All characters

Velvet Noita

Level 7 Observant Halfling Scholar (Arcana) Witch

Size
Small
Key attribute
Intelligence
Hero points
3 / 3

Exported on 2026-09-06 from Foundry VTT 14.367, pf2e 8.5.0

Attributes

Strength
+0
How
  • -1 Halfling (flaw)
  • +1 Level 5 boost
Dexterity
+4
How
  • +1 Halfling (ancestry)
  • +1 Scholar (Arcana) (background)
  • +1 Level 1 boost
  • +1 Level 5 boost
Constitution
+1
How
  • +1 Level 1 boost
Intelligence½
+4
How
  • +1 Halfling (ancestry)
  • +1 Scholar (Arcana) (background)
  • +1 Witch (key attribute)
  • +1 Level 1 boost
  • +½ Level 5 boost
Wisdom
+2
How
  • +1 Halfling (ancestry)
  • +1 Level 1 boost
Charisma
+1
How
  • +1 Level 5 boost

Defenses

Armor ClassT
23
10 + DEX 4 + Trained 9
  • +1 circumstance: Critical success on Recognize Spell
Hit points
62 / 62
Halfling HP 6 + Witch HP × 7 42 + CON × 7 7 + Toughness 7
FortitudeE
+13
CON 1 + Expert 11 + Mountain Shrine Enlightenment 1
  • +1 circumstance: Critical success on Recognize Spell
ReflexT
+14
DEX 4 + Trained 9 + Bridge Shrine Enlightenment 1
  • +1 circumstance: Critical success on Recognize Spell
WillE
+14
WIS 2 + Expert 11 + Garden Shrine Enlightenment 1
  • +1 circumstance: Critical success on Recognize Spell
Resistances & immunities
None
Conditions
None
Active effects
Lamp Lighter Boon, Bridge Shrine Enlightenment, Garden Shrine Enlightenment, Mountain Shrine Enlightenment

Perception, speed & class DC

PerceptionT
+11
WIS 2 + Trained 9
  • +2 circumstance: Keen Eyes
InitiativeT
+11
WIS 2 + Trained 9
  • +2 circumstance: Keen Eyes
Speed
30 ft
Halfling speed 25 + Fleet 5
Class DCT
23
10 + INT 4 + Trained 9
Senses
Normal vision
Languages
Common, Halfling

Skills

SkillModRankBreakdown
Acrobatics +13 T
DEX 4 + Trained 9
Arcana +15 E
INT 4 + Expert 11
Athletics +0 U
STR 0 + Untrained 0
Crafting +5 U
INT 4 + Untrained 0 + Effect: Lamp Lighter Boon 1
Deception +1 U
CHA 1 + Untrained 0
Diplomacy +1 U
CHA 1 + Untrained 0
Intimidation +10 T
CHA 1 + Trained 9
Medicine +3 U
WIS 2 + Untrained 0 + Effect: Lamp Lighter Boon 1
Nature +11 T
WIS 2 + Trained 9
Occultism +15 E
INT 4 + Expert 11
Performance +1 U
CHA 1 + Untrained 0
Religion +2 U
WIS 2 + Untrained 0
Society +14 T
INT 4 + Trained 9 + Effect: Lamp Lighter Boon 1
Stealth +15 E
DEX 4 + Expert 11
Survival +11 T
WIS 2 + Trained 9
Thievery +4 U
DEX 4 + Untrained 0
Willowshore Lore +13 T
INT 4 + Trained 9
Academia Lore +13 T
INT 4 + Trained 9

Strikes

Melee

WeaponAttackRankDamageTraits
Dagger +14 / +10 / +6 T 1d4 piercing AgileFinesseThrown 10Versatile S
Breakdown
Trained 9 + DEX 4 + Potency rune 1
Damage: 1d4
Witch's Armaments (Living Hair) +13 / +9 / +5 T 1d4 bludgeoning AgileDisarmFinesseTripUnarmed
Breakdown
Trained 9 + DEX 4
Damage: 1d4
Fist +13 / +9 / +5 T 1d4 bludgeoning AgileFinesseNonlethalUnarmed
Breakdown
Trained 9 + DEX 4
Damage: 1d4

Ranged

WeaponAttackRankDamageTraits
Frost Vial (Lesser)20 ft +4 / -1 / -6 U 1d6 cold AlchemicalBombColdConsumableSplash
Breakdown
Untrained 0 + DEX 4
Damage: 1d6
Holy Water20 ft +13 / +8 / +3 T 1d6 spirit ConsumableDivineHolySplashThrown
Breakdown
Trained 9 + DEX 4
Damage: 1d6
Delicate Clay Vial20 ft +5 / +0 / -5 U 2d8 vitality AlchemicalBombConsumableSplashVitality
Breakdown
Untrained 0 + DEX 4 + Item bonus 1
Damage: 2d8

Weapon proficiencies

  • T Unarmed
  • T Simple
  • U Martial
  • U Advanced

Armor proficiencies

  • T Unarmored
  • U Light
  • U Medium
  • U Heavy

Feats & abilities

LevelAncestry, skill & generalClass
1
Heritage
Observant HalflingYour finely honed senses quickly clue you in to danger or trickery. You gain a +1 circumstance bonus to your Perception DC, though not to y…

Your finely honed senses quickly clue you in to danger or trickery. You gain a +1 circumstance bonus to your Perception DC, though not to your Perception checks.

Look up on Archives of Nethys

Ancestry ability
Keen EyesYour eyes are sharp, allowing you to make out small details about Concealed or even Invisible creatures that others might miss. You gain a…

Your eyes are sharp, allowing you to make out small details about Concealed or even Invisible creatures that others might miss. You gain a +2 circumstance bonus when using the Seek action to find Hidden or Undetected creatures within 30 feet of you. When you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one.

Look up on Archives of Nethys

Background
Scholar (Arcana)You have a knack for learning and sequestered yourself from the outside world to learn all you could. You read about so many wondrous place…

You have a knack for learning and sequestered yourself from the outside world to learn all you could. You read about so many wondrous places and things in your books, always dreaming about one day seeing the real things. Eventually, that curiosity led you to leave your studies and become an adventurer.

Choose two attribute boosts. One must be to Intelligence or Wisdom, and one is a free attribute boost.

You're trained in your choice of the Arcana, Nature, Occultism, or Religion skill, and gain the Assurance skill feat in your chosen skill. You're also trained in the Academia Lore skill.

Look up on Archives of Nethys

Ancestry feat
Halfling LuckFrequency once per day Trigger You fail a skill check or saving throw. Your happy-go-lucky nature makes it seem like misfortune avoids you,…

Frequency once per day

Trigger You fail a skill check or saving throw.

Your happy-go-lucky nature makes it seem like misfortune avoids you, and to an extent, that might even be true. You can reroll the triggering check, but you must use the new result, even if it's worse.

Look up on Archives of Nethys

Attribute boostsINT, DEX, WIS, CON
Class feature
Witch SpellcastingUsing your familiar as a conduit, your patron provides you the power to cast spells. You are a spellcaster, and you can cast spells of your…

Using your familiar as a conduit, your patron provides you the power to cast spells. You are a spellcaster, and you can cast spells of your patron's tradition using the Cast a Spell activity. As a witch, when you cast spells, your incantations might rhyme, your gestures might be as simple as an ominous pointing finger or a complex folk sign, and your familiar might even echo your words or movements slightly as your patron's magic surges.

At 1st level, you can prepare up to two 1st-rank spells and five cantrips each morning from the spells your familiar knows. Prepared spells remain available to you until you cast them or until you prepare your spells again. The number of spells you can prepare each day is called your spell slots. As you increase in level as a witch, the number of spells you can prepare each day increases, as does the highest rank of spell you can cast, as shown in the Witch Spells per Day table.

Some of your spells require you to attempt a spell attack to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key attribute is Intelligence, your spell attack modifier and spell DC use your Intelligence modifier.

Heightening Spells

When you get spell slots of 2nd-rank and higher, you can fill those slots with stronger versions of lower-rank spells. This increases the spell's rank, heightening it to match the spell slot. Many spells have specific improvements when they are heightened to certain ranks.

Cantrips

Some of your spells are cantrips. A cantrip is a special type of spell that doesn't use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to half your level rounded up—this is usually equal to the highest rank of witch spell slot you have. For example, as a 1st-level witch, your cantrips are 1st-rank spells, and as a 5th-level witch, your cantrips are 3rd-rank spells.

Look up on Archives of Nethys

Class feature
Familiar (Witch)Your patron has sent you a familiar, a mystical creature that teaches you magic and facilitates your spells. This familiar follows the rule…

Your patron has sent you a familiar, a mystical creature that teaches you magic and facilitates your spells. This familiar follows the rules for familiars, though as it's a direct conduit between you and your patron, it's more powerful than typical familiars. Your familiar gains two additional familiar abilities: one of these is a unique ability based on your patron and is always selected, and the other is an additional familiar ability that can be selected daily as normal. Your familiar gains another extra ability at 6th, 12th, and 18th levels.

Spells: Your familiar is the source and repository of the spells your patron has bestowed upon you, and you must commune with your familiar to prepare your spells each day using your witch spellcasting. Your familiar starts off knowing 10 cantrips, five 1st-rank spells, and one additional spell determined by your patron's initial lesson. You choose these spells from the common spells of the tradition determined by your patron or from other spells of that tradition you gain access to. Each time you gain a level, your patron teaches your familiar two new spells of any rank for which you have spell slots, chosen from common spells of your tradition or others you gain access to. Feats can also grant your familiar additional spells.

Learning Spells: Your familiar can learn new spells independently of your patron. It can learn any spell on your tradition's spell list by physically consuming a written version of that spell over the course of 1 hour. This can be a scroll of that spell, or you can prepare a written version using the Learn a Spell exploration activity. You and your familiar can use the Learn a Spell activity to teach your familiar a spell from another witch's familiar. Both familiars must be present for the entirety of the activity, the spell must be on your spellcasting tradition's spell list, and you must pay the usual cost for that activity, typically in the form of an offering to the other familiar's patron. You can't prepare spells from another witch's familiar.

Undying: If your familiar dies, your patron replaces it during your next daily preparations. The new familiar might be a duplicate or reincarnation of your former familiar or a new entity altogether, but it knows the same spells your former familiar knew regardless. Your familiar's death doesn't affect any spells you have already prepared.

Look up on Archives of Nethys

Class feature
Hex SpellsAs a favored agent of your patron, you can invoke their power for a more direct magical intervention. A hex is a spell shaped by your patro…

As a favored agent of your patron, you can invoke their power for a more direct magical intervention. A hex is a spell shaped by your patron and sent to you through your familiar, rather than an ability you use directly. Your patron expects you to advance its interests and does not take kindly to repeated requests for aid; as such, you can use only one hex each turn, and any attempts to use a second hex on that turn fail and the actions are lost.

Hex spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to commune with your familiar.

Focus spells are automatically heightened to half your level rounded up, much like cantrips. Focus spells don't require spell slots, and you can't cast them using spell slots. Certain feats give you more focus spells. The maximum Focus Points your focus pool can hold is equal to the number of focus spells you have, but it can never be more than 3 points.

You learn your choice of the Patron's Puppet hex or Phase Familiar hex, which let you command your familiar or defend it from harm, respectively. You learn most other hexes from witch lessons.

Hex Cantrips

Hex cantrips are special hexes that don't cost Focus Points, so you can cast them as often as you like, though you can still use only one hex each round. Hex cantrips are in addition to the cantrips you choose with witch spellcasting and aren't counted toward your prepared cantrips.

You gain a hex cantrip determined by your choice of patron.

Look up on Archives of Nethys

Class feature
PatronYou weren't born with the power to cast spells, nor have you spent years dedicated to worship, study, or uncovering mystical secrets. Your…

You weren't born with the power to cast spells, nor have you spent years dedicated to worship, study, or uncovering mystical secrets. Your magic instead has been gifted to you by a potent being, one who knows that by empowering you so, you'll further the being's agenda in the world, whatever it may be. This entity is typically mysterious and distant, revealing little of their identity and motivations. They make their will known to you in abstract signs such as omens, dreams, or similar subtleties rather than words.

Rather than interacting with you directly, your patron works through a familiar—a mystical creature that teaches you, serves as the conduit for your patron's magic, and maybe even keeps an eye on you to ensure you're furthering your patron's nebulous ends.

At 1st level, choose your patron, which determines your spellcasting tradition and grants you the skill for that tradition of magic, your first witch's lesson and a unique familiar ability.

Look up on Archives of Nethys

2
Skill feat
Root MagicYour talismans ward against foul magic. During your daily preparations, you can assemble a small pouch with bits of herbs, hair, sacred oil…

Your talismans ward against foul magic. During your daily preparations, you can assemble a small pouch with bits of herbs, hair, sacred oils, and other ritual ingredients, which you give to one ally; the ally cannot be yourself. The first time that day the ally attempts a saving throw against a spell or haunt, they gain a +1 circumstance bonus to the roll. This bonus increases to +2 if you're an expert in Occultism or +3 if you're legendary.

Effect: Root Magic

Look up on Archives of Nethys

Class feat
Reach SpellYou can extend your spells' range. If the next action you use is to Cast a Spell that has a range, increase that spell's range by 30 feet.…

You can extend your spells' range. If the next action you use is to Cast a Spell that has a range, increase that spell's range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.

Look up on Archives of Nethys

3
General feat
ToughnessYour body can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. You reduce the DC of r…

Your body can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. You reduce the DC of recovery checks by 1.

Look up on Archives of Nethys

4
Skill feat
Quiet AlliesYou're skilled at moving with a group. When you are Avoiding Notice and your allies Follow the Expert, you and those allies can roll a sing…

You're skilled at moving with a group. When you are Avoiding Notice and your allies Follow the Expert, you and those allies can roll a single Stealth check, using the lowest modifier, instead of rolling separately. This doesn't apply for initiative rolls.

Look up on Archives of Nethys

Class feat
Enhanced FamiliarAnimist You are able to materialize more of your attuned apparition's essence, creating a more powerful vessel for it to inhabit and aid yo…

Animist You are able to materialize more of your attuned apparition's essence, creating a more powerful vessel for it to inhabit and aid you with.

Druid You infuse your familiar with additional primal energy, increasing its abilities.

Magus You infuse your familiar with more magical energy.

Sorcerer, Wizard, Witch You infuse your familiar with additional magical energy.

Thaumaturge By applying the best of multiple traditions of magic, you've found a more efficient way for your familiar to store its energy.

You can select four familiar or master abilities each day, instead of two.

Special Add the bonus familiar abilities you gain for being a witch to this amount. If your arcane thesis is Improved Familiar Attunement, your familiar's base number of familiar abilities, before adding any extra abilities from the arcane thesis, is four.

Look up on Archives of Nethys

5
Ancestry feat
Shared Luck (Halfling)You are evidence that it's lucky to travel with a halfling. You can use Halfling Luck when an ally within 30 feet fails a skill check or a…

You are evidence that it's lucky to travel with a halfling. You can use Halfling Luck when an ally within 30 feet fails a skill check or a saving throw to allow the ally to reroll the triggering check instead of you rerolling your own failed check. As usual, your ally must use the new result, even if it's worse than their first roll. If you have Guiding Luck, you can't use Guiding Luck's effect that applies to attack rolls and Perception checks to use Shared Luck to benefit an ally.

Look up on Archives of Nethys

Attribute boostsCHA, STR, DEX, INT
Class feature
Magical FortitudeOracle, Sorcerer, Wizard Magical power has improved your body's resiliency. Your proficiency rank for Fortitude saves increases to expert.…

Oracle, Sorcerer, Wizard Magical power has improved your body's resiliency. Your proficiency rank for Fortitude saves increases to expert.

Witch Your patron's power boosts your physical resiliency. Your proficiency rank for Fortitude saves increases to expert.

Look up on Archives of Nethys

6
Skill feat
Recognize SpellTrigger A creature within line of sight casts a spell that you don't have prepared or in your spell repertoire, or a trap or similar object…

Trigger A creature within line of sight casts a spell that you don't have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting.

If you are trained in the appropriate skill for the spell's tradition and it's a common spell of 2nd rank or lower, you automatically identify it (you still roll to attempt to get a critical success, but can't get a worse result than success). The highest rank of spell you automatically identify increases to 4 if you're an expert, 6 if you're a master, and 10 if you're legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. If you're not trained in the skill, you can't get a result better than failure.

Critical Success You correctly recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it.

Success You correctly recognize the spell.

Failure You fail to recognize the spell.

Critical Failure You misidentify the spell as another spell entirely, of the GM's choice.

Look up on Archives of Nethys

Class feat
Witch's Armaments (Living Hair)Your patron's power changes your body to ensure you are never defenseless. You gain one of the following unarmed attacks. Eldritch Nails Yo…

Your patron's power changes your body to ensure you are never defenseless. You gain one of the following unarmed attacks.

• Eldritch Nails Your nails are supernaturally long and sharp. You gain a nails unarmed attack that deals 1d6 slashing damage, is in the brawling group, and has the agile and unarmed traits.

• Iron Teeth With a click of your jaw, your teeth transform into long metallic points. You gain a jaws unarmed attack that deals 1d8 piercing damage and is in the brawling group.

• Living Hair You can instantly grow or shrink your hair, eyebrows, beard, or mustache by up to several feet and manipulate your hair for use as a weapon, though your control isn't fine enough for more dexterous tasks. You gain a hair unarmed attack that deals 1d4 bludgeoning damage; is in the brawling group; and has the agile, disarm, finesse, trip, and unarmed traits.

Special You can take this feat more than once, gaining a different unarmed attack each time.

Look up on Archives of Nethys

7
General feat
FleetYou move more quickly on foot. Your Speed increases by 5 feet.

You move more quickly on foot. Your Speed increases by 5 feet.

Look up on Archives of Nethys

Class feature
Expert SpellcasterAnimist The magic of the spirits flows freely through you. Your proficiency ranks for spell attack modifier and spell DC increase to expert…

Animist The magic of the spirits flows freely through you. Your proficiency ranks for spell attack modifier and spell DC increase to expert.

Bard Your magical techniques grow stronger. Your proficiency ranks for spell attack modifiers and spell DCs increase to expert.

Druid Your command of primal forces has deepened, empowering your spells. Your proficiency ranks for spell attack modifier and spell DC increase to expert.

Magus Your fundamental understanding of magic improves, making your spells harder to resist. Your proficiency ranks for arcane spell attack rolls and spell DCs increase to expert.

Oracle The intricacy of your divine power has grown clearer over time. Your proficiency ranks for divine spell attack rolls and spell DCs increase to expert.

Psychic Self-reflection has brought you greater knowledge of yourself and, with it, psychic power. Your proficiency ranks for occult spell attack rolls and spell DCs increase to expert.

Sorcerer Your inherent magic responds easily and powerfully to your command. Your proficiency ranks for spell attack modifier and spell DC for spells of your bloodline's tradition increase to expert.

Summoner As your connection to your eidolon deepens, the power of your spells increases. Your proficiency ranks for spell attack modifier and spell DC for spells of your eidolon's tradition increase to expert.

Witch You've learned to better control the power your patron has granted you. Your proficiency ranks for spell attack modifier and spell DC increase to expert.

Wizard Extended practice of the arcane has improved your capabilities. Your proficiency ranks for spell attack modifier and spell DC increase to expert.

Look up on Archives of Nethys

8
Skill feat
Class feat
9
Ancestry feat
10
Skill feat
Attribute boosts
Class feat
11
General feat
12
Skill feat
Class feat
13
Ancestry feat
14
Skill feat
Class feat
15
General feat
Attribute boosts
16
Skill feat
Class feat
17
Ancestry feat
18
Skill feat
Class feat
19
General feat
20
Skill feat
Attribute boosts
Class feat

Bonus & granted feats

  • Assurance (Arcana)from Scholar (Arcana)Even in the worst circumstances, you can perform basic tasks. Choose a skill you're trained in. You can forgo rolling a skill check for tha…

    Even in the worst circumstances, you can perform basic tasks. Choose a skill you're trained in. You can forgo rolling a skill check for that skill to instead receive a result of 10 + your proficiency bonus (do not apply any other bonuses, penalties, or modifiers).

    Special You can select this feat multiple times. Each time, choose a different skill and gain the benefits for that skill.

    Look up on Archives of Nethys

  • Petfrom Familiar (Witch)You have a pet—a Tiny animal of a type you choose, such as a cat, bird, or rodent. It has the minion trait, meaning it gains 2 actions duri…

    You have a pet—a Tiny animal of a type you choose, such as a cat, bird, or rodent. It has the minion trait, meaning it gains 2 actions during your turn if you use the Command an Animal action to command it; this replaces the usual effects of Command an Animal, and you don't need to attempt a Nature check. A pet can't make Strikes.

    Level Your pet's level is equal to yours.

    Modifiers and AC Your pet's save modifiers and AC are equal to yours before applying circumstance or status bonuses or penalties. It uses 3 + your level as its modifier for Perception, Acrobatics, and Stealth, and just your level as its modifier for other skill checks. It doesn't have or use its own attribute modifiers and can never benefit from item bonuses.

    Hit Points Your pet has 5 Hit Points per level.

    Senses Your pet has low-light vision and can gain additional senses from pet abilities.

    Speed Your pet has a Speed of 25 feet. You can choose to instead have an aquatic pet, which breathes in water instead of air and has the aquatic trait, no land Speed, and a swim Speed of 25 feet.

    Pet Abilities When you gain your pet, choose two of the following abilities. If your pet is an animal that naturally has one of these abilities (for instance, an owl has a fly Speed), you must select that ability. Your pet can't be an animal that naturally has more pet abilities than the maximum. In some cases, the GM might add some familiar abilities to the pet abilities you can choose.

    • Amphibious It gains the amphibious trait, allowing it to breathe in both air and water, and has both a land Speed and a swim Speed, each equal to its highest land Speed or swim Speed.

    • Burrower It gains a burrow Speed of 5 feet, allowing it to dig Tiny holes.

    • Climber It gains a climb Speed of 25 feet.

    • Darkvision It gains darkvision.

    • Echolocation Your pet can use hearing as a precise sense within 20 feet.

    • Fast Movement Increase one of the pet's Speeds from 25 feet to 40 feet.

    • Flier It gains a fly Speed of 25 feet.

    • Manual Dexterity It can use up to two of its limbs as if they were hands to perform manipulate actions.

    • Scent Your pet can use scent as an imprecise sense within 30 feet

    • Tough Your pet's max HP increase by 2 per level.

    Special You can gain a new pet by retraining this feat, releasing any previous pet you have. If you later gain a familiar or other companion that uses the Pet feat, you can immediately retrain this feat.

    Look up on Archives of Nethys

  • The Resentmentfrom PatronA single feeling radiated from your patron in the moment you met them, as palpable as heat from a fire: the desire to see every tall poppy…

    A single feeling radiated from your patron in the moment you met them, as palpable as heat from a fire: the desire to see every tall poppy felled and every proud nail hammered down, whether to righteously bring justice for small folk or the base urge to see the powerful defeated. Your patron is likely far from the upper echelons of its kind, such as a hag ousted from its coven or a quasi-divinity or a lower-rank demon. This leaves it only subtler and weaker tools to see its ends met: curses, hexes, and you.

    Spell List occult

    Patron Skill Occultism

    Lesson of Strength's Impermanence Your patron has taught you that power can be taken much more easily that it can be built. You gain the Evil Eye hex cantrip and your familiar learns Enfeeble.

    Familiar of Ongoing Misery Your familiar seems hostile to all creatures other than you, hissing at them if they get too near. When you Cast or Sustain a hex, your familiar can curse a creature within 15 feet of it, prolonging the duration of any negative conditions affecting it by 1 round. This is a curse effect. This prolongs only conditions with a timed duration (such as "1 round" or "until the end of your next turn") and doesn't prevent conditions from being removed by other means.

    Look up on Archives of Nethys

Inventory

Bulk carried
3; 6L
Encumbered above
5
Maximum
10
PP
0
GP
711
SP
0
CP
0
  • Silver IngotWorn · 1 BulkSilver weapons are a bane to creatures ranging from devils to werewolves. Silver items are less durable than steel items, and low-grade sil…

    Silver weapons are a bane to creatures ranging from devils to werewolves. Silver items are less durable than steel items, and low-grade silver items are usually merely silver-plated.

    Silver Items

    Silver ItemsHardnessHPBT

    Thin Items

    Low-grade3126

    Standard-grade52010

    High-grade83216

    Items

    Low-grade52010

    Standard-grade72814

    High-grade104020

    Structure

    Low-grade104020

    Standard-grade145628

    High-grade208040

    Look up on Archives of Nethys

  • Cold Iron IngotWorn · 1 BulkWeapons made from cold iron are deadly to demons and fey alike. Cold iron looks like normal iron but is mined from particularly pure source…

    Weapons made from cold iron are deadly to demons and fey alike. Cold iron looks like normal iron but is mined from particularly pure sources and shaped with little or no heat. This process is extremely difficult, especially for high-grade cold iron items.

    Cold Iron Items

    Cold Iron ItemsHardnessHPBT

    Thin Items

    Low-grade52010

    Standard-grade72814

    High-grade104020

    Items

    Low-grade93618

    Standard-grade114422

    High-grade145628

    Structure

    Low-grade187236

    Standard-grade228844

    High-grade2811256

    Look up on Archives of Nethys

  • Frost Vial (Lesser) ×4Worn · 4L BulkThe liquid reagents in this vial rapidly absorb heat when exposed to air. A frost vial deals the listed cold damage and cold splash damage.…

    The liquid reagents in this vial rapidly absorb heat when exposed to air. A frost vial deals the listed cold damage and cold splash damage. On a hit, the target takes a status penalty to its Speeds until the end of its next turn. Many types of frost vial also grant an item bonus to attack rolls.

    The bomb deals 1d6 cold damage and 1 cold splash damage, and the target takes a -5-foot penalty.

    Effect: Frost Vial (Lesser)

    Look up on Archives of Nethys

  • DaggerWorn · L BulkThis small, bladed weapon is held in one hand and used to stab a creature in close combat. It can also be thrown.

    This small, bladed weapon is held in one hand and used to stab a creature in close combat. It can also be thrown.

    Look up on Archives of Nethys

  • Holy WaterWorn · L BulkActivate A Strike This vial contains water blessed by a benevolent deity. You activate a vial of holy water by throwing it as a Strike. It'…

    Activate A Strike

    This vial contains water blessed by a benevolent deity. You activate a vial of holy water by throwing it as a Strike. It's a simple thrown weapon with a range increment of 20 feet.

    Holy water deals 1d6 spirit damage and 1 spirit splash damage. Holy water can damage only creatures with the unholy trait.

    Look up on Archives of Nethys

  • Oil of PotencyWorn · L BulkActivate A (manipulate) When you apply this thick, viscous oil to a weapon or suit of armor, that item immediately becomes magically potent…

    Activate A (manipulate)

    When you apply this thick, viscous oil to a weapon or suit of armor, that item immediately becomes magically potent. If the item is a weapon, it temporarily becomes a +1 striking weapon, or, if it's armor, it temporarily becomes +1 resilient armor. This lasts for 1 minute.

    Look up on Archives of Nethys

  • BackpackWorn · — BulkA backpack holds up to 4 Bulk of items and the first 2 Bulk of these items don't count against your Bulk limits. If you're carrying or stow…

    A backpack holds up to 4 Bulk of items and the first 2 Bulk of these items don't count against your Bulk limits. If you're carrying or stowing the pack rather than wearing it on your back, its Bulk is light instead of negligible

    Look up on Archives of Nethys

    • RopeWorn · L Bulk50 feet of rope.
    • WaterskinWorn · L BulkWhen it's full, a waterskin contains roughly 1 day's worth of water for a Small or Medium creature.

      When it's full, a waterskin contains roughly 1 day's worth of water for a Small or Medium creature.

      Look up on Archives of Nethys

    • Chalk ×10Worn · — Bulk
    • Flint and SteelWorn · — BulkFlint and steel are useful in creating a fire if you have the time to catch a spark, though using them is typically too time-consuming to b…

      Flint and steel are useful in creating a fire if you have the time to catch a spark, though using them is typically too time-consuming to be practical during an encounter. Even in ideal conditions, using flint and steel to light a flame requires using at least 3 actions, and often significantly longer.

      Look up on Archives of Nethys

    • Rations ×2Worn · 2L Bulk
    • Torch ×5Worn · 5L BulkA torch sheds bright light in a 20-foot radius (and dim light to the next 20 feet) for 1 hour. It can be used as an improvised weapon that…

      A torch sheds bright light in a 20-foot radius (and dim light to the next 20 feet) for 1 hour. It can be used as an improvised weapon that deals 1d4 bludgeoning damage plus 1 fire damage.

      Look up on Archives of Nethys

    • BedrollWorn · L BulkA rolled up bed.
    • SoapWorn · — BulkBar of soap.
  • Explorer's ClothingWorn (not equipped) · L BulkAdventurers who don't wear armor travel in durable clothing. Though it's not armor and uses your unarmored defense proficiency, it still ha…

    Adventurers who don't wear armor travel in durable clothing. Though it's not armor and uses your unarmored defense proficiency, it still has a Dex Cap and can grant an item bonus to AC if etched with potency runes.

    Look up on Archives of Nethys

  • Pendant of the OccultWorn · — BulkThis amulet is hollow and shaped in the form of an unblinking eye. Its cavity typically holds some fragment of occult text. While wearing t…

    This amulet is hollow and shaped in the form of an unblinking eye. Its cavity typically holds some fragment of occult text. While wearing the pendant, you gain a +1 item bonus to Occultism checks, and you can cast the Guidance cantrip as an occult innate spell.

    Look up on Archives of Nethys

  • Glow Rod ×3Worn · 3L BulkActivate 1 (manipulate) This 1-foot-long, gold-tipped rod glows after it's struck on a hard surface. For the next 6 hours, it sheds bright…

    Activate 1 (manipulate)

    This 1-foot-long, gold-tipped rod glows after it's struck on a hard surface. For the next 6 hours, it sheds bright light in a 20-foot radius (and dim light to the next 40 feet).

    Effect: Glow Rod

    Look up on Archives of Nethys

  • Scroll of Stupefy (Rank 2)Worn · L BulkStupefy Casting a Spell from a scroll requires holding the scroll in one hand and activating it with a Cast a Spell activity using the norm…

    Stupefy

    Casting a Spell from a scroll requires holding the scroll in one hand and activating it with a Cast a Spell activity using the normal number of actions for that spell.

    The spell must appear on your spell list. Because you're the one Casting the Spell, use your spell attack modifier and spell DC. The spell also gains the appropriate trait for your tradition (arcane, divine, occult, or primal).

    Any physical costs are provided when a scroll is created, so you don't need to provide them when casting from a scroll. If the spell requires a locus, you must have that locus to Cast the Spell from a scroll.

    Note: To create a scroll or wand of a specific spell, drag the spell from the compendium or compendium browser into the inventory of a PC, NPC, or loot actor.

    Look up on Archives of Nethys

  • Delicate Clay VialWorn · L BulkFunctions as a moderate Ghost Charge Usage held in 1 hand Activate A Strike These spring-loaded metal canisters contain a mixture of chemic…

    Functions as a moderate Ghost Charge

    Usage held in 1 hand

    Activate A Strike

    These spring-loaded metal canisters contain a mixture of chemicals and salts that drain and disintegrate nearby undead creatures.

    A ghost charge gives a +1 item bonus to attack rolls, deals 2d8 positive damage and 2 positive splash damage, though as usual for positive damage, this damage harms only undead and creatures with negative healing. A primary target that takes damage from a ghost charge becomes Enfeebled 1 until the start of your next turn.

    Ghost charges are designed to explode even on contact with a spiritual substance, making them ideal for damaging incorporeal undead.

    Look up on Archives of Nethys

  • Bright Blue OrchidWorn · L BulkFunctions as Healing Vapor (Lesser) Activate 3 Interact Healing vapor is a substance that accelerates natural recovery processes by dispers…

    Functions as Healing Vapor (Lesser)

    Activate 3 Interact

    Healing vapor is a substance that accelerates natural recovery processes by dispersing a mist infused with a variety of reagents typically used for healing and recovery. When deployed from a sealed container, the vapors fill a type:burst|distance:5, last for 10 minutes, and can affect up to four living creatures at one time. Any creatures beyond the first four gain no benefit, though if a creature leaves before the duration is over, a new creature that enters can benefit from the mist. A creature benefiting from the vapors regains 1 Hit Point every 2 minutes. While affected, a creature also gains a +1 item bonus to saving throws against diseases and poisons. If the areas of more than one healing vapor overlap, only the strongest applies to creatures inside overlapping areas. Strong wind disperses the mist, rendering it ineffective while the wind blows.

    Look up on Archives of Nethys

  • Red Thread KnotWorn · — BulkThis small length of red thread is knotted six times, with a loop at each end so it can either be worn as a bracelet or anklet, or hung fro…

    This small length of red thread is knotted six times, with a loop at each end so it can either be worn as a bracelet or anklet, or hung from a strap.

    Activate – Reverse Fate F envision

    Frequency once per round

    Trigger You critically fail a basic action or skill action

    Effect The thread unties one of its six knots, altering your fate in the process.Undo the action fully, as if it never happened (including any triggered abilities or reactions). Then continue your turn, but you must choose a different action or activity.

    When sixth knot is united, the red thread becomes nonmagical.

    Look up on Archives of Nethys

  • Scroll of Entangle Fate (Rank 4)Worn · L BulkEntangle Fate Casting a Spell from a scroll requires holding the scroll in one hand and activating it with a Cast a Spell activity using th…

    Entangle Fate

    Casting a Spell from a scroll requires holding the scroll in one hand and activating it with a Cast a Spell activity using the normal number of actions for that spell.

    To Cast a Spell from a scroll, the spell must appear on your spell list. Because you're the one Casting the Spell, use your spell attack roll and spell DC. The spell also gains the appropriate trait for your tradition (arcane, divine, occult, or primal).

    Any physical material components and costs are provided when a scroll is created, so you don't need to provide them when Casting a Spell from a scroll. You must replace any required material component for that spell with a somatic component. If the spell requires a focus, you must have that focus to Cast the Spell from a scroll.

    Note: To create a scroll or wand of a specific spell, drag the spell from the compendium or compendium browser into the inventory of a PC, NPC, or loot actor.

    Look up on Archives of Nethys

  • Wand of Restoration (Level 2)Worn · L BulkRestoration This baton is about a foot long and contains a single spell. The appearance typically relates to the spell within. Activate Cas…

    Restoration

    This baton is about a foot long and contains a single spell. The appearance typically relates to the spell within.

    Activate Cast a Spell

    Frequency once per day, plus overcharge

    Effect You Cast the Spell at the indicated level.

    Craft Requirements Supply a listed-level casting of the spell.

    Note: To create a scroll or wand of a specific spell, drag the spell from the compendium or compendium browser into the inventory of a PC, NPC, or loot actor.

    Look up on Archives of Nethys

Actions & reactions

Actions and activities

  • InvestigateConcentrateExplorationYou seek out information about your surroundings while traveling at half speed. You use Recall Knowledge as a secret check to discover clue…

    You seek out information about your surroundings while traveling at half speed. You use Recall Knowledge as a secret check to discover clues among the various things you can see and engage with as you journey along. You can use any skill that has a Recall Knowledge action while Investigating, but the GM determines whether the skill is relevant to the clues you could find.

    Look up on Archives of Nethys

  • Take a BreatherExplorationStaminaCost 1 Resolve Point You rest for 10 minutes and recover your stamina. After you complete this activity, you regain all your Stamina Points.

    Cost 1 Resolve Point

    You rest for 10 minutes and recover your stamina. After you complete this activity, you regain all your Stamina Points.

    Look up on Archives of Nethys

  • Reach Spell◆BardClericConcentrateDruidOracleSorcererSpellshapeWitchWizardYou can extend your spells' range. If the next action you use is to Cast a Spell that has a range, increase that spell's range by 30 feet.…

    You can extend your spells' range. If the next action you use is to Cast a Spell that has a range, increase that spell's range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.

    Look up on Archives of Nethys

Free actions and reactions

  • Halfling Luck◇FortuneHalflingFrequency once per day Trigger You fail a skill check or saving throw. Your happy-go-lucky nature makes it seem like misfortune avoids you,…

    Frequency once per day

    Trigger You fail a skill check or saving throw.

    Your happy-go-lucky nature makes it seem like misfortune avoids you, and to an extent, that might even be true. You can reroll the triggering check, but you must use the new result, even if it's worse.

    Look up on Archives of Nethys

  • Recognize Spell⤾GeneralSecretSkillTrigger A creature within line of sight casts a spell that you don't have prepared or in your spell repertoire, or a trap or similar object…

    Trigger A creature within line of sight casts a spell that you don't have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting.

    If you are trained in the appropriate skill for the spell's tradition and it's a common spell of 2nd rank or lower, you automatically identify it (you still roll to attempt to get a critical success, but can't get a worse result than success). The highest rank of spell you automatically identify increases to 4 if you're an expert, 6 if you're a master, and 10 if you're legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. If you're not trained in the skill, you can't get a result better than failure.

    Critical Success You correctly recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it.

    Success You correctly recognize the spell.

    Failure You fail to recognize the spell.

    Critical Failure You misidentify the spell as another spell entirely, of the GM's choice.

    Look up on Archives of Nethys

Spells

Witch

Occult · Prepared · INT

Spell attackE
+15
INT 4 + Expert 11
Spell DCE
25
10 + INT 4 + Expert 11

Cantrips 5 prepared / 5 slots

  • Eat Fire⤾CantripFireManipulateTrigger You would take fire damage. You consume and ingest fire, making it less harmful to you. You gain resistance 5 to fire damage until…

    Trigger You would take fire damage.

    You consume and ingest fire, making it less harmful to you. You gain resistance 5 to fire damage until the end of the current turn. During the remaining duration of the spell, you can use the Belch Smoke action. The spell ends if you fall Unconscious, inhale, or exhale (this includes speaking).

    Spell Effect: Eat Fire

    Belch Smoke 1 You exhale what remains of the smoke, ending the spell and creating a smoke cloud in a burst|distance:5 within 20 feet. All creatures within the smoke cloud are Concealed, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dispersed by a strong wind.

    Heightened (+3) The resistance increases by 5.

    Look up on Archives of Nethys

  • Needle Darts◆◆CantripAttackConcentrateManipulateMetalYou shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell at…

    You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding.

    The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.

    Critical Success The target takes double damage and (@item.level) bleed damage.

    Success The target takes full damage.

    Heightened (+1) You send one additional needle, increasing the regular damage by 1d4 and increasing the persistent bleed damage on a critical hit by 1.

    Look up on Archives of Nethys

  • Join Pasts◆CantripManipulateMentalWith touches to the targets' foreheads, you bring them into mental communion. The targets can share thoughts and experiences, but not words…

    With touches to the targets' foreheads, you bring them into mental communion. The targets can share thoughts and experiences, but not words. When one target attempts to Recall Knowledge, the other can Aid the first target's skill check, using any Lore skill (even if that Lore wouldn't normally apply) without having made any preparations to Aid.

    Heightened (+1) You can touch one additional target t include them in the spell's effects. Multiple targets can attempt checks to Aid the target who is attempting to Recall Knowledge.

    Look up on Archives of Nethys

  • Void Warp◆◆CantripConcentrateManipulateVoidYou call upon the Void to harm life force. The target takes 2d4 void damage with a basic Fortitude save. On a critical failure, the target…

    You call upon the Void to harm life force. The target takes 2d4 void damage with a basic Fortitude save. On a critical failure, the target is also Enfeebled 1 until the start of your next turn.

    Heightened (+1) The damage increases by 1d4.

    Look up on Archives of Nethys

  • Shield◆CantripConcentrateForceYou raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the sta…

    You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn't require a hand to use.

    While the spell is in effect, you can use the Shield Block reaction with your magic shield. The shield has Hardness 5. You can use the spell's reaction to reduce damage from any spell or magical effect, even if it doesn't deal physical damage. After you use Shield Block, the spell ends and you can't cast it again for 10 minutes.

    Spell Effect: Shield

    Effect: Shield Immunity

    Heightened (+2) The shield's Hardness increases by 5.

    Look up on Archives of Nethys

Rank 1 3 prepared / 3 slots

  • Enfeeble◆◆Rank 1ConcentrateManipulateYou sap the target's strength, depending on its Fortitude save. Critical Success The target is unaffected. Success The target is Enfeebled…

    You sap the target's strength, depending on its Fortitude save.

    Critical Success The target is unaffected.

    Success The target is Enfeebled 1 until the start of your next turn.

    Failure The target is Enfeebled 2 for 1 minute.

    Critical Failure The target is Enfeebled 3 for 1 minute.

    Look up on Archives of Nethys

  • Phantasmal Minion◆◆◆Rank 1ConcentrateManipulateSummonYou summon a Phantasmal Minion. The minion is roughly the shape of a humanoid. You can choose to have it be Invisible or have an ephemeral…

    You summon a Phantasmal Minion. The minion is roughly the shape of a humanoid. You can choose to have it be Invisible or have an ephemeral appearance, but it's obviously a magical effect, not a real creature.

    Look up on Archives of Nethys

  • Forced Mercy◆◆Rank 1ConcentrateEmotionManipulateMentalYou soften the target's blows, ensuring they avoid vital areas and cause no lasting harm. All physical damage dealt by the target to living…

    You soften the target's blows, ensuring they avoid vital areas and cause no lasting harm. All physical damage dealt by the target to living creatures becomes nonlethal and all persistent bleed damage dealt by the target is reduced to 0. This effect doesn't incur the typical -2 circumstance penalty for nonlethal attacks with a lethal weapon or attack. An unwilling target must attempt a Will save. A willing target can choose to critically fail their saving throw.

    Critical Success The creature is unaffected.

    Success The creature is affected for 1 round.

    Failure The creature is affected for 1d4 rounds.

    Critical Failure The creature is affected for 1 minute.

    Heightened (4th) The range increases to 100 feet, and you can target up to 8 creatures.

    Look up on Archives of Nethys

Rank 2 3 prepared / 3 slots

  • Blood Vendetta⤾Rank 2CurseRequirements You can bleed. Trigger A creature deals piercing, slashing, or persistent bleed damage to you. You curse the target, punishing…

    Requirements You can bleed.

    Trigger A creature deals piercing, slashing, or persistent bleed damage to you.

    You curse the target, punishing it for having the audacity to spill your blood. The target takes 2d6 persistent bleed damage and must attempt a Will save.

    Critical Success The target is unaffected.

    Success The target takes half the persistent bleed damage.

    Failure The target takes the full persistent bleed damage. Until the bleeding stops, the target has weakness 1 to piercing and slashing damage. Spell Effect: Blood Vendetta (Failure)

    Critical Failure As failure, but the target takes double the persistent bleed damage.

    Heightened (+2) The persistent bleed damage increases by 2d6.

    Look up on Archives of Nethys

  • Final Sacrifice◆◆Rank 2ConcentrateFireManipulateYou channel disruptive energies through the bond between you and your minion, causing it to violently explode. The target is immediately sl…

    You channel disruptive energies through the bond between you and your minion, causing it to violently explode. The target is immediately slain, and the explosion deals 6d6 fire damage to creatures within 20 feet of it with a basic Reflex save. If the target has the cold or water trait, the spell deals cold damage and has the cold trait instead of the fire trait. Attempting to cast this spell targeting a creature that you temporarily seized control of, such as an undead commanded by bind undead, automatically fails and breaks the controlling effect.

    Heightened (+1) The damage increases by 2d6.

    Look up on Archives of Nethys

  • Augury10 minutesRank 2ConcentrateManipulatePredictionYou gain a vague glimpse of the future. During the casting of this spell, ask about the results of a particular course of action. The spell…

    You gain a vague glimpse of the future. During the casting of this spell, ask about the results of a particular course of action. The spell can predict results up to 30 minutes into the future and reveal the GM's best guess among the following outcomes: good, bad, mixed (the results will be a mix of good and bad), and nothing (there won't be particularly good or bad results).

    The GM rolls a secret DC 6 Flat. On a failure, the result is always "nothing." This makes it impossible to tell whether a "nothing" result is accurate. If anyone asks about the same topic as the first casting of augury during an additional casting, the GM uses the secret roll result from the first casting. If circumstances change, though, it's possible to get a different result.

    Look up on Archives of Nethys

Rank 3 3 prepared / 3 slots

  • Ghostly Weapon◆◆Rank 3ConcentrateManipulateThe target weapon becomes translucent and ghostly, and it can affect material and incorporeal creatures and objects. It gains the effects o…

    The target weapon becomes translucent and ghostly, and it can affect material and incorporeal creatures and objects. It gains the effects of the Ghost Touch property rune, meaning it is magical if it wasn't already, is especially effective against incorporeal creatures, and can be wielded by a corporeal or incorporeal creature.

    Spell Effect: Ghostly Weapon

    Look up on Archives of Nethys

  • Shadow Projectile⤾Rank 3IllusionManipulateShadowVisualTrigger An ally within 20 feet of you makes a ranged attack roll. You create an illusory duplicate of your ally's ranged attack to confuse…

    Trigger An ally within 20 feet of you makes a ranged attack roll.

    You create an illusory duplicate of your ally's ranged attack to confuse your opponents. You launch an illusory double of your ally's projectile or spell at the same target, leaving the enemy unsure which attack to avoid. The target takes 3d8 mental damage, depending on its Will save. Regardless of the result of its save, it's temporarily immune to shadow projectile spells for 1 hour.

    Critical Success The creature is unaffected.

    Success The creature is Off-Guard against the triggering attack.

    Failure The creature is off-guard against the triggering attack and takes full damage from your illusory projectile.

    Critical Failure As failure, but double damage.

    Heightened (+2) The damage increases by 1d8.

    Look up on Archives of Nethys

  • Lotus Walk◆◆Rank 3ConcentrateManipulatePlantWoodLotuses, water lilies, and other watery plants bloom at your feet, allowing you to walk on the surface of water and other liquids. You can…

    Lotuses, water lilies, and other watery plants bloom at your feet, allowing you to walk on the surface of water and other liquids. You can go underwater if you wish, but in that case, you must Swim normally. As you Stride or Step on water, you leave a trail of oversized lily pads, lotus leaves, or spatterdock that fill the squares' surfaces in your wake. Each square of this trail can withstand the weight of 1 Medium creature and lasts until the end of your next turn. You can Dismiss this spell early.

    Heightened (4th) The duration of this spell increases to 10 minutes. The trail lasts until the spell ends or you Dismiss the spell on you, whichever comes first.

    Heightened (6th) The duration increases to 1 hour. Your trail is permanent even if you Dismiss the spell on you, although if the water can't support such plants, they'll die in a week. The trail can be removed by dispel magic or a similar spell.

    Look up on Archives of Nethys

Rank 4 2 prepared / 2 slots

  • Confusion◆◆Rank 4ConcentrateEmotionManipulateMentalYou befuddle your target with strange impulses, causing it to act randomly. The effects are determined by the target's Will save. You can D…

    You befuddle your target with strange impulses, causing it to act randomly. The effects are determined by the target's Will save. You can Dismiss the spell.

    Critical Success The target is unaffected.

    Success The target babbles incoherently and is Stunned 1.

    Failure The target is Confused for 1 minute. It can attempt a new save at the end of each of its turns to end the confusion.

    Critical Failure The target is Confused for 1 minute, with no save to end early.

    Heightened (8th) You can target up to 10 creatures.

    Look up on Archives of Nethys

  • Countless Eyes◆◆Rank 4ConcentrateManipulateEyes form across the touched creature's body, allowing it to see in all directions at once. The subject can't be flanked for the spell's du…

    Eyes form across the touched creature's body, allowing it to see in all directions at once. The subject can't be flanked for the spell's duration. In addition, when the subject succeeds when Seeking, it critically succeeds instead.

    Spell Effect: Countless Eyes

    Look up on Archives of Nethys

All 16 spells in this entry
  • Eat Fire⤾CantripFireManipulateTrigger You would take fire damage. You consume and ingest fire, making it less harmful to you. You gain resistance 5 to fire damage until…

    Trigger You would take fire damage.

    You consume and ingest fire, making it less harmful to you. You gain resistance 5 to fire damage until the end of the current turn. During the remaining duration of the spell, you can use the Belch Smoke action. The spell ends if you fall Unconscious, inhale, or exhale (this includes speaking).

    Spell Effect: Eat Fire

    Belch Smoke 1 You exhale what remains of the smoke, ending the spell and creating a smoke cloud in a burst|distance:5 within 20 feet. All creatures within the smoke cloud are Concealed, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dispersed by a strong wind.

    Heightened (+3) The resistance increases by 5.

    Look up on Archives of Nethys

  • Needle Darts◆◆CantripAttackConcentrateManipulateMetalYou shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell at…

    You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding.

    The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.

    Critical Success The target takes double damage and (@item.level) bleed damage.

    Success The target takes full damage.

    Heightened (+1) You send one additional needle, increasing the regular damage by 1d4 and increasing the persistent bleed damage on a critical hit by 1.

    Look up on Archives of Nethys

  • Shield◆CantripConcentrateForceYou raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the sta…

    You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn't require a hand to use.

    While the spell is in effect, you can use the Shield Block reaction with your magic shield. The shield has Hardness 5. You can use the spell's reaction to reduce damage from any spell or magical effect, even if it doesn't deal physical damage. After you use Shield Block, the spell ends and you can't cast it again for 10 minutes.

    Spell Effect: Shield

    Effect: Shield Immunity

    Heightened (+2) The shield's Hardness increases by 5.

    Look up on Archives of Nethys

  • Join Pasts◆CantripManipulateMentalWith touches to the targets' foreheads, you bring them into mental communion. The targets can share thoughts and experiences, but not words…

    With touches to the targets' foreheads, you bring them into mental communion. The targets can share thoughts and experiences, but not words. When one target attempts to Recall Knowledge, the other can Aid the first target's skill check, using any Lore skill (even if that Lore wouldn't normally apply) without having made any preparations to Aid.

    Heightened (+1) You can touch one additional target t include them in the spell's effects. Multiple targets can attempt checks to Aid the target who is attempting to Recall Knowledge.

    Look up on Archives of Nethys

  • Void Warp◆◆CantripConcentrateManipulateVoidYou call upon the Void to harm life force. The target takes 2d4 void damage with a basic Fortitude save. On a critical failure, the target…

    You call upon the Void to harm life force. The target takes 2d4 void damage with a basic Fortitude save. On a critical failure, the target is also Enfeebled 1 until the start of your next turn.

    Heightened (+1) The damage increases by 1d4.

    Look up on Archives of Nethys

  • Forced Mercy◆◆Rank 1ConcentrateEmotionManipulateMentalYou soften the target's blows, ensuring they avoid vital areas and cause no lasting harm. All physical damage dealt by the target to living…

    You soften the target's blows, ensuring they avoid vital areas and cause no lasting harm. All physical damage dealt by the target to living creatures becomes nonlethal and all persistent bleed damage dealt by the target is reduced to 0. This effect doesn't incur the typical -2 circumstance penalty for nonlethal attacks with a lethal weapon or attack. An unwilling target must attempt a Will save. A willing target can choose to critically fail their saving throw.

    Critical Success The creature is unaffected.

    Success The creature is affected for 1 round.

    Failure The creature is affected for 1d4 rounds.

    Critical Failure The creature is affected for 1 minute.

    Heightened (4th) The range increases to 100 feet, and you can target up to 8 creatures.

    Look up on Archives of Nethys

  • Phantasmal Minion◆◆◆Rank 1ConcentrateManipulateSummonYou summon a Phantasmal Minion. The minion is roughly the shape of a humanoid. You can choose to have it be Invisible or have an ephemeral…

    You summon a Phantasmal Minion. The minion is roughly the shape of a humanoid. You can choose to have it be Invisible or have an ephemeral appearance, but it's obviously a magical effect, not a real creature.

    Look up on Archives of Nethys

  • Enfeeble◆◆Rank 1ConcentrateManipulateYou sap the target's strength, depending on its Fortitude save. Critical Success The target is unaffected. Success The target is Enfeebled…

    You sap the target's strength, depending on its Fortitude save.

    Critical Success The target is unaffected.

    Success The target is Enfeebled 1 until the start of your next turn.

    Failure The target is Enfeebled 2 for 1 minute.

    Critical Failure The target is Enfeebled 3 for 1 minute.

    Look up on Archives of Nethys

  • Blood Vendetta⤾Rank 2CurseRequirements You can bleed. Trigger A creature deals piercing, slashing, or persistent bleed damage to you. You curse the target, punishing…

    Requirements You can bleed.

    Trigger A creature deals piercing, slashing, or persistent bleed damage to you.

    You curse the target, punishing it for having the audacity to spill your blood. The target takes 2d6 persistent bleed damage and must attempt a Will save.

    Critical Success The target is unaffected.

    Success The target takes half the persistent bleed damage.

    Failure The target takes the full persistent bleed damage. Until the bleeding stops, the target has weakness 1 to piercing and slashing damage. Spell Effect: Blood Vendetta (Failure)

    Critical Failure As failure, but the target takes double the persistent bleed damage.

    Heightened (+2) The persistent bleed damage increases by 2d6.

    Look up on Archives of Nethys

  • Final Sacrifice◆◆Rank 2ConcentrateFireManipulateYou channel disruptive energies through the bond between you and your minion, causing it to violently explode. The target is immediately sl…

    You channel disruptive energies through the bond between you and your minion, causing it to violently explode. The target is immediately slain, and the explosion deals 6d6 fire damage to creatures within 20 feet of it with a basic Reflex save. If the target has the cold or water trait, the spell deals cold damage and has the cold trait instead of the fire trait. Attempting to cast this spell targeting a creature that you temporarily seized control of, such as an undead commanded by bind undead, automatically fails and breaks the controlling effect.

    Heightened (+1) The damage increases by 2d6.

    Look up on Archives of Nethys

  • Augury10 minutesRank 2ConcentrateManipulatePredictionYou gain a vague glimpse of the future. During the casting of this spell, ask about the results of a particular course of action. The spell…

    You gain a vague glimpse of the future. During the casting of this spell, ask about the results of a particular course of action. The spell can predict results up to 30 minutes into the future and reveal the GM's best guess among the following outcomes: good, bad, mixed (the results will be a mix of good and bad), and nothing (there won't be particularly good or bad results).

    The GM rolls a secret DC 6 Flat. On a failure, the result is always "nothing." This makes it impossible to tell whether a "nothing" result is accurate. If anyone asks about the same topic as the first casting of augury during an additional casting, the GM uses the secret roll result from the first casting. If circumstances change, though, it's possible to get a different result.

    Look up on Archives of Nethys

  • Ghostly Weapon◆◆Rank 3ConcentrateManipulateThe target weapon becomes translucent and ghostly, and it can affect material and incorporeal creatures and objects. It gains the effects o…

    The target weapon becomes translucent and ghostly, and it can affect material and incorporeal creatures and objects. It gains the effects of the Ghost Touch property rune, meaning it is magical if it wasn't already, is especially effective against incorporeal creatures, and can be wielded by a corporeal or incorporeal creature.

    Spell Effect: Ghostly Weapon

    Look up on Archives of Nethys

  • Shadow Projectile⤾Rank 3IllusionManipulateShadowVisualTrigger An ally within 20 feet of you makes a ranged attack roll. You create an illusory duplicate of your ally's ranged attack to confuse…

    Trigger An ally within 20 feet of you makes a ranged attack roll.

    You create an illusory duplicate of your ally's ranged attack to confuse your opponents. You launch an illusory double of your ally's projectile or spell at the same target, leaving the enemy unsure which attack to avoid. The target takes 3d8 mental damage, depending on its Will save. Regardless of the result of its save, it's temporarily immune to shadow projectile spells for 1 hour.

    Critical Success The creature is unaffected.

    Success The creature is Off-Guard against the triggering attack.

    Failure The creature is off-guard against the triggering attack and takes full damage from your illusory projectile.

    Critical Failure As failure, but double damage.

    Heightened (+2) The damage increases by 1d8.

    Look up on Archives of Nethys

  • Lotus Walk◆◆Rank 3ConcentrateManipulatePlantWoodLotuses, water lilies, and other watery plants bloom at your feet, allowing you to walk on the surface of water and other liquids. You can…

    Lotuses, water lilies, and other watery plants bloom at your feet, allowing you to walk on the surface of water and other liquids. You can go underwater if you wish, but in that case, you must Swim normally. As you Stride or Step on water, you leave a trail of oversized lily pads, lotus leaves, or spatterdock that fill the squares' surfaces in your wake. Each square of this trail can withstand the weight of 1 Medium creature and lasts until the end of your next turn. You can Dismiss this spell early.

    Heightened (4th) The duration of this spell increases to 10 minutes. The trail lasts until the spell ends or you Dismiss the spell on you, whichever comes first.

    Heightened (6th) The duration increases to 1 hour. Your trail is permanent even if you Dismiss the spell on you, although if the water can't support such plants, they'll die in a week. The trail can be removed by dispel magic or a similar spell.

    Look up on Archives of Nethys

  • Confusion◆◆Rank 4ConcentrateEmotionManipulateMentalYou befuddle your target with strange impulses, causing it to act randomly. The effects are determined by the target's Will save. You can D…

    You befuddle your target with strange impulses, causing it to act randomly. The effects are determined by the target's Will save. You can Dismiss the spell.

    Critical Success The target is unaffected.

    Success The target babbles incoherently and is Stunned 1.

    Failure The target is Confused for 1 minute. It can attempt a new save at the end of each of its turns to end the confusion.

    Critical Failure The target is Confused for 1 minute, with no save to end early.

    Heightened (8th) You can target up to 10 creatures.

    Look up on Archives of Nethys

  • Countless Eyes◆◆Rank 4ConcentrateManipulateEyes form across the touched creature's body, allowing it to see in all directions at once. The subject can't be flanked for the spell's du…

    Eyes form across the touched creature's body, allowing it to see in all directions at once. The subject can't be flanked for the spell's duration. In addition, when the subject succeeds when Seeking, it critically succeeds instead.

    Spell Effect: Countless Eyes

    Look up on Archives of Nethys

Occult Focus Tradition

Occult · Focus · INT

Spell attackE
+15
INT 4 + Expert 11
Spell DCE
25
10 + INT 4 + Expert 11

Focus points: 1 / 1

  • Evil Eye◆CantripCurseHexManipulateWitchYour patron's resentment manifests in a baleful, envious gaze. The target becomes Sickened 1 if it fails a Will save (or sickened 2 on a cr…

    Your patron's resentment manifests in a baleful, envious gaze. The target becomes Sickened 1 if it fails a Will save (or sickened 2 on a critical failure). This condition value can't be reduced below 1 while the spell is active and you can see the target.

    Look up on Archives of Nethys

  • Phase Familiar⤾Rank 1FocusHexManipulateWitchTrigger Your familiar would take damage. Your patron momentarily recalls your familiar to the ether, shifting it from its solid, physical f…

    Trigger Your familiar would take damage.

    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 5 to all damage and is immune to precision damage.

    Spell Effect: Phase Familiar

    Heightened (+1) Increase the resistance by 2.

    Look up on Archives of Nethys

Familiar

Amy G Dala

Mood Cloud · HP 35

Familiar abilities

  • Elemental (Air)Your familiar has the elemental trait instead of the animal trait. Choose air, earth, fire, metal, water, or wood. Your familiar gains that…

    Your familiar has the elemental trait instead of the animal trait. Choose air, earth, fire, metal, water, or wood. Your familiar gains that trait. The familiar is immune to bleed, Paralyzed, poison, sleep, and the element matching its trait. Your familiar must have the resistance familiar ability to select this.

    Look up on Archives of Nethys

  • FlierIt gains a fly Speed of 25 feet.

    It gains a fly Speed of 25 feet.

    Look up on Archives of Nethys

  • Spell DeliveryIf your familiar is in your space, you can cast a spell with a range of touch, transfer its power to your familiar, and command the familia…

    If your familiar is in your space, you can cast a spell with a range of touch, transfer its power to your familiar, and command the familiar to deliver the spell. If you do, the familiar uses its 2 actions for the round to move to a target of your choice and touch that target. If it doesn't reach the target to touch it this turn, the spell has no effect.

    Look up on Archives of Nethys

  • Share SensesOnce every 10 minutes, you can use a single action with the concentrate trait to project your senses into your familiar. When you do, you l…

    Once every 10 minutes, you can use a single action with the concentrate trait to project your senses into your familiar. When you do, you lose all sensory information from your own body, but can sense through your familiar's body for up to 1 minute. You can Dismiss this effect.

    Look up on Archives of Nethys

  • Familiar of Ongoing MiseryYour familiar seems hostile to all creatures other than you, hissing at them if they get too near. When you Cast or Sustain a hex, your fam…

    Your familiar seems hostile to all creatures other than you, hissing at them if they get too near. When you Cast or Sustain a hex, your familiar can curse a creature within 15 feet of it, prolonging the duration of any negative conditions affecting it by 1 round. This is a curse effect. This prolongs only conditions with a timed duration (such as "1 round" or "until the end of your next turn") and doesn't prevent conditions from being removed by other means.

    Look up on Archives of Nethys

  • Familiar FocusOnce per day, your familiar can use 2 actions with the concentrate trait to restore 1 Focus Point to your focus pool, up to your usual maxi…

    Once per day, your familiar can use 2 actions with the concentrate trait to restore 1 Focus Point to your focus pool, up to your usual maximum. You must have a focus pool to select this.

    Look up on Archives of Nethys

Origin, personality & notes

Age
36
Gender & pronouns
F
Backstory

This Witch met Velvet the Poppet in town one day. Velvet had pride in helping rid the town of the ghostly invaders, but grew weary of exploring and wanted to return to caring for her wards. Plus having someone with their experience in town full time would be a benefit.

This Witch was looking for a change of pace and thought adventuring sounded exciting. Velvet offered to give the Witch some useful adventuring equipment to get start with, and use of her adventuring name. The Witch adopted the name Velvet Noita.