Liminal Catfolk witch of the wild with fire wisp familiar.

Sünde: Völlerei

Gottheit: Desna

Background: Cook

Skills Trained:

  • Arcana
  • Acrobatics
  • Crafting (E)
  • Diplomacy (E)
  • Lore:Catfolk
  • Lore:Cooking
  • Nature
  • Occultism (M)
  • Performance
  • Society
  • Stealth
  • Survival
  • Thievery

Amurrun, Aquan, Auran, Common, Ignan, Sylvan, Tasselonian

Familiar: Water Wisp

Attach:Mao_klein.jpg Δ

Focus Spells
Phase Familiar
Clinging Ice (cantrip)
Elemental Betrayal
Personal Blizzard
Clinging Ice

Liminal Catfolk Spell
Detect Magic

Witch Spells known by familiar


  • Acid Splash
  • Dancing Lights
  • Disrupt Undead
  • Produce Flame
  • Protect Companion
  • Puff Poison
  • Ray of Frost
  • Read Aura
  • Scatter Scree
  • Spout

1st Level Spells

  • Briny Bolt
  • Burning Hands
  • Chillings Spray
  • Gust of Wind
  • Heal
  • Horizon Thunder Sphere
  • Hydraulic Push
  • Purifying Icicle
  • Scorching Blast
  • Snowball

2nd Level Spells

  • Dancing Shield
  • Dispel Magic
  • Elemental Zone
  • Flaming Sphere
  • Glitterdust
  • Ignite Fireworks
  • Rime Slick
  • Scorching Ray

3rd Level Spells

  • Crashing Wave
  • Elemental Annihilation Wave
  • Remove Disease
  • Searing Light
  • Wall of Wind

4th Level Spells

  • Cloak of Light
  • Elemental Gift
  • Fire Shield
  • Ice Storm
  • Reflective Scales
  • Wall of Fire

5th Level Spells

  • Blazing Fissure
  • Flame Dancer
  • Wall of Ice


Catfolk Lore
Trained in Acrobatics and Survival.
Gain Lore: Catfolk.

+1 circumstance bonus to craft food, drink and potions.

Heritage: Liminal Catfolk
Can cast Detect Magic as innate occult cantrip heightened half your level rounded up.
+1 circumstance bonus to Occultism Checks on creatures originated outside the material plane.

Heritage: Land on your feet
When you fall, you take half the normal damage and don't land prone.

Heritage: Low-Light Vision
You can see in dim-light as though it were bright light and you ignore the concealed condition due to dim light.

Witch: Familiar
APG p96 und CRB p217
Your familiar knows 10 cantrips and 5 1st level spells, plus one spell determined by your patron (Gust of Wind).
If your familiar dies, your patron replaces it during the next daily preparation. The familiar knows the same spells as the previous one. Prepared spells are not affected by your familiars death.

Shui, the Water Wisp
Familiar Abilities: Accompanist, Speech (Common), Amphibious, Restorative Familiar, Valet Familiar Trait: Elemental (Water) Acrobatics +7, Stealth +7

Witch: Hexes
You learn the Phase Familiar spell, which can be cast as a reaction to protect your familiar from harm.

Witch: Winter Patron
Spell list: Primal
Patron Skill: Nature
Hex Cantrip: Clinging Ice
Granted Spell: Gust of Wind

Witch: Spellcasting
APG p96ff
You can prepare up to 2 1st level spells and 5 cantrips from your familiars known list.
Spells are cast with Intelligence.

Basic Lesson: Lesson of the Elements
Your patron grants you a special lesson, revealing a hidden facet of its nature. Choose a basic lesson. You gain its associated hex, and your familiar learns the associated spell. Increase the number of Focus Points in your focus pool by 1.

You gain the elemental betrayal hex. Your familiar learns your choice of burning hands, air bubble, hydraulic push, or pummeling rubble.

Glean Contents
You are adept at quickly scanning loose papers and carefully discerning the contents of sealed letters without damaging the seal. You can attempt Society checks to Decipher Writing on a message that is only partially glimpsed, upside down or reversed from your perspective, or even sealed. However, on a critical failure, the recipient is made aware of your efforts (for instance, you damage the seal or disturb the papers in some way). When using this feat to decipher sealed letters, your attempt to Decipher Writing gains the manipulate trait. This feat doesn't prevent witnesses from noticing your efforts, particularly with sealed letters which you must manipulate directly in order to read; you might need to attempt Deception or Stealth checks to avoid being noticed.

Ancestral Paragon
Whether through instinct, study, or magic, you feel a deeper connection to your ancestry. You gain a 1st-level ancestry feat - Cat's Luck.

Cat's Luck
You instinctively twist away from danger. You can reroll the triggering saving throw and use the better result.

Enhanced Familiar
You infuse your familiar with additional magical energy. You can select four familiar or master abilities each day, instead of two.
Special (Witch) Add the bonus familiar abilities you gain for being a witch to this amount.

Steady Balance
You can keep your balance easily, even in adverse conditions. Whenever you roll a success using the Balance action, you get a critical success instead. You’re not flat-footed while attempting to Balance on narrow surfaces and uneven ground. Thanks to your incredible balance, you can attempt an Acrobatics check instead of a Reflex save to Grab an Edge.

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

Expanded Luck
You are luckier even than most catfolk. You can trigger Cat's Luck when you fail or critically fail a Fortitude or Will saving throw in addition to Reflex saving throws. You still can use Cat's Luck only once per day.

Greater Lesson: Lesson of Snow
You gain the personal blizzard hex, and your familiar learns wall of wind.

Group Impression
When you Make an Impression, you can compare your Diplomacy check result to the Will DCs of two targets instead of one. It’s possible to get a different degree of success for each target. The number of targets increases to four if you’re an expert, 10 if you’re a master, and 25 if you’re legendary.

Hireling Manager
You are able to find and secure better labor than most. When securing a hireling for a service, that hireling gains a +2 circumstance bonus to all skill checks. This circumstance bonus applies to both trained and untrained hirelings and has no effect on the cost of the service or labor provided.

Detonating Spell
Your spell becomes volatile and explosive. If the next action you use is to Cast a Spell that deals damage to a single target and the spell successfully damages that target, the spell explodes, dealing splash damage equal to the level of the spell cast to adjacent creatures. Unlike normally, this splash damage doesn't apply to the target. The splash damage dealt is of the same type the spell deals.

Disturbing Knowledge
You utter a litany of dreadful names, prophecies, and descriptions of realms beyond mortal comprehension, drawn from your study of forbidden tomes and scrolls. Even those who don't understand your language are unsettled by these dire secrets. Attempt an Occultism check and compare the result to the Will DC of an enemy within 30 feet, or to the Will DCs of any number of enemies within 30 feet if you are legendary in Occultism. Those creatures are temporarily immune for 24 hours.

Critical Success The target becomes confused for 1 round and frightened 1. Success The target becomes frightened 1. Failure The target is unaffected. Critical Failure You get overly caught up in your own words and become frightened 1.

Shared Luck
When you use Cat's Luck to reroll a Reflex saving throw, any creatures you choose within 10 feet who also just failed a Reflex saving throw against the same effect (such as a single spell) can also reroll their saving throws and use the better result.

Major Lesson: Lesson of the Frozen Queen
You gain the glacial heart hex and your familiar learns the spell Wall of Ice.