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High Concept Retired Merchant with a living Beard
Trouble Calculated Heroism
Patron The Forges (stars) of the Night Sky have Gifted Me
God Promote Order and Peace in the name of Abadar, Master of the First Vault
Witch 14 (Hedge Witch archetype) (Patron: Stars)
LG Medium Dwarf
Senses Darkvision 60'; Perception +15 (+17 with Familiar w/i 5')
Speed 20' (never modified by armor or encumbrance)
Ignore difficult terrain created by rubble, broken ground, or steep stairs when taking a 5-foot step.
AC 17; 20 with Mage Armor Touch 13
Buckler, Mithral +3 [+4 to AC], Dex [+2 to AC], +1 Ring of Protection, Mage Armor [+4 Armor AC] HP 134 + 2d3
Fort +7; Ref +7; Will +10
+2 vs poison, spells, and spell-like abilities
Immune Detect Thoughts, Discern Lies, and any attempt to magically discern his alignment
Melee Adamantine Warhammer +7/+2 (1d8 / 20×3)
Melee Dagger +7/+2 (1d4 / 19×2 / 10 ft.)
Melee [2ndary natural attack] Beard +2 (1d3 / 20×2 / 10 ft.)
Ranged Dagger +9/+4 (1d4 / 19×2 / 10 ft.)
+1 vs Orcs/Goblins
Space 5'; Reach 5'; BAB +7/+2
Hexes (4 minor, 1 major)
DC 21 save (23 Evil Eye) (10 + 1/2 level + Int)
Evil Eye (Su, mind-affecting, 7 rounds or Will 1 round): -4 penalty to one of the following: AC, ability checks, attack rolls, saving throws, or skill checks.
Misfortune (Su, w/i 30', 2 rounds of disadvantage, Will negates but may be targeted a 2nd time): Effects ability checks, attack rolls, saving throw, and skill checks. Target may only be targeted once per day.
Cackle (Su, move action): All creatures w/i 30' under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.
Retribution (Su, 60'): A witch can place a retribution hex on a creature within 60 feet, causing terrible wounds to open across the target's flesh whenever it deals damage to another creature in melee. Immediately after the hexed creature deals damage in melee, it takes half that damage (round down). This damage bypasses any resistances, immunities, or damage reduction the creature possesses. This effect lasts for a number of rounds equal to the witch's Intelligence modifier. A Will save negates this effect.
Flight (Su): The witch grows lighter as she gains power, eventually gaining the ability to fly. At 1st level, the witch can use feather fall at will and gains a +4 racial bonus on Swim checks. At 3rd level, she can cast levitate once per day. At 5th level, she can fly, as per the spell, for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects the witch.
Witch's Charge (Su, Major Hex) Once per day when preparing spells, a witch can designate a willing creature as her charge. She gains a constant status effect on this creature and can target it with beneficial touch spells from a range of 30 feet. The creature remains her charge until she designates a new one.
You are aware of direction and distance to the creatures and any conditions affecting them: unharmed, wounded, disabled, staggered, unconscious, dying, nauseated, panicked, stunned, poisoned, diseased, confused, or the like. Once the spell has been cast upon the subjects, the distance between them and the caster does not affect the spell as long as they are on the same plane of existence.
Hair Beard (Su) (10 min/day in 1 min increments, standard action to start): The witch can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Intelligence score. Her hair has reach 10 feet, and she can use it as a secondary natural attack that deals 1d3 points of damage (1d2 for a Small witch). Her hair can manipulate objects (but not weapons) as dexterously as a human hand. The hair cannot be sundered or attacked as a separate creature. Pieces cut from the witch's elongated hair shrink away to nothing. Using her hair does not harm the witch's head or neck, even if she lifts something heavy with it. The witch can manipulate her hair a number of minutes each day equal to her level; these minutes do not need to be consecutive, but must be spent in 1-minute increments. A typical male witch with this hex can also manipulate his beard, moustache, or eyebrows.
Burning Hands (3/day, Reflex DC 21) If a creature passes the save, they cannot be effected again for 24 hours.
Hand of the Mage (30' range, Move action to move 5lb object 15') This mummified elf hand hangs by a golden chain around a character's neck (taking up space as a magic necklace would). It allows the wearer to utilize the spell mage hand at will.
Hat of Disguise You make yourself—including clothing, armor, weapons, and equipment—look different. You can seem 1 foot shorter or taller, thin, fat, or in between.
Empathic Healing (Su): A hedge witch can minister to a diseased or poisoned target, redirecting the affliction into herself. For a poisoned target, the witch must tend to him as a standard action; he makes his next saving throw against the poison as normal, but the witch suffers the effects of the failed save instead of the poisoned creature. For a diseased target, the witch must tend to the sick person for an hour; he makes his next saving throw against the disease as normal, but the witch suffers the effects of the failed save instead of the diseased creature. The witch does not actually become poisoned or diseased (and is not contagious and does not need to be cured), but suffers the effects of the affliction as if she had been. The witch normally uses this ability to extend the life of someone near death, giving him time to recover. This ability has no effect if the witch is immune to disease or poison. This replaces the witch's hex gained at 8th level.
Ring of Mind Shielding Immune to Detect Thoughts, Discern Lies, and any attempt to magically discern his alignment.
Ring of Sustenance 2 hours of sleep counts as 8 hours, even for spellcasting. Always nourished.
Weapon and Armor 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. Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.
Rock Stepper: Dwarves with this racial trait can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. This racial trait replaces stonecunning.
Focused Mind (Trait): Your childhood was either dominated by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.
Str 10 (+0); Dex 12 (+1), 14 (+2) with Belt; Con 14 (+2); Int 18 (+4); Wis 12 (+1); Cha 9 (-1)
- Alertness (when familiar is in arm's reach)
- You get a +2 bonus on Perception and Sense Motive skill checks.
- Improved Initiative
- Accursed Hex
- Ability Focus (Evil Eye)
- Combat Casting
- You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.
- Eschew Materials
- Spell Hex (Burning Hands)
- Quicken Spell +4 levels to cast as a Swift action
Languages Common, Dwarven, Giant, Goblin, Orc, Terran.
Armor Check Penalty 0
- Fly +5
- Heal +5
- Intimidate +3
- Knowledge (arcana) +11
- Knowledge (history) +11
- Knowledge (nature) +11
- Knowledge (planes) +11
- Profession (Merchant) +6
- Spellcraft +18
- Use Magic Device +2
- Acrobatics +3
- Appraise +11
+2 nonmagical goods that contain precious metals or gemstones
- Climb +2
- Escape Artist
- Knowledge (dungeoneering)
- Knowledge (engineering)
- Knowledge (geography)
- Knowledge (local)
- Knowledge (nobility)
- Knowledge (religion)
- Perception +15
- Sense Motive +4 (+6 w/familiar)
- Swim +2