Female Human Witch 15
NG Medium Humanoid (Human)
Init +5; Senses Perception +21
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DEFENSE
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AC 19, touch 11, flat-footed 18. . (+8 armor, +1 Dex)
hp 123 (15d6+30)
Fort +12, Ref +11, Will +16
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OFFENSE
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Spd 30 ft.
Melee Masterwork Dagger +8/+3 (1d4/19-20/x2) and
. . Unarmed Strike +7/+2 (1d3/20/x2)
Special Attacks Evil Eye (DC 27), Misfortune (DC 27), Slumber (DC 27)
Witch Spells Known (CL 15, 7 melee touch, 8 ranged touch):
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STATISTICS
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Str 10, Dex 12, Con 14, Int 24/30, Wis 14, Cha 10
Base Atk +7; CMB +7; CMD 18
Feats Augment Summoning, Brew Potion, Combat Casting, Dazing Spell, Dispel, Improved Initiative, Spell Focus: Conjuration, Spell Focus: Necromancy, Split Hex, Superior Summoning
Skills Craft (Alchemy) +32, Fly +19, Knowledge (Arcana) +28, Knowledge (Dungeoneering) +25, Knowledge (Geography) +25, Knowledge (History) +28, Knowledge (Local) +25, Knowledge (Nature) +28, Knowledge (Religion) +25, Perception +21, Profession (Fortune-Teller) +20, Profession (Medium) +20, Profession (Soothsayer) +20, Sense Motive +4, Spellcraft +28
Languages Abyssal, Auran, Celestial, Common, Daemonic, Draconic, Elven, Giant, Ignan, Infernal, Other Language
SQ +3 to Hit Points, Cackle, Cauldron of Seeing, Deliver Touch Spells Through Familiar (Su), Disguise (15 hours/day) (Ex), Empathic Link with Familiar (Su), Retribution (10 round(s)) (DC 27) (Su), Scry on Familiar (1/day) (Sp), Share Spells with Familiar, Speak with Animals (Ex), Speak With Familiar (Ex), Witch's Brew (Ex)
Combat Gear Masterwork Dagger; Other Gear Boots of Teleportation, Bracers of Armor, +8, Cauldron of Seeing, Cloak of Resistance, +5, Hat of Disguise, Headband of Vast Intelligence, +6: Knowledge (Dungeoneering), Knowledge (History), Ioun Stone, Orange Prism, Wand of Cure Light Wounds, Wand of Cure Light Wounds
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SPECIAL ABILITIES
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+3 to Hit Points You gain the Alertness feat while your familiar is within arm's reach.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Cackle Extend the duration of other hexes.
Cauldron of Seeing When filled with liquid, this small cauldron allows the user to see over virtually any distance as if using the scrying spell.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Dazing Spell You can cast a spell that dazes those injured by it (duration = spell's level in rounds, Fort negates).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Destructive Dispel Upon successful dispel, opponent must save or is stunned
Disguise (15 hours/day) (Ex) Disguise Self for 15 hours/day.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evil Eye -4 (13 round(s)) (DC 27) (Su) Inflict penalties with a glance.
Misfortune (2 round(s)) (DC 27) (Su) Target must take the lower of 2d20 for rolls.
Retribution (10 round(s)) (DC 27) (Su) Target suffers half the melee damage it inflicts
Scry on Familiar (1/day) (Sp) You can scry on your familiar once per day.
Share Spells with Familiar The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Slumber (15 rounds) (DC 27) (Su) Target falls asleep.
Speak with Animals (Ex) Your familiar can communicate with similar animals to itself.
Speak With Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus: Conjuration Spells from one school of magic have +1 to their save DC.
Spell Focus: Necromancy Spells from one school of magic have +1 to their save DC.
Split Hex A targeted hex can affect two creatures
Superior Summoning When summoning more than one creature, summon an extra one
Witch's Brew (Ex) When the witch uses her cauldron to brew a potion, she may spend double the cost to create 2 identical potions that day instead of just 1. At 15th level, she may spend triple the cost to create 3 identical potions that day.
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 feet, and she can use it as a secondary natural attack that deals 1d3 points of damage (1d2 for a Small witch). Her hair can manipulate objects (but not weapons) as dexterously as a human hand. The hair cannot be sundered or attacked as a separate creature. Pieces cut from the witch’s elongated hair shrink away to nothing. Using her hair does not harm the witch’s head or neck, even if she lifts something heavy with it. The witch can manipulate her hair a number of minutes each day equal to her level; these minutes do not need to be consecutive, but must be spent in 1-minute increments.