Table of Contents

Old Kurkosj

Level breakdown

Lvl Class BAB Fort Ref Will Feats Features Favoured Class
1 Witch 1 +0 +0 +0 +2 Witch Knife Cantrips, Witch's Familiar, Hex, Patron spells +1 HP
2 Witch 2 +1 +1 +1 +3 Hex, Shocking Grasp +1 HP
3 Witch 3 +1 +1 +1 +3 Spell Focus (evocation) +1 HP
4 Witch 4 +2 +1 +1 +4 Hex, Flaming Sphere +1 HP
5 Witch 5 +2 +2 +2 +4 Spell Focus (enchantment) +1 HP
6 Witch 6 +3 +2 +2 +5 Hex, Fireball +1 HP
7 Witch 7 +3 +2 +2 +5 Spell Focus (necromancy) +1 HP


Statistics

Total Mod Race Lv Item Misc Saves Fort Ref Will
STR 10 0 +1 Total 7 7 7
DEX 14 +2
CON 14 +2 Abilities 2 2 -1
INT 22 +6 +2 +2 Witch 2 2 5
WIS 8 -1 Resistance 2 2 2
CHA 14 +2 Luck 1 1 1
Total Hitpoints: 48

Armor class: 10, +2 dexterity, +2 natural armor, +4 mage armor = 18

Skills, feats & features

Skills

Skill Ranks Bonus/Penalty Total
Craft (alchemy) 7 +10 +17
Intimidate 7 +4 +11
Knowledge Arcana 7 +6 +13
Knowledge Nature 7 +6 +13
Knowledge Planes 7 +6 +13
Spellcraft 7 +6 +13


Feats

Level gained Feat Description
1 Witch Knife Increase the DC of your patron spells by 1
3 Spell Focus (evocation)Increase the DC of your evocation spells by 1
5 Spell Focus (enchantment)Increase the DC of your enchantment spells by 1
7 Spell Focus (necromancy) Increase the DC of your necromancy spells by 1


Racial Features
+2 to one ability score (intelligence in this case)
Darkvision 60 ft.
Medium Creature.
Normal Speed: 30 ft.
Intimidating: +2 to intimidate.
Orc Blood: This creature counts as both Human and Orc for any effects related to race.
Orc Ferocity (changed to Sacred Tattoo): Gain a +1 luck bonus to saves.
Weapon Familiarity: Gain profeciency with Greataxes and Falchions in addition to any weapon with “orc” in its name.
Languages: Common, Orc, Draconic, Giant, Goblin.

Hexes

Level Gained Hex Description
1 Healing You can cast Cure Moderate Wounds. Once a target has been cured this way, you cannot use this ability on that target again before 24 hours has passed.
2 Cauldron You gain the Brew Potion feat, and a +4 bonus on Craft (alchemy) checks.
4 Ward You can protect a target that is not you, giving it +2 deflection bonus to AC and +2 to saves. This benefit disappears the first time the target is hit, or it fails a save.
6 Tongues You can understand and speak any language for a number of minutes each day equal to you witch level. These minutes must be spent in 1-minute increments.

Spells

Spells Known

Level DC (+1 for evocation, enchantment and necromancy spells Spells Patrons granted spell
1 17Cause Fear, Charm Person, Fumbletongue, Hypnotism, Mage Armor, Sleep, Unseen ServentShocking Grasp
2 18Blindness/Deafness, Fog Cloud, Vomit Swarm, Web Flamin Sphere
3 19Deep Slumber, Rain of Frogs, Remove Curse, Stinking Cloud Fireball
4 20Fear, Confusion Gained at level 8 (Wall of Ice)


Spell per day

Level From class From abilities Total
1 4 +2 6
2 3 +2 5
3 2 +1 3
4 1 +1 2

Equipment

Crude Medallion: An heirloom from his parents. His only connection to his heritage. Gives +2 intelligence. 10.000 gp.
A cloak for traveling: Stolen from the witches, this enchanted cloak protects the wearer. +2 resistance to saves. 4.000 gp.
Bracers of Bark: Simple yet elegant bracers, stolen from the witches, bestowing a natural toughness to the wearers skin. +2 natural armor. 8.000 gp
Masterwork Ritual Dagger: Stolen from the witches, used to channel patron spells for increased effect. Blade in steel inscribed
with runes, the handle made of animal bones. 302 gp.
Masterwork Cauldron: Stolen from the witches, this cauldron is small enough to travel with, and of a fine making. 160 gp.

539 gp left.

Familiar

Name: Gilgamesh
Viper Tiny animal
Init +3; Senses low-light vision, scent; Perception +9

DEFENSE AC 20, touch 15, flat-footed 17 (+3 Dex, +5 natural, +2 size)
HP 24
Fort +1, Ref +5, Will +1

OFFENSE Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +5 (1d2–2 plus poison)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS Str 4, Dex 17, Con 8, Int 9, Wis 13, Cha 2 Base Atk +0; CMB +1; CMD 8 (can't be tripped)
Feats: Weapon Finesse
Skills: Climb +11, Perception +9, Stealth +15, Swim +11; Racial Modifiers +4 Perception, +4 Stealth

SPECIAL ABILITIES Poison (Ex)
Bite—injury; save Fort DC 9; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.
Empathic Link - The master and the familiar is emotionally connected.
Improved Evasion
Share Spells
Store Spells
Deliver Touch Spells
Speak with Master
Speak with animals of its kind