [URL="http://www.d20pfsrd.com/magic/all-spells/i/identify"]Identify[/URL], [URL="http://www.d20pfsrd.com/magic/all-spells/r/remove-sickness"]Remove Sickness[/URL][/sblock][sblock=Elements Patron]Gain the following spells for free at each listed level: 2nd—[URL="http://www.d20pfsrd.com/magic/all-spells/s/shocking-grasp"][I]shocking grasp[/I][/URL], 4th—[URL="http://www.d20pfsrd.com/magic/all-spells/f/flaming-sphere"][I]flaming sphere[/I][/URL], 6th—[URL="http://www.d20pfsrd.com/magic/all-spells/f/fireball"][I]fireball[/I][/URL], 8th—[URL="http://www.d20pfsrd.com/magic/all-spells/w/wall-of-ice"][I]wall of ice[/I][/URL], 10th—[URL="http://www.d20pfsrd.com/magic/all-spells/f/flame-strike"][I]flame strike[/I][/URL], 12th— [URL="http://www.d20pfsrd.com/magic/all-spells/f/freezing-sphere"][I]freezing sphere[/I][/URL], 14th—[I][URL="http://www.d20pfsrd.com/magic/all-spells/v/vortex"]vortex[/URL][/I]*, 16th—[URL="http://www.d20pfsrd.com/magic/all-spells/f/fire-storm"][I]fire storm[/I][/URL], 18th— [URL="http://www.d20pfsrd.com/magic/all-spells/m/meteor-swarm"][I]meteor swarm[/I][/URL][/sblock][/sblock][sblock=Hexes][U][B]Ward [/B][/U](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. [U][B]Evil Eye[/B][/U] (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. [U][B]Feral Speech[/B][/U] (Su): This hex grants the witch the ability to speak with and understand the response of any animal as if using [URL="http://www.d20pfsrd.com/magic/all-spells/s/speak-with-animals"]speak with animals[/URL], though each time she uses the hex, she must decide to communicate with either amphibians, birds, fish, mammals, or reptiles, and can only speak to and understand animals of that type. The witch can make herself understood as far as her voice carries. This hex does not predispose any animal so addressed toward the witch in any way. At 12th level, the witch can use this hex to communicate with vermin.[/sblock][sblock=Feats & Traits]Extra Hex - Evil Eye (1st Lvl Feat) Resilient - +1 to Fort Save (PG Trait) Chance Savior - +2 Initiative (APG Trait) Alertness - +2 to Perception/Sense Motive if within arm's reach of Familiar (Familiar Feat) [sblock=Harrowed][URL="http://www.d20pfsrd.com/feats/general-feats/harrowed"]Harrowed[/URL] - If Deck is with Character, you get a +1 bonus on all Will saves made to resist enchantment effects. Once per day, you may draw a card from a Harrow deck you own. At any one time for the rest of that day, you may apply a +2 bonus on any d20 roll modified by the card’s suit.[/sblock][/sblock][sblock=Skills]Skill Ranks: 12 Max Ranks: 2 ACP: 0 Class Skills: [URL="http://www.d20pfsrd.com/skills/craft"]Craft[/URL] ([URL="http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-"]Int[/URL]), [URL="http://www.d20pfsrd.com/skills/fly"]Fly[/URL] ([URL="http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Dexterity-Dex-"]Dex[/URL]), [URL="http://www.d20pfsrd.com/skills/heal"]Heal[/URL] ([URL="http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-"]Wis[/URL]), [URL="http://www.d20pfsrd.com/skills/intimidate"]Intimidate[/URL] ([URL="http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-"]Cha[/URL]), [URL="http://www.d20pfsrd.com/skills/knowledge"]Knowledge[/URL] (Arcana) ([URL="http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-"]Int[/URL]), [URL="http://www.d20pfsrd.com/skills/knowledge"]Knowledge[/URL] (History) ([URL="http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-"]Int[/URL]), [URL="http://www.d20pfsrd.com/skills/knowledge"]Knowledge[/URL] (Nature) ([URL="http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-"]Int[/URL]), [URL="http://www.d20pfsrd.com/skills/knowledge"]Knowledge[/URL] (Planes) ([URL="http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-"]Int[/URL]), [URL="http://www.d20pfsrd.com/skills/profession"]Profession[/URL] ([URL="http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Wisdom-Wis-"]Wis[/URL]), [URL="http://www.d20pfsrd.com/skills/spellcraft"]Spellcraft[/URL] ([URL="http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Intelligence-Int-"]Int[/URL]), and [URL="http://www.d20pfsrd.com/skills/use-magic-device"]Use Magic Device[/URL] ([URL="http://www.d20pfsrd.com/basics-ability-scores/ability-scores#TOC-Charisma-Cha-"]Cha[/URL]) [code][U][B]Skill Total Ranks Stat Class Misc[/B][/U] Knowledge Arcana +9 +2 +4 +3 +0 Knowledge Nature +9 +2 +4 +3 +0 Knowledge History +9 +2 +4 +3 +0 Knowledge Planes +9 +2 +4 +3 +0 Profession (Fortune-Teller) +7 +2 +0 +3 +2 Spellcraft +9 +2 +4 +3 +0[/code][/sblock][sblock=Equipment][code]Equipment Cost Weight Tattoo 2sp 0 lbs Explorer's Outfit (free) 0gp 0 lbs Belt Pouch 1gp .5 lbs Spell Component Pouch 5gp 2 lbs MW Fortune Teller's Deck 0gp 1 lbs Cold Iron Dagger 4gp 1 lbs Dagger 2gp 1 lbs Light Crossbow 35gp 4 lbs Bolts x9 1gp 1 lbs MW Backpack 50gp 4 lbs Candles x10 1sp 0 lbs Canvas 1sp 1 lbs Chalk x10 1sp 0 lbs Fishhook x4 4sp 0 lbs Sewing Needle x2 1gp 0 lbs Waterskin 1gp 4 lbs String 50' 1cp .5 lbs Twine 50' 1cp .5 lbs Whetstone 2cp 1 lbs Cauldron 1gp 5 lbs[/code]Treasure: 2 Sunrods 1 Flask Holy Water 1 Haunt Syphon 1 Potion CLW (1d8+1)[sblock=Spirit Planchette] Aura moderate divination; CL 9th Slot none; Price 4,000 gp (brass planchette), 10,000 gp (cold iron planchette), 18,000 gp (silver planchette); Weight 5 lbs. ___________________________________________ [U]Description[/U]__________________________________ A spirit planchette is typically found in a wooden case along with a thin wooden board printed with numerous letters and numbers. Nonmagical versions of these divination tools can be purchased in curiosity shops (typically costing 25 gp); while these items can be used as alternative components for augury spells, only magical spirit planchettes allow users to communicate with the other side. Three types of spirit planchettes exist—brass, cold iron, and silver. Each in turn allows an increasingly potent form of divination effect to be utilized. A spirit planchette requires a board to move upon, but this “board” can be made up of letters scribed upon any smooth surface—it need not be a prepared board for a spirit planchette to work. To use a spirit planchette, you must rest your fingers lightly upon the planchette’s surface and then concentrate on the planchette (as if maintaining a spell with a duration of concentration) for 2d6 rounds while the planchette attunes itself to the ambient spirits of the area. After this time, the planchette begins to slowly slide in random patterns across the board—at this point, questions may be asked of the spirits by any of the individuals involved in the séance. The consequences of each question asked of the spirits depends upon what type of planchette is used for the divination, as summarized on the table below. The spirits reply in a language understood by the character who asked the question, but resent such contact and give only brief answers to the questions. All questions are answered with “yes,” “no,” or “maybe,” or by spelling out a single word from the letters arranged on the board. The spirits answer each question either in the same round the question is asked (in the case of a yes, no, or maybe answer) or at a rate of one letter per round (in the case of a single word being spelled out). A spirit planchette may be used once per day—the maximum number of questions you can ask with it depends on the type of planchette being used (as detailed on the table below). Communication with spirits can be a dangerous task, for many spirits are jealous or hateful of the living. Every time a spirit planchette is used, the user must succeed on a Will save to avoid being temporarily possessed and harmed by the angry spirits. In some areas where the spirits are particularly violent or hateful this Will save takes a –2 penalty. The DC of this save depends on the type of spirit planchette being used. Anyone who fails the Will save becomes confused for a number of rounds (depending on the type of planchette being used), and no answer is received. The spirits in the area are not omniscient—the GM should decide whether or not the spirits would actually know the answer to the question asked, and if they do not, the answer granted is automatically “maybe.” If the GM determines that the spirits are knowledgeable about the answer, roll d% to determine whether the spirits speak truthfully or whether they lie. [B]Spirit Planchettes[/B] [code] Planchette Questions Will Confusion True Lie [U]Type per Use save DC Duration Answer___[/U] Brass 1 11 1 round 01–60 61–100 Cold Iron 3 15 2 rounds 01–75 76–100 Silver 5 19 3 rounds 01–90 91–100[/code]_____________________________________________________________ [U]Construction[/U]__________________________________________________ Requirements Craft Wondrous Item, contact other plane, speak with dead; Cost 2,000 gp (brass spirit planchette), 5,000 gp (cold iron spirit planchette), 9,000 gp (silver spirit planchette[/sblock] 2gp, 9sp, 6cp Gems: Total weight carried: 26.5 lbs Light Load: 26 lbs / 30 lbs (MW Backpack) Medium Load: 53 lbs / 60 lbs (MW Backpack) Maximum weight possible: 80 lbs / 90 lbs (MW Backpack)[/sblock][sblock=Details]Size: Medium Gender: Female Age: 17 Height: 5'7" Weight: 130 Hair Color: Red Eye Color: Green Skin Color: Slightly Tan [U][B]Appearance[/B][/U]: From afar, Bella is like most young women; growing into her body. She is small, but not frail. Short hair, big green eyes, and tanned skin from the sun, she could easily be mistaken for normal. That is, until you near her. From her hairline, two short horns sprout out, alerting all of her true heritage. She dresses in a backless tunic, dark green to match her dyed leather skirt. Along side her, you notice a scorpion the size of a house cat, obviously they are together. [U][B]Demeanor[/B][/U]: Quick to anger, yet playfully tricky, this girl has fire in her eyes. Mischievous at times, but not one to be mistaken for delicate, Bella holds her own when the need arises. She enjoys banter, and coming up with weird treats for dinner.[/sblock][sblock=Background]Born on the day of a solar eclipse, Bella's life was always one of light and shadows. Her father was never known to her, and her mother never spoke of him. They lived on the outskirts of a small village, shunned from most of the villagers. Not knowing any better, Bella was unaware of her heritage. She was the offspring of a Succubus and a human man. Her mother, whom she grew up knowing, was simply the woman that took her in, when her father was too ashamed to care for her. The woman was simple, and had a knack for fortune-telling. Bella learned all she could from her mother, as well as things that were not so easily explained. Realizing that the girl had potential, her mother then taught her the darker arts that were hidden from Bella for so long. As she grew, she also was given books and accounts of arcane arts, nature and plants, the history of their region, and even a few books on the different planes of existence. Her mother had clientele that paid for her services by any means available. Bella too was learning the art of fortune-telling, and was adept at reading the old and worn wooden cards her mother favored. One day, while out foraging for ingredients for her mother, Bella came across an over sized scorpion, green and stealthy. She stared, wondering just what this creature was, as it slowly turned, facing her. For a moment, she could sense something within the creature, and it must have as well, for it lowered its claws, and scurried straight to Bella's side. From then on, her pet Ven and her were inseparable. Her powers manifested early, as she was able to light fires without flint and steel. Later, she learned to detect which plants were poisonous, as her mother watched in awe. Ven was the source of her powers, it would seem, as he enabled her to tap into some unknown force to bring out her magical abilities. On the eve of her 16th birthday, her mother handed her a small box with arcane writings on it. The only explanation was that this was the only thing that was given to her mother to hand to Bella should she live to the age of 16. Inside, she found a set of the most beautiful fortune-telling cards she could imagine. The ivory plaques were strong, and yet the carved images were delicately engraved and colored with paint. Highlights of silver traced the outlines of the cards, with small gems on a few of the key cards. It was time for her to set out on her own, as she prepared for the next year, learning and honing her fortune-telling skills. Knowing that there could only be one in this village, she packed her meager belongings, bid farewell to her mother, and began the trek to a larger town to find her way in this world.[/sblock][sblock=Adventure Log] None yet[/sblock][sblock=Level Ups][sblock=Level 2]+1BAB +1 Will Save Gain 1 Hex [sblock=Feral Speech]Feral Speech (Su): This hex grants the witch the ability to speak with and understand the response of any animal as if using [URL="http://www.d20pfsrd.com/magic/all-spells/s/speak-with-animals"]speak with animals[/URL], though each time she uses the hex, she must decide to communicate with either amphibians, birds, fish, mammals, or reptiles, and can only speak to and understand animals of that type. The witch can make herself understood as far as her voice carries. This hex does not predispose any animal so addressed toward the witch in any way. At 12th level, the witch can use this hex to communicate with vermin.)[/sblock]Gain +1 Cantrip use per day Gain +1 First Level Spell use per day Learn 2 New Level 2 Spells ([URL="http://www.d20pfsrd.com/magic/all-spells/i/identify"]Identify[/URL], [URL="http://www.d20pfsrd.com/magic/all-spells/r/remove-sickness"]Remove Sickness[/URL]) Gain 6 Skill Points (+1 Rank in each current Skill) Gain 5HP (D6=6)-2 +1CON HP Gain [URL="http://www.d20pfsrd.com/feats/general-feats/harrowed"]Harrowed[/URL] feat if Deck item is with character Ven updates: Gain 1 Skill Point - +1 Perception +1 Will Save +1 Fort save Learned 2 Spells above Learned Shocking Grasp from Element Patron [/sblock] [/sblock] [/QUOTE]
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RG - Carrion Crown AP (The Deadwatchers)
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