amulet of natural armor +2; belt of incredible dexterity +4; cloak of resistance +2; mithral shirt +2; cold-weather outfit; boots of the winterlands; bolt, crossbow (x100); rations (trail/per day) (x15); wand of cure moderate wounds; wand of flaming sphere; wand of magic missile; quarterstaff; Crossbow, Light ; Backpack, Masterwork ;
special abilities:
Dark Vision
Ranged crossbow, light +8 (1d8/19-20)
Melee quarterstaff (two handed) +5 ((two handed) 1d6+1)
Spell-Like Abilities: feather fall ( DC 10, at will) levitate ( 1/day)
Cackle (Su)
The 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.
Cantrips
You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.
Deliver Touch Spells (Su)
Your familiar can deliver touch spells or hexes for you. If you and your familiar are in contact at the time you cast the touch spell, you can designate your familiar as the "toucher". Your familiar can then deliver the touch spell just as you would. As usual, if you cast another spell before the touch is delivered, the touch spell dissipates. If you activate a hex, your familiar can be used to make the touch. You do not have to be in contact with your familiar to use this ability.
Elven Immunities (Ex)
Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic (Ex)
Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Evil Eye (Su)
The witch can cause doubt in the mind of a foe within 30 feet that you can see. The target takes a -4 penalty on one of the following (witch's choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for 8 rounds. A Will save reduces this to just 1 round.
Flight (Su)
The witch grow lighter as you gain power, eventually gaining the ability to fly. The witch can use feather fall at will and gain a +4 racial bonus on Swim checks., The witch may fly, as per the spell, for 9 minutes per day. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.
Healing (Su)
The witch may heal with a touch, this acts as a cure moderate wounds spell, using the witch's caster level.
Keen Senses (Ex)
Elves receive a +2 bonus on Perception skill checks.
Low-Light Vision (Ex)
Misfortune (Su)
For 2 rounds, 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.
Slumber (Su)
If the creature fails a will save, it falls into a deep, magical sleep for 9 rounds. This hex can affect a creature of any HD
Weapon Familiarity (Ex)
Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.
Witch's Familiar
You form a close bond with a familiar, a creature that teaches you magic and helps to guide you along your path. Your familiar also aids you by granting you skill bonuses, additional spells, and help with some types of magic. These special abilities apply only when you and your familiar are within 1 mile of each other. The familiar stores all the spells that you know.
RAFAEL
CR 1
Male Homunculus Construct 9
NE Tiny magical beast
Init +3; Senses Darkvision (60 ft.), Low-light, Perception +3,
DEFENSE
AC 20, touch 15, flat-footed 17 (+3 Dex, +5 natural, +2 size, )
hp 28 (9d10)+9
Fort +3, Ref +8, Will +7
Defensive Abilities Improved Evasion,
Immunities Ability Damage, Ability Drain, Death Effects, Death from Massive Damage, Disease, Energy Drain, Exhaustion, Fatigue, Mind-Affecting Effects, Necromancy, Nonlethal Damage, Paralysis, Poison, Sleep, Stunning,
OFFENSE
Speed 20 ft. Fly 50 ft. (Good)
Special Attacks Poison (DC 14), STATISTICS
Str 8, Dex 16, Con *, Int 11, Wis 12, Cha 7
Base Atk +4; CMB +5; CMD 14
Feats Lightning Reflexes, Low Profile, Stealthy, Toughness, Wingover
Skills Acrobatics +5, Acrobatics (Jump) +1, Bluff -2, Climb +1, Diplomacy -2, Disguise -2, Escape Artist +5, Fly +15, Heal +1, Intimidate -2, Perception +3, Perform (Untrained) -2, Ride +3, Sense Motive +4, Spellcraft +2, Stealth +17, Survival +1, Swim +1,
Languages Common, Cannot Speak, Empathic Link, Speak with Animals of Its Kind, Speak with Master, Telepathic Link,
SQ Deliver Touch Spells, Share Spells,
Possessions
SPECIAL ABILITIES
Cannot Speak A creature with this ability may understand one of more languages but cannot speak.
Deliver Touch Spells (Su) If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the "toucher." The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Empathic Link (Su) The master has an empathic link with his 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 his familiar does.
Immunity to Ability Damage (Ex) You are immune to ability damage attacks.
Immunity to Ability Drain (Ex) You are immune to ability drain attacks.
Immunity to Death Effects (Ex) You are never subject to death effects.
Immunity to Death from Massive Damage (Ex) You are not at risk of death from massive damage.
Immunity to Disease (Ex) You are never subject to disease effects.
Immunity to Energy Drain (Ex) You are immune to energy drain attacks.
Immunity to Exhaustion (Ex) You can never be exhausted.
Immunity to Fatigue (Ex) You can never be fatigued.
Immunity to Mind-Affecting Effects (Ex) You are never affected by mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Immunity to Necromancy (Ex) You are never subject to necromancy effects.
Immunity to Nonlethal Damage (Ex) You are never subject to nonlethal damage.
Immunity to Paralysis (Ex) You can never be paralyzed.
Immunity to Poison (Ex) You never take poison damage.
Immunity to Sleep (Ex) You are never subject to sleep effects.
Immunity to Stunning (Ex) You are never subject to stunning.
Improved Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex save against an attack that normally deals half damage on a successful save, you instead take no damage, and even on a failed saving throw you take only half damage. If you are helpless, you do not gain the benefit of improved evasion.
Poison (Ex) Bite--injury; save Fort DC 14; frequency 1/minute for 60 minutes; effect sleep for 1 minute; cure 1 save.
Share Spells (Ex) The master may cast a spell with a target of "You" on her animal companion (as a spell with a range of touch) instead of on herself. A master may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.
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.
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.
Telepathic Link (Su) A homunculus cannot speak, but the process of creating one links it telepathically with its creator. A homunculus knows what its master knows and can convey to him or her everything it sees and hears, out to a distance of 1,500 feet.