Tiomir

Name: Tiomir
Race: Elf
Level: 3
Class: Witch
Alignment: Neutral Good
Religious Leaning: Monosophist


Str: 13 +1
Dex: 17 +3
Con: 11 0
Int: 20 +5
Wis: 12 +1
Cha: 13 +1

HP: 13/13
AC: 15
Touch AC: 14
Combat Maneuver Defense: 16

Will: 4
Fort: 1
Ref: 4

Base Attack: +1
Melee: +2
Ranged: +4


Skills 21

Craft (Alchemy) (int): 10 = 5 + 3 + 2
Fly (dex): 9 = 5 + 3 + 1
Heal (wis): 7 = 1 + 3 + 3
Intimidate (Cha): 5 = 1 + 3 +1
Knowledge (Arcana) (Int): 10 = 5 + 3 + 2
Knowledge (History): 10 = 5 + 3 + 2
Knowledge (Nature): 10 = 5 + 3 + 2
Knowledge (Planes): 10 = 5 + 3 + 2
Profession (Herbalist): 6 = 1 + 3 + 2
Spellcraft (Int): 10 = 5 + 3 + 2
Use Magic Device (Cha): 7 = 1 + 3 + 3


Languages

Common
Elven
Sylvan
Celestial
Orc
Goblin
Draconic


Feats

Eschew Materials
Extra Hex


Special Abilities

Normal Speed: Elves have a base speed of 30
feet.

Low-Light Vision: Elves can see twice as far
as humans in conditions of dim light (see low-
light vision).

Elven Immunities: Elves are immune to magic
sleep effects and get a +2 racial saving throw
bonus against enchantment spells and effects.

Elven Magic: Elves receive a +2 racial bonus
on caster level checks made to overcome spell
resistance. In addition, elves receive a +2
racial bonus on Spellcraft skill checks made to
identify the properties of magic items.

Keen Senses: Elves receive a +2 racial bonus
on Perception skill checks.

Weapon Familiarity: Elves are proficient with
longbows (including composite longbows),
longswords, rapiers, and shortbows (including
composite shortbows), and treat any weapon with
the word “elven” in its name as a martial
weapon.

Cantrips: 0-Level spells never exhaust!

Spellcasting: A witch casts arcane spells
drawn from the witch spell list. A witch must
choose and prepare her spells ahead of time.

Witch's Familiar: Endurance Patron, Deliver Touch Spells

Hex: Healing: Cure Light Wounds 1/per person per day.

Hex: Fortune: Ally within 30' or self: Reroll d20 for 1 round and choose the better roll. 1/per person per day.

Hex: Slumber (DC 16): Once per target per day: Foe within 30' is asleep and helpless for Int mod rounds. Will negates.


Spells Known

Level 0 DC: 15


Light
Spark
Stabilize
Mending
Detect Poison

Level 1 DC: 16


Endure Elements
Burning Hands
Cure Light Wounds
Mage Armor
Ray of Enfeeblement
Ill Omen

Level 2 DC: 17


Cure Moderate Wounds
Hold Person
Web
Vomit Swarm


Spells

Level 0 4


Mending
Light
Spark
Stabilize

Level 1 4


Burning Hands
Cure Light Wounds
Ill Omen
Ray of Enfeeblement

Level 2 2


Cure Moderate Wounds
Hold Person


Inventory

595 gp

Ring of Protection +1
Potion of Cure Light Wounds x4
Composite Longbow (Strength +1): 1d8+1, x3 crit,
110 ft. range, P, 3 lbs
100 Arrows
Armored Kilt (+1 AC, +6 max Dex, 0 armor
penalty, 0% Arcane spell failure, 10 lbs,
regular speed.)


Familiar

Cecil the Tiny Fat Owl

Owl CR 1/3

XP 135
N Tiny animal
Init +3; Senses low-light vision; Perception +10
DEFENSE

AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
hp 4 (1d8)
Fort +2, Ref +5, Will +2
OFFENSE

Speed 10 ft., fly 60 ft. (average)
Melee 2 talons +5 (1d4–2)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS

Str 6, Dex 17, Con 11, Int 2, Wis 15, Cha 6
Base Atk +0; CMB +1; CMD 9
Feats Weapon Finesse
Skills Fly +7, Perception +10, Stealth +15; Racial Modifiers +4 Perception, +4 Stealth

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