Magic plus enthusiasm equals profit!


Female Human Witch (Ancestors) 3

CG Medium Humanoid
Init +6 (+2 Dex, +4 familiar)
Senses Perception +1
Languages Common, Draconic, Olman, one, one

AC 12, touch 12, flat-footed 10, CMD 12
(+2 Dex)
hp 33 (3d6+6+3)
Fort +3, Ref +3, Will +1

Speed 30ft.
Melee dagger +1 (1d4)
Melee morningstar +1 (1d8/x2)
Melee boathook +1 (1d10/x3, reach)
Ranged heavy crossbow +3 (1d10/19-20×2, 120ft)
Space 5 ft; Reach 5 ft (10ft with boathook)
Base Atk +1; CMB +1
Special Actions Hex, spells
Combat Gear bolts x20
Alchemicals: alchemist’s fire x8, holy water x3, tanglefoot bags x5, banshee fireworks x2, flash powder x3.
Scrolls: cure light wounds x2, delay disease, enlarge person, obscuring mist

Spells (Caster level 3rd, Concentration +7)
2nd (4/day) - blindness (DC 16), cure light wounds, glitterdust (DC 16), glitterdust (DC 16)
1st (3+1/day) - mage armor, cure light wounds, cure light wounds, bless
0th (4/day at will) – daze (DC 14), detect magic, light, stabilize

Abilities Str 10, Dex 14, Con 12, Int 18, Wis 7, Cha 12
SQ Hex (evil eye, ward, one more), familiar (scorpion)
Feats Extra Hex, Toughness, one more
Skills Appraise +10, Knowledge (arcana) +10, Knowledge (nature) +10, Spellcraft +10, Perception +1, Diplomacy +4, Knowledge (local) +7, Sense Motive +1, Use Magic Device +2
Traits Merchant’s Child (Appraise), Resilient
Possessions Heavy crossbow, 20 crossbow bolts, boathook (glaive), Morningstar, dagger, 5 dog-eared books of adventure stories from Sasserine, witch’s kit, 5 gp of misc, 10 wandermeals, masterwork backpack.

Current weight – 92 (-16)
Light – 38 lb – Medium – 76 lb – Heavy – 115 lb – Lift off ground – 230 lb – Push or drag – 500 lb

Scorpion Familiar
N Tiny magical beast

Init +3 (+3 Dex)
Senses Perception +10; darkvison 60ft, tremorsense 30ft
Languages Scorpion language

AC 22, touch 15, flat-footed 18, CMD 9 (20 vs trip)
(+2 size, +3 Dex, +7 natural)
hp 16 (3 hit dice)
Fort +2, Ref +5, Will +3; Improved Evasion
Immune mind-affecting

Speed 50ft.
Melee 2 claws 6 (1d2-4/x2 plus grab), and sting +6 (1d2-4/x2 plus poison)
Space 0ft; Reach 0ft
Base Atk +1; CMB +2 (
6 grapple)
Special Attacks constrict, grab, poison, deliver touch spells

Abilities Str 3, Dex 16, Con 10, Int 7, Wis 10, Cha 2
SQ Alertness
Feats Ability Focus (poison)
Skills Climb +0, Perception +10 Stealth +16, otherwise ranks as Camilla; Racial Modifiers +4 Climb, Perception, Stealth

Poison: Sting-injury; save Fort DC 15; frequency 1/round for 6 rounds; effect 1d2 Str damage; cure 1 save.

Spells: Toltiltec knows the following spells:

cantrips – All
1st level – bless, charm person, comprehend languages, cure light wounds, enlarge person, ill omen, mage armor, mount, obscuring mist, ray of enfeeblement
2nd level – blindness/deafness, glitterdust


Camilla arrived in Sasserine relatively recently, a passenger on Amella’s trading expedition along with her sister Sophia; Camilla had previously been put to work by her father, a longshoreman under Pappy Bragg, as one of Sasserine’s few female cargo handlers. She jumped at the chance to escape the arduous work and sail off to Farshore, where it was rumored adventure and wealth were around every corner.

Farshore has so far not disappointed; soon after arriving she was walking on the beach when she spotted a small scorpion basking on a rock. She did not recognize it for the poisonous creature it was, and something seemed to draw her to it; she picked it up, and for some reason it did not sting her.

As she was looking the odd creature over, a shadow fell across them; a smiling, elderly Panitube man had appeared seemingly from nowhere. He seemed to know all about the scorpion, who he called Toltiltec, and told Camilla that Toltiltec had chosen her as its new master. As its old master, he told Camilla, he said it was his duty to help teach her what Toltiltec’s previous master had taught him – the secrets of Olman magic!

Well, that sounded a lot better than getting a job sorting gems from the mines all day, like her sister had. Adventure really was here, just like in the stories! As for the elderly Olman, who called himself Tatac, he has endured his eager, but impulsive and impetuous pupil, and has done his best to pass along his knowledge to the successor the spirits seem to have chosen. And as for Toltiltec, Tatac told her that he is not really a scorpion, but a magical spirit who prefers to take scorpion form.

Now, armed with Toltiltec’s magic and Tatac’s knowledge, Camilla is ready to see what adventures Farshore really has to offer.


Kain Darkwind's Savage Tide Coriat