(Insert description here.)
Note: numbers in [brackets] indicate changes to statistics during exalted union.
- human witch (the Rebel) 4
- ability scores:
18 14 15 16 9 [14] 12 [16] - hp: 28 [+12 temp hp]
- AC: 16 (T 12 F 14)
- saves: F +3 / R +3 / W +3 [+6]
- racial features:
- human spirit (+1 to morale bonuses)
- languages: Common, Celestial, Draconic, Orc
- pact boons:
- proficiencies:
- weapons: basic weapons, crossbows, heavy blades (exalted union)
- armor: light (exalted union), medium (greater puissance)
- class features:
- patron: the Rebel
- pact affinity:
- Sense Wrongness (Su): You can concentrate as a standard action to detect evil magic, non-harmless charms or compulsions, or any magic that binds or imprisons creatures (as detect magic, but only for the specified type of effect). You sense only the presence of auras, not their number, strength, or location.
- +4 bonus to saves vs. fear and pain effects
- pact affinity:
- augury 1/day
- invoke patron 1/day
- familiar:
- sparrow form: size Diminutive; speed 10 ft., fly 40 ft. (good); hp 14; saves F +2 (+6 vs. poison) / R +7 / W +3; AC 23 (T 19 F 18); atk peck +6 (1)
- alternate form, change shape, darkvision, low-light vision, resistances (cold 10, fire 10), immunities (electricity, petrification)
- (see full statistics for details)
- spell-like abilities: At will—detect magic; 3/day—detect evil, faerie fire
- improved evasion, share spells, empathic link, speak with master, deliver touch spells
- patron: the Rebel
- attacks:
- greatsword (PA/FF) +8 [+9] (2d6+9/19–20)
- dagger +6 [+7] (1d4+4/19–20)
- light crossbow +4 [+5] (1d8/19–20)
- feats:
- Arcane Armor Training
- swift action to reduce ASF by 10% (to 0%)
- Furious Focus
- Power Attack
- Weapon Focus (heavy blades)B
- Arcane Armor Training
- skills:
- Acrobatics +5
- Climb +7
- Diplomacy +1 [+7]
- Heal +6 [+9]
- Intimidate +1 [+7]
- Knowledge (arcana) +10
- Perception −1 [+6]
- Sense Motive −1 [+6]
- Spellcraft +10
- Survival +3 [+6]
- cantrips:
- spells known:
- 1st level:
- 2nd level:
- spells prepared (5/3):
- 1st level:
- jump
- remove fear
- (open slot)
- (open slot)
- (open slot)
- 2nd level:
- remove paralysis
- (open slot)
- (open slot)
- 1st level:
- equipment: (155 gp, 9 sp)
- desert traveler’s outfit
- class items:
- spell component pouch
- combat gear:
- masterwork greatsword (350 gp)
- dagger (2 gp)
- light crossbow (35 gp)
- 20 bolts (2 gp)
- masterwork chain shirt (250 gp) (+4 AC; −1 ACP; 10% adjusted ASF)
- mule (8 gp)
- carrying a medium load
- supplies:
- trail rations (2 weeks) (7 gp)
- barrel, 40 gal. (filled with water) (2 gp)
- misc. adventuring equipment:
- backpack (2 gp)
- bedroll (1 sp)
- silk rope, 50 ft. (10 gp)
- grappling hook (1 gp)
- flint & steel (1 gp)
- alchemical items:
- antitoxin (2) (20 gp)
- antiplague (2) (50 gp)
- eye drops of darkvision (150 gp)
- potion of healing (3) (150 gp)
- tindertwig (4) (4 gp)
- scrolls:
- glitterdust (3) (150 gp)
- web (2) (100 gp)
- share senses (2) (100 gp)
- magic circle against evil (100 gp)
- remove curse (100 gp)
- comprehend languages (2) (50 gp)
- invigorate (2) (50 gp)
- bless weapon (2) (50 gp)
- daylight (100 gp)