The Green Witch
Female human hedgewitch 1
CG Medium humanoid (human)
Init +8; Senses Perception +5
Defense
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 8 (1d8)
Fort +0, Ref +2, Will +6
Weaknesses focus casting, magical signs, verbal casting
Offense
Speed 30 ft.
Magic
Caster Level 0 (1); MSB +1; MSD 12; Concentration +5
Tradition Focus Casting, Magical Signs, Verbal Casting; CAM Wis
Spell Points 6
Nature Sphere - DC 14; Duration 1 round, Concentration; Range Close (25 ft); Talents Grow Plants; Drawbacks None
- Entangle
- Grow Plants
- Growth
- Pummel
Statistics
Str 11, Dex 14, Con 10, Int 12, Wis 18, Cha 12
Base Atk +0; CMB +0; CMD 12
Feats Cantrips, Improved Initiative
Traits reactionary
Skills Diplomacy +5, Handle Animal +5, Knowledge (history) +5, Knowledge (local) +5, Knowledge (nature) +5, Linguistics +5, Perception +5, Sense Motive +8, Survival +8
Languages Common, Elven, Sylvan
SQ casting, entangle (geomancing, plant), geomancing, grow plants (geomancing, plant), growth (geomancing, plant), pummel (geomancing, plant), tradition benefit (green magic), tradition benefit (spiritualism), tradition power (green magic), tradition power (spiritualism), traditions (green magic, spiritualism), wild empathy +2, woodland stride
Other Gear 150 gp
Special Abilities
Cantrips You can create a variety of small magical effects
Casting (CL 1, Wisdom) You can cast sphere effects.
Focus Casting (DC 20) You must make a concentration check to use magic without your focus item
Magical Signs Your use of magic is obvious to all observers
Nature: Entangle Cause plants to grow rapidly, entangling creatures in an area
Nature: Geomancing (Plantlife) You may command terrain and natural effects to act on your behalf
Nature: Grow Plants Cause plants to grow, and use to perform other plant-based geomancy
Nature: Growth Cause plants to grow food instantly
Nature: Pummel Cause a tree to attack enemies
Tradition Benefit (Green Magic) Gain Wild Empathy and Woodland Stride
Tradition Benefit (Spiritualism) Make Knowledge checks untrained, and roll twice on Knowledge checks
Tradition Power (Green Magic) Gain an animal companion as a druid
Tradition Power (Spiritualism) (1 feats/talents, standard action) Gain temporary combat feats and/or magic talents
Verbal Casting You must be able to speak aloud to use magic, and may be susceptible to ASF
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.
THEME
A plantlife-focused Hedgewitch with a strong connection to nature.
BUILD RULES
-20 pt buy (If lowering, ditch Charisma first. If raising, improve Dexterity.)
-Favored Class Bonus: +1 Skill Point
SUGGESTED GROWTH
-If you need to improve offense, dip into Destruction and take one or two of the plant-themed blast types. Since you're a plant-themed character, take Energy Focus (Plant) as a Drawback, which will give you a bonus talent to grab a blast type with.
-The Green Witch is at least partially about battlefield control, so you'll probably want to buff up your Save DCs earlier rather than later.
-This character isn't particularly feat-heavy, ESPECIALLY because you have the Channel Spirit Allies feature from the Spiritualism tradition. If you don't really need to do anything else with your feats, consider just grabbing a few more Magic Talents. You can expand your control of nature (Aggravating Vegetation and Spores are great choices), improve your Destructive Blasts, or even move into controlling weather as well (at higher levels - Weather's pretty bad at low Caster Levels).
NOTES
-This character has three drawbacks (Focus Casting, Magical Signs, and Verbal Casting). The image is that of a witch who commands plants with magic and points some kind of magic-focusing wand, and the movement of plants when she does so is obvious. The main purpose of this is to give you lots of extra spell points to spend on things like Grow Plants, but you can also swap out for Easy Focus. If you do, you can maintain your Entangle as a move action and use your Standard Action to hurl Destructive Blasts at those trapped inside.
-This character has Improved Initiative to help them act before foes and get down some battlefield control. Your first move will often be your most influential, so use it well.
-The Green Witch is most effective in areas with lots of plants, and might not be suitable for certain long underground campaigns (unless your GM says there are enough plants there to make the character practical). Grow Plants helps with this, and you can always carry some plants around, but remember what you rely on.
-This character has an Animal Companion, but it has not been created for you. Pick the companion you want to have.