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“I have a little of the Old Blood in me – my Mother always told me that her Grandma could give someone the evil eye, and warned me that I’d better not cross her because she had some of that blood in her. Mother always believed that she could predict the future, and she had dreams that came true. It seems that their gifts, to some extent are also mine.”
Spaceholder 1Spaceholder 1Fem harrower 1

Human Witch

Str 10, Dex 14, Con 13, Int 17, Wis 10, Cha 10

AC 13 Touch AC 13 Flatfoot AC 10
HP 8 (Incl. Fav. Class Bonus) Stability 12
Initiative + 3 Perception + 1 ( + 3 while familiar is in arms reach), Sense Motive + 0 ( + 2 while familiar is in arms reach)
Base Atk + 0; CMB + 0; CMD 13
Fort + 1 Ref + 2 Will + 2

Languages: Common, Hallit, Varisian, Sylvan

Feats: Extra Hex, Dodge
[Witches are proficient with all simple weapons].

Traits: Inspired by Greatness (Cast Burning Hands at 1 higher level), Harrow Born ( + 1 Initiative)

Skills (5): Heal 1 + 4, Knowledge (Arcana) 1 + 7, Knowledge (Nature) 1 + 7, Perception 1 + 1 ( + 3 while familiar is in arms reach), Spellcraft 1 + 7, Stealth 0 + 5 (Incl. Stealth bonus from familiar)

Class Abilities:

Patron (Agility Patron – The Nimble One)

A 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 a ‘theme’ of 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.

Bonus Spells: 2nd — jump, 4th — cat’s grace, 6th — haste


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: Witch. 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.

Evil Eye 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.

Healing Hex A witch can soothe the wounds of those she touches. This acts as a cure light wounds spell, using the witch’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds.

Witches Familiar:

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.

Alertness ( + 2 Perception and Sense Motive) as long as the Familiar is within arms reach. The Familiar gains improved evasion, share spells, empathic link.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: The witch may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A witch may cast spells on his familiar even if the spells do not normally affect creatures of the familiar’s type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Cat Familiar (Grants + 3 Stealth Bonus to Master) [Note: Don’t get it killed!]
Init + 2; AC 14, touch 14, flat-footed 12 (+ 2 Dex, + 2 size, + 1 Natural Armour)
hp 4 Fort + 1, Ref + 4, Will + 2 (using own or masters saves, which ever is higher)
Melee 2 claws + 4 (1d2–4), bite + 4 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.
Str 3, Dex 15, Con 8, Int 6, Wis 12, Cha 7
Speed 30 ft.
Base Atk + 0; CMB + 0; CMD 6 (10 vs. trip)
Feats Weapon Finesse
Skills Climb + 6, Perception + 5, Stealth + 14;
Special Qualities: Senses low-light vision, scent; Racial Modifiers + 4 Climb, +4 Stealth

Spells Known
Lvl 0 – All CRB Cantrips
Lvl 1 – Burning Hands, Cure Light Wounds, Hypnotism, Mage Armor, Sleep, Unseen Servant

Spells Prepared

0 (at will): [ 3 ] Guidance, Light, Stabilise,
1st-command (DC 14): [ 2 ] Burning Hands, Sleep

Combat Gear: Staff(Free), Dagger (2gp), Sling(Free) 10 Sling Stones (1sp)
Price 2 gp; Weight 10lbs.

Non Combat Gear: Kit, Witch’s
This kit includes a backpack, a bedroll, a belt pouch, candles (10), chalk (10), a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin. Harrow Deck. Scroll Case (1gp)
Price 21 gp; Weight 22 lbs.

Scroll: Charm Person (25gp), Scroll: Cure Light Wounds (25gp), Scroll: Identify (25gp), Scroll: Protection from Evil (25gp),
Cost: 100gp

25Gp 9Sp Remaining

Pivotal Background

You are a Varisian of the old line and the old ways and like your mother and her mother before that you have come into strange powers, and strange alliances. You have also come into some small measure ability to tell the future but it seems to only work in flashes in combat.

Until recently you lived among the wandering tribes as they moved around Ustalav but ill fortune saw your family destroyed by werewolves and you were fortunate to survive. Years ago you knew one that hunted such creatures, a learned man called Lorrimor. He would know how best to seek revenge on these dogs – it was he who taught you deep insights into your magic and you feel and connection to him.

You started to seek Petros Lorrimor out when his agents found you instead. Lorrimor send you a message asking you to wait a few days and then you received another letter, calling for you to join him. Unfortunately as you were starting out you got news of his death and a summons to attend his funeral. You go now to pay respect to the man and maybe see if his heirs have some knowledge or lore you can use in your personal quest.

As a Varisian of the old ways you honour Desna, the ancient goddess of freedom and luck, and the creator of the heavens. She is considered a Varisian goddess and is oft depicted as having dark hair, silvery eyes, and a coy but distant smile, wearing diaphanous gowns and sometimes accompanied by swarms of butterflies. Desna and her faithful hold creatures that symbolize freedom and the night sky as beautiful and holy; of particular favor are butterflies, which often appear to signal the goddess’ favor, the lyrakien, and certain fey creatures of the night. The faithful of the Great Dreamer can be found on the roads of Golarion, among the caravans of Varisians and other who call the roads and beauty of the wilderness home.

You also have a connection with “The Nimble One”, a shadowy fey entity who occasionally appears to you, who has sent your current familiar to you and who seems to have his own agenda and reasons for lending you a measure of his power.

Harrow Born
You grew up around mysterious fortune-tellers.

Benefit: You start play with a harrow deck passed down from a relative. Because of your skill with fortune-telling, you gain a +1 trait bonus on initiative checks.

Inspired by Greatness

Whether you knew Professor Lorrimor well or only in passing, as a colleague or competitor, his career and lifetime of discovery inspired you to be better at what you do. As you honed your craft, you and the professor corresponded, and he was delighted to hear that he had directly or indirectly motivated you to strive for your full potential. Saddened by the news of his death, you feel that you should honor his memory by fulfilling his final wishes and attending his funeral, and by ever striving to attain greater heights and someday match the influence and impact of your idol.

Benefit: Choose one spell you can cast. From now on, you always cast this spell at +1 caster level.


The Carrion Crown Helaman