Witch 1 | HP 8/8 | AC 12 T 12 FF 10 | Fort+1 Ref +4 Will+2 | Initiative +2 | Perception +2 |
Gender
Female
Size
Medium
Special Abilities
Hex
Alignment
Chaotic Neutral
Deity
Desna
Languages
Aklo, Common, Celestial, Elven, Sylvan
Strength
10
Dexterity
14
Constitution
12
Intelligence
18
Wisdom
10
Charisma
13
About Feiya - Witch
Feiya PFS #103990
Female Human Witch 1
CN Medium Humanoid
Init: +2, Perception: +2
Languages: Aklo, Common, Celestial, Elven, Sylvan
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DEFENSE
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AC 12, Touch 12, Flat-footed 10
HP 8
Fort: +1, Ref: +4, Will: +2
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OFFENSE
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Speed: 30 ft. (6 Squares)
Melee
Quarterstaff +0 (1d6 + 1/x2)
Dagger +0 (1d4 + 1/19-20/x2)
Ranged
Dart +2 (1d4/x2)
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STATISTICS
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Str 10(12), Dex 14, Con 12, Int 18, Wis 10, Cha 13
Base Atk: +0, CMB: +1, CMD 13
Feats: Simple Weapon Proficiency, Alertness, Arcane Strike, Magical Aptitude Skills: Heal +4*, Intimidate +5, Knowledge (arcana) +8, Knowledge (nature) +8, Sense Motive +2, Spellcraft +10, Use Magic Device +8
*+6 with Healer’s Kit
Combat Gear:
Tanglefoot bag, dagger, quarterstaff
Ammunition:
6 x Darts
Other Possessions:
Backpack, fetishes, healer's kit, iron pot, 4 x rations, spell component pouch, 2 x sunrods
Wealth:
1 gp
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SPECIAL ABILITIES
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Hex:
Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice.
Slumber: 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.
Daji, Fox Familiar
N Tiny magical beast
Init +2; Perception +1
Senses low-light vision, scent
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DEFENSE
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AC 15, Touch 14, Flat-footed 13
HP 4
Fort +3, Ref +4, Will +3
Defensive Abilities:Improved Evasion
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OFFENSE
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Speed 40 ft. (8 Squares)
Melee
bite +1 (1d3-1)
Space 2-1/2 ft.; Reach 0 ft.
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STATISTICS
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Str 9, Dex 15, Con 13, Int 6, Wis 12, Cha 6
Base Atk +0; CMB +0; CMD 9 (13 vs. trip)
FeatsSkill Focus (Perception) Skills Acrobatics +2 (+10 when jumping), Stealth +10, Survival +1 (+5 scent tracking)
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SPECIAL ABILITIES
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Familiar
Share spells, empathic link, the master of a fox familiar gains a +2 bonus on Reflex saves.
Feiya's childhood years were harsh and disturbing, as she was stolen from her home as a young girl and forced to join a coven of hags, who tried in vain to teach her their dark craft. Alternating between tutelage and torture, the witches frequently let their cruel natures impede their instruction. She eventually escaped the witches' torture with the help of an unusually intelligent fox whom she later named Daji.
Though she desperately desires the company of others, formative years spent away from civilized society have left Feiya lacking in social graces, and her awkwardness often leads to unfortunate misunderstandings. Nevertheless, her inherent good nature tends to win out, and her occasional flares of temper are countered by her steadfast loyalty to her friends. Feiya relishes travel, and having identified a butterfly carving in a waterfall cave as the found-mark of a Desnan priest, she gladly embraces that faith, hoping that her wanderings may cast more light on who she really is—and what entity fosters her magical abilities.