Erina Fosberg
Erina Fosberg
Latest daughter of the Fosberg family, troubled, with a checkered past, marked with a streak of smalltime thefts. She was tempted by a deeper life of crime, and so nearly took the hook, but decided against it. She grew up, for a time, with Gem, but their paths diverged when Gem sought to pursue a life of crime. Erina, meanwhile, pursued a job at a local office, earning her money more 'honestly', as she'd put it.
Relationships
It's a mess
Erina Fosberg
Campaign The Bunker Player Frost
Race Catfolk Size Gender HP Max HP HD
Class(es) Cartomancer Witch) 1 Medium Female 7 7 1d6
Alignment Neutral Height Weight Eyes Hair Age
Deity - 5 ft 03 in (cm) 165 lbs (kg) Brown Brown 15
Level 1 XP 0 / 2,000
Move 30 ft Swim 15 ft Fly 0 ft -0
Burrow - Climb 7 ft
Biography/History
Latest daughter of the Fosberg, troubled, with a checkered past, marked with a streak of smalltime thefts. She was tempted by a deeper life of crime, and so nearly took the hook, but decided against it.
Personality
Origin
Goal
Fears
Allies/Acquaintances
Nemeses/Adversaries
Full Bio
Abilities Score Mod. Temp
Strength 13 +1
Dexterity 16 +3
Constitution 12 +1
Intelligence 16 +3
Wisdom 06 -2
Charisma 12 +1
Combat Scores Base Attack Bonus Mod. Misc Total
MAB +0 +1 +1
TAB +0 +1 +1
RAB +0 +3 +3
Initiative +0 +0
CMB +0 +3 +3
Saves Class Stats Misc. Total
Fortitude +0 +1 +1
Reflex +0 +3 +3
Willpower +2 -2 +0
Attacks Attack Dmg Crit Range Size Weight Type Notes
Weapon +0 1d3 20/x2 - M 0 lb B
- - - - - - - -
Type Total 10 Size Dex Armor Shield Natural Dodge Deflect Misc.
Base 13 10 +0 +3 +0 +0 +0 +0 +0 +0
Flat 10 10 +0 +0 +0 +0 +0 +0
Touch 13 10 +0 +3 +0 +0 +0
Combat Maneuver Difficulty Base Attack Bonus Dex Str Misc Total
CMD +0 +3 +1 14
Flat CMD +0 +1 11
Skills Ability Class Ranks Misc. Total
Acrobatics DEX +3 ☐ - 0 -0(ACP) +3
Appraise INT +3 ☐ - 0 - +3
Bluff CHA +1 ☐ - 1 - +2
Climb STR +1 ☑ - 0 -0(ACP) +1
Craft( Alchemy ) INT +3 ☐ +3 1 - +7
Diplomacy CHA +1 ☐ - 0 - +1
Disable Device DEX +3 ☐ - 0 -0(ACP) +3
Disguise † CHA +1 ☐ - 0 - +1
Escape Artist DEX +3 ☐ - 0 - +3
Fly DEX +3 ☑ - 0 -0(ACP) +3
Handle Animal † CHA +1 ☐ - 0 - +1
Heal WIS -2 ☑ - 0 - -2
Intimidate CHA +1 ☑ - 0 - +1
Knowledge( Arcana ) † INT +3 ☑ +3 1 - +7
Knowledge( Art ) † INT +3 ☐ - 0 - +3
Knowledge( Behavioral Sciences ) † INT +3 ☐ - 0 - +3
Knowledge( Civics ) † INT +3 ☐ - 0 - +3
Knowledge( Current Events ) † INT +3 ☐ - 0 - +3
Knowledge( Earth and Life Sciences ) † INT +3 ☐ - 0 - +3
Knowledge( Dungeoneering ) † INT +3 ☐ - 0 - +3
Knowledge( Engineering ) † INT +3 ☐ - 0 - +3
Knowledge( Geography ) † INT +3 ☐ - 0 - +3
Knowledge( History ) † INT +3 ☑ - 0 - +3
Knowledge( Local ) † INT +3 ☐ - 0 - +3
Knowledge( Nature ) † INT +3 ☑ - 0 - +3
Knowledge( Nobility ) † INT +3 ☐ - 0 - +3
Knowledge( Physical Sciences ) † INT +3 ☐ - 0 - +3
Knowledge( Planes ) † INT +3 ☑ - 0 - +3
Knowledge( Popular Culture ) † INT +3 ☐ - 0 - +3
Knowledge( Religion ) † INT +3 ☐ - 0 - +3
Knowledge( Streetwise ) † INT +3 ☐ - 0 - +3
Knowledge( Tactics ) † INT +3 ☐ - 0 - +3
Knowledge( Technology ) † INT +3 ☐ - 0 - +3
Linguistics † INT +3 ☐ - 0 - +3
Perception WIS -2 ☐ - 0 - -2
Perform( ) CHA +1 ☐ - 0 - +1
Profession( Office worker ) † WIS -2 ☑ +3 1 - +2
Ride DEX +3 ☐ - 0 -0(ACP) +3
Sense Motive WIS -2 ☐ - 0 - -2
Sleight of Hand † DEX +3 ☐ - 0 - +3
Spellcraft † INT +3 ☑ +3 1 - +7
Stealth DEX +3 ☐ - 0 -0(ACP) +3
Survival WIS -2 ☐ - 0 - -2
Swim STR +1 ☐ - 0 -0(ACP) +1
Use Magic Device † CHA +1 ☑ - 0 - +1
Skill Ranks Per Level 2 + Intelligence(3) = 2
† = Trained Only (requires rank), ☐ = Not Class Skill, ☑ = Class Skill, ☒ = Never Class Skill
Languages Spoken Almerican, Catfolk, Elven, Bizheptian
3d6*100$
Racial Traits
Type Humanoid(catfolk)
Base Speed Normal - 30 feet.
Size Medium
+2 Dexterity, +2 Charisma, –2 Wisdom Catfolk are sociable and agile, but often lack common sense.
Catfolk Catfolk are humanoids with the catfolk subtype.
Medium Catfolk are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed Catfolk have a base speed of 30 feet.
Low-Light Vision In dim light, catfolk can see twice as far as humans.
Cat’s Luck Once per day when a catfolk attempts a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Natural Hunter Catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks.
Nimble Faller Some catfolk have an amazing sense of balance and keen knowledge of their own center of gravity. Catfolk with this trait land on their feet even when they take lethal damage from a fall. Furthermore, catfolk with this trait gain a +1 bonus to their CMD against trip maneuvers. This racial trait replaces sprinter.
Languages Catfolk begin play speaking Common and Catfolk. Catfolk with high Intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.
Meta Traits/Purchases
Banked Points +0
Character Traits / Drawbacks
Feats
1)Catfolk Exemplar (Sharp Claws) Your feline traits are more defined and prominent than those of other members of your race.
Prerequisites: Catfolk.
Benefit: You can take the Aspect of the Beast feat even if you do not meet the normal prerequisites. Furthermore, your catlike nature manifests in one of the following ways. You choose the manifestation when you take this feat, and cannot change it later.
Enhanced Senses (Ex): If you have low-light vision, you gain the scent catfolk racial trait. If you have the scent racial trait, you gain low-light vision.
Fast Sprinter (Ex): You gain a 10-foot racial bonus to your speed when using the charge, run, or withdraw actions. If you have the sprinter racial trait, your racial bonus to speed when using the charge, run, or withdraw action increases to a 20-foot bonus.
Sharp Claws (Ex): If you do not have the cat’s claws racial trait or the claws of the beast manifestation from the Aspect of the Beast feat, you gain the cat’s claws racial trait. If you have either the cat’s claws racial trait or the claws of the beast manifestation, your claw damage increases to 1d6.
Special: You can take this feat multiple times. Its effects do not stack. Each time you select it, you must choose a different manifestation.
Class Abilities
Proficiencies Weapon and Armor Proficiency: 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.
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.
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 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.
• Healing (Su) 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 been affected by the hex, it cannot be affected by it again for 24 hours. At 5th level, this hex acts like cure moderate wounds.
Cartomancer More than mere playing cards, harrow decks allow individuals to communicate with powers beyond mortal ken. A witch who serves the spirits of the harrow in exchange for mystical power is known as a cartomancer. Rather than connecting with a familiar, a cartomancer communes with her patron through a consecrated harrow deck.
Spell Deck: Each cartomancer carries a special harrow deck that allows her to communicate with her patron. Its ability to hold spells functions identically to the way a witch’s spells are granted by her familiar. The cartomancer must consult her harrow deck each day to prepare her spells and cannot prepare spells that are not stored in the deck. The spell deck cannot be used for this purpose if any cards are missing. This ability replaces the witch’s familiar. The following familiar ability works differently for a cartomancer.
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.
• (Agility) -
Section
Section
Spells Caster Level 1 Casting Attribute Int
Spell Slots 0 1 2 3 4 5 6 7 8 9
Base Slots 3 1 - - - - - - - -
Bonus Slots 1 1 1 1 - - - - - -
Spell DCs 13 14 15 16 17 18 19 20 21 22
Spells Known Level Description
Detect Magic 0th School divination;
Casting
Casting Time 1 standard action
Components V, S
Effect
Range 60 ft.
Area cone-shaped emanation
Duration concentration, up to 1 min./level (D)
Saving Throw none; Spell Resistance no
Description
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of magical auras.
2nd Round: Number of different magical auras and the power of the most potent aura.
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura eminates from a magic item, you can attempt to identify its properties (see Spellcraft).
Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.
Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.
Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:
Original Strength Duration of Lingering Aura
Faint 1d6 rounds
Moderate 1d6 minutes
Strong 1d6 x 10 minutes
Overwhelming 1d6 days
Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Detect magic can be made permanent with a permanency spell.
Spell or Object Aura Power
Faint Moderate Strong Overwhelming
Functioning spell (spell level) 3rd or lower 4th-6th 7th-9th 10th+ (deity-level)
Magic item (caster level) 5th or lower 6th-11th 12th-20th 21st+ (artifact)
Light 0th School evocation [light];
Casting
Casting Time 1 standard action
Components V, M/DF (a firefly)
Effect
Range touch
Target object touched
Duration 10 min./level
Saving Throw none; Spell Resistance no
Description
This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object.
You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent (through permanency or a similar effect), it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or lower spell level.
Mending 0th School transmutation;
Casting
Casting Time 10 minutes
Components V, S
Effect
Range 10 ft.
Target one object up to 1 lb./level
Duration instantaneous
Saving Throw Will negates (harmless, object Spell Resistance yes (harmless, object)
Description
This spell repairs damaged objects, restoring 1d4 hit points to the object. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this spell to function. Magic items can be repaired by this spell, but you must have a caster level equal to or higher than that of the object. Magic items that are destroyed (at 0 hit points or less) can be repaired with this spell, but this spell does not restore their magic abilities. This spell does not affect creatures (including constructs). This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.
Read Magic 0th School divination;
Casting
Casting Time 1 standard action
Components V, S, F (a clear crystal or mineral prism)
Effect
Range personal
Target you
Duration 10 min./level
Description
You can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).
Read magic can be made permanent with a permanency spell.
Cure Light Wounds 1st School conjuration (healing
Casting
Casting Time 1 standard action
Components V, S
Effect
Range touch
Target creature touched
Duration instantaneous
Saving Throw Will half (harmless Spell Resistance yes (harmless see text
Description
When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.
Mythic Cure Light Wounds
Source Mythic Adventures pg. 89
The damage cured increases to 2d8 points of damage + 2 points per caster level (maximum +10). The spell cures up to 1 point of ability damage if the target is a living creature. The target chooses what type of ability damage is cured.
Icicle Dagger 1st School conjuration (creationcold};
Casting
Casting Time 1 standard action
Components V, S
Effect
Range 0 ft.
Effect one icicle
Duration 1 minute/level
Saving Throw none; Spell Resistance no
Description
You create a masterwork dagger out of ice. The dagger deals 1 point of cold damage in addition to normal dagger damage. If the dagger leaves your hand for more than 1 round, it melts and the spell ends. At 6th level, the dagger functions as a +1 frost dagger. At 11th level, it gains the returning property when thrown, melting away and reforming in your hand just before your next turn.
Equipment / Gear
Pocket Knife - price: $15.00; weight: 1.00 lbs; location: Pocket; For mild threats.
Winter Jacket (padded armor) - $50.00; weight: 10.00 lbs; location: Body; Padded against the weather, it will work well for absorbing light attacks.
Day Pack - price: $20.00; weight: 2.00 lbs; location: Back; Secondhand, with some fraying straps; if there was any designs on this, they have long since faded.
Smart Phone - price: $200.00; weight: 0.50 lbs; location: ocket; A Smart Phone is a handy tool for storing data. They can be linked to a notebook or desktop computer to move files back and forth and can make a phone call. Different apps that can provide fun or serious uses can be downloaded.
Penlight - price: $5.00; weight: 0.50 lbs; location: Pocket; This small flashlight can be carried on a key ring. It projects a beam of light 10 feet long and 5 feet wide at its end.
Spell Component Pouch - price: $5.00; weight: 0.50 Belt; This little waterproof pouch contains numerous vials and pockets filled with mystic oddities; why she brought this on a tour is anyone's guess. This allows her to cast most spells that require material components, except those that have a listed price.
Harrow Deck - price: $1000.00; weight: 0.50 lbs; location: Belt; Usually used for fortune-telling, these cards are handcrafted, personally tailored, but are decidedly different from the traditional cards.
Wallet price: $179.90; weight: 0.00 lbs; location: Pocket;
Subtotal: price: $1474.90; weight: 14.50 lbs;
Day Pack{PACK}
Collapsible Baton - price: $25.00; weight: 2.00 lbs; location: Pack; For when the knife isn't enough.
Candle (10) - price: 0.10; weight: 0.00 lbs; location: Pack; A candle dimly illuminates a small area, increasing the light level in a 5-foot radius by one step (darkness becomes dim light and dim light becomes normal light). A candle cannot increase the light level above normal light. A candle burns for 1 hour.
Subtotal: price: $25.10; weight: 2.00 / 8.00
Totals: price: $1500.00; weight: 16.50
Weight Carried Light Medium Heavy Max Lift Max Push
STR 13(Medium) 0 - 50 51 - 100 101 - 150 300 750
Campaign The Bunker Player Frost
Race Catfolk Size Gender HP Max HP HD
Class(es) Cartomancer Witch) 1 Medium Female 7 7 1d6
Alignment Neutral Height Weight Eyes Hair Age
Deity - 5 ft 03 in (cm) 165 lbs (kg) Brown Brown 15
Level 1 XP 0 / 2,000
Move 30 ft Swim 15 ft Fly 0 ft -0
Burrow - Climb 7 ft
Biography/History
Latest daughter of the Fosberg, troubled, with a checkered past, marked with a streak of smalltime thefts. She was tempted by a deeper life of crime, and so nearly took the hook, but decided against it.
Personality
Origin
Goal
Fears
Allies/Acquaintances
Nemeses/Adversaries
Full Bio
Abilities Score Mod. Temp
Strength 13 +1
Dexterity 16 +3
Constitution 12 +1
Intelligence 16 +3
Wisdom 06 -2
Charisma 12 +1
Combat Scores Base Attack Bonus Mod. Misc Total
MAB +0 +1 +1
TAB +0 +1 +1
RAB +0 +3 +3
Initiative +0 +0
CMB +0 +3 +3
Saves Class Stats Misc. Total
Fortitude +0 +1 +1
Reflex +0 +3 +3
Willpower +2 -2 +0
Attacks Attack Dmg Crit Range Size Weight Type Notes
Weapon +0 1d3 20/x2 - M 0 lb B
Base 13 10 +0 +3 +0 +0 +0 +0 +0 +0
Flat 10 10 +0 +0 +0 +0 +0 +0
Touch 13 10 +0 +3 +0 +0 +0
Combat Maneuver Difficulty Base Attack Bonus Dex Str Misc Total
CMD +0 +3 +1 14
Flat CMD +0 +1 11
Skills Ability Class Ranks Misc. Total
Acrobatics DEX +3 ☐ - 0 -0(ACP) +3
Appraise INT +3 ☐ - 0 - +3
Bluff CHA +1 ☐ - 1 - +2
Climb STR +1 ☑ - 0 -0(ACP) +1
Craft( Alchemy ) INT +3 ☐ +3 1 - +7
Diplomacy CHA +1 ☐ - 0 - +1
Disable Device DEX +3 ☐ - 0 -0(ACP) +3
Disguise † CHA +1 ☐ - 0 - +1
Escape Artist DEX +3 ☐ - 0 - +3
Fly DEX +3 ☑ - 0 -0(ACP) +3
Handle Animal † CHA +1 ☐ - 0 - +1
Heal WIS -2 ☑ - 0 - -2
Intimidate CHA +1 ☑ - 0 - +1
Knowledge( Arcana ) † INT +3 ☑ +3 1 - +7
Knowledge( Art ) † INT +3 ☐ - 0 - +3
Knowledge( Behavioral Sciences ) † INT +3 ☐ - 0 - +3
Knowledge( Civics ) † INT +3 ☐ - 0 - +3
Knowledge( Current Events ) † INT +3 ☐ - 0 - +3
Knowledge( Earth and Life Sciences ) † INT +3 ☐ - 0 - +3
Knowledge( Dungeoneering ) † INT +3 ☐ - 0 - +3
Knowledge( Engineering ) † INT +3 ☐ - 0 - +3
Knowledge( Geography ) † INT +3 ☐ - 0 - +3
Knowledge( History ) † INT +3 ☑ - 0 - +3
Knowledge( Local ) † INT +3 ☐ - 0 - +3
Knowledge( Nature ) † INT +3 ☑ - 0 - +3
Knowledge( Nobility ) † INT +3 ☐ - 0 - +3
Knowledge( Physical Sciences ) † INT +3 ☐ - 0 - +3
Knowledge( Planes ) † INT +3 ☑ - 0 - +3
Knowledge( Popular Culture ) † INT +3 ☐ - 0 - +3
Knowledge( Religion ) † INT +3 ☐ - 0 - +3
Knowledge( Streetwise ) † INT +3 ☐ - 0 - +3
Knowledge( Tactics ) † INT +3 ☐ - 0 - +3
Knowledge( Technology ) † INT +3 ☐ - 0 - +3
Linguistics † INT +3 ☐ - 0 - +3
Perception WIS -2 ☐ - 0 - -2
Perform( ) CHA +1 ☐ - 0 - +1
Profession( Office worker ) † WIS -2 ☑ +3 1 - +2
Ride DEX +3 ☐ - 0 -0(ACP) +3
Sense Motive WIS -2 ☐ - 0 - -2
Sleight of Hand † DEX +3 ☐ - 0 - +3
Spellcraft † INT +3 ☑ +3 1 - +7
Stealth DEX +3 ☐ - 0 -0(ACP) +3
Survival WIS -2 ☐ - 0 - -2
Swim STR +1 ☐ - 0 -0(ACP) +1
Use Magic Device † CHA +1 ☑ - 0 - +1
Skill Ranks Per Level 2 + Intelligence(3) = 2
† = Trained Only (requires rank), ☐ = Not Class Skill, ☑ = Class Skill, ☒ = Never Class Skill
Languages Spoken Almerican, Catfolk, Elven, Bizheptian
3d6*100$
Racial Traits
Type Humanoid(catfolk)
Base Speed Normal - 30 feet.
Size Medium
+2 Dexterity, +2 Charisma, –2 Wisdom Catfolk are sociable and agile, but often lack common sense.
Catfolk Catfolk are humanoids with the catfolk subtype.
Medium Catfolk are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed Catfolk have a base speed of 30 feet.
Low-Light Vision In dim light, catfolk can see twice as far as humans.
Cat’s Luck Once per day when a catfolk attempts a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Natural Hunter Catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks.
Nimble Faller Some catfolk have an amazing sense of balance and keen knowledge of their own center of gravity. Catfolk with this trait land on their feet even when they take lethal damage from a fall. Furthermore, catfolk with this trait gain a +1 bonus to their CMD against trip maneuvers. This racial trait replaces sprinter.
Languages Catfolk begin play speaking Common and Catfolk. Catfolk with high Intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.
Meta Traits/Purchases
Banked Points +0
Character Traits / Drawbacks
Feats
1)Catfolk Exemplar (Sharp Claws) Your feline traits are more defined and prominent than those of other members of your race.
Prerequisites: Catfolk.
Benefit: You can take the Aspect of the Beast feat even if you do not meet the normal prerequisites. Furthermore, your catlike nature manifests in one of the following ways. You choose the manifestation when you take this feat, and cannot change it later.
Enhanced Senses (Ex): If you have low-light vision, you gain the scent catfolk racial trait. If you have the scent racial trait, you gain low-light vision.
Fast Sprinter (Ex): You gain a 10-foot racial bonus to your speed when using the charge, run, or withdraw actions. If you have the sprinter racial trait, your racial bonus to speed when using the charge, run, or withdraw action increases to a 20-foot bonus.
Sharp Claws (Ex): If you do not have the cat’s claws racial trait or the claws of the beast manifestation from the Aspect of the Beast feat, you gain the cat’s claws racial trait. If you have either the cat’s claws racial trait or the claws of the beast manifestation, your claw damage increases to 1d6.
Special: You can take this feat multiple times. Its effects do not stack. Each time you select it, you must choose a different manifestation.
Class Abilities
Proficiencies Weapon and Armor Proficiency: 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.
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.
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 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.
• Healing (Su) 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 been affected by the hex, it cannot be affected by it again for 24 hours. At 5th level, this hex acts like cure moderate wounds.
Cartomancer More than mere playing cards, harrow decks allow individuals to communicate with powers beyond mortal ken. A witch who serves the spirits of the harrow in exchange for mystical power is known as a cartomancer. Rather than connecting with a familiar, a cartomancer communes with her patron through a consecrated harrow deck.
Spell Deck: Each cartomancer carries a special harrow deck that allows her to communicate with her patron. Its ability to hold spells functions identically to the way a witch’s spells are granted by her familiar. The cartomancer must consult her harrow deck each day to prepare her spells and cannot prepare spells that are not stored in the deck. The spell deck cannot be used for this purpose if any cards are missing. This ability replaces the witch’s familiar. The following familiar ability works differently for a cartomancer.
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.
• (Agility) -
Section
Section
Spells Caster Level 1 Casting Attribute Int
Spell Slots 0 1 2 3 4 5 6 7 8 9
Base Slots 3 1 - - - - - - - -
Bonus Slots 1 1 1 1 - - - - - -
Spell DCs 13 14 15 16 17 18 19 20 21 22
Spells Known Level Description
Detect Magic 0th School divination;
Casting
Casting Time 1 standard action
Components V, S
Effect
Range 60 ft.
Area cone-shaped emanation
Duration concentration, up to 1 min./level (D)
Saving Throw none; Spell Resistance no
Description
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of magical auras.
2nd Round: Number of different magical auras and the power of the most potent aura.
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura eminates from a magic item, you can attempt to identify its properties (see Spellcraft).
Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.
Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.
Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:
Original Strength Duration of Lingering Aura
Faint 1d6 rounds
Moderate 1d6 minutes
Strong 1d6 x 10 minutes
Overwhelming 1d6 days
Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Detect magic can be made permanent with a permanency spell.
Spell or Object Aura Power
Faint Moderate Strong Overwhelming
Functioning spell (spell level) 3rd or lower 4th-6th 7th-9th 10th+ (deity-level)
Magic item (caster level) 5th or lower 6th-11th 12th-20th 21st+ (artifact)
Light 0th School evocation [light];
Casting
Casting Time 1 standard action
Components V, M/DF (a firefly)
Effect
Range touch
Target object touched
Duration 10 min./level
Saving Throw none; Spell Resistance no
Description
This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object.
You can only have one light spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent (through permanency or a similar effect), it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or lower spell level.
Mending 0th School transmutation;
Casting
Casting Time 10 minutes
Components V, S
Effect
Range 10 ft.
Target one object up to 1 lb./level
Duration instantaneous
Saving Throw Will negates (harmless, object Spell Resistance yes (harmless, object)
Description
This spell repairs damaged objects, restoring 1d4 hit points to the object. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this spell to function. Magic items can be repaired by this spell, but you must have a caster level equal to or higher than that of the object. Magic items that are destroyed (at 0 hit points or less) can be repaired with this spell, but this spell does not restore their magic abilities. This spell does not affect creatures (including constructs). This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.
Read Magic 0th School divination;
Casting
Casting Time 1 standard action
Components V, S, F (a clear crystal or mineral prism)
Effect
Range personal
Target you
Duration 10 min./level
Description
You can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed or trapped scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).
Read magic can be made permanent with a permanency spell.
Cure Light Wounds 1st School conjuration (healing
Casting
Casting Time 1 standard action
Components V, S
Effect
Range touch
Target creature touched
Duration instantaneous
Saving Throw Will half (harmless Spell Resistance yes (harmless see text
Description
When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.
Mythic Cure Light Wounds
Source Mythic Adventures pg. 89
The damage cured increases to 2d8 points of damage + 2 points per caster level (maximum +10). The spell cures up to 1 point of ability damage if the target is a living creature. The target chooses what type of ability damage is cured.
Icicle Dagger 1st School conjuration (creationcold};
Casting
Casting Time 1 standard action
Components V, S
Effect
Range 0 ft.
Effect one icicle
Duration 1 minute/level
Saving Throw none; Spell Resistance no
Description
You create a masterwork dagger out of ice. The dagger deals 1 point of cold damage in addition to normal dagger damage. If the dagger leaves your hand for more than 1 round, it melts and the spell ends. At 6th level, the dagger functions as a +1 frost dagger. At 11th level, it gains the returning property when thrown, melting away and reforming in your hand just before your next turn.
Equipment / Gear
Pocket Knife - price: $15.00; weight: 1.00 lbs; location: Pocket; For mild threats.
Winter Jacket (padded armor) - $50.00; weight: 10.00 lbs; location: Body; Padded against the weather, it will work well for absorbing light attacks.
Day Pack - price: $20.00; weight: 2.00 lbs; location: Back; Secondhand, with some fraying straps; if there was any designs on this, they have long since faded.
Smart Phone - price: $200.00; weight: 0.50 lbs; location: ocket; A Smart Phone is a handy tool for storing data. They can be linked to a notebook or desktop computer to move files back and forth and can make a phone call. Different apps that can provide fun or serious uses can be downloaded.
Penlight - price: $5.00; weight: 0.50 lbs; location: Pocket; This small flashlight can be carried on a key ring. It projects a beam of light 10 feet long and 5 feet wide at its end.
Spell Component Pouch - price: $5.00; weight: 0.50 Belt; This little waterproof pouch contains numerous vials and pockets filled with mystic oddities; why she brought this on a tour is anyone's guess. This allows her to cast most spells that require material components, except those that have a listed price.
Harrow Deck - price: $1000.00; weight: 0.50 lbs; location: Belt; Usually used for fortune-telling, these cards are handcrafted, personally tailored, but are decidedly different from the traditional cards.
Wallet price: $179.90; weight: 0.00 lbs; location: Pocket;
Subtotal: price: $1474.90; weight: 14.50 lbs;
Day Pack{PACK}
Collapsible Baton - price: $25.00; weight: 2.00 lbs; location: Pack; For when the knife isn't enough.
Candle (10) - price: 0.10; weight: 0.00 lbs; location: Pack; A candle dimly illuminates a small area, increasing the light level in a 5-foot radius by one step (darkness becomes dim light and dim light becomes normal light). A candle cannot increase the light level above normal light. A candle burns for 1 hour.
Subtotal: price: $25.10; weight: 2.00 / 8.00
Totals: price: $1500.00; weight: 16.50
Weight Carried Light Medium Heavy Max Lift Max Push
STR 13(Medium) 0 - 50 51 - 100 101 - 150 300 750