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Pregens Feiya Lvl3

Feiya is a level 3 human witch with a versatile background as a cultist, equipped with various magical items and spells, including a familiar named Daji. She has a range of abilities focused on spellcasting, hexes, and combat, with a patron known as The Resentment that enhances her powers. Her skills include high proficiency in Arcana, Medicine, and Occultism, making her a formidable spellcaster and support character in her adventures.

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0% found this document useful (0 votes)
70 views5 pages

Pregens Feiya Lvl3

Feiya is a level 3 human witch with a versatile background as a cultist, equipped with various magical items and spells, including a familiar named Daji. She has a range of abilities focused on spellcasting, hexes, and combat, with a patron known as The Resentment that enhances her powers. Her skills include high proficiency in Arcana, Medicine, and Occultism, making her a formidable spellcaster and support character in her adventures.

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FEIYA WITCH 3 EQUIPMENT

BULK Worn 4, 5 L; Maximum: 5 Bulk


ANCESTRY HUMAN (VERSATILE) BACKGROUND CULTIST
backpack, crossbow (10 bolts), dagger, minor elixir of life, +1
SPEED 25 FEET PERCEPTION +7 (TRAINED) WORN handwraps of mighty blows, healer’s toolkit, scroll of invisibility,
LANGUAGES AKLO, COMMON, GOBLIN, JOTUN, SKALD, TIEN CLASS DC 19 scroll of pet cache, staff

STRENGTH DEXTERITY CONSTITUTION bedroll, chalk (10 pieces), flint and steel, rations (2 weeks), rope (50
STOWED
feet), soap, torch (5), waterskin
+0 +2 +1 WEALTH 3 gp, 3 sp

INTELLIGENCE WISDOM CHARISMA


SPELLS
+4 +2 +0
SPELL ATTACK +9 SPELL DC 19
detect magic, forbidding ward, light, shield, telekinetic
DEFENSES CANTRIPS (AT WILL)
projectile
CURRENT HIT POINTS MAX HIT POINTS ARMOR CLASS
AC WITH SHIELD 1ST RANK □ enfeeble, □ ill omen, □ spirit link
CAST
2ND RANK □ grim tendrils, □ soothe
29 17 18 □□FOCUS SPELLS cackle, evil eye, phase familiar

FORTITUDE REFLEX WILL


+6 +7 +9

STRIKES
[one-action] nails +6 [+2/–2] (agile, unarmed), 1d6 slashing
MELEE [one-action] staff +5 [+0/–5] (two-hand d8), 1d4 bludgeoning
[one-action] dagger +7 [+3/–1] (agile, finesse, versatile S), 1d4 piercing
[one-action] crossbow +7 {+2/–3] (range increment 120 feet, reload 1), 1d8
piercing
RANGED
[one-action] dagger +7 [+3/–1] (agile, finesse, thrown 10 feet, versatile S), 1d4
piercing

SKILLS
ACROBATICS (DEX) ARCANA (INT) ATHLETICS (STR)
+3 +9 • +1
CRAFTING (INT) DECEPTION (CHA) DIPLOMACY (CHA)
+9 • +1 +1
INTIMIDATION (CHA) WITCH CULT LORE (INT) LORE (OTHER; INT)
+1 +9 • +5
MEDICINE (WIS) NATURE (WIS) OCCULTISM (INT)
+9 •• +7 • +9 •
PERFORMANCE (CHA) RELIGION (WIS) SOCIETY (INT)
+1 +7 • +5
STEALTH (DEX) SURVIVAL (WIS) THIEVERY (DEX)

• +7 • +7 +7 •
• = TRAINED •• = EXPERT ••• = MASTER

FEATS AND ABILITIES


Natural Ambition (Cackle), versatile human (Oddity
ANCESTRY ABILITIES
Identification)
CLASS FEATS Cackle, Witch’s Armaments
GENERAL FEATS Untrained Improvisation
SKILL FEATS Oddity Identification, Recognize Spell [reaction], Schooled in Secrets
familiar (Daji), heightening spells, patron (The
CLASS ABILITIES
Resentment), phase familiar, witch spellcasting (occult) WHAT IS A WITCH?
You command the forces of magic through a pact with a mysterious
patron that likely has its own agenda, receiving spells via an otherworldly
familiar.

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FEIYA WITCH 3 Patron (The Resentment): Feiya’s patron is a mysterious entity known
to her only as the Resentment. It grants her the evil eye hex cantrip
EQUIPMENT and teaches Daji enfeeble. It also grants Daji the familiar of ongoing
misery familiar ability.
The following rules apply to Feiya’s equipment. Recognize Spell [reaction] (secret); Trigger A creature within line of sight casts a
Agile (trait): The multiple attack penalty you take on the second attack spell that you don’t have prepared or in your spell repertoire, or a trap
each round with this weapon is –4 instead of –5, and –8 instead of or similar object casts such a spell. You must be aware of the casting;
–10 on the third and any further attacks in the round. Effect If you are trained in the appropriate skill for the spell’s tradition
Backpack: A backpack can hold up to 4 Bulk worth of items. If you’re and it’s a common spell of 2nd rank or lower, you automatically identify
carrying or stowing the pack rather than wearing it on your back, its it (you still roll to attempt to get a critical success, but can’t get a worse
Bulk is light instead of negligible. The first 2 Bulk of items stowed result than success). The highest rank of spell you automatically identify
in your backpack do not count against your Bulk limits (and are not increases to 4 if you’re an expert, 6 if you’re a master, and 10 if you’re
included in your worn Bulk). legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion
□ Elixir of Life, Minor (alchemical, consumable, elixir, healing) Usage check, whichever corresponds to the tradition of the spell being cast. If
held in 1 hand; Activate [one-action] (manipulate); Effect Upon drinking this you’re not trained in the skill, you can’t get a result better than failure.
elixir, you regain 1d6 Hit Points and gain a +1 item bonus to saving Critical Success You correctly recognize the spell and gain a +1
throws against diseases and poisons for 10 minutes. circumstance bonus to your saving throw or your AC against it.
Finesse (trait): You can use your Dexterity instead of Strength to calculate Success You correctly recognize the spell.
your attack bonus (but not damage rolls) with this melee weapon. Failure You fail to recognize the spell.
Healer’s Toolkit: This kit of bandages, herbs, and suturing tools is Critical Failure You misidentify the spell as another spell entirely, of
necessary for Medicine checks to Administer First Aid, Treat a Disease, the GM’s choice.
Treat a Poison, or Treat Wounds. If you wear your healer’s toolkit, you Schooled in Secrets: (general, skill) You notice the signs and symbols
can draw and replace the tools as part of the action that uses them. that members of mystery cults and other secret societies use to
Reload (trait): This weapon requires you to use 1 Interact action to declare their affiliation to fellow members. You can use Occultism
reload before it can be fired again. in place of Diplomacy to Gather Information about such groups and
□ Scroll of Invisibility: When holding this scroll, you can cast invisibility in place of Deception to Impersonate a member of these groups.
(see Spells). After you Cast the Spell, the scroll is destroyed. If you belong to a secret cult, lodge, sect, or similar organization,
□ Scroll of Pet Cache: When holding this scroll, you can cast pet cache you automatically recognize members of your group unless they are
(see Spells). After you Cast the Spell, the scroll is destroyed. specifically attempting to conceal their presence from you. They also
Thrown (trait): You can throw this weapon as a ranged attack. A recognize your standing unless you are specifically concealing it.
thrown weapon adds your Strength modifier to damage just like a Untrained Improvisation: You’ve learned how to handle situations
melee weapon does. When this trait appears on a melee weapon, it when you’re out of your depth. Your proficiency bonus to untrained
also includes the range increment in feet. skill checks is equal to your level –2. This doesn’t allow you to use
Two-Hand (trait): This weapon can be wielded with two hands. Doing the skill’s trained actions.
so changes its weapon damage die to the indicated value. Witch Spellcasting: Your otherworldly patron has granted you a
Versatile (trait): A versatile weapon can be used to deal an alternate familiar to teach you magic. You can cast occult spells using the
damage type listed. For instance, a piercing weapon that has Cast a Spell activity. See the Spells section for details on the spells
“versatile S” can be used to deal piercing or slashing damage. Choose you can cast.
the damage type each time you make an attack. Witch’s Armaments: Your patron’s power changes your body to ensure
you are never defenseless. You gain the following unarmed attack.
FEATS AND ABILITIES Eldritch Nails: Your nails are supernaturally long and sharp. You
gain a nails unarmed attack that deals 1d6 slashing damage, is in the
Feiya’s feats and abilities are described below. brawling group, and has the agile and unarmed traits.
Heightening Spells: When you get spell slots of 2nd rank and higher,
you can fill those slots with stronger versions of lower-rank spells. FAMILIAR
This increases the spell’s rank, heightening it to match the spell slot.
Many spells have specific improvements when they are heightened Feiya’s familiar, Daji, is more powerful than other familiars. If Feiya
to certain ranks. Feiya’s cantrips and focus spells have already been spends 1 action to command Daji, he gains 2 actions to use during the
heightened to 2nd rank in her statistics, as have 1st-rank spells that round. He can’t use reactions.
were prepared in 2nd-rank slots. Daji has four familiar abilities listed below, and can swap out
Oddity Identification: (general, skill) When you become aware of the familiar abilities share senses and speech during your daily
a magical effect or see a spell being cast, you can immediately preparations. See page 212 of Pathfinder Player Core for more
determine if it twists minds (with the mental trait), fights against information. If your Daji dies, your patron returns him during your next
fortune (with the fortune or misfortune trait), or reveals secrets daily preparations.
(with the detection, prediction, revelation, or scrying traits). At the Familiar of Ongoing Misery: Daji seems hostile to all creatures other than
GM’s discretion, similar effects can also fall into these categories. you, hissing at them if they get too near. When you Cast or Sustain
When you Identify Magic or Recall Knowledge to learn more about a hex, Daji can curse a creature within 15 feet of him, prolonging the
these effects, you can always use Occultism without penalty and duration of any negative conditions affecting it by 1 round. This is
gain a +2 circumstance bonus. a curse effect. This prolongs only conditions with a timed duration

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FEIYA WITCH 3 Telekinetic Projectile [two-actions] (attack, cantrip, concentrate, manipulate);
Range 30 feet; Targets 1 creature; Defense AC; Effect You hurl a
(such as “1 round” or “until the end of your next turn”) and doesn’t loose, unattended object that is within range and that has 1 Bulk
prevent conditions from being removed by other means. or less at the target. Make a spell attack roll against the target’s
Scent: Daji gains scent (imprecise, 30 feet). AC. If you hit, you deal 3d6 bludgeoning, piercing, or slashing
Share Senses: Once every 10 minutes, you can use a single action, damage—as appropriate for the object you hurled. No specific
which has the concentrate trait, to project your senses into Daji. traits or magic properties of the hurled item affect the attack or
When you do, you lose all sensory information from your own the damage.
body, but can sense through Daji’s body for up to 1 minute. You can Critical Success You deal double damage.
Dismiss this effect. Success You deal full damage.
Speech: Daji speaks and understands Common.
1st
SPELLS Enfeeble [two-actions] (concentrate, manipulate); Range 30 feet; Targets 1
creature; Defense Fortitude; Duration varies; Effect You sap the
Feiya can cast the following spells. In addition to the spells Feiya target’s strength, depending on its Fortitude save.
has prepared today (see the front page), Daji also knows bane, blood Critical Success The target is unaffected.
vendetta, charm, daze, figment, mindlink, phantom pain, prestidigitation, Success The target is enfeebled 1 until the start of your next turn.
read aura, sigil, telekinetic hand, and void warp. Failure The target is enfeebled 2 for 1 minute.
Critical Failure The target is enfeebled 3 for 1 minute.
Cantrips Ill Omen [two-actions] (concentrate, curse, manipulate, misfortune); Range
Detect Magic [two-actions] (cantrip, concentrate, detection, manipulate); Area 30 feet; Targets 1 creature; Duration 1 round; Effect The target is
30-foot emanation; Effect You send out a pulse that registers the struck with misfortune, which throws it off balance. The target must
presence of magic. You receive no information beyond the presence or attempt a Will save.
absence of magic. You can choose to ignore magic you’re fully aware Success The target is unaffected.
of, such as the magic items and ongoing spells of you and your allies. Failure The first time during the duration that the target attempts
You detect illusion magic only if that magic’s effect has a lower an attack roll or skill check, it must roll twice and use the worse
rank than the rank of your detect magic spell. However, items that result.
have an illusion aura but aren’t deceptive in appearance (such as an Critical Failure Every time during the duration that the target
invisibility potion) typically are detected normally. attempts an attack roll or skill check, it must roll twice and use
Forbidding Ward [two-actions] (cantrip, concentrate, manipulate); Range 30 the worse result.
feet; Targets 1 ally and 1 enemy; Duration sustained up to 1 minute; Pet Cache [one-action] (extradimensional, manipulate); Range touch; Target 1
Effect You ward an ally against the attacks and hostile spells from willing creature that is your familiar; Duration 8 hours; Effect You
the target enemy. The target ally gains a +1 status bonus to Armor open your cloak or create a gap with your hands, drawing the target
Class and saving throws against the target enemy’s attacks, spells, into a pocket dimension just large enough for its basic comfort. No
and other effects. other creature can enter this extradimensional space, and the target
Light [two-actions] (cantrip, concentrate, light, manipulate); Range 120 feet; can bring along objects only if they were designed to be worn by a
Duration until your next daily preparations; Effect You create an orb creature of its kind. The space has enough air, food, and water to
of light that sheds bright light in a 20-foot radius (and dim light for sustain the target for the duration.
the next 20 feet) in a color you choose. If you create the light in the You can Dismiss the spell. The spell also ends if you die or enter an
same space as a willing creature, you can attach the light to the extradimensional space. When the spell ends, the target reappears
creature, causing it to float near that creature as it moves. You can in the nearest unoccupied space (outside of any extradimensional
Sustain the spell to move the light up to 60 feet; you can attach or space you may have entered).
detach it from a creature as part of this movement. Spirit Link [two-actions] (concentrate, healing, manipulate, spirit); Range 30
You can Dismiss the spell. If you Cast the Spell while you already feet; Targets 1 willing creature; Duration 10 minutes; Effect You form
have four light spells active, you must choose one of the existing a spiritual link with another creature, taking in its pain. When you
spells to end. Cast this Spell and at the start of each of your turns, if the target is
Shield [one-action] (cantrip, concentrate, force); Duration until the start of your below maximum Hit Points, it regains 2 Hit Points (or the difference
next turn; Effect You raise a magical shield of force. This counts as between its current and maximum Hit Points, if that’s lower). You
the Raise a Shield action, giving you a +1 circumstance bonus to AC lose as many Hit Points as the target regained.
until the start of your next turn (though it doesn’t require a hand to This is a spiritual transfer, so no effects apply that would increase
use), and allows you to use the Shield Block reaction. This shield has the Hit Points the target regains or decrease the Hit Points you lose.
Hardness 5. You can use the spell’s reaction to reduce damage from This transfer also ignores any temporary Hit Points you or the target
any spell or magical effect, even if it doesn’t deal physical damage. have. Since this effect doesn’t involve vitality or void energy, spirit
After using the Shield Block action, this spell ends and you can’t cast link works even if you or the target is undead. While the duration
it again for 10 minutes. persists, you gain no benefit from regeneration or fast healing. You
Shield Block [reaction] Trigger You would be damaged by a magical effect, can Dismiss this spell, and if you’re ever at 0 Hit Points, spirit link
physical attack, or spell while your shield is conjured; Effect You ends automatically.
interpose your magical shield between yourself and the attack, Heightened (+1) The number of Hit Points transferred each time
reducing the damage by 5. You take any remaining damage. increases by 2.

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FEIYA WITCH 3 FOCUS SPELLS
2nd Feiya can cast a number of hex spells, including a hex cantrip. Hex
Grim Tendrils [two-actions] (concentrate, manipulate, void); Area 30-foot line; spells are a type of focus spell. It costs 1 Focus Point to cast a focus
Defense Fortitude; Effect Tendrils of darkness curl out from your spell, and you start with a focus pool of 2 Focus Points. You refill your
fingertips and race through the air. You deal 3d4 void damage and focus pool during your daily preparations, and you can regain 1 Focus
2 persistent bleed damage to living creatures in the line. Each living Point by spending 10 minutes using the Refocus activity (Player Core
creature in the line must attempt a Fortitude save. 298) to commune with your familiar.
Critical Success The creature is unaffected. Hex cantrips are special hexes that don’t cost Focus Points, so you
Success The creature takes half the void damage and no persistent can cast them as often as you like, though you can still use only one
bleed damage. hex each round.
Failure The creature takes full damage. Hexes: You gain a pool of Focus Points that allows you to cast your
Critical Failure The creature takes double void damage and double witch hexes: cackle and phase familiar. Each use of these spells uses
persistent bleed damage. 1 Focus Point, and you have a total pool of 2 Focus Points. You can
Invisibility [two-actions] (illusion, manipulate, subtle); Range touch; Targets 1 also use the hex cantrip evil eye without spending a Focus Point. You
creature; Duration 10 minutes; Effect Illusions bend light around can cast only one hex per turn.
the target, rendering it invisible. This makes it undetected to all Cackle [free-action] (uncommon, concentrate, focus, hex, witch); Effect With a
creatures, though the creatures can attempt to find the target, quick burst of laughter, you prolong a magical effect you created.
making it hidden to them instead. If the target uses a hostile action, You Sustain a Spell.
the spell ends after that hostile action is completed. Evil Eye [one-action] (uncommon, cantrip, curse, hex, manipulate, witch); Range
Soothe [two-actions] (concentrate, emotion, healing, manipulate, mental); Range 30 feet; Targets 1 creature; Defense Will; Duration sustained up to
30 feet; Targets 1 willing creature; Duration 1 minute; Effect You 1 minute; Effect Your patron’s resentment manifests in a baleful,
grace the target’s mind, boosting its mental defenses and healing envious gaze. The target becomes sickened 1 if it fails a Will save (or
its wounds. The target regains 2d10+8 Hit Points when you Cast the sickened 2 on a critical failure). This condition value can’t be reduced
Spell and gains a +2 status bonus to saves against mental effects below 1 while the spell is active and you can see the target.
for the duration. Phase Familiar [reaction] (uncommon, focus, hex, manipulate, witch); Trigger
Your familiar would take damage; Range 60 feet; Targets your
familiar; Effect Your patron momentarily recalls your familiar to the
ether, shifting it from its solid, physical form into a ghostly version of
itself. Against the triggering damage, your familiar gains resistance
7 to all damage and is immune to precision damage.

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DAJI FAMILIAR 3 DEFENSES
ANCESTRY NINE-TAILED FOX SIZE TINY CURRENT HIT POINTS MAX HIT POINTS ARMOR CLASS
SPEED 25 FEET PERCEPTION +7
SENSES LOW-LIGHT VISION, SCENT (IMPRECISE) 30 FEET 15 17
LANGUAGES COMMON, EMPATHIC CONNECTION FORTITUDE REFLEX WILL
STRIKES NONE
+6 +7 +9

SKILLS
ACROBATICS (DEX) ARCANA (INT) ATHLETICS (STR)
+7 +3 +3
CRAFTING (INT) DECEPTION (CHA) DIPLOMACY (CHA)
+3 +3 +3
INTIMIDATION (CHA) MEDICINE (WIS) NATURE (WIS)
+3 +3 +3
OCCULTISM (INT) PERFORMANCE (CHA) RELIGION (WIS)
+3 +3 +3
SOCIETY (INT) STEALTH (DEX) SURVIVAL (WIS)
+3 +7 +3
THIEVERY (DEX)
+3

Numbers shown next to this symbol are added to a d20 roll. ©2024 Paizo Inc. Permission granted to photocopy for personal use only.

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