Male Sylph Witch 8 |HP: 47/56| AC/T/FF 20/16/16| F 3 R 7 W 7 CMD 20| Init +5, Per +3, Prof (Sailor) +10
Kahuranga's people are a people of the earth. Their favorite story is the story of how the kiwi lost his wings. How he came down out of the trees to eat the insects that were destroying the forest. How the other birds were punished for not taking on this duty.
Kahuranga thought the kiwi was an idiot. One of his grandmothers must have felt the same, once upon a time, for she had been taken in by the fickle charms of sky spirit. When the winds changed, he left her with a child whose blood sang with the strong winds that cross the seas. This song is what called the young Kahuranga to board a ship that stopped on his island for water. He never looked back.
Since then, he has made his way as a ship's mage and occasional treasure hunter. He has been in Plumetown about a month ago to ask a question of Keeba's Eyes, but no one has come to take him to Mount Keeba. He has spent the last two days in jail (or in stocks or whatever is appropriate) for getting into a bar fight. At the moment, he has plenty of cash to remain here, but he is growing bored. and is ready to move on. While he has been here, he has attracted the attention of a young tidepool dragon named Kohoru. They have struck up a relationship that each finds beneficial.
Male sylph witch 8 (Pathfinder RPG Advanced Player's Guide 65, Pathfinder RPG Bestiary 2 258)
CG Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +3
AC 18, touch 14, flat-footed 16 (+4 armor, +2 deflection, +2 Dex)
hp 56 (8d6+8)
Fort +3, Ref +5, Will +7; +2 vs. [air] or [electricity] spells, or electricity damage
Resist electricity 5
Speed 30 ft.
Melee +1 dagger +5 (1d4+1/19-20) or
quarterstaff +4 (1d6)
Special Attacks hexes (cackle[APG], evil eye[APG], flight[APG], misfortune[APG], water lung[UM])
Spell-Like Abilities (CL 8th; concentration +12)
Witch Spell-Like Abilities (CL 8th; concentration +14)
At will—feather fall (self only), fly (self only)
1/day—levitate (self only)
Witch Spells Prepared (CL 8th; concentration +14)
4th—dimension door, summon monster IV, vermin shape II[UM]
3rd—fly, hostile levitation[UC] (DC 18), howling agony[UM] (DC 18), rain of frogs[UM]
2nd—aggressive thundercloud[ACG] (2, DC 17), cat's grace, detect thoughts (DC 17)
1st—air bubble[UC], comprehend languages, mage armor, obscuring mist, ray of enfeeblement (2, DC 16)
0 (at will)—detect magic, read magic, stabilize, touch of fatigue (DC 15)
Str 10, Dex 14, Con 10, Int 20, Wis 11, Cha 16
Base Atk +4; CMB +4; CMD 18
Feats Accursed Hex[UM], Airy Step[ARG], Alertness, Combat Casting, Improved Familiar
Traits arcane temper, besmara's blessing
Skills Bluff +9, Climb +2, Diplomacy +8, Fly +13, Heal +4, Knowledge (arcana) +15, Knowledge (local) +10, Knowledge (nature) +10, Knowledge (planes) +10, Knowledge (religion) +6, Perception +3, Profession (sailor) +10, Sense Motive +2, Spellcraft +15, Swim +4, Use Magic Device +10
Languages Aquan, Auran, Common, Dwarven, Elven, Gnome, Polyglot
SQ breeze-kissed[ARG], witch's familiar (tidepool dragon named Taniwha)
Combat Gear lesser reach metamagic rod[APG], wand of cure light wounds, wand of cure moderate wounds; Other Gear +1 dagger, quarterstaff, bracers of armor +2, campfire bead[APG], cloak of resistance +1, handy haversack, headband of aerial agility (int +2)[UE], ring of protection +2, shawl of life-keeping[ARG], bedroll, belt pouch, candle (10), chalk (10), flint and steel, ink, inkpen, mess kit[UE], pot, soap, spell component pouch, torch (10), trail rations (5), waterskin, 207 gp
Accursed Hex Target a creature with a hex a second time that day if it made its save the first time
Airy Step +2 bonus vs. effects with air or electricity descriptor. Ignore first 30 feet of any fall.
Breeze-Kissed (1/day) +2 AC versus nonmagical ranged attacks. Bull rush/trip with air 1/day within 30 ft.
Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Evil Eye -4 (8 rounds, DC 19) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Familiar Bonus: You gain the Alertness feat while your familiar is within arm's reach.
Misfortune (2 rounds, DC 19) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Water Lung (Su) An air-breathing target can breathe water or an aquatic target can breathe air. This lasts 1 minute. If the witch uses this hex on herself, she can maintain it while she sleeps, allowing her to safely sleep underwater.
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.