Norethe
Level 1 Witch + Rogue (Gestalt)
Basics:
- Race: Harp
- Alignment: Chaotic Neutral
- Hit die: d8
- Skills per level: 9 (8 base, INT)
- Base attack bonus: +0 (+0.75 per level)
- Languages:
- Trade
- Druidic
- Harpish
- Abyssal
- Aklo
- Goblin
- Lynix
- Ratfolk
- CMB: +0 (bab, STR)
- CMD: 13 (bab, STR, DEX)
Wealth: 3g, 4s, 9c
Health:
- HP: 8 (CON, gain 1d8+CON per level)
- Current HP: –
AC:
- Base: 16 (10, 2 armor, 1 shield, DEX)
- Touch: 13 (DEX)
- Flat-Footed: 13
Saves:
- Fortitude: +3 (3 base, CON)
- Reflex: +6 (3 base, DEX)
- Will: +5 (3 base, WIS)
Attributes:
- STR: 11, +0
- DEX: 17, +3 (+2 racial)
- CON: 10, +0 (-2 racial)
- INT: 17, +3
- WIS: 14, +2 (+2 racial)
- CHA: 15, +2
Skills:
- Appraise: +10 (3 class, 1 rank, 3 familiar, INT)
- Bluff: +6 (3 class, 1 rank, CHA)
- Diplomacy: +6 (3 class, 1 rank, CHA)
- Disable Device: +7 (3 class, 1 rank, DEX)
- Linguistics: +11 (3 class, 1 rank, 4 racial, INT)
- Perception: +8 (3 class, 1 rank, 2 familiar, WIS)
- Profession (Gambler): +6 (3 class, 1 rank, WIS)
- Sense Motive: +8 (3 class, 1 rank, 2 familiar, WIS)
- Sleight of Hand: +7 (3 class, 1 rank, DEX)
- Spellcraft: +7 (3 class, 1 rank, INT)
- Stealth: +9 (3 class, 1 rank, 2 druid, DEX)
Proficiencies:
- Simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword.
- Light armor, medium armor, and shields ONLY IF padded, leather, or hide.
Special:
- Harp:
- Gifted Linguist: +4 racial bonus on Linguistics checks, and gain 2 languages per rank in Linguistics.
- Climb: Members of this race have a climb speed of 20 feet, and gain a +8 racial bonus to Climb.
- Gliding Wings: Take no damage from falling. Additionally, while in midair, Harps can move up to 5ft horizontally for every 1ft they fall (ex: 6ft dy -> 30ft dx). Can gain lift from updrafts, strong winds, etc.
- Natural Attack (Bite) 1d3
- Low-light vision: Can see twice as far in dim light. Ex: With a torch that normally illuminates 20ft in darkness, you can see 40ft. See Vision and Light for more details.
- Witch:
- Cantrips:
- Arcane Spells:
- May know any number of witch spells; must prepare spells each day.
- Prepared 0-level spells do not consume a spell slot when used.
- Prepared spells are stored in the familiar. If the familiar dies, the witch loses spellcasting.
- Bonus spells per INT.
- DC 14 (10 + level + INT)
- 0: 3
- 1: 2
- Known:
- Summon Minor Monster: Summon 1d3 Tiny or smaller animals, such as bats or ravens.
- Charm Person: Target becomes friendly to you for 1hr/level.
- Ear-Piercing Scream: Inflict 1d6 sonic damage per 2 levels to target within 25 ft (+5ft / 2 levels), and target is dazed for 1 round. Fortitude save negates daze and halves the damage.
- Hexes:
- (Patron) Unnerve Beasts: The target becomes offensive to animals. Animals become distraught and aggressive in the victim’s presence—horses buck, dogs snap and bark, bulls charge, and so on. The hex lasts a number of hours equal to the witch’s Intelligence modifier. A creature that saves against the hex cannot be affected by the hex for 1 day. The reaction of the animals is a mind-affecting charm effect, but the hex on the target is not.
- Discord: Target within 30ft distrusts another creature within line of sight, lowering their attitude by one step, for INT rounds. Will negates. Steps are: Hostile, Unfriendly, Indifferent, Friendly, Helpful.
- Patron:
- Patron (Insanity): Touched by the Outer Gods; You gain the unnerve beasts hex at 1st level, but you take a –2 penalty on saving throws against confusion and emotion effects and are affected by such effects for at least 1 round even on a successful saving throw.
- Witch’s familiar:
- Raven:
- Tiny animal
- Initiative: +2
- Senses:
- Perception: +6
- Low-light vision: See twice as far in dim light, see normally in moonlight.
- AC: 15, touch 14, flat-footed 13 (10 base, +2 size, +2 dex, +1 natural @ 1/2 per level)
- HP: – (1/2 Norethe’s HP, rounded down)
- Attacks:
- Bite:
- Attack: +5 (2 size, 2 DEX, 1 Norethe’s BAB)
- Damage: 1d3-4 (min 1; -4 STR)
- Saves: use Norethe’s
- Skills: use Norethe’s, or…
- Fly 6
- Perception 11 (5 base, 6 senses)
- Special:
- Grants Alertness to Norethe.
- Improved Evasion: Take half damage even on failed Reflex saves, take no damage on successful ones. Does not apply when helpless.
- Share Spells: Spells which target self can instead target the familiar.
- Empathic Link: Can psychically communicate feelings and emotions over up to 1 mile.
- Grants +3 Appraise to Norethe.
- Rogue:
- Sneak Attack 1d6: Deal extra damage to flat-footed or flanked targets who are vulnerable to precision damage (e.g. not slimes)
- Trapfinding: +1 (1/2 per level) to Perception and Disable Device checks regarding traps. Can use Disable Device on magical traps.
- Evasion: On a successful Reflex save to halve damage, instead take no damage if wearing light or no armor and not helpless.
- Rogue Talents:
- Canny Observer: +4 Perception to overhear conversation, or to find concealed or secret objects.
- Feats:
- Spell Focus (conjuration): +1 DC to Conjuration spells.
- [Prospective] Augment Summoning: Summoned creatures get +4 STR and CON.
- Traits:
Equipment:
- Weapons:
- Hand Crossbow:
- Attack: +4 (bab, DEX)
- Damage: 1d4
- Type: Piercing
- Dagger:
- Attack: +0 (bab, STR)
- Damage: 1d4 (STR)
- Type: Piercing or Slashing
- Note: +2 to Sleight of Hand checks to conceal a dagger on your person.
- Bite:
- Attack: +0 (bab, STR)
- Damage: 1d3 (STR)
- Type: Bludgeoning, Piercing, and Slashing
- Armor:
- Leather: +2 AC, +6 max DEX, no armor check penalty
- Shield, light wooden: +1 AC, -1 armor check penalty
- Misc.:
- Bathtub, collapsible
- Cot
- Blanket
- Soap
- Tent, medium