Initiative: +0
Senses: Perception +0 (+2 when familiar is near)
Concentration: +5
CMB: +0
CMD: 10
Defenses
AC 10, touch 10, flat-footed 10
Fort +0, Ref +0, Will +2 (+3 vs. spells and supernatural abilities of the fey)
Offense
BAB: +0
Speed 30 ft.
Melee: None.
Ranged: None.
Skills:
name [ability] (ranks/ability/class/other mod) total
Craft (sculptures) [Int] (1+4+3) +8
Diplomacy [Cha] (1+2+3+4) +10 (+11 with fey creatures)
Knowledge (arcana) [Int] (1+4+3) +8
Knowledge (nobility) [Int] (0+4+0+1) +5
Knowledge (planes) [Int] (1+4+3) +8
Knowledge (religion) [Int] (1+4+3+1) +9
Linguistics [Int] (1+4+0) +5
Perception [Wis] (0+0+0+2) +0 (+2 when familiar is near)
Sense Motive [Wis] (0+0+0+2) +0 (+2 when familiar is near)
Spellcraft [Int] (1+4+3) +8
Use Magic Device [Cha] (1+2+3) +6
Note: No armor modifiers are taken into account for Dex-based skills in this list.
Languages:
Common, Sylvan, Goblin, Giant, Draconic, Elven
Traits, Feats and Class Abilities:
Traits Missionary: +1 trait bonus on Diplomacy and it is always a class skill.
Noble Born: +2 Diplomacy checks made to deal with fey creatures and a +1 trait bonus on will saves made against their spells and supernatural abilities. The family motto is "Endurance Overcomes All."
Child of the Temple: +1 trait bonus to Knowledge (nobility) and Knowledge (religion) checks, and Knowledge (religion) is always a class skill.
Drawback Family Ties: When a family member makes a request of you, you must fulfill that request or take a –2 penalty on all Wisdom- and Charisma-based ability checks and skill checks until you either do what was requested or succeed at a DC 20 Will saving throw, which you can attempt once per day at the start of each day. You can’t take this drawback if you have no family. If you ever lose your family or lose contact with your family, exchange this drawback for the Doubt drawback.
Feats
Spell Focus (Necromancy) (Racial Bonus Feat)
Extra Hex (Misfortune)
Class Abilities Cantrips Witch’s Familiar Patron: Healing Misfortune (Su): 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. [Save DC: 14]
Evil Eye (Su): The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –2 penalty on one of the following (witch’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch’s Intelligence modifier (7). A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to –4.
Racial Abilities Favored Class: Witch
1st Level: Extra skill point
+2 Intelligence Bonus Feat: Spell Focus (Necromancy)
Skilled
Spells Known to Familiar:
Cantrips (15): Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Guidance, Light, Mending, Message, Putrefy Food and Drink, Read Magic, Resistance, Spark, Stabilize, Touch of Fatigue. First Level Spells (7): Command, Comprehend Languages, Cure Light Wounds, Enlarge Person, Infernal Healing, Obscuring Mist, Ray of Enfeeblement.
Spells Prepared:
Cantrips (4) [DC:14]: Detect Magic, Light, Read Magic, Stabilize
First-Level Spells (2+1 ability bonus) [DC: 15]: Infernal Healing, Enlarge Person, Ray of Enfeeblement [DC: 16] * indicates cast for the day.
Familiar:
Vse
Nightingale (Thrush)
N Diminutive Animal
Init +2; Senses low-light vision; Perception +5
Defense
AC 17, touch 16, flat-footed 15 (+2 Dex, +4 size, +1 Natural Armor)
HP 4/4
Fort +2, Ref +4, Will +4
Offense
Speed 10 ft., fly 40 ft. (average)
Melee: bite -1 (1d2-5)
Space 1 ft.; Reach 0 ft.
Statistics
Str 1, Dex 15, Con 6, Int 6, Wis 15, Cha 6
Base Attack +0; CMB: -2; CMD: 3
Feats: Skill Focus (perception)
Familiar Abilities: Alertness, Improved Evasion, Share Spells, Empathic Link
Skills: Fly +12, Perception +5, Linguistics -1
Languages: Common, Sylvan
In Backpack
Backpack, masterwork (50g, 4lbs)
Bedroll (1s, 5lbs)
Winter Blanket (5s, 3lbs)
Map Case (1g, 0.5lb)
Ink [1 oz. vial] (8g, 0lbs)
Ink Pen (1s, 0lbs)
Chalk [2 pieces] (2c, 0lbs)
Paper [10 sheets] (4g, 0lbs)
Sack (1s, 0.5lbs)
Flint and Steel (1g, 0lbs)
Trail Rations [7 days] (3.5g, 7lbs)
Tools, Artisan's, common (5gp, 5lbs)
Total Weight: 36.5 lbs
Carrying Capacity
Light 33 lbs; Medium 34-66 lbs; Heavy 67-100 lbs
Backpack, masterwork
Light 38 lbs; Medium 39-76 lbs; Heavy 77-115 lbs
History:
Afanasi was born to a most unusual mother. She was the child of Vasily Medvyed, the patriarch of his family, whose kept his manor deep within the Grozni Forest. It was a place that most claimed was haunted. This suited the family just fine. Vasily, after all, was a vampire.
Afanasi himself was the product of Emilia and her third husband. Born into a family of vampires, dhampirs, and the assorted human offspring, he was nevertheless raised well in a noble, if somewhat superstitious, tradition. From an early age Afanasi was fascinated with the timelessness of the other members of his family. And it was no surprise to his mother that her own Patron chose her most clever son as a protege. When she first saw him speaking to Vse she couldn't have been more proud. She had been worried about her quiet child whose mind seemed to always be elsewhere, spending a little too much time in the crypts with the priests. Even still, she hopes that sending him with his uncle, on this quest to the River Kingdoms, will enable him to see more of the world.
The young witch is excited about this opportunity to travel. He cares very little about the opportunity to carve out a kingdom. In fact, he cares very little about what anyone else wants, only vaguely paying attention to others in general.
Description:
Afanasi is tall and rather thin. His dark hair hangs long and straight, but he obviously doesn't pay much attention to it. His clothes are obviously meant for travel, but well kept. He doesn't appear to be wearing any weapons whatsoever, though oftentimes he does have a carving knife in his hand whittling away at some small piece of wood.
He has a tendency to stare and speak cryptically. Typically he lets his uncle take the lead in any conversation, knowing that people are often unsettled by these habits. But once he does take an interest he is cordial and honest, and his straightforward manner makes him quick friends.