Pathfinder Society 2 -hahmot

Zelaria Woods

Perhaps nature gives us the answers.

Wild Witch 3
Player Swyrlyn

Ancestry Human, Background Herbalist
Speed 25, Perception +7•
Alignment Neutral
Languages Common, ?

Str 10, Dex 14, Con 12
Int 18, Wis 14, Cha 10

AC 19; (+2 armor, +2 Dex, 2+3 trained)(+2 shield)
HP 32 (Human 8, Witch (6x3=18), Con 3, toughness 3)
Fort +6•, Ref +7•, Will +9••
Special Defenses

Melee Dagger +8 1d4 P (Agile, Finesse, Thrown 10 ft., Versatile S)
Special Attacks Spell Attack +9

Primal Spells (Witch)
2nd (2/day) — Flaming Sphere ◆◆, Summon Fey◆◆
1st (3/day) — Jump ◆◆, Healx2 ◆-◆◆◆
Cantrips (lvl 2) — Electric Arc◆◆, Disrupt Undead◆◆, Stabilize ◆◆, Light ◆◆, Ray of Frost◆◆
Spell Attack +9•• , DC 19••

Witch Focus Spells Focus pool: 2
1st - Wilding Word 2 - Life Boost


  • Acrobatics(Dex) +7• - Witch Class skill
  • Arcana(Int) +9• - Witch Class skill
  • Athletics(Str)
  • Crafting(Int) +9• - Witch Class skill
  • Deception(Cha)
  • Diplomacy(Cha)
  • Intimidation(Cha)
  • Herbalism Lore (Int) +9• - Background
  • Library Lore (Int) +11• - Additional Lore
  • Medicine(Wis)
  • Nature(Wis) +7• - Background
  • Occultism(Int) +9• - Witch Class skill
  • Performance(Cha)
  • Religion(Wis) +10 •• - Witch Class skill - Skill potency (one at +1)
  • Society(Int) +9• - Witch Class skill
  • Stealth(Dex)
  • Survival(Wis) +7• - Witch Class skill
  • Thievery(Dex)


  • Versatile Heritage: Humanity's versatility and ambition have fueled its ascendance to be the most common ancestry in most nations throughout the world. Select a general feat of your choice for which you meet the prerequisites (as with your ancestry feat, you can select this general feat at any point during character creation).
    Ancestry Feats:
  • Natural Ambition: Wortwitch (1)
    Witch Feats:
  • Wortwitch - (from natural ambition (1): You have a particular affinity for leafy plants. Your patron grants you a leshy familiar. If you already had a familiar, this leshy replaces your previous familiar, as if your previous familiar had been slain. In addition, you gain the ability to see through leaves, vines, and other foliage. You don't take circumstance penalties to ranged spell attacks or Perception checks caused by foliage, and your targeted attacks don't require a flat check to succeed against a target concealed only by such vegetation.
  • Basic Lesson (2): Lesson of Life: You gain the life boost hex, and your familiar learns spirit link.

General Feats:

  • Armor Proficiency (1): Trained in light armor.
  • Toughness (3):
    Skill Feats:
  • Natural Medicine (1):
  • Additional Lore (2): Library Lore
    Class Features: 1: Ancestry and background, initial proficiencies, patron, familiar, witch spellcasting, hexes. 2: Skill feat, witch feat. 3: 2nd-level spells, general feat, skill increase

Bulk Limit: 5 || Worn + Weapons = 5 || All = 5
Weapons Dagger(L)
At the Lodge


  • Zelaria eli nuoruutensa Vyren saarella ja työskenteli Manticce Kaleekin eli Ilojen Kuningattaren palveluksessa keräten hänelle erilaisia yrttejä tarpeisiin ja saaden hieman koulutusta sivussa. Kintargon vapaustaistelun myötä Manticce päätti lähettää Zelarian hyväntahdon eleenä oppilaaksi Iylvana Desdoroksen pitämään taikakouluun. Mikäli Zelariaa ei löydä uppoutuneena kirjastoon opiskelemaan jotain uutta löytää hänet vaeltamasta ympäriinsä Ravounelissa tutkimassa luontoa ja sen ihmeitä.

Bandolier, 1sp Adventurer's Pack, 7sp, 2 Healer's Tools, 5gp, 1 Dagger, 2sp, L Light Mace, 4sp, L

Size Tiny
AC 19
Hit Points: 21
Fort +6•, Ref +7•, Will +9••
Senses low-light vision
Speed 25 feet

  • Familiar Focus (Core Rulebook pg. 218 2.0): Once per day, your familiar can use 2 actions with the concentrate trait to restore 1 Focus Point to your focus pool, up to your usual maximum. You must have a focus pool to select this.
  • Manual Dexterity (Core Rulebook pg. 218 2.0): It can use up to two of its limbs as if they were hands to perform manipulate actions.
  • Walking Cauldron

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