Spell Like Abilities: At will—speak with animals (aquatic animals only); 1/day—fins to feet (self only), hydraulic push.
Spells +3 DC of all Enchantment
Known: 0 level / 4 per day (Unlimited)– Detect Magic, Detect Poison, Dancing Lights, Stabilize
1st /5 per day (Cast 2 )- touch of the sea*, Command (DC 18), Mage Armor, Marid’s Mastery, Nereid’s Grace, Ear Piercing Scream
2nd /5 per day (Cast 1 )- gust of wind*, Cure Moderate Wounds, Euphoric Cloud (DC 17), Haunting Mists, Ironskin, Steal Breath (DC 17)
3rd /5 per day (Cast )- water breathing*, Blood Scent, Deep Slumber (DC 22), Heroism, Hydrophobia, Lover’S Vengeance
4th /5 per day( Cast 1) – control water*, Aggressive Thundercloud, Greater (DC20), Charm Monster (DC 23), Globe of Tranquil Water, Nixie’s Lure (DC 23)
5th /3 per day( Cast 1) – cloudkill*, Curse, Major (DC 21/ DC 26 to remove), Dominate Person (DC 24), Old Salt’s Curse (DC 21), Charm Person Mass (DC 24)
6th / 3 per day( Cast 1) – Control winds*, Suggestion, Mass (DC 25), Greater Dispel Magic, True Seeing, Banshee blast
7th/ 2 per day - Cure Moderate Wounds, Mass, Chain Lightning
Patron: The Mother of the Deeps
Spells
A sea witch replaces some of her patron spells with the following: 2nd—touch of the sea, 4th—gust of wind, 6th—water breathing, 8th—control water, 10th—cloudkill, 12th—control winds, 14th—control weather, 16th—vortex, 18th—tsunami.
[spoiler=SPELL DETAILS]
Hexes (DC 21) 1 hex per day at 14th level
* Charm (Su)
Effect: A witch can charm an animal or humanoid creature within 30 feet by beckoning and speaking soothing words.
This improves the attitude of an animal or humanoid creature by 1 step, as if the witch had successfully used the Diplomacy skill. The effect lasts for a number of rounds equal to the Witch’s Intelligence modifier. A Will save negates this effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. At 8th level, this effect improves the attitude of the target creature by 2 steps. This is a mind-affecting charm effect.
*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.
*Distraction (Su)
The witch can cause a creature within 30 feet to suffer hallucinatory distractions whenever it tries to cast a spell or use a spell-like abilityfor 1 round. Anytime the creature attempts to do so, it must succeed at a concentration check (DC = 15 + twice the spell level) or lose the spell. A successful Will saving throw negates this hex.
At 8th level and 16th level, the duration of this hex is extended by 1 round. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. Hexes that affect the misfortune hex, such as cackle, also affect distraction.
*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.
*Seduction (Su)
The witch uses enthralling movements to fascinate a single creature within 60 feet that can see the witch. A Will save negates this effect. If the target is (or could be) sexually attracted to the witch, the save DC is increased by 2. The effect lasts for 1 round, but the witch can extend this effect for 1 additional round (up to a total number of rounds equal to her class level) by taking a standard action to continue her enthralling movements. Whether or not the target succeeds at its save, it cannot be the target of this ability again for 1 day. At 8th level, the fascination effect lasts for 2 additional rounds after the witch ceases taking a standard action to maintain it. This is a mind-affecting charm effect.
*Sink (Su)
Effect The witch can cause a creature in water to struggle, imposing a –4 penalty on its Swim checks and reducing its swim speed (if any) by 10 feet for 1 minute unless it succeeds at a Fortitude saving throw; on a successful save, the effect’s duration is reduced to 1 round. The duration of this hex can be extended with the cackle hex. This hex does not stack with itself.
Major Hex:
*Ice Tomb (Su)
Effect: 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 points; destroying the ice frees the creature, which is staggered for 1d4 rounds after being released. Whether or not the target’s saving throw is successful, it cannot be the target of this hex again for 1 day.
*Weather Control (Su)
Effect: A witch with this hex can use control weather once per day, but creating the weather takes 1 full hour of chanting, dancing, and communing with her familiar.
*Retribution (Su)
Effect: A witch can place a retribution hex on a creature within 60 feet, causing terrible wounds to open across the target’s flesh whenever it deals damage to another creature in melee. Immediately after the hexed creature deals damage in melee, it takes half that damage (round down). This damage bypasses any resistances, immunities, or damage reduction the creature possesses. This effect lasts for a number of rounds equal to the witch’s Intelligence modifier. A Will save negates this effect.
Other Gear
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, mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.), clothing, Seer’s Tea, Dreamer’s star 10 doses
Consumables
potion sponge of cure moderate wounds
Potion sponge of cure light wounds,
Potion sponge of neutralize poison
Potion sponge of remove disease
Wand of Lightning bolt (CL9th, 12 charges)
Bag of holding holds:
2 Wand of cure light wounds (CL 1, 50 charges),
2 Potions cure light wounds,
Potion of disguise self,
Potion of spider climb;
2 potions of cure moderate wounds,
Potion of displacement,
Potion of invisibility,
Elixir of fire breath,
Elixir of love,
Elixir of swimming,
Potion of cure serious wounds,
Potion of water breathing
Also we should keep: A watertight scroll tube containing a scroll of Transmute rock to mud and two scrolls of water breathing. (never know when we'll need a way into a fortress)
Worn Magic Items Head: Headband Headband of Vast Intelligence +4
Neck: Amulet of Natural Armor +3
Body Witching Gown (appearance diaphanous cloud of fireflies) Spite spell containing Poison (DC 20) 1D3 Con / round.
Shoulders: Cloak of the Manta Ray
Finger: Ring of Swimming, Improved
Finger: Ring of Protection +2
Hands:
[Wrists Sleeves of Many Garments
Waist:
Class Abilities:
• 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
• Weapon and Armor Proficiency: Witches are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a witch’s gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor on page 83 of the Pathfinder RPG Core Rulebook).
• Hex - Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes.
Know Direction (Sp)
So long as she near a sizable body of water (at least a lake with a diameter of 1 mile or more), a sea witch may cast know direction at will as a spell-like ability.
Sea Creature Empathy (Ex)
A sea witch can influence the attitude of water-dwelling animalsand animals that live along coasts and shores, including birds, as if using wild empathy. The sea witch uses her witch level as her druidlevel for this ability. If the sea witch has wild empathy from another class, her witch levels stack with the other class’s levels to determine her wild empathy bonus for these kinds of creatures.
This ability replaces the witch’s 1st-level hex.
Secret Magic: Merfolk sometimes manifest magical powers they are unwilling to explain to non-merfolk, leading scholars to speculate that the magic originates from the merfolk’s rumored eldritch patrons. Such merfolk have only a 40-foot swim speed, but they add +1 to the DC of any enchantment spells they cast, and if they have a Charisma score of 13 or higher, they gain the ability to cast the following spell-like abilities: At will—speak with animals (aquatic animals only); 1/day—fins to feet (self only), hydraulic push. This racial trait replaces the armor racial trait and alters the merfolk’s movement
Traits:
Touched by the Sea
You’ve always felt the call of the sea and your blood surges with the ebb and flow of the tides. Perhaps one of your parents was a sailor or pirate, or maybe one of your ancestors had a bit of aquatic elf or undine blood in them. Whatever the reason, you’re as comfortable in the water as you are on land.
You came to port in search of your destiny, and after a few drinks at a tavern you went down to the docks to take in a view of the sea. The last thing you remember is a blow to the back of your head and the waves rushing up to meet you.
Benefit You gain a +1 trait bonus on Swim checks and Swim is a class skill for you. In addition, penalties on attack rolls made underwater are lessened by 1.
Trap Finder
Forgotten dungeons and ancient tombs have always held an appeal for you, and you’ve never been able to resist the urge to delve into these lost sites in search of knowledge, treasure, or both. You may not have received any formal training in the roguish arts, but you’ve nonetheless become skilled at spotting and disabling hidden traps. The tombs of of the necropolis, just opened for exploration, seem like the perfect place to put your skills to the test.
Benefit(s): You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.
Familiar: Cioldryss:
Tidepool Dragon CR 3
XP 800
CN Tiny dragon (aquatic)
Init +5; Senses darkvision 60 ft., low-light vision; Perception +9
DEFENSE
AC 23, touch 13, flat-footed 20 (+1 Dex, +10 natural, +2 size)
hp 34 (4d12+4)
Fort +7, Ref +9, Will +11
Immune paralysis, sleep, SR 19
OFFENSE
Speed 10 ft., fly 30 ft. (average), swim 60 ft.
Melee bite +6 (1d3), 2 claws +6 (1d3 plus attach)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks breath weapon (5-ft. line, 2d6 fire damage, Reflex DC 13 for half, usable every 1d4 rounds)
Spell-Like Abilities (CL 4th; concentration+6)
3/day—freedom of movement (self only)
Spells Known (caster level 4th; concentration +6)
2nd (4/day)—slipstream
1st (7/day)—hydraulic push, obscuring mist
0th (at will)—acid splash, dancing lights, daze (DC 12), detect poison, mage hand, touch of fatigue (DC 12)
STATISTICS
Str 11, Dex 13, Con 13, Int 11, Wis 14, Cha14
Base Atk +4; CMB +3; CMD 13
Feats Improved Initiative, Lightning Reflexes
Skills Fly +12, Knowledge (nature) +6, Perception +9, Survival +9, Swim +15
Languages Common, Draconic
SQ amphibious
SPECIAL ABILITIES
Attach (Ex)
When a tidepool dragon hits with a claw attack, it automatically grapples its foe, dealing automatic damage with that claw each round.
Breath Weapon (Su)
When a tidepool dragon uses its breath weapon underwater, it creates a 10-foot cone of superheated water rather than a line of fire (as noted above). This effect deals the breath weapon’s damage to any creatures in the cone’s area, though victims can still save to take only half damage.
Alertness (Ex)
While a familiar is within arm’s reach, the master gains the Alertness feat.
Empathic Link (Su)
The master has an empathic link with her familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared. The master has the same connection to an item or place that her familiardoes.
Improved Evasion (Ex)
When subjected to an attack that normally allows a Reflexsaving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells
The witch may cast a spell with a target of “You” on her familiar(as a touch spell) instead of on herself. A witch may cast spells on her familiar even if the spells do not normally affect creatures of the familiar‘s type (magical beast).
Store Spells
Starting at 1st level, a witch’s familiar stores all of the spells that the witch knows. This does not allow the familiar to cast these spells or use spell-trigger or spell completion magic items. Starting at 2nd level, and every two levels thereafter, a witch’s familiar adds new bonus spells to the witch’s spell list based on her patron. These spells are automatically stored by the familiarand can be prepared as normal once they are gained.
Deliver Touch Spells (Su)
If a witch is 3rd level or higher, her familiar can deliver touchspells or hexes for her. If the witch and the familiar are in contact at the time the witch casts a touch spell, she can designate her familiar as the “toucher.” The familiar can then deliver the touch spell just as the witch would. As usual, if the witch casts another spell before the touch is delivered, the touchspell dissipates. If the witch activates a hex, her familiar can be used to make the touch. She does not have to be in contact with the familiar to use this ability.
Speak with Master (Ex)
If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Speak with Animals of Its Kind (Ex)
If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, monkeys with other simians, rats with rodents, toads with amphibians, and weasels with ermines and minks. Such communication is limited by the Intelligence of the conversing creatures.
Spell Resistance (Ex)
If the master is 11th level or higher, a familiar gains spell resistance equal to the master’s level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar‘s spell resistance.
Scry on Familiar (Sp): If the master is 13th level or higher, he may scry on his familiar (as if casting the scrying spell) once per day