Male Half-Elf Witch 13
CG Medium Humanoid (elf, human)
Init + 9; Senses low-light vision; Perception + 18
AC 22, touch 20, flat-footed 15 (+ 7 Dex, + 2 natural, + 3 deflection)
hp 126 (13d6+ 65)
Fort + 12, Ref + 16, Will + 12; + 2 vs. enchantments
Immune sleep; Resist elven immunities, issian
Speed 30 ft.
Melee Hair (Prehensile Hair) + 9 (1d3+ 4/x2) and
Masterwork Dagger + 9/+ 4 (1d4+ 2/19-20/x2)
Ranged Masterwork Composite longbow (Str + 2) + 14/+ 9 (1d8+ 2/x3) and
Sling + 13/+ 8 (1d4+ 2/x2)
Special Attacks hexes (cackle, evil eye [dc 24], flight, fortune, hag’s eye [13 minutes/day], ice tomb [dc 24], prehensile hair, scar [8 at a time] [dc 24], slumber [dc 24], water lung)
Spell-Like Abilities Feather Fall (self only) (At will), Fly (self only) (13 minutes/day), Levitate (self only) (1/day)
Witch Spells Prepared (CL 13):
7 (2/day) Freezing Sphere, Select (x2) (DC 25)
6 (3/day) Dust Form, Ice Crystal Teleport (DC 24), Swarm Skin
5 (4/day) Prying Eyes, Baleful Polymorph (DC 23), Teleport, Feeblemind (DC 23)
4 (6/day) Black Tentacles, Dimension Door, Wall of Ice (DC 23), Fear (DC 22), Summon Monster IV, Secure Shelter
3 (6/day) Fireball (x2) (DC 22), Bestow Curse (DC 21), Loathsome Veil (DC 21), Spit Venom (DC 21), Strangling Hair
2 (6/day) Burning Gaze, Spectral Hand, Glitterdust, Flaming Sphere (DC 21), Touch of Idiocy, Vomit Swarm
1 (6/day) Ill Omen, Shocking Grasp (x2), Mage Armor, Burning Hands (DC 20), Ray of Enfeeblement (DC 19)
0 (at will) Stabilize, Message, Light, Detect Magic
Str 15, Dex 24, Con 21, Int 26, Wis 13, Cha 15
Base Atk + 6; CMB + 8; CMD 28
Feats Craft Staff, Extra Hex, Extra Hex, Extra Hex, Forge Ring, Selective Spell, Spell Focus (Evocation)
Traits Elven Reflexes, Issian
Skills Appraise + 12, Bluff + 5, Diplomacy + 5, Fly + 19, Heal + 5, Intimidate + 9, Knowledge (arcana) + 24, Knowledge (dungeoneering) + 21, Knowledge (engineering) + 14, Knowledge (geography) + 15, Knowledge (history) + 17, Knowledge (nature) + 18, Knowledge (planes) + 18, Knowledge (religion) + 14, Linguistics + 21, Perception + 18, Sense Motive + 3, Spellcraft + 24, Survival + 2, Swim + 7, Use Magic Device + 8
Languages Aklo, Aquan, Auran, Azlanti, Boggard, Celestial, Common, Cyclops, Daemonic, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Halfling, Ignan, Infernal, Necril, Orc, Sylvan, Terran, Undercommon
SQ + 10 witch’s familiar’s spells, + 2 to reflex saves, arcane training, deliver touch spells through familiar, elf blood, empathic link with familiar, patron spells (elements), scry on familiar (1/day), share spells with familiar, speak with animals, speak with familiar
Combat Gear Maximize metamagic rod (lesser) (3/day), Pearl of power (1st level) (1/day), Pearl of power (1st level) (1/day), Pearl of power (1st level) (1/day), Pearl of power (1st level) (1/day), Pearl of power (3rd level) (1/day), Potion of cure moderate wounds, Potion of cure serious wounds, Potion of neutralize poison, Potion of protection from acid, Potion of protection from fire, Potion of restoration, lesser, Quicken metamagic rod (lesser) (3/day), Ring of invisibility, Acid, Holy water; Other Gear Arrows (40), Masterwork Composite longbow (Str + 2), Masterwork Dagger, Sling, Sling bullets (40), Amulet of natural armor + 2, Belt of physical might (Dex & Con + 6), Cloak of resistance + 3, Handy haversack (23 @ 183.98 lbs), Headband of vast intelligence + 6 (Perception, Know, Ring of protection + 3, Ring of sustenance, 2 sack/tarps for swarm skin, 4 ivory pieces, F for legend lore, Barbed vest, Bullseye lantern, Chalk, Earplugs, Flint and steel, Marbles, Mirror, Oil (6), potion belt, Powder, Rope, Sewing needle, Soap, Spell component pouch, staff (dispell magic, vampiric touch, locate creat, Waterskin, 6356 PP, 745 GP, 15 SP, 8 CP
+ 10 Witch’s Familiar’s Spells Add one spell from the witch spell list to the witch’s familiar. This spell must be at least one level below the highest spell level she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.
+ 2 to Reflex saves You gain the Alertness feat while your familiar is within arm’s reach.
Arcane Training + 1 CL for spell trigger/completion items for favored class, or use them as if 1st level.
Barbed vest Those injuring you with an unarmed or natural attack must make a DC 15 Ref save or take 1 damage.
Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Earplugs + 2 save vs. hearing effects, -5 hearing-based Perception.
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities + 2 save bonus vs Enchantments.
Elven Immunities – Sleep You are immune to magic sleep effects.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evil Eye -4 (11 round(s)) (DC 24) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Fortune (2 round(s)) (Su) Ally in 30 ft can roll 2d20 for an attack, save, ability, or skill check (and take higher) once/rd.
Hag’s Eye (13 minutes/day) (Ex) Create an invisible sensor, as arcane eye, which nearby coven mates can also see through.
Ice Tomb (DC 24) (Su) A storm of ice and freezing wind envelops the target, which takes 3d8 points of cold damage (Fortitude half). If the target fails its save, it is paralyzed and unconscious but does not need to eat or breathe while the ice lasts. The ice has 20 hit po
Issian + 1 Will save vs. Mind-affecting.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Prehensile Hair (Su) The witch can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Intelligence score. Her hair has reach 10
Ring of invisibility By activating this simple silver ring, the wearer can benefit from invisibility, as the spell.
Requirements: Forge Ring, invisibility; Cost 10,000 gp
Scar (8 at a time) (DC 24) (Su) This hex curses a single target touched with horrible scars of the witch’s choosing, whether something as simple as a single letter on the target’s forehead or blotchy, burnlike scars on his body. The target may make a Will save to resist this hex. T
Scry on Familiar (1/day) (Sp) You can scry on your familiar, as the spell.
Selective Spell You can cast a spell that does not affect some targets within its area.
Share Spells with Familiar Can cast spells with a target of “You” on the familiar with a range of touch.
Slumber (13 rds) (DC 24) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg).
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak With Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus (Evocation) Spells from one school of magic have + 1 to their save DC.
Water Lung (Su) An air-breathing target can breathe water or an aquatic target can breathe air. This lasts 1 minute. If the witch uses this hex on herself, she can maintain it while she sleeps, allowing her to safely sleep underwater.
Samuel’s human father abandoned his elven mother when Sam was a toddler. His mother stayed in the human village where she had settled to be with his father, since she liked it there. She (somewhat pointedly) taught him the ways of his people, in particular archery. Other families were wary of them.
At the age of 10, Sam began to play often with his neighbor’s dog. The dog always came from the woods between their cottage and the neighbor’s property, and wouldn’t come all the way to their place, so of course it belonged to the neighbor, right? Sam felt protective of it because it had a scar across its face and one ear was half chewed off. How could it’s owner let that happen?!?! Sam thought it needed a friend.
Eventually his friends saw it and said it was a fox and it shouldn’t like people, but Samuel was convinced he knew how the fox felt, and it wanted to be with him. Sam didn’t like how the older children told him to go away and live like an elf, when he thought he was just like the other children, so he decided the fox could be a dog if it wanted to. But he started calling it Reynard, because of an old story about a fox with that name, so people would not think he was crazy. Because he wasn’t crazy.
When Sam was 15, Reynard wanted him to kill some local priests, because they were very bad. They hurt children. Sam told his mother and some other adults, but nobody believed him, and they all got upset. They said Reynard couldn’t talk, which was true, but Sam knew what he wanted, almost like they had an Empathic Link.
Sam followed a priest into the woods one night. He led Sam to a pit in which several children were tied up. Another priest was there too. One child was from Sam’s village, and had been missing for a week. Some of the children were dead, but still tied up. The priests were casting spells that made the children scream. Sam didn’t know what they were doing, but later, once he knew more about magic, he decided it was some kind of necromancy. Sam had brought his bow, and he shot one of the priests, then ran into the woods. They followed him, but he kept hiding and taking pot-shots. Eventually one priest died and the other ran off.
Sam cut free the surviving children and helped them get out of the pit. Reynard wanted him to run away, right then, before more priests came. It made Sam sad to leave his mother, but Reynard had been right about everything so far, so he left. Everywhere he went he was followed by an official story that he was a murderer, and also a rumor that he was a hero. He avoided priests and sheriffs as much as he could. Eventually he was taken in by old woman in the forest who recognized his burgeoning powers, and trained him. Later he traveled to distant lands, always trying to gather knowledge. He liked to help people who were oppressed by the authorities, especially people unfairly oppressed by priests. Reynard said this was their Purpose, and always helped Sam find the bad people. (Eventually Sam could understand what Reynard said. He understood that Something Great was talking to him through the fox, but to him Reynard would always be his childhood dog.)
Sam joined various groups of adventurers, but never for long. For some reason, he had trouble keeping friends. Except Reynard. Most good people liked him, but he creeped them out. Eventually he traveled to the River Lands, and made friends with a she-gnome druid who lived in the woods. One day she came to him with a plea for help. Her friend Attila, the fierce and sexy general, was missing. And then everything changed…