Familiar: Raven Named Ja +3 bonus appraise speaks: Aquan hp:10 +2 nat armor
Spoiler:
N Tiny animal
Init +2; Senses low-light vision; Perception +6
DEFENSE
AC 16, touch 14, flat-footed 12 (+2 Dex, +2 size, +2 nat armor)
Fort +1, Ref +4, Will +5
OFFENSE
Speed 10 ft., fly 40 ft. (average)
Melee bite +6 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 2, Dex 15, Con 8, Int 7, Wis 15, Cha 7
Base Atk +2; CMB +0; CMD 6
Feats Skill Focus (Perception), Weapon Finesse
Skills Fly +6, Perception +6
Water Patron
Feats:
Improved Initiative +4 Init
Extra Hex: Flight
Extra Hex: Evil Eye
5 Hexes(2 from feat):
Hex DC 16
Healing:
Spoiler:
A witch can soothe the wounds of those
she touches. 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:
Spoiler:
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.
Cackle:
Spoiler:
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.
Flight:
Spoiler:
The witch grows lighter as she gains power,
eventually gaining the ability to f ly. At 1st level, the witch
can use feather fall at will and gains a +4 racial bonus on
Swim checks. At 3rd level, she can cast levitate once per
day. At 5th level, she can f ly, as per the spell, for a number
of minutes per day equal to her level. These minutes do
not need to be consecutive, but they must be spent in
1-minute increments.
Evil Eye:
Spoiler:
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. A Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to –4.
Traits:
Reactionary:
Spoiler:
You were bullied often as a child, but never
quite developed an offensive response. Instead, you became
adept at anticipating sudden attacks and reacting to danger
quickly. You gain a +2 trait bonus on Initiative checks.
Resilient:
Spoiler:
Growing up in a poor neighborhood or in the
unforgiving wilds often forced you to subsist on food and
water from doubtful sources. You’ve built up your mettle
as a result, and gain a +1 trait bonus on Fortitude saves.
currently memorized:
0 level DC 14- detect magic, light, detect poison, guidance
1st level DC 15- cure light wounds x2, unseen servant, mage armor
2nd level DC 16- cure moderate wounds, vomit swarm, summon monster II
Equpiment:
Ring of Protection +1
Amulet of Natual Protection +1
dagger
Xbow, Light
20 Xbow bolts
backpack, MW (gives +1 str for carrying capacity )
Blanket, Winter
Scroll Case
Waterskin x3
Rope, Silk 50 ft
Spell Component Pouch
Traveler's Outfit
Trail Rations x 10
Vial of Silvershine x2
1889 gp
light load 38 or less at 37.5
History:
Spoiler:
Crisk grew up on the streets of the great port city of Bel Akhana. He remembers a little more of their life before their mother's death than his brother Dram, but never felt like sharing it with his brother.
Being undersized he was not cut out for the work his father had done as a guard for one of the local guilds, and was never compelled to try his hand at the Sellsword Guild.
Always feeling like an outsider he strode to scrap together a living with his brother using his wits. While his brother would use his quick hands to bring food to their table he would use his talents with fortune and water.
He discovered he had an affinity with a raven that he befriended and it did not seem to be an ordinary bird. He named him Ja and he has been a constant companion ever since.
He and his brother have managed to scrap together a tolerable living with his little cons and his brothers reliable work at the Thieves guild, but he has always yearned for more.