| HP 12/12 | AC 12, T 12, FF 10 | CMB +0 CMD 12 | F +2 R +2 W +3 (+2 vs. fear) | Init +4 | Perc +3 SM +3
| Speed 30ft | Active Conditions: None
Feiya may one day try to track down the parents she barely remembers, but for now she is content to roam the world and seek new experiences. Feiya
Female human witch 1
CG Medium humanoid (human)
Init +4; Senses Perception +3
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 12 (1d6+6)
Fort +2, Ref +2, Will +3; +2 vs. fear
Speed 30 ft.
Melee dagger +0 (1d4/19–20)
or quarterstaff +0 (1d6)
Ranged light crossbow +2 (1d8/19–20)
Special Attacks hexes (cackle, evil eye)
Witch Spells Prepared (CL 1st; concentration +5)
1st—ear-piercing scream (DC 15), obscuring mist
0 (at will)—dancing lights, detect magic, guidance Patron Wisdom*
Str 10, Dex 14, Con 14, Int 18, Wis 12, Cha 8
Base Atk +0; CMB +0; CMD 12
Feats Alertness*, Extra Hex*, Toughness*
Traits Reactionary*, Stoic Optimism*
Skills Craft (alchemy) +8, Heal +5, Intimidate +3, Knowledge (arcana) +8, Knowledge (nature) +8, Perception +3, Sense Motive +3, Spellcraft +8, Use Magic Device +3
Languages Common, Giant, Minkaian, Skald, Tien
SQ witch’s familiar (fox named Daji)
Combat Gear scroll of cure light wounds, scrolls of mage armor (2), acid;
Other Gear dagger, light crossbow with 20 bolts, quarterstaff, backpack, scroll case, spell component pouches (2), waterskin, 2 gp
* The effects of these abilities are included in Feiya’s statistics.
Hexes Feiya has the following hexes. Unless otherwise noted, using a hex is a standard action that does not provoke attacks of opportunity.
Cackle As a move action, Feiya can cackle to extend the duration of her evil eye hex on all creatures within 30 feet by 1 round.
Evil Eye The evil eye hex imposes a –2 penalty on one of the following (Feiya’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This penalty lasts for 7 rounds (Will DC 14 to reduce the duration to 1 round).
Familiar Feiya’s familiar, a fox named Daji, has the following statistics:
Init +2; Senses low-light vision, scent;
AC 15, touch 14, flatfooted 13;
Fort +3, Ref +4, Will +3;
Defensive Abilities improved evasion;
Speed 40 ft.;
Melee bite +1 (1d3–1);
Str 9, Dex 15, Con 13, Int 6, Wis 12, Cha 6;
Feats Skill Focus (Perception);
Skills Acrobatics +2 (+6 when jumping), Heal +2, Intimidate –1, Perception +8, Spellcraft –1, Survival +1 (+5 to track by scent);
SQ empathic link, store spells
Alertness Feiya gains the Alertness feat (+2 bonus on Perception and Sense Motive checks) when Daji is within arm’s reach.
Empathic Link As long as Feiya and Daji stay within 1 mile of each other, they know each other’s general emotions.
Improved Evasion When Daji attempts a Reflex save for half damage, he takes half damage if he fails and no damage if he succeeds.
Store Spells Daji stores all of Feiya’s spells. Feiya prepares her spells by spending 1 hour each day communing with Daji. Feiya can prepare the following spells instead of the spells she currently has prepared: comprehend languages, enlarge person, ill omen, mount, remove sickness.
Spells and Gear Feiya’s spells and gear are described below.
Cure Light Wounds This heals a touched target for 1d8+1 points of damage.
Dancing Lights Feiya can create up to four glowing lights that illuminate a 10-foot radius. She can move them 100 feet per round.
Detect Magic Feiya can notice magic in a 60-foot cone. If she concentrates, she can determine the number of magic auras on the next round and then attempt to learn more on the round after that.
Ear-Piercing Scream Feiya deals 1d6 points of sonic damage to a target within 25 feet and dazes it for a round. A DC 15 Fortitude saving throw halves damage and negates the dazed condition.
Guidance Feiya can give a target she touches a +1 competence bonus to use on any attack roll, saving throw, or skill check in the next minute.
Ill Omen A creature within 25 feet must roll twice and take the lower result on its next d20 roll. A target that recognizes the spell can negate one reroll as a move action.
Mage Armor Feiya grants a touched target a +4 armor bonus to AC for 1 hour.
Obscuring Mist Feiya calls forth a mist in a 20-foot-radius spread centered on her for 1 minute or until wind blows it away or a fire spell burns it away. Until then, the mist blocks all vision. Attacks against adjacent creatures in the mist suffer a 20% miss chance from concealment, and creatures farther away have total concealment (50% miss chance, and they can’t be targeted by sight).
Formative years spent away from civilized society have left Feiya lacking in social graces, but her temper flare-ups are countered by her loyalty to her friends. She relishes travel and gladly embraces the Desnan faith, hoping to learn who she truly is—and what entity fosters her magical abilities.
Headers for Daji
Race: note the space at the start, very important to leave it in
| HP 6/6 | AC 15, T 14, FF 13 | F +3 R +4 W +3 | Init +2 | Perc +8; low-light vision, scent
Classes / levels: note the space at the start, very important to leave it in
| Speed 40ft | Active Conditions: None