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Lotus CG
Character Name Alignment
Witch1
Character Level
Grippli S
Race Size
Female 22
Gender Age
2'0 30
Height Weight
- Black
Hair Eyes
Max
Player
- Swamp
Deity Homeland
Plague 0
Domain/Oath/Patron/School XP

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
14 +2 N/A +2
Dex
Dexterity
15 +2 N/A +2
Con
Constitution
15 +2 N/A +2
Int
Intelligence
16 +3 N/A +3
Wis
Wisdom
16 +3 N/A +3
Cha
Charisma
15 +2 N/A +2
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
13
0
0
Initiative
Dex
Modifier
+2
+2
+0
BAB
ARMOUR CLASS
Total AC
Armour
Shield
Dex
12
+0
+0
+2
Size
Natural
Deflection
Misc
+0
+0
+0
+0
Touch
12
Flat Footed
10
Flat Footed + Touch
10
SAVING THROWS
Save Total Base Ability Magic Misc Temp
Fortitude +2 +0 CON +2 +0 +0 +0
Reflex +2 +0 DEX +2 +0 +0 +0
Will +5 +2 WIS +3 +0 +0 +0
Combat Maneuver Bonus CMB
CMB BaB STR Size Misc
+2 +1 +0
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
10 +2 +2 +1 +0
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
30
-
-
-
20
-
Languages

Common
Grippli
Boggard
Sylvan
Gnome

SPELLS
Level
0
1
2
3
4
5
6
7
8
9
Per Day
3
1
0
0
0
0
0
0
0
0
Spell List

CANTRIPS
Stabilize - Cause a dying creature to stabilize.
Daze - A single humanoid creature with 4 HD or less loses its next action.
Spark - Ignites flammable objects.
LEVEL 1
Cure Light Wounds - Cures 1d8 damage + 1/level (max +5).

PATRON SPELLS

HEX
Floating Lotus - The witch can conjure a large lotus flower that floats by her side for a number of minutes per day equal to her level. This duration doesn’t need to be consecutive but must be spent in 1-minute increments.

Spellcasting Notes

Flying Lotous - While summoned, the witch can use the lotus to cross water as if she was affected by water walk. She can also use the flower for short bursts of flight, gaining a +10 enhancement bonus on Acrobatics checks when attempting high jumps and long jumps. This bonus increases by 10 at 5th level, and again at 9th level.

Adventuring Skills
CS Skill Total AB Mod Ranks Misc
  Acrobatics +2 (DEX)  +2 +0 +0
  Bluff +2 (CHA)  +2 +0 +0
  Climb +2 (STR)  +2 +0 +0
  Diplomacy +2 (CHA)  +2 +0 +0
  Disguise +2 (CHA)  +2 +0 +0
  Escape Artist +2 (DEX)  +2 +0 +0
Fly +2 (DEX)  +2 +0 +0
Heal +7 (WIS)  +3 +1 +3
Intimidate +6 (CHA)  +2 +1 +3
Knowledge: Arcana +3 (INT)  +3 +0 +0
  Knowledge: Dungeoneering +3 (INT)  +3 +0 +0
  Knowledge: Local +3 (INT)  +3 +0 +0
Knowledge: Nature +7 (INT)  +3 +1 +3
Knowledge: Planes +3 (INT)  +3 +0 +0
  Knowledge: Religion +3 (INT)  +3 +0 +0
  Perception +3 (WIS)  +3 +0 +0
  Ride +2 (DEX)  +2 +0 +0
  Sense Motive +3 (WIS)  +3 +0 +0
Spellcraft* +7 (INT)  +3 +1 +3
  Stealth +2 (DEX)  +2 +0 +0
  Survival +3 (WIS)  +3 +0 +0
  Swim +2 (STR)  +2 +0 +0
Use Magic Device* +6 (CHA)  +2 +1 +3
Background Skills
CS Skill Total AB Mod Ranks Misc
  Appraise +3 (INT)  +3 +0 +0
Craft: Healing Balm +3 (INT)  +3 +0 +0
  Knowledge: Engineering +3 (INT)  +3 +0 +0
  Knowledge: Geography +3 (INT)  +3 +0 +0
Knowledge: History +3 (INT)  +3 +0 +0
  Knowledge: Nobility +3 (INT)  +3 +0 +0
Profession: Doctor +3 (WIS)  +3 +0 +0
Custom Skills
CS Skill Total AB Mod Ranks Misc

* only usable when trained (rank 1 and higher)
Skill Notes
+4 racial bonus on Stealth checks in marshes and forested areas.
Feats

Improved Initiative - +4 bonus on initiative checks.

Special Abilities

Camouflage - Gripplis receive a +4 racial bonus on Stealth checks in marshes and forested areas.

Swamp Stride - A grippli can move through difficult terrain at its normal speed while within a swamp. Magically altered terrain affects a grippli normally.

Weapon Familiarity - Gripplis are proficient with nets.

Traits

Witch Add 1/3 to the saving throw DC to resist the poison of the witch’s familiar

Darkvision - Gripplis can see perfectly in the dark up to 60 feet.

Arms & Equipment

Sickle - 1d4 Critical x2 Type slashing

Class Features

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.

Creatures & Mounts

Rat
N Tiny animal
Init +2; Senses low-light vision, scent; Perception +1

DEFENSE
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 4 (1d8)
Fort +2, Ref +4, Will +1

OFFENSE
Speed 15 ft., climb 15 ft., swim 15 ft.
Melee bite +4 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Str 2, Dex 15, Con 11, Int 2, Wis 13, Cha 2
Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
Feats Weapon Finesse
Skills Climb +10, Stealth +18, Swim +10; Racial Modifiers +4 Stealth

Possessions & Property

100 GP
Spellbook
5lbs Cheese
Small tent
Bed roll
Camouflage netting - full-round action requiring a DC 10 Survival check
Rations

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Stabilize


conjuration (healing \ \ cleric/oracle 0, druid 0, inquisitor 0, psychic 0, witch 0

Casting time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Duration: instantaneous
Targets: one living creature

Description

Components V,S
Saving Throw Will negates (harmless Spell Resistance yes (harmless)

Upon casting this spell, you target a living creature that has –1 or fewer hit points. That creature is automatically stabilized and does not lose any further hit points. If the creature later takes damage, it continues dying normally.
Advanced Player's Guide

Spark

Magical Lighter, catch something on fire


Evocation \ \ Fire

Casting time: 2 standard action
Range: close ( 25 ft + 5/2 lvl)
Duration: Instant.
Effect: A spark of fire
Targets: 1 Fine object

Description

You can make an unattended Fine flammable object catch on fire. This works as if you were using flint and steel except that you can use spark in any sort of weather and it takes much less time to actually ignite an object.
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Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

Glichievirus.

System

Pathfinder 1e

Statblock Type

Character Sheet

Link/Embed