Hakak Oro - Half Orc Witch
Hakak Oro - Neutral Good, Patronage of Dimensions
Half Orc [Jungle]- Witch [Scarred Witch Doctor] (3rd)
AC HP Fort Reflex Will SR CMD Initiative BAB XP
14* (21) +4* +4* +5* (9)* (13) +4 +1 [5566]
Strength: 13 (+1)
Dexterity: 14 (+2)
Constitution: 15 (+2)
Intelligence: 20 (+5)**
Wisdom: 13 (+1)
Charisma: 16 (+3)
Witch Hex/Spell DC Scar shield Bonus Scar shield increments per day
DC: 17 (10+1+6) (+1) Natural Armour (3)

Feats & Traits:

  • Riftwarden Orphan Gain a +2 trait bonus on all concentration checks [Trait]
  • Reactionary Gain a +2 trait bonus on initiative checks [Trait]
  • Extra Hex: Gain one additional hex. You must meet all of the prerequisites for this hex. You can gain Extra Hex multiple times. [1st]
  • Extra Hex: Gain one additional hex. You must meet all of the prerequisites for this hex. You can gain Extra Hex multiple times. [3rd]
  • Endurance: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued. [Racial Bonus]
  • Alertness: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. [Familiar Bonus]


Knowledge (Arcana) +11 [3] Knowledge (Nature) +11 [3] Knowledge (Planes) +11 [3] Spellcraft +11 [3]
Use Magic Device +9 [3] Diplomacy +9 [3] Perception +9 [3] Heal +9 [3]


  • Common, Orc, Abyssal, Draconic

Class features and Special abilities:

Racial Features: Half Orc
Stat Changes: Half-orc characters gain a +2 bonus to one ability score of their choice [Int]
Type: Half-orcs are Humanoid creatures with both the human and orc subtypes.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race
Shaman's Apprentice: Only the most stalwart survive the years of harsh treatment that an apprenticeship to an orc shaman entails. Half-orcs with this trait gain Endurance as a bonus feat. This racial trait replaces the intimidating trait
Fey Thoughts: Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. This trait replaces racial weapon familiarity. [Perception] & [Diplomacy]
Warded Skin: Half-orcs from jungles are often protected by elaborate tattoos that redirect demonic magic. Jungle half-orcs with this racial trait gain spell resistance against divine magic equal to 6 + their level. Additionally, divine spells cast on them by demon worshipers have a 10% chance of failure. This racial trait replaces the orc ferocity racial trait
Class Features: Witch [Scarred Witch Doctor]
SpellCasting: A witch casts arcane spells drawn from the witch spell list. A witch must choose and prepare her spells ahead of time. Full details and links are found here
Cantrips: Witches can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Witch under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Cantrips prepared using other spell slots, due to metamagic feats for example, are expended normally
Hex: Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level. A witch cannot select an individual hex more than once. Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch's level + the witch's Intelligence modifier. The list of Hexes and their additional rules are found here.
Patron Spells: At 1st level, when a witch gains her familiar, she must also select a patron. This patron is a vague and mysterious force, granting the witch power for reasons that she might not entirely understand. While these forces need not be named, they typically hold influence over one of the following forces. At 2nd level, and every two levels thereafter, a witch's patron adds new spells to a witch's list of spells known. These spells are also automatically added to the list of spells stored by the familiar. The spells gained depend upon the patron chosen. Each patron is listed by its theme. Its actual name is up to the GM and the witch to decide. Find Patron and their spell lists here
Witch's familiar: At 1st level, a witch forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Familiars also aid a witch by granting her skill bonuses, additional spells, and help with some types of magic. This functions like the wizard's arcane bond class feature, except as noted in the Witch's Familiar section. A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar. A witch's familiar begins play storing all of the 0-level witch spells plus three 1st level spells of the witch's choice. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each new witch level, she adds two new spells of any spell level or levels that she can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual
Fierce Intelligence: A scarred witch doctor treats her Intelligence score as 2 points higher when determining the highest level of spells she can cast, the number of spells she can cast per day, her spell save DCs, her number of spells known at 1st level, and any effects of her hexes determined by her Intelligence.
Hex Scar: Whenever a scarred witch doctor learns a hex, she must carve or brand a symbol in her flesh to represent this hex. She can disguise these scars with mundane or magical means, but they cannot be permanently removed.
Fetish Mask: At 1st level, a scarred witch doctor forms a bond with a wooden mask. As she gains power, her connection to this mask causes it to grow ever more hideous and grotesque as it absorbs the weight of the self-induced pain that underlies her magic. Her spells derive from the insights her patron grants her while she's enduring the cuts, burns, and other sorts of mutilations she inflicts upon herself. Her fetish mask acts in all ways like a witch's familiar for the purpose of preparing and gaining spells. Rather than communing with a familiar to prepare spells each day, a scarred witch doctor hangs her mask on a wall, tree branch, or something similar and contemplates the agony it represents. When wearing her fetish mask, a scarred witch doctor gains a +2 circumstance bonus on Heal and Intimidate checks and gains a +2 bonus on saving throws against effects that specifically cause pain or have the pain descriptor. If the mask is destroyed, the witch doctor can create another fetish mask (which almost immediately adopts the shocking appearance of the original) for the same price and time it takes a witch to replace a dead familiar. At 5th level, the scarred witch doctor gains the ability to add magical abilities to her mask as if she had the Craft Wondrous Item feat. This ability otherwise functions like and replaces the standard witch familiar.
Scarshield: At 1st level, a scarred witch doctor learns how to harden her mutilated skin, gaining an enhancement bonus to her natural armor bonus equal to 1/2 her class level (minimum +1). She can use this ability for a number of minutes per day equal to her class level. These minutes do not need to be consecutive but she must spend them in 1-minute increments. This ability replaces the witch's 1st-level hex.

Spells, abilities and Powers:

Cackle: A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round
Healing: This acts as a cure light wounds spell, using the witch’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds
Misfortune: The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
Slumber: A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day
Spell List A Witch draws spells from the Witch's spell list and her Patron Spells
Spell Slots per day: 0th 1st 2nd
(-) (4) (2)
Spell Prepared: 0th 1st 2nd
Daze Cure Light Wounds [x2] Cure Moderate Wounds [x1]
Detect Magic Hex Vulnerability [x2] Raven's Flight [x1]
Read Magic

Items, gear and equipment:

Battle Aspergillum DAM: 1d6, Crit: x2, Special: When the mace strikes a creature, holy water sprinkles out through tiny holes throughout the weapon’s head; creatures subject to damage from holy water take 1 point of damage in addition to the normal effect of being struck by the mace (a nonmagical aspergillum can deal holy water damage to an incorporeal creature in this manner, even if the mace itself deals no damage). After 5 hits, the battle aspergillum is empty and needs to be refilled
Javelin [x10] DAM: 1d6, Crit: x2, Range: 30 ft.
Wondrous Items:
Ioun Stones:
Milorns spellbook: Colour spray, Mage Armour, Magic Missile, Detect Secret Doors, Fog Cloud, Grease, Invisibility, Silent Image, Blur, Levitate
Cause Fear [x3]
Remove Disease [x1]
Resist Energy [x1]
Cure light wounds [x5]
Cure Moderate wounds [x1]
Mundane Equipment:
Witch's Kit This kit includes a backpack, a bedroll, a belt pouch, candles (10), chalk (10), a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin
Other Items:
Shoulders Cloak of Resistance (+1)
Silken Robes: +1 AC, no armour check or dex penalty.
Ring 1
Ring 2
GP Pouch
491 gp

Familiars, Cohorts, Followers, Intelligent items, and Common Summons

Combat Cheat Sheet

Back Story

Orphaned as a small child by his Riftwarden parents, Hakak was sent to be raised by his mothers tribe, the exiles of the Sarkoris. Apprenticed to a Shaman as he became of age, Hakak began the long and scarring rituals and rites the tribe has adopted in order to combat the forces of the World Wound, and one day retake their sacred lands. Scarred, beaten, pushed to his limits and finally anointed, Hakak bears both the sacred wards and spiritual magic of his ancestral peoples, to keep the World Wound at bay.

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