About Sister Dark-EyeTactics Before Combat:
Sister Dark Eye is methodical and rational in most matters. If combat is forced she will search for the optimal way of ending it quickly with minimal losses to her and her comrades. Preparation and knowledge in advance of hazards are the key to this. She may use the invisibility spell to facilitate scouting or send her familiar Sister Rainbow Wing in her smaller form to scout. She will cautiously employ detect magic for clues as to coming challenges. If she knows combat is coming and has time Sister Dark Eye is capable of employing the Fortune Hex on each of her comrades and maintaining it the Cackle Hex, granting each of her companions a re-roll each round so long as this can be maintained. During Combat:
Sister Dark Eye has a full arcane caster's hit points, BaB and armour restrictions and a good intelligence. She well knows her weaknesses and to avoid melee combat. To this end she will use her familiar and mount Sister Rainbow Wing to remain out of reach. She may employ the tactic of enhancing her allies with the Fortune Hex and doing the inverse to enemies with Misfortune, extending both with Cackle. Individual foes may be rendered unconscious with the Slumber Hex, with those she judges most dangerous targeted first. Sister Dark Eye selects her spells to accomplish what her Hexes, which are short range and affect only one enemy at a time, cannot. Glitterdust and Burning Hands with their ability to affect groups are favourites. Morale:
Sister Dark Eye is no stranger to combat or danger and seldom shows nerves or fear, though she may feel both. Only exceptionally horrifying foes will draw a visible reaction. When faced with an unwinnable conflict she will counsel retreat, but only an absolutely hopeless situation, if that, will force her to flee leaving living comrades behind. History:
The Ratfolk woman known as Sister Dark Eye was born in Tamran, one of the few Ratfolk there. Her early childhood was peaceful and her family well off. That ended with one of the numerous invasions of Nirmathas from Molthune. Her family's home and means of income were destroyed in the war, the family dispersed and her father killed. Sister Dark Eye took up arms against the invaders when still an adolescent, seething with rage against those who destroyed her home and family. For six years she has fought Molthune, in which time she has become a veteran and come to regret some of the more extreme things she had done soon after her father's death. Sister Dark Eye fought with various irregular groups but for the last four years has been a member of the Sharpclaws. This is an effective group and from them she has learned much. There she has friends and a degree of status as a veteran and nobody treats her any differently because she is a Ratfolk, which is not true everywhere. She has been recommended to Forest Marshal Weslen Gavirk by her Sharpclaw commander as a seasoned and implacable foe of Melthune, an arcane caster and canny tactician. Sister Dark-Eye
CG Small humanoid (ratfolk)
Speed 20 ft.
Patron Deception
Feats Extra Hex APG, Improved Initiative Traits Reactionary +2 to initiative. Foxclaw Saboteur - As part of the band of warriors knows as the Foxclaws, you have operated in the far south, disrupting caravans from Molthune and seizing their supplies. You gain a +1 trait bonus to Disable Device and Stealth, and one [Stealth] is always a class skill for you. In addition, you gain a +2 trait bonus to initiative and are never considered flatfooted in encounters with member of the Molthune military. Skills Acrobatics +3 (-1 to jump),
Racial Modifiers +2 Perception, +2 Use Magic Device,
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Cheek Pouches[ You can store things in cheeks, but suffer 20% failure with verbal spells.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Hexes Slumber:
(Su)DC 16 Will save
Effect: A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. Fortune:
(Su)DC 16 Will save
Effect: The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made. At 8th level and 16th level, the duration of this hex is extended by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours. Misfortune:
(Su) DC 16 Will save
Effect: 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:
(Su)
Effect: 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. Level 1 9 + Patron Spell
Level 2 4 + Patron Spell
Gear:
Dagger 2 gp 1d3 1d4 19-20/x2 10 ft. 1 lb. P or S Haramaki Armour
Military Saddle: This saddle braces the rider, providing a +2 circumstance bonus on Ride checks related to staying in the saddle. If the rider is knocked unconscious while in a military saddle, he has a 75% chance to stay in the saddle. Price 60 gp Saddle Bags 4gp Witch's kit
Cloak of Resistance
Slot shoulders; Price 1,000 gp (PFS Legal +1),Weight 1 lb.
Talisman of Beneficial Winds Source Occult Adventures pg. 263
Deadeye's Spotter Ring Source Inner Sea Gods pg. 258
Traveler's Any-Tool
The any-tool counts as a set of masterwork artisan’s tools for most Craft or Profession skills (although very specialist crafts such as alchemy still require their own unique toolset). It is an ineffective weapon, always counting as an improvised weapon and never granting any masterwork bonus on attack rolls. Bag of Holding, Minor
Wand of Cure Light Wounds 50 Charges 750gp 5,040 gp spent, 960 left Familiar, Sister Rainbow Wing:
Shimmerwing Dragonfly This sizable insect has a slender body and two pairs of long, elegant, iridescent wings. Shimmerwing Dragonfly CR 1/4 XP 100
DEFENSE AC 16/12, touch 14/10, flat-footed 14/12 (+2 Dex, +2 size)
OFFENSE Speed 10 ft., fly 60 ft. (perfect)
STATISTICS Str 7/ 17, Dex 14/10, Con 10/12, Int 6, Wis 12, Cha 9
Skills Fly +18/ +16 [+12 Perfect flight +dex mod +1 rank flight + trained skill=+3] ECOLOGY Environment temperate or warm swamps
Shimmerwing dragonflies are agile flying insects that prey on other flying creatures. With a wingspan of nearly 3 feet, these dragonflies can even capture and eat small birds. See Core p82-3 fpr familair stats Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Mauler (Familiar Archetype):
While most familiars are scouts and assistants, the mauler familiar cares only for the thrill of battle. A mauler often serves a bloodthirsty or martial-minded master. Mauler Skills: A mauler treats Intimidate as a class skill. Bond Forged in Blood (Su) A mauler isn’t impressed by fancy words—only furious battle. A mauler can’t speak or communicate via language in any way, even if it’s a type of creature that normally could. At 5th level, whenever the mauler’s master drops a foe whose Hit Dice are at least half its level to below 0 hit points, the mauler’s empathic link surges with power, granting both the mauler and its master a +2 morale bonus on attack and damage rolls for 1 round. This replaces speak with master and speak with animals of its kind. Increased Strength (Ex) At 3rd level and every 2 levels thereafter, a mauler’s Strength score increases by 1. As a result of this ability, the familiar’s Intelligence score remains 6; a mauler can never have an Intelligence score higher than 6. This alters the familiar’s Intelligence score advancement. Battle Form (Su) At 3rd level, a mauler gains the ability to transform into a larger, more ferocious form and back as a standard action three times per day. In battle form, the mauler’s size becomes Medium and it gains a +2 size bonus to its Strength score. Since many familiars are Tiny or Diminutive, be sure to check for any additional Strength and Dexterity adjustments for increasing in size from Tiny or Diminutive to Medium. This is a polymorph effect. This replaces deliver touch spells. Damage Reduction (Su) At 11th level, a mauler gains DR 5/magic. This replaces spell resistance. |