The Isle of Dread
Hedge Witch Healer
Male human alchemist 4/witch (hedge witch) 5 (Pathfinder RPG Advanced Player’s Guide 26, 65, Pathfinder RPG Ultimate Magic 84)
NG Medium humanoid (human)
Hero Points 0
Init 2 armor, 4d8+8)
Fort 4 Fire)
Special Attacks bomb 8/day (2d6+4 fire, DC 16), hexes (feral speech[UM], healing[APG]), mythic power (5/day, surge 15 to create alchemical items), Handle Animal 4/-2, 4 (8/day, DC 16) (Su) – 0/8
Healer’s kit – 0/10
Mythic Power (5/day, Surge 4 (8/day, DC 16) (Su) Thrown Splash Weapon deals 2d6+4 fire damage.
Combat Casting 5) (Su) Heal touched creature, but each target can only benefit once per 24 hrs.
Healing Bomb Use cure extract as bomb, healing target of bomb (as extract) and those in splash. (min. heal)
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Infusion When created an extract can be used by anyone, but takes up a slot until used.
Mutagen (DC 16) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 40 minutes.
Poison Resistance +2 (Ex) +2 to save vs. Poison.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Racial Heritage (Elf) You count as another race for the purpose of prerequisites.
Share Spells with Familiar Can cast spells with a target of “You” on the familiar with a range of touch.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Spontaneous Healing (Su) A hedge witch can channel stored spell energy into healing spells that she did not prepare ahead of time. The witch can “lose” any prepared spell that is not an orison in order to cast any cure spell of the same spell level or lower, even if s
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Witch’s Familiar (Ex) Gain the services of a special familiar that stores spells.
N Medium animal
Init 1 Dex)
hp 13 (2d8+4)
Fort 1 nonlethal) or
2 hooves 1)
Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4
Base Atk 5 to jump with a running start, feet by sense of smell.
Hedgehog (Pathfinder RPG Ultimate Magic)
NG Diminutive magical beast (animal)
Init 3 Dex, +4 natural, +4 size)
hp 31 (1d8-2)
Fort +3, Ref +8, Will +6
Speed 20 ft.
Space 1 ft.; Reach 0 ft.
Str 1, Dex 16, Con 6, Int 8, Wis 12, Cha 7
Base Atk +5; CMB +4; CMD 9 (13 vs. trip)
Skills Acrobatics +3 (-1 to jump), Climb +10, Handle Animal +1, Heal +8, Linguistics +1, Perception +10, Sleight of Hand +5, Spellcraft +6, Stealth +23, Survival +3, Swim +15, Use Magic Device +3
SQ improved evasion, spiny defense
Action Points – 0/5
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Spiny Defense As a move action, a hedgehog can roll itself up into a spiny ball. While rolled up, it gains a +1 enhancement bonus to its existing natural armor, and any creature attempting to grapple the hedgehog takes 1d3 damage on making a grapple check. While r
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Eadbald’s early life is some kind of mystery. He certainly hasn’t told anybody in Sasserine where he came from. What most people can tell is he just sort of showed up in town one day, willing to help healing people. With little desire for reward.
Actually, his younger years were spent experimenting in the world of natural intoxication. Alcohol never suited him, dulling the senses and causing sleep, but herbs and fungus gave him the “enlightened” and heightened awareness he enjoyed the most. He lived with a group, The Xini, dedicated to the pursuit of knowledge and wisdom through the experiences of life. All aspects of life must be experienced for one to truly know and understand them.
Eadbald had a love, Cer’ran. She was a fine Half-Elf. The Xini didn’t mind inter-group partnerships. However, the exclusivity Eadbald and Cer’ran developed was odd for the group. There were some jealousy flare ups amongst the men who wanted Cer’ran for their own experience. Eadbald was never a fighter so he was powerless to stop aggressive advances. The self-policing nature and belief in self-determination of the group always saw those causing friction banished and Cer’ran return to Eadbald.
In The Xini was an older woman with wild hair and fiery eyes. There were whispers of her Teifling ancestry but no evidence was ever presented thanks to her flowing robes and constant head covering. Torskela was her name and she had a way with tinctures and potions the group enjoyed. She saw Eadbald’s kind heart and taught him some of the healing ways.
For twenty years Eadbald wandered the forest, on-and-off with The Xini. He dedicated a lot of time learning about nature and history of the land, the source of the arcane power he learned to harness, and what other planes might have to offer. Until Cer’ran fell ill. It was an odd wasting disease (for the sake of the game let’s say pancreatic cancer), where she slowly grew weaker and thinner. It wasn’t noticeable at first buet after a few weeks Cer’ran’s gaunt frame was barely hiding the skeleton beneath. She couldn’t walk as far as befoe and had touble lifting her own bag. The little bit of magical healing Eadbald knew kept the disease at bay for short periods of time but it was a losing battle. The two barely found The Xini before Cer’ran succumbed to her disease. She was too far gone for even Torskela to heal her.
Eabald’s grief at the death of Cer’ran was unfathomable. He too began wasting away, not from disease but from lack of motivation. He silently left The Xini once more, feeling his trust in the safety of the woods and the knowledge of Torskela was ruined. He didn’t want any more to do with people.
A week or two, Eabald didn’t keep track during this time, later some travelers came across him in the woods. They were beaten and bloody. One amongst them was unconscious and on death’s door. Eadbald looked over the sorry group, who had obviously tangled with something beyond their means, and was saddened by the frailty of humanity once more. As he walked through the group, in order to pass them on the trail he quietly laid his hand on each mildly restoring their condition and awakening their fallen comrad. As he walked and ruminated on this experience Eadbald realized he can do more for the world than spout knowledge at any one who will listen and the sum knowledge adventurers return with from their exploits is far greater than anything his group had achieved in the woods. He must go and help those who help the world.
Sassarine was the first large town Eadbald happened across and this is where he sees plenty of opportunity to help those who brightened the world. He doesn’t care about their initial motivations for seeking treasure or fame. The tales they return with are the legacy Eadbald will leave behind in this world. Adventurers, Common Folk, Highborn, all are welcome to seek his services.