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Swamp Witch(Alma) in Pathfinder 1e

Swamp Witch(Alma) CN
Character Name Alignment
Word Fey Caller Wizard/Seducer Witch 1
Character Level
Green Hag Changeling M
Race Size
Female 39
Gender Age
6'9" 210lbs
Height Weight
Mossy Green Almond Brown
Hair Eyes
Lord Gillian
Player
Agnostic Brevoy Wilderness
Deity Homeland
Plant 0/5000
Domain/Oath/Patron/School XP

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
10 +0 N/A +0
Dex
Dexterity
13 +1 N/A +1
Con
Constitution
12 +1 N/A +1
Int
Intelligence
18 +4 N/A +4
Wis
Wisdom
12 +1 N/A +1
Cha
Charisma
18 +4 N/A +4
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
10
0
0
Initiative
Dex
Modifier
-1
+1
-2
BAB
+0
ARMOUR CLASS
Total AC
Armour
Shield
Dex
13
+0
+0
+1
Size
Natural
Deflection
Misc
+0
+1
+0
+1
Touch
13
Flat Footed
12
Flat Footed + Touch
12
SAVING THROWS
Save Total Base Ability Magic Misc Temp
Fortitude +1 +0 CON +1 +0 +0 +0
Reflex +1 +0 DEX +1 +0 +0 +0
Will +3 +2 WIS +1 +0 +0 +0
Saving Throw Notes

+4 Dodge AC vs Attacks of Opportunity, Melee attacks with >5ft reach

Combat Maneuver Bonus CMB
CMB BaB STR Size Misc
+0 +0 +0 +0 +0
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
11 10 +0 +0 +1 +0 +0
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
-
-
-
-
-
-
Languages

Common, Taldane(Ethnic), Aklo(Base), Draconic(Base), Elven(Base), Giant(Base), Sylvan(Linguistics)

Spell List

Witch Spells:
Per Day: 3/2
Standard Preparation:
0: Arcane Mark, Dancing Lights, Detect Poison
1: Summon Monster 1, Cure Light Wounds

Abjuration:
Cantrip: Resistance
Level 1: Waterproof

Conjuration:
Cantrip: Stabilize
Level 1: Cure Light Wounds, Summon Monster 1, Unseen Servant
Level 2:
Level 3:
Level 4: Grove of Respite(Patron 8)
Level 5: Tree Stride(Patron 10)
Level 6:
Level 7:
Level 8:
Level 9: Shambler(Patron 18)

Divination:
Cantrip: Detect Magic, Detect Poison, Grasp, Guidance, Read Magic
Level 1:

Enchantment:
Cantrip: Daze
Level 1: Animal Purpose Training,

Evocation:
Cantrip: Dancing Lights, Light, Spark
Level 1:

Illusion:
Cantrip:
Level 1:

Necromancy:
Cantrip: Bleed, Touch of Fatigue
Level 1: Preserve

Transmutation:
Cantrip: Arcane Mark, Mending, Message, Putrefy Food and Drink
Level 1: Entangle(Patron 2), Spirit Share
Level 2: Accelerate Poison(Patron 4)
Level 3: Lily Pad Stride(Patron 6)
Level 4:
Level 5:
Level 6: Repel Wood(Patron 12)
Level 7: Animate Plants(Patron 14)
Level 8: Control Plants(Patron 16)
Level 9:




Wordcasting:
Per Day: 3/2
Standard Prepation:
0: Acid Burn(Touch/Ray), Spark(10ft Cone), Decipher(Personal)
1: Force Shield(Personal), Dash(Personal)

Targeting:
Level 0: Cone(10ft), Personal, Selected(Close Range, Melee Touch/Ray)
Level 1: Burst(Close Range, 10ft Radius), Line(20ft)
Level 2: Cone(20ft), Line(60ft)
Level 3: Barrier(Close Range, 10ft/levelx10ftx1ft), Burst(Medium Range, 20ft Radius), Line(120ft), Selected(Medium Range, 1 target/level)
Level 4: Cone(40ft)
Level 5: Burst(Long Range, 40ft Radius)
Level 6:
Level 7:
Level 8:
Level 9:

Effects:
Level 0: Acid Burn(Acid), Bleeding Wounds(Wound), Cold Snap(Cold), Cramp(Pain), Decipher(Language), Echo(Illusion), Flame Jet(Fire), Force Block(Armor), Lift(Gravity), Sense Magic(Detection), Spark(Electricity)
Level 1: Burning Flash(Fire), Dash(Time), Force Shield(Armor), Lock Ward(Binding), Servitor 1(Summoning), Shock Arc(Electricity)
Level 2:
Level 3:
Level 4:
Level 5:
Level 6:
Level 7:
Level 8:
Level 9:

Meta:
Boost(Level 0): Allows Boosted effect
Careful(Level 1): Forego Somatic Components
Distant(Level 0): Increase range from Close>Medium or Medium>Long
Lengthy(Level 0): Double Duration

Spellcasting Notes

+4 Str/Con on Summoned Creatures
+1 DC Language-Dependent effects if target would be attracted
+1 DC Charm Person/Monster
+1 DC on Patron spells

Expanded Summoning:
Summon Monster 1: Grimple(Gremlin), Mite, Sprite
Summon Monster 2: Atomie, Fuath(Gremlin), Nixie
Summon Monster 3: Leprechaun, Nuglub(Gremlin), Pooka
Summon Monster 4: Kelpie, Korred, Twigjack
Summon Monster 5: Lampad, Lurker In The Night, Swan Maiden
Summon Monster 6: Cold Rider, Oceanid, Sangoi
Summon Monster 7: Alp, Bogeyman, Ijiraq
Summon Monster 8: Banelight, Fastachee, Rusalka
Summon Monster 9: Ankou, Kamaitachi, Wild Hunt Archer

Adventuring Skills
CS Skill Total AB Mod Ranks Misc
Acrobatics +1 (DEX)  +1 +0 +0
Bluff +2 (CHA)  +4 +0 -2
Climb +0 (STR)  +0 +0 +0
Diplomacy +8 (CHA)  +4 +1 +3
Disguise -1 (CHA)  +4 +0 -5
Escape Artist +6 (DEX)  +1 +1 +4
Fly +1 (DEX)  +1 +0 +0
Heal +1 (WIS)  +1 +0 +0
Intimidate +4 (CHA)  +4 +0 +0
Knowledge: Arcana +8 (INT)  +4 +1 +3
Knowledge: Dungeoneering +4 (INT)  +4 +0 +0
Knowledge: Local +4 (INT)  +4 +0 +0
Knowledge: Nature +10 (INT)  +4 +1 +5
Knowledge: Planes +4 (INT)  +4 +0 +0
Knowledge: Religion +4 (INT)  +4 +0 +0
Perception +1 (WIS)  +1 +0 +0
Ride +1 (DEX)  +1 +0 +0
Sense Motive +1 (WIS)  +1 +0 +0
Spellcraft* +9 (INT)  +4 +1 +4
Stealth +1 (DEX)  +1 +0 +0
Survival +8 (WIS)  +1 +1 +6
Swim +0 (STR)  +0 +0 +0
Background Skills
CS Skill Total AB Mod Ranks Misc
Appraise +4 (INT)  +4 +0 +0
Craft: Alchemy +10 (INT)  +4 +1 +5
Craft: Artistry +10 (INT)  +4 +1 +5
Craft: Weaving +10 (INT)  +4 +1 +5
Knowledge: Engineering +4 (INT)  +4 +0 +0
Knowledge: Geography +4 (INT)  +4 +0 +0
Knowledge: History +4 (INT)  +4 +0 +0
Knowledge: Nobility +4 (INT)  +4 +0 +0
Linguistics* +8 (INT)  +4 +1 +3
Lore*: Divination Rituals +8 (INT)  +4 +1 +3
Profession: Herbalist +1 (WIS)  +1 +0 +0
Custom Skills
CS Skill Total AB Mod Ranks Misc

* only usable when trained (rank 1 and higher)
Skill Notes
Skill Ranks: 11/level = 2+4(Int)+2(Setting)+2(Background)+1(Skillful)/Level
Skillful: +1 Diplomacy/Level
Nature Soul: +2 Knowledge(Nature)/Survival
MWK Tools: +2 Craft(Artistry, Weaving)
Alchemy Lab: +2 Craft(Alchemy)
FCB: +200gp daily progress with Craft Poppet
Feats

Antihero Feat: Witch Knife
Fey Caller Bonus Feat: Augment Summoning
Drawback Feat: Nature Soul
Level 1 Feat: Integral Oath(Secrecy - Political instability in Brevoy has led to the loss of any concrete evidence of her existence as Alma. In essence, only she and her familiar know she was anything other than a cryptid.)
Level 3 Feat: Poppet Familiar
Oath Feat Level 2:
Oath Feat Level 6:
Oath Feat Level 10:
Oath Feat Level 14:
Oath Feat Level 18:
FCB Progress: 1/6

Special Abilities

Stats: Str 10 Dex 13 Con 14 -2 Int 16 +2 Wis 12 Cha 16 +2
ASI:
Race: Green Hag Changeling
Witchborn: Racial Stats become +2 Int/Cha and -2 Con
Darkvision 60ft
Claws: 1d4 Claw x2
Natural Armor +1
Green Widow: replaced with Object of Desire: +1 Caster Level on Charm Person/Monster
Origin Talent: Quick on the Pickup(Potent)

Oaths(10): Forbidden Knowledge(Lethargic Surrender - 2), Oath Of Wardenship(3), Oath of Secrecy(1+1), Oath of Ritual(1, 3 starting at level 5)
Boons(8+2): Bonus Feats(4 - Forbidden Knowledge, Oath of Secrecy), Skillful(1 - Oath of Ritual), Enhanced Defenses(2 - Oath of Ritual), Fast Recovery(3 - Oath of Wardenship)

Traits

Major Drawback: Far-Sighted - -1 on Melee attacks, -2 Sight-based perception within 10ft
Drawback: Warded Against Nature - Normal Animals will not approach within 30ft
Drawback: Scarred - -5 on Disguise, -2 on Bluff
Enchanted By Giants(Regional): May take 10 to identify SLAs, +1 Survival/Spellcraft
Charming(Social): +1 Bluff/Diplomacy/Language-Dependent Spell DCs if target would be attracted
Escaped Captive(Social): +1 Escape Artist, +2 CMD to avoid Pinned
Free Spirit(Social): +1 vs Language-Dependent and Sonic effects, +2 Intimidate DC

WEAPONS
Name AB Critical Type Range Ammo Dmg
Claws x2 +0 x2 Slashing Melee 1d4
Witch Knife +1 19 x2 Piercing or Slashing Melee/Thrown 10ft 1d4
Downtime Progression

Initial Wealth: 225g
Initial Purchases 220.6g: Alchemy Lab, Small Shears, Wizard's Kit

Starting Wealth: 4.4g
Day 1: Dayjob - Tutoring in Knowledge(Nature) = 15 (30g)
Day 2: Dayjob - Tutoring in Knowledge(Nature) = 15 (30g)
Day 3: Dayjob - Tutoring in Knowledge(Nature) = 20 (50g)
Day 4: Dayjob - Tutoring in Knowledge(Nature) = 27 (75g)
Day 5: Dayjob - Tutoring in Knowledge(Nature) = 22 (50g)
Day 6: Dayjob - Tutoring in Knowledge(Nature) = 16 (30g)
Day 7: Dayjob - Tutoring in Knowledge(Nature) = 19 (30g)

Net Wealth Gain: 295g
Purchase: MWK Artisan Tools(Artistry, 55g)
Day 8: Craft - MWK Stone Knife DC 17 (150.5g, Familiar aiding, 23 = 200g progress)
Day 9: Craft - MWK Stone Knife DC 17 (Familiar aiding, 23 = 200g progress)
Day 10: Earn 18 Capital (90g, Artistry, Familiar aiding, 24)
Day 11: Reinvest for 9 Capital (Artistry, Familiar aiding, 13)
Day 12: Reinvest for 13 Capital (Artistry, Familiar aiding, 14)
Day 13: Reinvest for 20 Capital (Artistry, Familiar aiding, 21)
Day 14: Craft - Tiny Poppet DC 20 (16 Capital, Familiar aiding, 20 = 2000g progress) 
Net Wealth Gain: MWK Stone Knife, Tiny Poppet, -295.5g, +44 Capital
Purchase: MWK Artisan Tool(Weaving)(10.5 Capital), Cooking Kit(.3 Capital), Grooming Kit(.1 Capital), Shaving Kit(.1 Capital, .5g), Large Tent(3 Capital), Heavy Wagon(10 Capital), Heavy Horse(20 Capital), Firewood(40 days, .4g), Horse Feed(10 days, .5g), Caparison(2g), Dandy Brush(.2g)
Total: .3g 0 Capital

Day 15-21: Travel to nowhere 

Day 22: "Dayjob" Gathering subsistence materials - Survival (25 - 75g) 
Day 23: Earn 15 Capital (Survival, 22)
Day 24: Reinvest for 7 Capital (Survival, 26)
Day 25: Reinvest for 12 Capital (Survival, 24)
Day 26 - 28: Build Shack(Using downtime due to isolation, 10 Capital)

History

Born Alma Irovetti(Likely unrelated to the former king of Pitax), the Swamp Witch only recently adopted her new moniker.

In her youth, Alma was a rambunctious, precocious child with a love of word games, riddles, and the more natural spaces of the world - often hiding herself away in some park or grove somewhere until sunset, and only rarely running afoul of wildlife. In fact, some innate blessing or bane keeps the more mundane creatures at a comfortable, respectful distance.

The same can't be said of the more humanoid denizens of the world, as once she started realizing how attractive she was as a woman, she started weaponizing it - using her wiles to manipulate men and women alike into getting what she desired, including access to magical study materials from a weaker-willed wizard.

From there, Alma studied until she had grown powerful enough to obtain the patronage of a mischievous fey entity whose true identity she never learned. Still, through several years, Alma has learned rudimentary - if potent - magics and was kept reasonably safe from the predations of dangers both civilized and otherwise.

However, she hasn't been entirely untouched by her experiences. At some point in her young adulthood, Alma could feel the influence of her Hag mother and developed a paranoia revolving around her miscolored left eye - which was a vibrant green until she carved it out and replaced it with a prosthetic made of gold and ivory. Since then, she has slept easier - though she always has to double-check to ensure things are truly happening as she thinks they are, especially when combat breaks out.

She vanished from Pitax years ago, overcome by a sort of madness that called her out into the swamps and made a cryptid of her. Rumors tell of banditry carried out by a bizarre mud-skinned woman with hair of flowering moss either stalking the road through Hooktongue Slough, stealing into campsites to abduct men and women only to return them safely to the road some days later once she's had her fun with them - though the nature of this 'fun' is rarely of a sexual nature, and unwitting guests are typically left with some occasionally-magical trinket or another as a memento.

Class Features

Witch:
Familiar: Fey-Touched Flowering Lattice Valet
Hex DC: 14
Hex 1: Charm - +1 Attitude for Cha/Rounds; +1 DC, +2 DC if target would be attracted, +3 DC if recently had willing relations


Wizard:
Fey Familiar: Add Fey-Touched template to Familiar in exchange for Familiar bonus
Fey Summoner: Gain Augment Summoning, add Fey creatures to Summoning list(see Spellcasting section)

Possessions & Property

Stone Knife: A masterwork dagger made of slate knapped by Alma's own hand. The personalized manner in which she created this knife allows it to function wonderfully as a focus for the spells granted by her Patron.

Traveler's Outfit: When interacting with strangers, Alma wears an outfit consisting of a loose cotton blouse and skirt, with high-cuffed boots to keep her feet dry. She has the typical belt with a number of pouches cinched to it, and usually her backpack worn under a hooded woolen cloak. Whatever colors her outfit might have been, they've long since faded to a muted, dingy grey.

Containers:
Heavy Wagon - Alchemy Lab, Heavy Horse, Large Tent

Backpack - Cooking Kit(Exterior), Mess Kit(Exterior), Spellbook, Bedroll, Rations(5 Days), Waterskin, Shaving/Grooming Kit

Belt Pouch - Chalk, Flint & Steel, Soap, Ink & Inkpen, Component Pouch(Exterior)


Itemized 1286.6g :
MWK Stone Dagger(75% weight, Fragile) - 300.5g (Made with downtime)
Tiny Poppet(Baseline) - 320g (Made with downtime)
Alchemy Lab - 200g
Spellbook - Wizard Starting gear
Cooking Kit - 3g
Grooming Kit - 1g
Shaving Kit - 1.5g
Large Tent - 30g
Heavy Wagon - 100g
Heavy Horse - 200g
Small Shears - .5g
Wizard's Kit(Minus Torches, Iron Pot) - 20.1g
MWK Artisan Tools(Artistry, Weaving) - 55g each

Allies, Companions & Retinue

Fiorella: At first glance appearing to be nothing more than a collection of flowers strung through Alma's hair, Fiorella is in fact a plant creature known as a Flowering Lattice, serving as her familiar and producing a weekly pair of nutritious, gem-like fruits that dangle near Alma's ears like a pair of earrings.
Fiorella is further touched by strange energies from the First World, granting her a humanoid form in the shape of something resembling a dusky-skinned Elven woman that - while well-formed - stands on the shorter side with slightly androgynous features, uncannily clear sky-blue eyes often hidden behind verdant green hair abloom with hibiscus, and skin the color of rich soil after a good rain. Like Alma, she prefers to avoid clothing, only ever donning a dress that appears to be made of woven vines and hibiscus on the extremely rare occasions that she's sent into civilization, communicating solely through written word and gestures.
When left to her own devices, Fiorella will also sometimes "drive" a tiny Poppet version of her humanoid self around, masquerading as a tightly-woven dress of flowers while wielding a distaff as though it were a proper staff.

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.

Statblocks for your Trinkets, businesses, building, castles, empires.


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