Imira Tashumi
PATHFINDER Character Sheet
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Name : Imira Tashumi | Race : elf (changling) | Height: 6’0
Player: kenderkin | Gender: female | Weight: 125 lbs
Update: | Age: Actual 21 (elf age 100) | Eyes : brown
Align : TN | Size : medium | Hair : brown
Deity : Gohzreh | Speed : 30 Feet | Hand : right
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Ability | Temporary | Class Witch Level 1
Score Mod | Score Mod | xxxxx x
STR 12. +1 | | xxxxx x
DEX 20. +5 | |
CON 12. +1 | |
INT 22. +6. | |
WIS 10. +0. | |Total Level: 1 Extra Feats: 0
CHA 12. +1. | |XP : 0 Next:
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Total Current Subdual | Total Dex Misc
HP : 8 xx | Init : + = 5 +
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Total Armr Shld Dex Misc
Full : 10 = 10 + 1 + + 5 +
AC : 10 = 10 + 1 + + 5 +
Touch : 10 = 10 + xxx + xxx + +
FlatFoot: 10 = 10 + + + xxx +
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SAVES Ability
Bonus Base Mod Magic
Fort (Con): +1 = 0 + 1 + +
Ref (Dex): +5 = 0 + 5 + +
Will (Wis): +3 = 2 + 1 + +
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Base Total Base Str Misc | Base Total Base Dex Misc
Melee : +1 = + 0 + 1 | Range : +5 = 0 + 5 +
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Combat Total Base Str Misc | Mnvr Total Base Str Dex Misc
Mnvr : +1 = 0 + 1 + 0 | Defense: +6 = 0 + 0 + 1 + 5
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Weapon: Morningstar (cold iron) Weight: 8 lbs
Move Name Type Atk Damage Crit Range Type Special
Attack |Melee | +1 | 1d8+2 | x2 | - | x |. B/P
Charge |Melee | +xx | xdx+x | xx-20/x2 | - | x |
Weapon: Sickle (silver) Weight: 6 lbs
Move Name Type Atk Damage Crit Range Type Special
Attack |Melee | +1 | 1d6+2 | x2 | - | S |. Trip
Weapon: Dart Weight: .5 lbs
Move Name Type Atk Damage Crit Range Type Special
Attack +5 |Range | | 1d4 | 20/x2 | 20 Feet | P |
Weapon: Sling Weight: 0 lbs
Move Name Type Atk Damage Crit Range Type Special
Attack +5 |Range | +xx | 1d4 | x2 | 50 Feet | B |
Armor: silken ceremonial armor Weight: 4 lbs
AC MaxDex Pen. SplFail Speed Special
+1 | - | - | 0% | 30 ft | None
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Hexes: 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.
Healing:
Slumber:
Hag Magic: Spell like abilities SLAs
1/day each
Dancing lights
Detect magic
Disguise self
Pass without trace
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Familiar SPELLS known:
All Orisons 0th level spells
1: Command
1: mage armor
1: ear piercing scream
1: obscuring mist
1: Ill omen
1: mount
1: shadow weapon
1: unseen servant
1: urban grace
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SPELLS KNOWN/PREPARED:
0: create water
0: guidance
0: message
1: command
1: command
1: mage armor
1: mount
1: obscuring mist
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SPELLS PER DAY / SAVE DC (Spell Level + Int 6 + 10)
1: / DC xx
2: 0 / DC xx
x: / DC xx
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SKILLS (Max Rank = Level, Class Skills get +3 bonus with at least 1 Rank)
Key Total Ability Class Misc
Ability Mod Mod Ranks Skill Mod
Acrobatics (Dex) + = 5 + + +
Appraise (Int) + = 6 + + +
Bluff (Cha) + = + + +
Climb (Str) + = 1 + + +
Craft: alchemy (Int) + = 6 + 1 rank + 3 class +
Diplomacy (Cha) + = 1 + + +
Disable Device^ (Dex) + = + + +
Disguise (Cha) + = 1 + + +
Escape Artist (Dex) + = 5 + + +
Fly (Dex) + = + 5 + +
Handle Animal^ (Cha) + = 1+ + +
Heal (Wis) + = 0+ + +
Intimidate (Cha) + = 1 + + +
Knowledge: arcana ^ (Int) + = 6 + 1 rank + 3 class +
Knowledge: nature ^ (Int) + = 6 + 1 rank + 3 class +
Knowledge:_____^ (Int) + = + + +
Linguistics (Int) + = + + +
Perception (Wis) + = 1 + 1 rank + +
Perform: Dance (Cha) + = 1 + 1 rank + +
Profession:_____^ (Wis) + = + + +
Ride (Dex) + = 5 + + +
Sense Motive (Wis) + = 0 + + +
Sleight of Hand^ (Dex) + = + + +
Spellcraft^ (Int) + = 6 + 1 rank + + 3 class
Stealth (Dex) + = + 5 + 1 rank + 3 class
Survival (Wis) + = 0 + + +
Swim (Str) + = 1+ + +
Use Magic Device^ (Cha) + = 1 + 1 rank + 3 class +
^Trained only
Languages: Common; Elven; Sylvan; Draconic; Goblin
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MONEY:
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GEAR (Weight):
Equipment package 1
Earplugs 3cp (Harpies driving you crazy? Get some earplugs to get a +2 to saves)
False-Bottomed cup 1gp (want to poison someone, or just send a message to your fellow faction member?)
Paper (sheet) 4sp (better quality paper that can be used for scrolls)
Perfume/Cologne 5gp (+1 circumstance bonus sometimes on Charisma based skill checks, distract animals with the smell, etc.)
Rice Paper (2 sheets) 10cp (scrap paper)
Stationary 1gp (Need to convince a Noble? Invite them down a dark alley with this stationary)
Wandermeal (12 meals) 12cp (cheap and weightless food. Just don't eat it alone for more than a week, mix in 1 regular meal per week and drastically cut down on food weight)
Weapon Cord 1sp (helpful to avoid disarms)
Whistle 5cp (half mile signal can be easily be pulled off)
Whistle, Silent 2sp (animals and keen hearing can only hear this whistle, use it with a pet or animal companion in special circumstances, particularly with animal companions with a 3 Intelligence)
Firework, Desnan candle 5gp (ranged touch attack at -4 to blind for 1 round)
Firework, Paper candle 1gp (dazzle for 1d4 rounds)
Glowing Ink, (vial) 5gp (tagging creatures so it is easy to to find them even in the dark, writing down notes to each other in darkness when you have to silent, writing notes on walls, plenty of uses here)
Invisible ink, simple 2gp (want to be really sneaky? It's cheap and will get past your clueless guard)
Keros Oil 5gp (Regular oil weights a pound for each flask, this has no weight, has 10 doses per 5gp, and does the same damage as regular oil. The only wrinkle is that you have to put it in your mouth and spit it out. Still, when you need to burn things, you need to burn them, so having a flask on hand might save your life)
Vermin Repellent 5gp (swarms of vermin can be a nightmare, shoo them away with this cheap smelly stuff)
Grand Total: 30 gp and 0 pounds.
Equipment package 2
String/Twine 50' 1cp 0.5lb (use it in all manner of ways to get the job done!)
Grappling Arrow 1gp, 0.5lb. (a regular grappling hook weighs 4lbs. This weighs half a pound. Shoot or toss it where needed. However it only works with silk rope out of the core rules)
Magnet 5sp, 0.5lb. (can grab up to 3 pounds of ferrous metal, think of the possibilities!)
Powder 1cp, 0.5lb. (useful to toss at invisible creatures, or spread on the floor to look for their tracks).
Compass 1gp, 0.5lb. (Above or below ground, when you need it you're glad you have it).
Grand Total: 2gp, 5sp, 2cp and 2.5 pounds in weight.
TOTAL WEIGHT:
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LOAD: Light Medium (-3) Heavy/Max (-6) Lift (x 2) Push/Drag (x 5)
lb lb lb lb lb
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MAGIC ITEMS
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DESCRIPTION
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BACKGROUND
Optional racial traits used:
Witch born. Moves racial +2 to intelligence
Hag Magic: Some changelings develop a gift for spellcasting instead of their mothers’ overtly fearsome traits.
A changeling with this trait displays one or more stark white streaks in her hair as a child. The DCs of any saving
throws against enchantment spells she casts increase by 1, and if her Charisma score is 11 or higher,
she also gains the following spell-like abilities, usable once per day each: dancing lights, detect magic,
disguise self, and pass without trace. The caster level of these spell-like abilities is equal to the changeling’s
character level. The DC for these spell-like abilities is equal to 10 + the spell’s level + the changeling’s Charisma modifier.
This racial trait replaces the claws and natural armor racial abilities. Source PPC:AoE
Hulking Changeling (Annis Hag): The changeling gains a +1 racial bonus on melee damage.
1st level Feat extra hex:
Hexes known: healing and slumber? Evil eye (jinx)?
Traits:
slippery +1 stealth becomes a class skill
Two-world magic (add an orison to your spell list: create water)
Drawback:
Umbral Unmasking
Trait:
Feral speech : Druidic. Granted by patron